The document discusses an email marketing system called The Customizer. It allows users to create mailing lists, edit email bodies, and integrate with databases. The Customizer offers both hosted and ASP/SaaS options. It provides default features like an HTML editor, periodic sends, and reporting. Customizable features include sub-lists based on database categories and website tracking integration.
Architetture informatiche, media di interazione e nuove tecnologie nel mondo...italo losero
Intervento provincia di torino
GESTIRE L’AUTONOMIA SCOLASTICA
STRUMENTI PER OTTIMIZZARE I PROCESSI DECISIONALI E COMUNICATIVI
Architetture informatiche, media di interazione e nuove tecnologie nel mondo della scuola attuale e futuro
Italo Losero
The document discusses an email marketing system called The Customizer. It allows users to create mailing lists, edit email bodies, and integrate with databases. The Customizer offers both hosted and ASP/SaaS options. It provides default features like an HTML editor, periodic sends, and reporting. Customizable features include sub-lists based on database categories and website tracking integration.
Architetture informatiche, media di interazione e nuove tecnologie nel mondo...italo losero
Intervento provincia di torino
GESTIRE L’AUTONOMIA SCOLASTICA
STRUMENTI PER OTTIMIZZARE I PROCESSI DECISIONALI E COMUNICATIVI
Architetture informatiche, media di interazione e nuove tecnologie nel mondo della scuola attuale e futuro
Italo Losero
The document discusses trends in web technologies including geolocation, mobile browsing, user-generated content, social networking, synchronous web technologies like Comet and AJAX, semantic web, APIs, and social data from Facebook. It also mentions applications of these technologies for events in Italy including the Turin 2006 Winter Olympics and Venice Architecture Biennale.
The document discusses several topics related to web 2.0 and location-based services including geotagging, social networking, mobile browsing, APIs, and Facebook integration. Specific technologies and applications mentioned include geotagged datasets on Google Earth, geoblogging, comet and Ajax for synchronous web experiences, Flickr APIs, Facebook apps like Sparagnomi, and faceted browsing with elastic lists.
This document discusses various clothing and paint shop tools for editing avatar appearances in Second Life, including both in-world and external graphic programs. It covers saving individual clothing items and full outfits, adding extra clothing elements, editing colors and fabrics in-world, and using templates. It also mentions the SL Cloth Previewer tool for previewing clothing designs and uploading fabric images to Second Life while maintaining transparency.
1) In 1972, a major conference on computer communication was held in Washington D.C. where researchers demonstrated early applications of packet switching and email over the ARPANET network.
2) This conference helped popularize the ideas of networked computers and sparked new interest in further developing what would become the Internet.
3) Key figures in attendance included Vint Cerf, a founder of the Internet, and researchers who developed early technologies like Ethernet and the TCP/IP protocols.
Web 2.0 represents a shift from static web pages to a more dynamic web where users can interact and collaborate to create and share information. Key aspects of Web 2.0 include user-generated content through blogs and wikis, rich internet applications using techniques like AJAX, folksonomies using social tagging, and syndication of content through RSS and APIs. E-learning has also evolved from a focus on delivering content to learners to E-learning 2.0 which emphasizes users as co-developers of content and treats the learning platform as a space for collaboration and participation rather than just consumption of information.
The document discusses trends in web technologies including geolocation, mobile browsing, user-generated content, social networking, synchronous web technologies like Comet and AJAX, semantic web, APIs, and social data from Facebook. It also mentions applications of these technologies for events in Italy including the Turin 2006 Winter Olympics and Venice Architecture Biennale.
The document discusses several topics related to web 2.0 and location-based services including geotagging, social networking, mobile browsing, APIs, and Facebook integration. Specific technologies and applications mentioned include geotagged datasets on Google Earth, geoblogging, comet and Ajax for synchronous web experiences, Flickr APIs, Facebook apps like Sparagnomi, and faceted browsing with elastic lists.
This document discusses various clothing and paint shop tools for editing avatar appearances in Second Life, including both in-world and external graphic programs. It covers saving individual clothing items and full outfits, adding extra clothing elements, editing colors and fabrics in-world, and using templates. It also mentions the SL Cloth Previewer tool for previewing clothing designs and uploading fabric images to Second Life while maintaining transparency.
1) In 1972, a major conference on computer communication was held in Washington D.C. where researchers demonstrated early applications of packet switching and email over the ARPANET network.
2) This conference helped popularize the ideas of networked computers and sparked new interest in further developing what would become the Internet.
3) Key figures in attendance included Vint Cerf, a founder of the Internet, and researchers who developed early technologies like Ethernet and the TCP/IP protocols.
Web 2.0 represents a shift from static web pages to a more dynamic web where users can interact and collaborate to create and share information. Key aspects of Web 2.0 include user-generated content through blogs and wikis, rich internet applications using techniques like AJAX, folksonomies using social tagging, and syndication of content through RSS and APIs. E-learning has also evolved from a focus on delivering content to learners to E-learning 2.0 which emphasizes users as co-developers of content and treats the learning platform as a space for collaboration and participation rather than just consumption of information.