The document discusses digital storytelling. It provides examples of how to engage an audience through storytelling by starting with questions, going on a journey to find answers together, and creating a sense of drama, anticipation and uncertainty. It emphasizes keeping stories brief yet imaginative, and involving the audience's emotions, senses and curiosity. It also discusses developing the core elements of a story like characters, plot, setting and dramatic change, and mapping these across different media to encourage interaction and engagement.
The document discusses various aspects of digital storytelling. It touches on how storytelling can be used in museums to engage audiences, bridge cultural heritage to the present, and encourage co-creation of narratives. It provides examples of different storytelling tools that can be used both digitally and non-digitally, such as narrative flow, copywriting, drama/tension, visuals, games, VR/AR, social media, and activities. It also discusses principles of good storytelling like focusing on people, passion, and interactive story arcs.
The document discusses digital storytelling. Some key points include:
- Storytelling is a social and cultural activity of sharing stories through various media to educate and build community.
- Effective storytelling uses techniques like narrative structure, characters, point of view, drama and visual elements.
- New digital tools allow for interactive and immersive storytelling experiences through games, VR/AR, social media and mobile applications.
- Museums can use storytelling to make collections more engaging and meaningful by putting people and their motivations and emotions at the center.
Presentation on using stories in UX. Adding imagery, emotion, context and motivation to UX work.
Book from Rosenfeld Media
http://www.rosenfeldmedia.com/books/storytelling/
This document discusses how storytelling can be used throughout the user experience design process. It describes how storytelling is already part of common UX methods like user research, scenarios, and usability testing even if it's not called stories. The document advocates collecting stories from users and developing stories for personas to understand users' needs and explore design ideas. It also presents how stories can be used to create realistic contexts for usability testing tasks.
This half-day workshop on storytelling for user experience focuses on how stories can be used effectively in UX work. The document introduces storytelling as a way to understand users, culture, and context in design. It discusses how stories connect people and make UX personal by reminding designers that everything is made for real people. The workshop will cover how everyone tells stories already and will teach participants how to use stories effectively in their work. It will also discuss how stories have many purposes in UX work from meeting users to design exploration and evaluation.
Workshop writing text for digital media in museumsErfgoed 2.0
This document provides an overview of a presentation on writing text for digital media in museums. The presentation covers:
- Getting introductions from attendees and learning about their challenges and expectations.
- Examples of using old and new media in museums and the purposes of text.
- Tips for writing concisely for online readers with short attention spans.
- Exercises on writing tweets about museum objects and adapting text for different media.
- Discussion of cross-media and trans-media approaches to engage audiences across platforms.
- Breakout groups where attendees analyze exhibitions and propose text adaptations for various media.
- Feedback and discussion of challenges and successes from the group work.
The document discusses experience design and storytelling across multiple platforms. It begins with Walt Disney's 10 rules for experience design, which focus on understanding audiences, empathy, clear storytelling and information architecture. Next, it discusses designing immersive transmedia experiences and storyworlds that engage audiences across websites, games and other platforms. It emphasizes designing for what people actually do and may do. The document advocates designing experiences over time through iterative 5D design.
Tap Into The World Of Comics #2:Comic VersionS. Hendy
Comics can be used effectively in the classroom to engage students and support learning. The comic making process provides opportunities to develop literacy, creativity, problem solving, and other skills. Online applications and resources make it easy to create comics on various topics and subjects. Examples outlined include making instruction manuals, telling stories, exploring themes like superheroes, and reflecting on tasks. Comics are a fun way to develop skills while learning.
The document discusses various aspects of digital storytelling. It touches on how storytelling can be used in museums to engage audiences, bridge cultural heritage to the present, and encourage co-creation of narratives. It provides examples of different storytelling tools that can be used both digitally and non-digitally, such as narrative flow, copywriting, drama/tension, visuals, games, VR/AR, social media, and activities. It also discusses principles of good storytelling like focusing on people, passion, and interactive story arcs.
The document discusses digital storytelling. Some key points include:
- Storytelling is a social and cultural activity of sharing stories through various media to educate and build community.
- Effective storytelling uses techniques like narrative structure, characters, point of view, drama and visual elements.
- New digital tools allow for interactive and immersive storytelling experiences through games, VR/AR, social media and mobile applications.
- Museums can use storytelling to make collections more engaging and meaningful by putting people and their motivations and emotions at the center.
Presentation on using stories in UX. Adding imagery, emotion, context and motivation to UX work.
Book from Rosenfeld Media
http://www.rosenfeldmedia.com/books/storytelling/
This document discusses how storytelling can be used throughout the user experience design process. It describes how storytelling is already part of common UX methods like user research, scenarios, and usability testing even if it's not called stories. The document advocates collecting stories from users and developing stories for personas to understand users' needs and explore design ideas. It also presents how stories can be used to create realistic contexts for usability testing tasks.
This half-day workshop on storytelling for user experience focuses on how stories can be used effectively in UX work. The document introduces storytelling as a way to understand users, culture, and context in design. It discusses how stories connect people and make UX personal by reminding designers that everything is made for real people. The workshop will cover how everyone tells stories already and will teach participants how to use stories effectively in their work. It will also discuss how stories have many purposes in UX work from meeting users to design exploration and evaluation.
Workshop writing text for digital media in museumsErfgoed 2.0
This document provides an overview of a presentation on writing text for digital media in museums. The presentation covers:
- Getting introductions from attendees and learning about their challenges and expectations.
- Examples of using old and new media in museums and the purposes of text.
- Tips for writing concisely for online readers with short attention spans.
- Exercises on writing tweets about museum objects and adapting text for different media.
- Discussion of cross-media and trans-media approaches to engage audiences across platforms.
- Breakout groups where attendees analyze exhibitions and propose text adaptations for various media.
- Feedback and discussion of challenges and successes from the group work.
The document discusses experience design and storytelling across multiple platforms. It begins with Walt Disney's 10 rules for experience design, which focus on understanding audiences, empathy, clear storytelling and information architecture. Next, it discusses designing immersive transmedia experiences and storyworlds that engage audiences across websites, games and other platforms. It emphasizes designing for what people actually do and may do. The document advocates designing experiences over time through iterative 5D design.
Tap Into The World Of Comics #2:Comic VersionS. Hendy
Comics can be used effectively in the classroom to engage students and support learning. The comic making process provides opportunities to develop literacy, creativity, problem solving, and other skills. Online applications and resources make it easy to create comics on various topics and subjects. Examples outlined include making instruction manuals, telling stories, exploring themes like superheroes, and reflecting on tasks. Comics are a fun way to develop skills while learning.
- Digital storytelling enhances traditional storytelling by allowing for interactivity, co-creation, non-linear structures, and cross-platform storytelling. It enables audience participation and engagement.
- For museums, digital storytelling can help them become more socially relevant by starting conversations about important issues and questions in society. It allows the museum to listen as well as share stories.
- The key is not the "digital" aspect, but using various media to make storytelling more engaging for audiences. Storytelling remains the most important element.
The document discusses digital storytelling and how to develop and share big ideas. It suggests that a big idea is defined by its vision, mission, and relationship to its audience. A big idea can shift paradigms and should be summarized in one sentence that encompasses why the organization exists and who it exists for. The document also discusses how a big idea can be developed through an ideation process and can happen through gaining support and participation from an audience in a process of change.
Full commentary for this talk can be found at http://byekick.com/442
As user experience designers, our ideas define us. But without the ability to share our thinking, to persuade, we can end up frustrated wondering why a client couldn't see what we saw. UX comes with particular challenges - when we're often working at a conceptual level - so our ability to communicate our ideas is particularly important.
Who is it for? Anyone presenting work, whether that be to internal teams (visual design / developers) or clients (internal or external). It's intended to be particularly of use to junior/mid-weight user experience designers. It's not a 'presentation skills' talks, but instead looks specifically at how we communicate UX deliverables in a way that its intended audience can understand, communicate and contribute to.
Digital Storytelling Laptop Academy03.pptAhmed26851
This document provides information about digital storytelling. It discusses digital storytelling as the intersection of traditional storytelling and technology. It notes that digital stories combine images, music, narrative and voice. The document outlines several benefits of digital storytelling for students, such as encouraging creativity and addressing different learning styles. It also discusses skills used in digital storytelling, such as critical thinking and effective communication. The document provides guidance for various aspects of creating digital stories, such as considering audience and purpose, developing scripts, storyboards, and adding multimedia elements. It emphasizes the importance of pacing and music in digital stories.
Slides from my talk at UX Scotland this year: How to make your first UX comic or storyboard. There are added captions to help talk you through the process of making a comic to communicate a user experience based story!
This document discusses storytelling as a way to understand and engage communities. It describes an OpenMediaDesk tool that libraries can use to create and test stories from their communities in order to better promote the libraries' services and programs. The OpenMediaDesk process involves collaborating with community members to generate and share stories about the library through social media. This helps libraries understand their communities and demonstrates the library's impact in a way that engages more people.
The document discusses how libraries can use storytelling and data analysis to better understand and engage their communities. It introduces the OpenMediaDesk (OMD) methodology and Library Digital Relevancy Index (LDRI) framework. OMD involves testing social media posts and optimizing for maximum relevance. LDRI provides libraries with key performance data and a strategic analysis tool to improve their digital relevance and cultural impact. A pilot program will launch the LDRI framework with three libraries in November 2017.
This document summarizes a workshop on writing text for digital media in museums. The workshop covered:
1. The challenges of writing for different digital platforms which require different skills and technical knowledge.
2. An exercise where participants wrote tweets summarizing precious museum objects in 140 characters to practice concise writing.
3. A discussion of how to write for social media by showing interest, asking questions, and focusing on engagement over information.
The workshop emphasized writing in a conversational rather than static way, focusing on the audience experience, and involving other museum staff and visitors in the writing process.
Accompanying text (English) at the keynote for the ICOM-CECA Conference in Yerevan, Armenia, october 2012, a plea for the personal and eccentric museum...
This is where everything started, 3 day after the birth of www.nois3.it.
And this is the methodology we're applying right now, most of the times is common says; but we like to call it digital design thinking.
#VDT - Visual Design Thinking is a modest proposal. A process you should try with your clients in order to create more empathy and more co-creation in the overall project course. This is a general introduction, more updates on http://www.visualdesignthinking.it
Internet Essay Online And Offline Virtual WorldWendy Hager
The document discusses electric power transmission, which involves the bulk transfer of electrical energy from power plants to substations near population centers. This is distinct from local wiring between substations and customers, known as power distribution. The document notes that high voltage transmission lines and underground cables are used to transmit power over long distances, with voltages ranging from 110 kV to 800 kV depending on the amount of power being transmitted and transmission distance. Substations are used to reduce transmission voltage levels for distribution to customers.
I do not find representing multiple athletes on the same team to be inherently unethical for a sports agent. While it could potentially create conflicts of interest in rare situations, agents also have incentives to negotiate the best deals possible for all their clients to build their reputation and business. As long as agents maintain loyalty to individual clients' interests and disclose any potential conflicts, representing multiple players on a team can allow agents to leverage their relationships and experience to benefit athletes.
Essay On My Favourite Animal Tiger In HindiLisa Long
Social categorization is the process of classifying people into groups based on characteristics like appearance, age, gender, etc. While it helps organize information and form connections, it can also lead to stereotyping. There are pros and cons to social categorization - it allows for efficient processing of information but can promote bias, while categorization based on mutable characteristics is more flexible than immutable ones. Overall, social categorization is a natural cognitive process but should be applied carefully to avoid unfair judgments of individuals.
This document discusses transmedia storytelling, which involves telling stories across multiple platforms and formats using digital technologies. It provides the definition of transmedia as developing stories across multiple forms of media to deliver unique content over multiple channels. The document notes that the internet has changed traditional linear storytelling by allowing audience participation and user-generated content. An example of transmedia storytelling, Collapsus, is described as looking at the near future of energy and allowing interaction. Some benefits of transmedia storytelling in marketing are provided, like how The Dark Knight experiment engaged over 10 million participants. The document concludes with advice on how to benefit from transmedia storytelling in marketing.
Personal Essay For College Format Beautiful 100 Best PRobin Morales
The document provides instructions for requesting writing assistance from HelpWriting.net. It outlines a 5-step process: 1) Create an account with a password and email. 2) Complete a 10-minute order form providing instructions, sources, and deadline. 3) Review bids from writers and choose one based on qualifications. 4) Review the completed paper and authorize payment if pleased. 5) Request revisions to ensure satisfaction, with a refund offered for plagiarized work.
The "Digital storytelling" module is focused to adults learners interested in exploring the possibilities of managing multimedia tools of hight level. This module brings users the opportunity to learn how to create a 3-5 minutes video in a professional way
This module is part of a set of materials designed and developed in the project Telecentre Multimedia Academy (Lifelong learning - Grundtvig (2012-2014)) project.
The Telecentre Multimedia Academy is a project where Fundación Esplai worked with a consortium of 8 partners from Croatia, Latvia, Lithuania, Romania, Serbia and Hungary, whose coordinator is Telecentre Europe.
You can learn more about the Telecentre Multimedia Academy project in:
http://fundacionesplai.org/e-inclusion-internacional/tma/
This document discusses the role and purpose of museums in society from the perspective of the Dutch Open Air Museum (NOM). It addresses how NOM is perceived as focusing on nostalgia and attractions. It explores how NOM can remain relevant by telling more inclusive stories, engaging in societal issues, and taking a more active role in building connections. The document advocates using the GIVE model of storytelling to focus on values, meaning, and actions that achieve societal goals through empathy, emotions, and co-creation with audiences.
Sustainable Development Goals and Values for MuseumErfgoed 2.0
How museums can engage their audiences and work together with them on Sustainable Development Goals, based on their core Values and storytelling, by using the GIVE-model
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Similar to Storytelling Museum Studies workshop-vs2
- Digital storytelling enhances traditional storytelling by allowing for interactivity, co-creation, non-linear structures, and cross-platform storytelling. It enables audience participation and engagement.
- For museums, digital storytelling can help them become more socially relevant by starting conversations about important issues and questions in society. It allows the museum to listen as well as share stories.
- The key is not the "digital" aspect, but using various media to make storytelling more engaging for audiences. Storytelling remains the most important element.
The document discusses digital storytelling and how to develop and share big ideas. It suggests that a big idea is defined by its vision, mission, and relationship to its audience. A big idea can shift paradigms and should be summarized in one sentence that encompasses why the organization exists and who it exists for. The document also discusses how a big idea can be developed through an ideation process and can happen through gaining support and participation from an audience in a process of change.
Full commentary for this talk can be found at http://byekick.com/442
As user experience designers, our ideas define us. But without the ability to share our thinking, to persuade, we can end up frustrated wondering why a client couldn't see what we saw. UX comes with particular challenges - when we're often working at a conceptual level - so our ability to communicate our ideas is particularly important.
Who is it for? Anyone presenting work, whether that be to internal teams (visual design / developers) or clients (internal or external). It's intended to be particularly of use to junior/mid-weight user experience designers. It's not a 'presentation skills' talks, but instead looks specifically at how we communicate UX deliverables in a way that its intended audience can understand, communicate and contribute to.
Digital Storytelling Laptop Academy03.pptAhmed26851
This document provides information about digital storytelling. It discusses digital storytelling as the intersection of traditional storytelling and technology. It notes that digital stories combine images, music, narrative and voice. The document outlines several benefits of digital storytelling for students, such as encouraging creativity and addressing different learning styles. It also discusses skills used in digital storytelling, such as critical thinking and effective communication. The document provides guidance for various aspects of creating digital stories, such as considering audience and purpose, developing scripts, storyboards, and adding multimedia elements. It emphasizes the importance of pacing and music in digital stories.
Slides from my talk at UX Scotland this year: How to make your first UX comic or storyboard. There are added captions to help talk you through the process of making a comic to communicate a user experience based story!
This document discusses storytelling as a way to understand and engage communities. It describes an OpenMediaDesk tool that libraries can use to create and test stories from their communities in order to better promote the libraries' services and programs. The OpenMediaDesk process involves collaborating with community members to generate and share stories about the library through social media. This helps libraries understand their communities and demonstrates the library's impact in a way that engages more people.
The document discusses how libraries can use storytelling and data analysis to better understand and engage their communities. It introduces the OpenMediaDesk (OMD) methodology and Library Digital Relevancy Index (LDRI) framework. OMD involves testing social media posts and optimizing for maximum relevance. LDRI provides libraries with key performance data and a strategic analysis tool to improve their digital relevance and cultural impact. A pilot program will launch the LDRI framework with three libraries in November 2017.
This document summarizes a workshop on writing text for digital media in museums. The workshop covered:
1. The challenges of writing for different digital platforms which require different skills and technical knowledge.
2. An exercise where participants wrote tweets summarizing precious museum objects in 140 characters to practice concise writing.
3. A discussion of how to write for social media by showing interest, asking questions, and focusing on engagement over information.
The workshop emphasized writing in a conversational rather than static way, focusing on the audience experience, and involving other museum staff and visitors in the writing process.
Accompanying text (English) at the keynote for the ICOM-CECA Conference in Yerevan, Armenia, october 2012, a plea for the personal and eccentric museum...
This is where everything started, 3 day after the birth of www.nois3.it.
And this is the methodology we're applying right now, most of the times is common says; but we like to call it digital design thinking.
#VDT - Visual Design Thinking is a modest proposal. A process you should try with your clients in order to create more empathy and more co-creation in the overall project course. This is a general introduction, more updates on http://www.visualdesignthinking.it
Internet Essay Online And Offline Virtual WorldWendy Hager
The document discusses electric power transmission, which involves the bulk transfer of electrical energy from power plants to substations near population centers. This is distinct from local wiring between substations and customers, known as power distribution. The document notes that high voltage transmission lines and underground cables are used to transmit power over long distances, with voltages ranging from 110 kV to 800 kV depending on the amount of power being transmitted and transmission distance. Substations are used to reduce transmission voltage levels for distribution to customers.
I do not find representing multiple athletes on the same team to be inherently unethical for a sports agent. While it could potentially create conflicts of interest in rare situations, agents also have incentives to negotiate the best deals possible for all their clients to build their reputation and business. As long as agents maintain loyalty to individual clients' interests and disclose any potential conflicts, representing multiple players on a team can allow agents to leverage their relationships and experience to benefit athletes.
Essay On My Favourite Animal Tiger In HindiLisa Long
Social categorization is the process of classifying people into groups based on characteristics like appearance, age, gender, etc. While it helps organize information and form connections, it can also lead to stereotyping. There are pros and cons to social categorization - it allows for efficient processing of information but can promote bias, while categorization based on mutable characteristics is more flexible than immutable ones. Overall, social categorization is a natural cognitive process but should be applied carefully to avoid unfair judgments of individuals.
This document discusses transmedia storytelling, which involves telling stories across multiple platforms and formats using digital technologies. It provides the definition of transmedia as developing stories across multiple forms of media to deliver unique content over multiple channels. The document notes that the internet has changed traditional linear storytelling by allowing audience participation and user-generated content. An example of transmedia storytelling, Collapsus, is described as looking at the near future of energy and allowing interaction. Some benefits of transmedia storytelling in marketing are provided, like how The Dark Knight experiment engaged over 10 million participants. The document concludes with advice on how to benefit from transmedia storytelling in marketing.
Personal Essay For College Format Beautiful 100 Best PRobin Morales
The document provides instructions for requesting writing assistance from HelpWriting.net. It outlines a 5-step process: 1) Create an account with a password and email. 2) Complete a 10-minute order form providing instructions, sources, and deadline. 3) Review bids from writers and choose one based on qualifications. 4) Review the completed paper and authorize payment if pleased. 5) Request revisions to ensure satisfaction, with a refund offered for plagiarized work.
The "Digital storytelling" module is focused to adults learners interested in exploring the possibilities of managing multimedia tools of hight level. This module brings users the opportunity to learn how to create a 3-5 minutes video in a professional way
This module is part of a set of materials designed and developed in the project Telecentre Multimedia Academy (Lifelong learning - Grundtvig (2012-2014)) project.
The Telecentre Multimedia Academy is a project where Fundación Esplai worked with a consortium of 8 partners from Croatia, Latvia, Lithuania, Romania, Serbia and Hungary, whose coordinator is Telecentre Europe.
You can learn more about the Telecentre Multimedia Academy project in:
http://fundacionesplai.org/e-inclusion-internacional/tma/
Similar to Storytelling Museum Studies workshop-vs2 (20)
This document discusses the role and purpose of museums in society from the perspective of the Dutch Open Air Museum (NOM). It addresses how NOM is perceived as focusing on nostalgia and attractions. It explores how NOM can remain relevant by telling more inclusive stories, engaging in societal issues, and taking a more active role in building connections. The document advocates using the GIVE model of storytelling to focus on values, meaning, and actions that achieve societal goals through empathy, emotions, and co-creation with audiences.
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the GIVE board (social Goals, Idea&Identity, Values, Engagement / empathy / Education, previously known as -SET-) will help you with your organisation's identity, social (responsibility) approach, communication and supporting storytelling, based on core values and sustainable development goals, by discussing why and how to build relations, attract followers / fans and make your efforts profitable. The GIVE model will be part of the Ready SET Go! handbook, which is (still) a work in progress.
presentation of the GIVE model during ICOM CECA conference 2018 in Tbilisi, how museums education & cultural action, sustainable development goals and storytelling lead to value. Use this model to discuss the values of your organization and how action can be designed accordingly
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presentatie voor Postgraduaat Erfgoedondernemer aan de Erasmus Hogeschool in Brussel. Onderdeel: co-creatie en het SET model voor het ontwikkelen van het (museale) principe in de organisatie, vanwaaruit betekenisvolle 'product-markt-combinaties 'in co-creatie kunnen ontstaan.
The document discusses digital storytelling and engagement in museums. It emphasizes that every story begins with a question and encourages seeking answers together with an audience. Storytelling starts by asking questions and going on a journey to find answers. Engagement is a process that can bring audiences from simply visiting a museum to becoming more involved with the institution. The document provides questions to guide developing an identity, projects, social engagement strategies, and business models for museums.
The document discusses digital engagement and making museums more relevant and engaging through digital strategies. It provides an introduction to key concepts around understanding an organization's identity and values, engaging audiences both online and offline, and using tools like the Digital Engagement Framework and Social Engagement Tool to create engagement strategies. The document also discusses how museums can act as change agents by embracing new technologies and digital storytelling to have conversations with audiences and become more distributed and connected institutions.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
🔥🔥🔥🔥🔥🔥🔥🔥🔥
إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
🔥🔥🔥🔥🔥🔥🔥🔥🔥
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
5. <digital> storytelling </digital>
(digital) storytelling
storytelling starts with asking questions and (then)
go on a journey to seek for answers, together with
your audience.
There is a question at the very beginning of every
story.
"Storytelling is the act of bringing home the
discoveries learned from curiosity."
Ben Grazer
7. <digital> storytelling </digital> Your story short
maybe they search for instant identity?
Think about this picture…
write a tweet about this, in which you summarise the
utmost essence or try to engage … in 140
characters…
8. <digital> storytelling </digital>
How did you use this limited space?
audience
For whom was it? did you think of followers?
Did you mention someone?
form
Was your tweet engaging? How?
Was it a dialogue, a reply?
Was it explaining something
Was there curiosity involved?
Was it suggestive, evocative?
Was it a question?
text
Did you write (think) intuitively?
Was it a stand alone text, or part of a sequential?
Was there dynamic in the conversation?
Why is this important?
Like you
9. <digital> storytelling </digital>
value exchange, value (co)creation
Why storytelling?
• do we have the capability of delivering this, according to our
assets and our existing content?
• will it deliver on organisational priorities to grow revenue, reach
and reputation?
• will users love it? (or people, as they’re commonly known).
users love it,
it meets their
needs
fits with the museum
(core text/powersource)
grows revenue
and reputation
YES! http://www.vam.ac.uk/blog/
digital-media/thinking-small-
how-small-changes-can-get-
big-results
10. <digital> storytelling </digital>
Be concise
What difference does it make if you live in a pisturesque little
outhouse surrounded by 300 feeble minded goats and youre
faitthful dog…? The question is: can you write?
Ernest Hemingway
How to write for the episodes of your story
Be imaginative
You have to try very hard not to imagine that the iron horse is a
real creature. You hear it breathing when it rests, groaning
when it has to leave, and yapping when it's under way… Along
the track it jettisons its dung of burning coals and its urine of
boiling water; … its breath passes over your head in beautiful
clouds of white smoke which are torn to shreds on the
trackside trees.
Novelist Victor Hugo, describing a train
11. <digital> storytelling </digital> How to engage visitors with your writings
Be brief
I have made this letter longer than usual only because I have
not had the time to make it shorter
Blaise Pascal, 17th-century philosopher
(Winston Churchill quoted him)
Be direct
I am hurt. A plague o'both your houses! I am sped.
Mercutio in Romeo and Juliet
Be curious, true, thoughtful, interested, generous…
Do you like our redesign? Our intern Marlieke made it in our
MuseumLab!
15. <digital> storytelling </digital>
strategy
strategy
strategy
vision
beckoning power
imaginative + influencing
draw attention / give direction
mission
working power
creating solutions + awareness
problem solving / promise
relation
recruiting power
connecting, behavioral
change, participation
core text that defines
the organization
(Look:)
(,because)
(and so…)
the powersource
16. <digital> storytelling </digital>
vision
beckoning power
mission
working power
relation
recruiting power
core text
core text
core text
1. organization 2. project/
exhibition
3. visitor
perspective
Look
because
and so…
I see
how it
works
it means
to me
from powersource to project in 3 layers
17. <digital> storytelling </digital>
Layer 1: write the powersource of your museum
vision
mission
relation
Try to make a version that is more easy to understand and can be
put in 3 sentences maximum.
Layer 2: write the core text of your museum's story
• visionairy/beckoning power (“look!”)
• missionairy/working power (“because...”)
• relational/recruiting power
(“and so, that means for you”)
summarize them in one sentence…
from powersource to project in 3 layers
18. <digital> storytelling </digital>
Layer 3: write the core text that defines your project
(Look:)
> What do you or does the visitor actually see?
(,because)
> why is this important, how does it work? What is the meaning?
(and so…)
> why should your visitor care? What does it mean to your visitor, how can
the visitor contribute?
Be brief, be imaginative, be true.
Compare those 3 layers.
Do they match?
Do you have to change something?
from powersource to project in 3 layers
19. <digital> storytelling </digital>
- Define the core of your story
- Define ingredients, such as characters, situation / location,
storyline, time, dramatic change
- Who is your audience?
- Why do you want to involve them. What do you want from
your audience?
- Which part of the story is suitable for which media? at which
moment? -> make a roadmap
- How and when will they interact?
- How do they get from medium to medium? Why?
- Have fun!
crossmedia / transmedia
21. <digital> storytelling </digital>
Ideation is the creative process of generating,
developing, and communicating new ideas, where an
idea is understood as a basic element of thought that
can be either visual, concrete, or abstract.
Ideation is all stages of a thought cycle, from
innovation, to development, to actualization.
As such, it is an essential part of the design process,
both in education and practice
How does a Big Idea come into mind?
22. <digital> storytelling </digital>
How to make a Big Idea happen?
• visionairy/beckoning power (“watch!”)
• missionairy/working power (“because...”)
• relational/recruiting power (“and so,that means for
you…”) > participation / co-creation, this usually
means a process of change:
5. support
1. reception
2. attention
3. understanding
4. acceptation
A museum can,
and should take
part in
transitions in
society,
especially
science
museums. So
build a centre of
expertise. Invite
people to join…
it's their
society!
23. <digital> storytelling </digital>
No matter what type of media you choose, it will always be about
having conversations and building relations. Consider your
website or social media as a meeting place for social interaction
and engagement.
http://www.vam.ac.uk/content/articles/a/adult-social-inclusion-programme/
again, the customer journey
26. <digital> storytelling </digital>
step by step
define the identity & core text
formulate the purpose + ambition
define your followers (who, where)
define the (inter)actions
where is the action, when, how much, how long?
define the (cross)media usage
content (resources)
monitoring, what should be the result (KPI)
organization, who's doing what?
planning
Budget: cost & earnings
define the co-created value
dvelop the customer journey
27. <digital> storytelling </digital>
again, the customer journey
http://traackr.com/influencer-identification-toolkit/
A1
A3
A5
A4
A7
A6
A8
A2
define the identity & core text
formulate the purpose + ambition
define your followers (who, where)
define the (inter)actions
where is the action, when, how much, how long?
define the (cross)media usage
content (resources)
monitoring, what should be the result (KPI)
organization, who's doing what?
planning
Budget: cost & earnings
define the co-created value
dvelop the customer journey
29. <digital> storytelling </digital> the challenge: two groups
What is a problem or situation for the Museum your group is going to solve
(in a tour?)
What is the core of this? (LOOK)
What will be your solution? (BECAUSE)
How can the audience be involved, what does it mean for them? (AND SO)
Formulate your idea and the core text for this
research after points of interest on the tour (5-15) and their meaning
sketch a map
research after images, sounds, video information etc.