Systematic mapping of the literature: social innovation laboratories for the collaborative construction of knowledge from the perspective of open innovation
Track 12. Educational innovation
Authors: José Antonio Yañez-Figueroa, María Soledad Ramírez-Montoya and Francisco J. García-Peñalvo.
https://youtu.be/cqiiu7y7CfQ
This document summarizes a study conducted on the effectiveness of different study modalities for a continuous education program in Mexico. The study examined in-person, online, and blended learning modalities. Results showed that the blended learning modality had the highest completion rate and greatest impact on teaching practice. Students and instructors also felt there was most consistency between the blended learning modality and the curriculum. The researchers concluded that blended learning is best suited for professional development programs at this institution in Mexico.
This document describes a strategy to help engineering students improve their math skills and performance on exams. The strategy involved providing an extra weekly classroom session for students who had failed calculus exams multiple times, where they worked through practice problems with teacher supervision. Compared to a control group, these students had a lower dropout rate, fewer blank answers and higher average scores on exams, showing the strategy was effective in building their math abilities and confidence.
This document discusses the development of a cross-platform tracking component for course analytics. The component allows teachers and students to store, visualize, and export tracking data from courses to improve the teaching and learning process. It is an independent and interoperable tool that can track both common and specific data across different e-learning platforms. The tracking component uses LTI to integrate with platforms and allows customizable tracking of things like student attempts, time spent, objectives achieved, and more. Compared to other tools, it has more customizable tracking abilities and supports interoperability with both LMS and MOOC platforms. Future work aims to transform the component to use the Caliper framework to facilitate sharing and integrating tracking data across platforms.
This document summarizes a study conducted on the effectiveness of different study modalities for a continuous education program in Mexico. The study examined in-person, online, and blended learning modalities. Results showed that the blended learning modality had the highest completion rate and greatest impact on teaching practice. Students and instructors also felt there was most consistency between the blended learning modality and the curriculum. The researchers concluded that blended learning is best suited for professional development programs at this institution in Mexico.
This document describes a strategy to help engineering students improve their math skills and performance on exams. The strategy involved providing an extra weekly classroom session for students who had failed calculus exams multiple times, where they worked through practice problems with teacher supervision. Compared to a control group, these students had a lower dropout rate, fewer blank answers and higher average scores on exams, showing the strategy was effective in building their math abilities and confidence.
This document discusses the development of a cross-platform tracking component for course analytics. The component allows teachers and students to store, visualize, and export tracking data from courses to improve the teaching and learning process. It is an independent and interoperable tool that can track both common and specific data across different e-learning platforms. The tracking component uses LTI to integrate with platforms and allows customizable tracking of things like student attempts, time spent, objectives achieved, and more. Compared to other tools, it has more customizable tracking abilities and supports interoperability with both LMS and MOOC platforms. Future work aims to transform the component to use the Caliper framework to facilitate sharing and integrating tracking data across platforms.
Track 12. Educational innovation
Authors: Martín Alonso Mercado-Varela, Alicia García Holgado, Francisco José García Peñalvo and María Soledad Ramírez Montoya
https://youtu.be/DKQRDp7LKX8
The document describes a study conducted on designing game-like activities to engage adult learners in higher education. It discusses how a gamified approach was implemented in a requirements engineering course at a university. Game elements like tasks, phases, and rewards were incorporated using the Trello project management tool. Student participation, performance, and feedback were evaluated both quantitatively and qualitatively. The results showed that over half of students participated actively in tasks and motivation was increased, though a sense of community was not as strong. The study demonstrated that gamification can engage adult learners in online higher education.
Track 13. New Trends in Digital Humanities
Authors: Alejandro Benito; Antonio G. Losada; Roberto Theron; Amelie Dorn; Melanie Seltmann; Eveline Wandl-Vogt
https://youtu.be/5tTot6vinZk
The document discusses player engagement in emotionally-adaptive applied games. It describes an adaptation model that measures player performance, playing styles, and emotions/arousal to trigger dynamic game adaptations. Facial expression analysis and electrodermal activity sensors are used to infer emotions and arousal. Correlations were found between various psychological states, emotions, and engagement questionnaire responses. The adaptive approach was found to have advantages over non-adaptive games, and future work could explore additional physiological signals and semantic game content adaptation.
This document discusses leveraging chatbots to improve self-guided learning through conversational quizzes. A study was conducted with 23 computer science students who took multiple choice quizzes through a chatbot. The results found that students enjoyed using the chatbot for practice tests and felt it could help them engage more with the subject material. Most students would recommend using chatbots for other university subjects as well. Future work could expand the chatbot to include audio recordings and push notifications to further support learning.
The document describes a training method for capturing software requirements through role playing interviews. Students are divided into groups where they take turns acting as clients and interviewers. As clients, they develop project details and personality traits assigned by teachers. As interviewers, they must collect requirements from the clients. This exposes students to difficult client situations and improves their interviewing skills. Results found the role playing group had greater success collecting requirements than groups using traditional interviews.
This document summarizes the results of a study that examined pre-service teachers' enjoyment of routine, resistance to change, and acceptance of mobile learning. The study surveyed 382 pre-service teachers across three university locations. It found moderate levels of resistance to change, especially in cognitive rigidity. Scores were slightly higher than other studies. The training received by students did not significantly impact their dispositional resistance to change. Branch location and course year did not significantly influence most resistance to change factors.
The document describes a program developed using Mathematica to dynamically visualize and analyze the relative positions of one, two, or three straight lines on a plane. The program allows users to vary parameters that determine the lines' orientations and positions in real-time. It analyzes the lines' relationships (e.g. parallel, intersecting) and can provide intersection points. The interactive visualization aids in understanding concepts from Euclidean geometry. The authors believe the program supports mathematics education.
The document describes a gamified research activity support system called Research Activity Concierge (RAC) that was developed to increase student motivation for research. RAC classifies research activities into actions, applies a gamification framework using goals, rules, and visualization, and analyzes student activity logs and feedback. An experiment found that students using RAC set more goals, were more active in their research, and B4 students reported improved motivation. Future work includes verifying the system's effectiveness over all research activities and incorporating additional gamification elements.
The document discusses a study conducted with pre-service primary education teachers at the University of Salamanca on using wikis as a collaborative learning tool. Students were organized into groups to study different schools, creating wikis on the university's e-learning platform to collaborate. They visited schools and wrote reports on the wiki. Most students found wikis a useful collaborative tool, though some faced technical issues. The study provided qualitative data showing wikis can effectively support collaborative work among university students.
Track 16. Doctoral Consortium
Authors: José Antonio Yañez-Figueroa, María Soledad Ramírez-Montoya and Francisco J. García-Peñalvo.
https://youtu.be/W926E6y1vGg
Collective experimentation on human behaviour using citizen science practices Josep Perelló
Granada Seminar (15-‐19 June 2015). Physics Meets the Social Sciences.
We present the citizen science projects we have been running during the past 3 years. We have adopted the idea of running
collective experiments in public spaces of Barcelona to create
crowd-sourced data atainning to concrete questions.
We have been focussed on non‐permanent
or pop-up experiments on
1. human mobility through voluntary tracking. In a park (Science Festival) and in an exhibition room (museum).
2. human decision making through games, as a complementary approach through three different games (Board Game Festival in Barcelona).
Such data sources have allowed us to develop some stochastic models on human behaviour under concrete situations or circumstances. We critically analyse them and extract experience‐based conclusions from both a methodological and conceptual perspective.
Track 12. Educational innovation
Authors: Martín Alonso Mercado-Varela, Alicia García Holgado, Francisco José García Peñalvo and María Soledad Ramírez Montoya
https://youtu.be/DKQRDp7LKX8
The document describes a study conducted on designing game-like activities to engage adult learners in higher education. It discusses how a gamified approach was implemented in a requirements engineering course at a university. Game elements like tasks, phases, and rewards were incorporated using the Trello project management tool. Student participation, performance, and feedback were evaluated both quantitatively and qualitatively. The results showed that over half of students participated actively in tasks and motivation was increased, though a sense of community was not as strong. The study demonstrated that gamification can engage adult learners in online higher education.
Track 13. New Trends in Digital Humanities
Authors: Alejandro Benito; Antonio G. Losada; Roberto Theron; Amelie Dorn; Melanie Seltmann; Eveline Wandl-Vogt
https://youtu.be/5tTot6vinZk
The document discusses player engagement in emotionally-adaptive applied games. It describes an adaptation model that measures player performance, playing styles, and emotions/arousal to trigger dynamic game adaptations. Facial expression analysis and electrodermal activity sensors are used to infer emotions and arousal. Correlations were found between various psychological states, emotions, and engagement questionnaire responses. The adaptive approach was found to have advantages over non-adaptive games, and future work could explore additional physiological signals and semantic game content adaptation.
This document discusses leveraging chatbots to improve self-guided learning through conversational quizzes. A study was conducted with 23 computer science students who took multiple choice quizzes through a chatbot. The results found that students enjoyed using the chatbot for practice tests and felt it could help them engage more with the subject material. Most students would recommend using chatbots for other university subjects as well. Future work could expand the chatbot to include audio recordings and push notifications to further support learning.
The document describes a training method for capturing software requirements through role playing interviews. Students are divided into groups where they take turns acting as clients and interviewers. As clients, they develop project details and personality traits assigned by teachers. As interviewers, they must collect requirements from the clients. This exposes students to difficult client situations and improves their interviewing skills. Results found the role playing group had greater success collecting requirements than groups using traditional interviews.
This document summarizes the results of a study that examined pre-service teachers' enjoyment of routine, resistance to change, and acceptance of mobile learning. The study surveyed 382 pre-service teachers across three university locations. It found moderate levels of resistance to change, especially in cognitive rigidity. Scores were slightly higher than other studies. The training received by students did not significantly impact their dispositional resistance to change. Branch location and course year did not significantly influence most resistance to change factors.
The document describes a program developed using Mathematica to dynamically visualize and analyze the relative positions of one, two, or three straight lines on a plane. The program allows users to vary parameters that determine the lines' orientations and positions in real-time. It analyzes the lines' relationships (e.g. parallel, intersecting) and can provide intersection points. The interactive visualization aids in understanding concepts from Euclidean geometry. The authors believe the program supports mathematics education.
The document describes a gamified research activity support system called Research Activity Concierge (RAC) that was developed to increase student motivation for research. RAC classifies research activities into actions, applies a gamification framework using goals, rules, and visualization, and analyzes student activity logs and feedback. An experiment found that students using RAC set more goals, were more active in their research, and B4 students reported improved motivation. Future work includes verifying the system's effectiveness over all research activities and incorporating additional gamification elements.
The document discusses a study conducted with pre-service primary education teachers at the University of Salamanca on using wikis as a collaborative learning tool. Students were organized into groups to study different schools, creating wikis on the university's e-learning platform to collaborate. They visited schools and wrote reports on the wiki. Most students found wikis a useful collaborative tool, though some faced technical issues. The study provided qualitative data showing wikis can effectively support collaborative work among university students.
Relation between adaptive learning actions and profiles of MOOCs users
Similar to Systematic mapping of the literature: social innovation laboratories for the collaborative construction of knowledge from the perspective of open innovation
Track 16. Doctoral Consortium
Authors: José Antonio Yañez-Figueroa, María Soledad Ramírez-Montoya and Francisco J. García-Peñalvo.
https://youtu.be/W926E6y1vGg
Collective experimentation on human behaviour using citizen science practices Josep Perelló
Granada Seminar (15-‐19 June 2015). Physics Meets the Social Sciences.
We present the citizen science projects we have been running during the past 3 years. We have adopted the idea of running
collective experiments in public spaces of Barcelona to create
crowd-sourced data atainning to concrete questions.
We have been focussed on non‐permanent
or pop-up experiments on
1. human mobility through voluntary tracking. In a park (Science Festival) and in an exhibition room (museum).
2. human decision making through games, as a complementary approach through three different games (Board Game Festival in Barcelona).
Such data sources have allowed us to develop some stochastic models on human behaviour under concrete situations or circumstances. We critically analyse them and extract experience‐based conclusions from both a methodological and conceptual perspective.
This document discusses the field of technoanthropology and its focus on studying technology as a cultural system. It provides context on the development of computer science departments out of ARPA laboratories in the 1960s. It also describes ethnographic research conducted at the School of Computer Science at Carnegie Mellon University in the 1990s. Additionally, it outlines two models of knowledge - the traditional science-technology-industry model and the mission-driven model. The document discusses the development of citizen laboratories like i2cat and Citilab that aim to open innovation to citizens. Finally, it argues that technoanthropology can help build an understanding of innovative social and cultural systems and the potential for "synthetic social sciences".
This document discusses Marta Cáceres-Piñuel's PhD research on MOOCs and their role in creating open communities of knowledge. Her hypothesis is that MOOCs enable more than just massive online courses - they create new online spaces for knowledge sharing. She analyzes data from surveys and learning analytics from two MOOC platforms to study how students interact and form knowledge networks. A case study examines a MOOC on transversal competencies for entrepreneurship with over 260,000 total students and 5,602 students in the course. The document provides background on the theoretical frameworks of networking analysis and connectivism that inform the research.
This document discusses hybrid intelligence approaches that combine human computation and machine learning. It defines crowdsourcing and human-based computation techniques. It then reviews the history of related concepts from Condorcet's jury theorem to Galton's work on the wisdom of crowds. The document examines various hybrid systems that integrate crowds and machines, including for literature reviews, visual question answering, and active learning. It argues that hybrid approaches have potential for many tasks by obtaining immediate results while improving machine learning models.
Social laboratories in universities, such as Medialab UGR, are spaces for technological and social experimentation that promote innovation and impact. They serve as nexuses between academia and society through co-creation and collaboration. As centers of digital culture and social innovation, they test new technologies, educational approaches, and forms of social involvement. However, measuring their social impact poses challenges due to the plurality of actors involved and complexity in developing indicators that account for both academic and social interests.
"GrinUGR - Co-Laboratory on Digital Cultures in Social Sciences and Humanities. A view on Digital Humanities and Social Sciences".
This presentation was given at the New Trends Seminars organised by the eHumanities Group in Amsterdam (March 13th, 2014).
Citilab in Cornella de Llobregat, Spain is a case study of an open living lab located in a small-to-medium sized city. Citilab addresses five key problems in developing as a living lab: engaging local community members as innovation partners, starting an innovation program relevant to local needs, balancing innovation and learning, managing collaboration between different stakeholder groups, and developing a sustainable funding model. By taking a bottom-up, user-driven approach focused on local issues, Citilab has built a community of over 4,500 members working on projects in areas like senior services, education, arts, and museums.
After computer science and technology, we need a living lab science and technology, a new social high tech for the design of the new social structures of the digital era, beyond the digital platforms.
A presentation done by Mariana Curado Malta in the Dublin Core Meeting DC-2016 in Copenhagen and that is showing the preliminary work of our POSTDATA project research team in the field of Linked Open Data.
Invited Talk: Early Detection of Research Topics Angelo Salatino
Slides of my talk at Chan Zuckerberg Initiative (Meta)
Abstract:
The ability to promptly recognise new research trends is strategic for many stakeholders, including universities, institutional funding bodies, academic publishers and companies. While the literature describes several approaches which aim to identify the emergence of new research topics early in their lifecycle, these rely on the assumption that the topic in question is already associated with a number of publications and consistently referred to by a community of researchers. Hence, detecting the emergence of a new research area at an embryonic stage, i.e., before the topic has been consistently labelled by a community of researchers and associated with a number of publications, is still an open challenge. In this paper, we begin to address this challenge by performing a study of the dynamics preceding the creation of new topics. This study indicates that the emergence of a new topic is anticipated by a significant increase in the pace of collaboration between relevant research areas, which can be seen as the ‘parents’ of the new topic. These initial findings (i) confirm our hypothesis that it is possible in principle to detect the emergence of a new topic at the embryonic stage, (ii) provide new empirical evidence supporting relevant theories in Philosophy of Science, and also (iii) suggest that new topics tend to emerge in an environment in which weakly interconnected research areas begin to cross-fertilise.
Paper presented at the 1st International Conference on Technology and Innovation in Learning, Teaching and Education (TECH-EDU 2018), June 20-22, 2018, Thessaloniki, Greece.
Read more at: http://bit.ly/techedu2
Track 16. Doctoral Consortium
Authors: Laura Icela González Pérez, María Soledad Ramírez-Montoya and Francisco J. García-Peñalvo.
https://youtu.be/vbaQ_PwR2sE
Intelligent e-assessment: ontological model for personalizing assessment activities
Rafaela Blanca Silva-López1, Iris Iddaly Méndez-Gurrola1, Victor Germán Sánchez Arias2
1 Universidad Autónoma Metropolitana, Unidad Azcapotzalco.
Av. San Pablo 180, Col. Reynosa Tamaulipas, Del. Azcapotzalco, México, D.F.
2 Universidad Nacional Autónoma de México
Circuito Escolar Ciudad Universitaria, 04510 México, D.F.
The document discusses plans to create an innovation lab at La Diaria newspaper in Uruguay. It believes collaboration across disciplines can generate solutions to problems. The lab will transform the ground floor into a media lab providing technology and methods for co-creation. The lab aims to create a space for interaction between entrepreneurship and cooperation, training, experimentation and collaborative learning focused on open innovation and governance. It will pursue projects in journalism, self-management, social policy, and culture.
The document discusses the unX project, an online community for entrepreneurship and lifelong learning in Latin America. It provides context on the Center for Higher Virtual Education (CSEV), which focuses on open innovation in eLearning. CSEV's projects include MOOCs that have enrolled over 300,000 students and an entrepreneurship community called unX with almost 30,000 members.
unX uses a phased learning approach that begins with MOOCs, builds an open knowledge community, offers certifications, and facilitates the creation of new businesses and local partnerships. The goal is to stimulate entrepreneurship and support aspiring entrepreneurs. The methodology combines MOOCs with an active social community based on practical challenges, collective learning
The document summarizes the IV Latin American Workshop on Computational Neuroscience (LAWCN 2023) which will be held November 28-30, 2023 at the University Institution of Envigado in Colombia. The workshop brings together neuroscientists from various backgrounds to discuss computational neuroscience, neuroscience, neuroengineering, and artificial intelligence topics. Previous LAWCN workshops in Brazil and Colombia included keynote speakers from Latin America, Europe, and the US and resulted in published research papers. This year's workshop at the new University Institution of Envigado facility will continue the tradition with international keynote speakers and opportunities for research paper and poster presentations.
Extensão para aplicar modelo à rede do dfMárcia Marques
apresentação de atividade de extensão para aplicar modelo de ação comunicativa e de informação para redes sociais em ambientes digitais
Similar to Systematic mapping of the literature: social innovation laboratories for the collaborative construction of knowledge from the perspective of open innovation (20)
Track 4. New publishing and scientific communication ways: Electronic edition, Information metrics and digital educational resources
Authors: Antonio Jose Rodrigues Neto, Maria Manuel Borges and Licinio Roque
This study analyzes the use of social networks like Facebook and Twitter by two major Spanish radio stations, Cadena SER and COPE, to promote their on-demand programming content. The study uses quantitative methods to analyze the number of followers and level of interaction for selected radio programs on each network's social media accounts. The results show that Twitter tends to have more impact than Facebook. The most followed COPE programs are about football on Facebook and cycling on Twitter, while the most followed SER programs are about football on Facebook and basketball on Twitter. In general, radio programs' use of social networks is heterogeneous, but social media can be a useful promotional tool, though not all programs maximize this potential.
This document presents a three-step process for analyzing the communication strategies of top-ranked higher education institutions on Facebook. The first step characterizes each institution's editorial policy and audience response patterns. The second step compares the institutions using created metrics. The third step uses random forests to predict future engagement, sentiment, and response based on past posts. The process was applied to the top 5 universities in the QS World University Rankings and found accuracy above 80% for predictions, allowing recommendations on effective communication strategies.
This document discusses multimedia texts in social networks and media aesthetics. It begins by noting that 97 million people in Russia use VKontakte each month. New media is changing how mass communication works by forming media aesthetics - both how aesthetic values are interpreted in media culture and how communication is constructed using multimedia. Multimedia texts on social networks combine different sign systems like text, pictures, audio and video. Users learn to communicate and create complex multimedia texts through practices like language play, precedents, irony and collages. A case study analyzed two news messages on VKontakte about an expedition, finding the multimedia one was more engaging and interactive for users. The conclusion is that multimedia texts are native to media aesthetics and social
Track 15. Communication, Education and Social Media
Authors: Diego Cachón, Juan José Igartua, Magdalena Wojcieszak, Iñigo Guerrero and Isabel Rodríguez-de-Dios
The document summarizes an experimental study that tested the effects of direct online political communication on civic participation in Spain. It describes a 2x2 experiment that manipulated levels of conflict and interactivity in online political messages. Results showed that highly interactive messages had a greater impact on attention to elections when conflict was high versus low. Additionally, political interest mediated the relationship between interactivity and civic engagement. However, levels of conflict did not significantly influence political interest or civic participation. The study partly supported the hypothesis that political interest moderates effects of online communication on participation.
The document analyzes university media in Ecuador, including their models, types, functions, and self-determination. It identifies the most common models as institutional media managed by communication departments or faculties for student participation. The primary functions of Ecuadorian university media are to provide practical learning, promote the university brand, disseminate knowledge, support education, and address social issues. Results found the majority consider themselves public or mixed community-public/private, with self-determination being an important aspect.
The document discusses how researchers have used framing theory in studies analyzing environmental information in press/media. It reviews 9 relevant articles on this topic. Most commonly referenced authors on framing theory are Entman, Tankard, Scheufele, and De Vreese. The studies integrate framing theory by analyzing framing elements like actors and sources in news coverage. Definitions of framing theory focus on how text can define issues and shape debate. Key elements accompanying framing theory discussed are frameworks and interpretation.
Track 14. 9th International Workshop on Software Engineering for E-learning (ISELEAR’18)
Authors: Andrea Vázquez-Ingelmo, Francisco José
García-Peñalvo and Roberto Theron
https://youtu.be/4T87QwwQSgQ
Track 14. 9th International Workshop on Software Engineering for E-learning (ISELEAR’18)
Authors: Alicia García-Holgado and Francisco José García Peñalvo
https://youtu.be/e1etRHqIjCo
This document proposes a tag-based browsing system for digital collections that uses inverted indexes and a browsing cache to improve performance. Tags representing element-value pairs are used to filter resources. A browsing cache stores browsing states like filtered resources and selectable tags to speed up navigating when tag filters change. Preliminary experiments show the cache can substantially improve browsing speed over an uncached system using just inverted indexes, though with increased memory usage. Future work aims to integrate browsing automata and links between resources.
Track 14. 9th International Workshop on Software Engineering for E-learning (ISELEAR’18)
Authors: Mary Sánchez-Gordón and Ricardo Colomo-Palacios
https://youtu.be/W6oAObExar8
Track 14. 9th International Workshop on Software Engineering for E-learning (ISELEAR’18)
Authors: Joaquín Gayoso-Cabada, Antonio Sarasa-Cabezuelo and José-Luis Sierra
https://youtu.be/_-kkPLGPPPI
The PROVIDEDH project aims to give Digital Humanities scholars tools to explore research objects and the degree of uncertainty in models applied to data. It is an interdisciplinary project that will analyze and adapt approaches from other fields where computing has been applied more extensively. The goal is to standardize infrastructures, frameworks, models and tools across different humanities disciplines.
Dotmocracy and Planning Poker are two techniques derived from digital culture that can help manage uncertainty in collaborative research projects. Dotmocracy allows researchers to visually prioritize topics through individual voting, revealing shared priorities. Planning Poker uses a consensus-based game to estimate effort for tasks, coordinating complex workflows. The techniques were applied in 9 research contexts involving 94 participants to discuss questions, methods, community interests, and task estimation. More study of techniques like these could improve collaborative decision-making and managing uncertainty in research teams.
Track 13. Uncertainty in Digital Humanities
Author: Amelie Dorn, Eveline Wandl-Vogt, Thomas Palfinger, Jose Luis Preza Diaz, Barbara Piringer, Alexander Schatek and Rainer Zoubek
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The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
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it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Systematic mapping of the literature: social innovation laboratories for the collaborative construction of knowledge from the perspective of open innovation
7. Analysis procedure
• Stage 1: Review of previous work.
• Stage 2: Design of the research quesMon.
• Stage 3: Choice of databases as sources of informaMon.
• Stage 4: DefiniMon of the key words that may be related to the
constructs of the research.
• Stage 5: Reading the arMcles: overview, methodology, results.
• Stage 6: SelecMon according to the context, factors and results.
• Stage 7: ConcentraMon on a Word table with categories.
• Stage 8: DefiniMon of each of the constructs.
• Stage 9: Response to specific quesMons.
• Stage 10: Answer to the research quesMon as part of the
conclusions of the study.
TEEM16 – EducaMonal InnovaMon
Systema(c mapping of the literature: social innova(on laboratories for the collabora(ve construc(on of knowledge from the
perspec(ve of open innova(on