These are the slides from the presentation I gave at The Wharton School's Tech-Fast on August 5th, 2011 on the history of virtual worlds, best practices, different options, and the future.
The Magic Circle: Realistic Expectations for Virtual WorldsTimothy Michael
This document provides an overview of virtual worlds and avatars. It begins with definitions of key terms like simulator, region, rez, and avatar. It then discusses the concept of the "Magic Circle" and how rules do not necessarily apply the same in virtual worlds. The document traces the evolution of avatars and virtual worlds from early text-based MUDs to modern 3D virtual worlds like Second Life. It covers major events and technological developments. It also discusses perceptions of virtual worlds, both positive hype and negative reactions. Finally, it considers new technologies and platforms for virtual worlds and concludes by encouraging imagination, rule-breaking, avoiding hype, and having fun.
The Shape of Robots to Come - Robolift - March 2011Dominique Sciamma
This the presentation made during ROBOTLIFT, a conference organized by LIFT in the context of INNOROBO in Lyon (March 2011), the first european exhibition devoted to Robotics and services
This document contains summaries of interaction design lessons learned from various science fiction films and television shows. It is organized by media title with brief lessons listed below each one. Some of the lessons highlighted include that science fiction inspires and sets expectations for real technological development, visual scale can telegraph social hierarchy, systems should respond appropriately to erroneous inputs, and form language can help users learn complex systems. The document advocates for using science fiction as a prototyping tool to generate new design ideas and explores why science fiction is effective for interaction design inspiration.
Slides from the "What Would Picasso Do?" panel session from Over The Air 2010 #ota10 featuring Mathias Dahlström, Jason Fields, Tom Hume, mills™ and Filip Visnjic - moderated by Franco Papeschi and Bryan Rieger.
A brief history of the notion of the Singularity, why some think it is coming soon, why some disagree, and why some are afraid of it. This is a very old presentation. See the updated one at www.scaruffi.com/singular
This document discusses business models for arts organizations. It begins by asking what a business model is, and provides definitions from experts that describe a business model as the rationale for how an organization creates and delivers value. It also describes a business model as an intentional arrangement of resources. The document then discusses four common problems organizations face - obtaining capital, facilitating exchanges, connecting with audiences, and achieving net revenue. It argues that organizations should focus on solving problems, not just relying on particular tools, and provides several examples of how arts organizations have addressed these problems through their business models.
Second Life is a 3D virtual world platform that allows users to interact through avatars. Users can explore the virtual world, socialize, and build and trade virtual objects and property. The platform can be used for both educational and recreational purposes. Educators use it for collaborative projects, simulations, field trips and classes. While it provides opportunities, Second Life also presents challenges like maintaining safe environments, addressing technical issues, and preventing discrimination. Resources are available to help educators effectively integrate the platform into teaching and learning.
WASBO 2007 - It's STILL A Flat, Flat Worldderrylyons
This document provides a summary of a presentation on how the world has become "flat" due to technologies that have leveled the playing field globally. Some of the key topics discussed include Thomas Friedman's book "The World is Flat", the rise of digital technologies and their impact on business, challenges for digital immigrants, and new forms of communication and collaboration enabled by Web 2.0 technologies like blogs, wikis, and social networking sites. The presentation encourages embracing new technologies and making at least one commitment to change.
The Magic Circle: Realistic Expectations for Virtual WorldsTimothy Michael
This document provides an overview of virtual worlds and avatars. It begins with definitions of key terms like simulator, region, rez, and avatar. It then discusses the concept of the "Magic Circle" and how rules do not necessarily apply the same in virtual worlds. The document traces the evolution of avatars and virtual worlds from early text-based MUDs to modern 3D virtual worlds like Second Life. It covers major events and technological developments. It also discusses perceptions of virtual worlds, both positive hype and negative reactions. Finally, it considers new technologies and platforms for virtual worlds and concludes by encouraging imagination, rule-breaking, avoiding hype, and having fun.
The Shape of Robots to Come - Robolift - March 2011Dominique Sciamma
This the presentation made during ROBOTLIFT, a conference organized by LIFT in the context of INNOROBO in Lyon (March 2011), the first european exhibition devoted to Robotics and services
This document contains summaries of interaction design lessons learned from various science fiction films and television shows. It is organized by media title with brief lessons listed below each one. Some of the lessons highlighted include that science fiction inspires and sets expectations for real technological development, visual scale can telegraph social hierarchy, systems should respond appropriately to erroneous inputs, and form language can help users learn complex systems. The document advocates for using science fiction as a prototyping tool to generate new design ideas and explores why science fiction is effective for interaction design inspiration.
Slides from the "What Would Picasso Do?" panel session from Over The Air 2010 #ota10 featuring Mathias Dahlström, Jason Fields, Tom Hume, mills™ and Filip Visnjic - moderated by Franco Papeschi and Bryan Rieger.
A brief history of the notion of the Singularity, why some think it is coming soon, why some disagree, and why some are afraid of it. This is a very old presentation. See the updated one at www.scaruffi.com/singular
This document discusses business models for arts organizations. It begins by asking what a business model is, and provides definitions from experts that describe a business model as the rationale for how an organization creates and delivers value. It also describes a business model as an intentional arrangement of resources. The document then discusses four common problems organizations face - obtaining capital, facilitating exchanges, connecting with audiences, and achieving net revenue. It argues that organizations should focus on solving problems, not just relying on particular tools, and provides several examples of how arts organizations have addressed these problems through their business models.
Second Life is a 3D virtual world platform that allows users to interact through avatars. Users can explore the virtual world, socialize, and build and trade virtual objects and property. The platform can be used for both educational and recreational purposes. Educators use it for collaborative projects, simulations, field trips and classes. While it provides opportunities, Second Life also presents challenges like maintaining safe environments, addressing technical issues, and preventing discrimination. Resources are available to help educators effectively integrate the platform into teaching and learning.
WASBO 2007 - It's STILL A Flat, Flat Worldderrylyons
This document provides a summary of a presentation on how the world has become "flat" due to technologies that have leveled the playing field globally. Some of the key topics discussed include Thomas Friedman's book "The World is Flat", the rise of digital technologies and their impact on business, challenges for digital immigrants, and new forms of communication and collaboration enabled by Web 2.0 technologies like blogs, wikis, and social networking sites. The presentation encourages embracing new technologies and making at least one commitment to change.
The document discusses the development of cognitive assistants to help visually impaired people access real-world information and navigate the world. It describes technologies like localization, object recognition, mapping, and voice interaction that cognitive assistants can leverage. The goal is for assistants to augment human abilities by recognizing environments, objects, and providing contextual information. The document outlines a research project to develop such a cognitive navigation assistant and argues that accessibility needs have historically spurred innovations that become widely useful.
Share Festival Networked Objects Manufacturing 031508.KeyJulian Bleecker
This document discusses the concept of an "Internet of Things" where physical objects are connected to the internet and able to participate online. It describes how as more "things" are networked, they gain agency and ability to influence our experiences. The document also discusses "blogjects" which are physical objects that disseminate digital content online, and how this blurs the lines between the physical world and digital world. It provides several examples of projects where physical objects are networked and able to interact with people in novel ways.
Grady Booch proposes embodied cognition as placing Watson's cognitive capabilities into physical robots, avatars, spaces and objects. This would allow Watson to perceive the world through senses like vision and touch, and interact with it through movement and manipulation. The goal is to augment human abilities by giving Watson capabilities like seeing a patient's full medical condition or feeling the flow of a supply chain. Booch later outlines an "Self" architecture intended to power embodied cognitive systems with capabilities like learning, reasoning about others, and both involuntary and voluntary behaviors.
Gamified Education Case Study: Octalysis PrimeYu-kai Chou
This document outlines a proposed gamified service called Octalysis Prime that is designed around Yu-kai Chou's Octalysis framework for motivation. It presents the service as an interactive virtual island that users can explore. The document is divided into four phases - Discovery, Onboarding, Scaffolding, and Endgame. Each phase lists desired user actions and ways to make those actions more engaging by applying the eight core drives of the Octalysis framework. The goal is to motivate users to continue using the service by satisfying their motivations at each stage of engagement.
19 Mayıs Türkiye Sunumu - Üniversite Öğrencilerine Özel - Eğitim SlaytlarıFahri Karakas
Gelecek, Teknoloji, Hayallerin ve Sen - 19 Mayıs 2021
www.kubist.net
19 Mayıs Gençlik ve Spor Bayramında Üniversiteli Gençlere Özel Seminer
İngitere’de University of East Anglia’da Doçent olarak görev yapmakta olan Fahri Karakaş ile birlikte..
Gelecek Teknoloji Hayallerin ve Sen!
Bu seminerde şu sorulara cevap arayacağız:
- Dünya nasıl değişiyor ve teknoloji son hız nereye gidiyor?
- Yapay zeka çağında kariyerinizi ve geleceğinizi nasıl yönetirsiniz?
- İnternette kendi varlığınızı, markanızı, eserlerinizi, ve içerik imparatorluğunuzu nasıl oluşturursunuz?
- Girişimci ve sanatçı olarak kendi Rönesans’ınızı nasıl kurabilirsiniz?
Kendi hayatımdan gözlemler ve deneyimler ışığında bu sorulara cevaplar sunacağım.
Küresel bir perspektifle bir ilham ve hayal yolculuğuna çıkıyoruz, hazır mısınız?
**Şanslı ilk 100 kişi seminere Zoom üzerinden katılabiliyor olacak. Yayın ayrıca canlı olarak IT Governance Turkey Youtube kanalı üzerinden gerçekleştirilecektir.
**Katılım ve duyurular için Telegram Grubumuza katılabilirsiniz.
https://t.me/kubistnetdijital
Yeni Düşünme Şekilleri ve Başarı Hikayeleri
Kendi İçerik İmparatorluğunu Kuracaksın
Girişimci ve Sanatçı Olacaksın
Kendi Rönesansını Kuracaksın
English Abstract:
I Gave A Presentation For Turkish Youth Today on 19 May 2021.
We Celebrated The 19 May Youth And Sports Day In Turkey Today.
In this presentation, I try to cover a lot of topics including the following:
- Hackathon: New Technologies and Paradigms
- Artificial Intelligence
- Metaverse
- Crypto, Bitcoin, Blockchain ve NFT
- Space Age and Mars Generation
- Entrepreneurship
- Content Creation
- Internet Content Empires
- Social Media Platforms
- You are a storyteller
- You are an entrepreneur
- You are an artist
Lecture 9 - New Paradigms, New Technologies, and Your Asset Creation - 6 Ma...Fahri Karakas
This document provides an overview of slides for a lecture on management skills and personal development. The slides cover topics such as the "5 Second Rule" for taking action, happiness and creativity, paradigm shifts from new technologies like the metaverse and cryptocurrency. Other topics discussed include exponential thinking, storytelling, entrepreneurial thinking, and a Shark Tank exercise. Mental models, polymath thinking, and career development as an entrepreneur are also summarized. The document concludes with key takeaways about learning widely, using imagination to create assets, developing productivity and creativity habits, and using surprise and novelty to stimulate the brain.
IBM is developing Project Intu to enable embodied cognition by placing Watson's cognitive abilities into robots, avatars, objects, and spaces. This would allow Watson to perceive the physical world using senses like vision, hearing, and touch. It would also allow Watson to act in the physical world using effectors like limbs and facial expressions. The goal is for Watson to understand and reason about the world in more natural, human-like ways in order to augment human capabilities.
The document discusses holding a hands-on workshop to teach educators how to use the virtual world Second Life for teaching. It provides an overview of Second Life and the activities that will take place at the workshop, including demonstrations of how to build and script content as well as discussions on pedagogical techniques for teaching in Second Life. The workshop also aims to help educators overcome challenges of using Second Life and help them get started utilizing it for their own teaching.
VWBPE 2009 presentation on Teaching in Virtual Worlds: Identity and Culture by Dr. Cynthia Calongne, March 29, 2009. Visit http://vwbpe.org and http://wiki.vwbpe.org/index.php?title=Schedule for more information.
I am interested in developing executive training or professional development workshops that function as 'surprise' and 'mystery' tours and collective performance art.
I have brought a squash to the class last Friday (as a form of improvisation and surprise).
In particular, students like puzzles (the student who gets the answer first gets a dark chocolate).
If you view it as a slideshow and try to guess the answers to the puzzles, then the experience might be quite fun:)
You can find the description of this class below.
In this class that is designed as a collective performance art, we review some of the biggest names in the landscape of entertainment, creativity, and business. From space to magic, from basketball to fashion, from animation to computer games, from film music to architecture we have a trans-disciplinary tour of storytelling and creative careers. We have a series of exercises in asset creation and imagination. We have a lot of puzzles. We dream about the university of the future. However, the main actor in all of this experience (the connecting thread/anchor) is a squash.
The quality circle aims to reduce leaks from the coil assembly process in the brazing area. They identified work distribution as a major cause of leaks and improved it by distributing work according to coil model and brazing type. Data was collected before and after the improvement, which showed reduced leak rates and improved production yields, meeting the quality circle's goals.
Basics of laboratory internal quality control, Ola Elgaddar, 2012Ola Elgaddar
Total Quality Management (TQM) is a continuous approach to improve quality and performance. It requires integrating quality functions throughout an organization with involvement from management, employees, suppliers, and customers. For medical laboratories, quality control has three main stages - pre-analytical, analytical, and post-analytical. Analytical quality control involves internal quality control (IQC) using control materials and external quality assessment (EQA) to monitor quality and compare results between laboratories. IQC follows procedures like plotting daily control results on Levey-Jennings charts and evaluating them using Westgard rules to detect errors.
The document describes the implementation of quality circles at a manufacturing facility. It introduces quality circles as small groups of frontline workers who meet regularly to identify work improvements. Thirteen quality circle teams were formed across different production areas in the coil shop. Each team selected a project to work on related to their work area, such as reducing leak rates, scrap amounts, or increasing productivity. The teams used problem-solving tools and methods like DMAIC to define issues, measure baseline data, analyze causes, improve processes, and ensure sustained results. Several teams achieved improvements like lowering return bend leak rates from 2.1% to 1.1% and brazing leak rates from 3.0% to 1.0%. Overall the quality circles
Quality control measures in pharmaceutical industryChemOnTheGo
QUALITY CONTROL
ROLE OF QUALITY CONTROL IN PHARMACEUTICAL INDUSTRY
OBJECTIVES OF QUALITY CONTROL
STEPS IN QUALITY CONTROL
COST OF QUALITY CONTROL
TOTAL QUALITY MANAGEMENT
QUALITY CIRCLE
Quality control in clinical biochemistryAshok Katta
This document discusses quality control in clinical biochemistry laboratories. It explains that laboratory tests play an important role in clinical diagnosis and treatment decisions. Therefore, test results must be reliable and accurate. Quality control involves measures to ensure test accuracy, including internal quality control procedures done daily in the lab and external quality assessment involving evaluation by an outside agency. Proper quality control is essential to producing test results that healthcare providers can trust in making decisions for patients.
Total Quality Management in HealthcareGunjan Patel
Now days, Healthcare systems are of fundamental interests to all level of Hospitals in our societies. Eventually, increasing importance and reliance are placed on total quality management in healthcare systems. Due to this rising importance that is also reflected in the increasing percentage of national and international resources for both private and public sector to allocated in hospital management systems. Hospitals and other healthcare organization across the globe have been progressively implementing TQM to reduce costs, improve efficiency and provide high quality patient care.
This document discusses quality circles, which are small voluntary groups of employees that meet regularly to identify and solve work-related problems. It describes how quality circles originated in Japan after World War II to improve quality and productivity. The key aspects of quality circles discussed include their definition, characteristics, objectives, basic problem-solving techniques used, and the process of operation. Charts and diagrams are also included to illustrate factors that can lead to waste and how causes are determined.
Science labs are a crucial part of secondary science learning. Most practical activities at this level require the availability of specialist resources and services. This gallery aims to explore a wide range of design ideas for school labs. (Compiled by expert consultant Andy Piggott)
Location and layout of hospital, need of hospital to community,planning,factors and data required in planning,fundamentals and objectives,principles,different stages,equipment planning,icu design and layout,quality quantity and temperature and noise control in hospital,conclusion
An anesthesia circuit connects the anesthesia machine to the patient to deliver anesthetic gases and remove carbon dioxide. Various circuit designs exist, including open, semi-open, semi-closed, and closed systems. The ideal circuit is reliable, safe, and easy to use while imposing minimal resistance and dead space. The circle system allows for rebreathing of gases using low fresh gas flows and includes unidirectional valves, tubing, a Y-piece, reservoir bag, and carbon dioxide absorber. Soda lime is commonly used for carbon dioxide absorption but its interaction with anesthetic agents can produce toxic compounds.
The document discusses the development of cognitive assistants to help visually impaired people access real-world information and navigate the world. It describes technologies like localization, object recognition, mapping, and voice interaction that cognitive assistants can leverage. The goal is for assistants to augment human abilities by recognizing environments, objects, and providing contextual information. The document outlines a research project to develop such a cognitive navigation assistant and argues that accessibility needs have historically spurred innovations that become widely useful.
Share Festival Networked Objects Manufacturing 031508.KeyJulian Bleecker
This document discusses the concept of an "Internet of Things" where physical objects are connected to the internet and able to participate online. It describes how as more "things" are networked, they gain agency and ability to influence our experiences. The document also discusses "blogjects" which are physical objects that disseminate digital content online, and how this blurs the lines between the physical world and digital world. It provides several examples of projects where physical objects are networked and able to interact with people in novel ways.
Grady Booch proposes embodied cognition as placing Watson's cognitive capabilities into physical robots, avatars, spaces and objects. This would allow Watson to perceive the world through senses like vision and touch, and interact with it through movement and manipulation. The goal is to augment human abilities by giving Watson capabilities like seeing a patient's full medical condition or feeling the flow of a supply chain. Booch later outlines an "Self" architecture intended to power embodied cognitive systems with capabilities like learning, reasoning about others, and both involuntary and voluntary behaviors.
Gamified Education Case Study: Octalysis PrimeYu-kai Chou
This document outlines a proposed gamified service called Octalysis Prime that is designed around Yu-kai Chou's Octalysis framework for motivation. It presents the service as an interactive virtual island that users can explore. The document is divided into four phases - Discovery, Onboarding, Scaffolding, and Endgame. Each phase lists desired user actions and ways to make those actions more engaging by applying the eight core drives of the Octalysis framework. The goal is to motivate users to continue using the service by satisfying their motivations at each stage of engagement.
19 Mayıs Türkiye Sunumu - Üniversite Öğrencilerine Özel - Eğitim SlaytlarıFahri Karakas
Gelecek, Teknoloji, Hayallerin ve Sen - 19 Mayıs 2021
www.kubist.net
19 Mayıs Gençlik ve Spor Bayramında Üniversiteli Gençlere Özel Seminer
İngitere’de University of East Anglia’da Doçent olarak görev yapmakta olan Fahri Karakaş ile birlikte..
Gelecek Teknoloji Hayallerin ve Sen!
Bu seminerde şu sorulara cevap arayacağız:
- Dünya nasıl değişiyor ve teknoloji son hız nereye gidiyor?
- Yapay zeka çağında kariyerinizi ve geleceğinizi nasıl yönetirsiniz?
- İnternette kendi varlığınızı, markanızı, eserlerinizi, ve içerik imparatorluğunuzu nasıl oluşturursunuz?
- Girişimci ve sanatçı olarak kendi Rönesans’ınızı nasıl kurabilirsiniz?
Kendi hayatımdan gözlemler ve deneyimler ışığında bu sorulara cevaplar sunacağım.
Küresel bir perspektifle bir ilham ve hayal yolculuğuna çıkıyoruz, hazır mısınız?
**Şanslı ilk 100 kişi seminere Zoom üzerinden katılabiliyor olacak. Yayın ayrıca canlı olarak IT Governance Turkey Youtube kanalı üzerinden gerçekleştirilecektir.
**Katılım ve duyurular için Telegram Grubumuza katılabilirsiniz.
https://t.me/kubistnetdijital
Yeni Düşünme Şekilleri ve Başarı Hikayeleri
Kendi İçerik İmparatorluğunu Kuracaksın
Girişimci ve Sanatçı Olacaksın
Kendi Rönesansını Kuracaksın
English Abstract:
I Gave A Presentation For Turkish Youth Today on 19 May 2021.
We Celebrated The 19 May Youth And Sports Day In Turkey Today.
In this presentation, I try to cover a lot of topics including the following:
- Hackathon: New Technologies and Paradigms
- Artificial Intelligence
- Metaverse
- Crypto, Bitcoin, Blockchain ve NFT
- Space Age and Mars Generation
- Entrepreneurship
- Content Creation
- Internet Content Empires
- Social Media Platforms
- You are a storyteller
- You are an entrepreneur
- You are an artist
Lecture 9 - New Paradigms, New Technologies, and Your Asset Creation - 6 Ma...Fahri Karakas
This document provides an overview of slides for a lecture on management skills and personal development. The slides cover topics such as the "5 Second Rule" for taking action, happiness and creativity, paradigm shifts from new technologies like the metaverse and cryptocurrency. Other topics discussed include exponential thinking, storytelling, entrepreneurial thinking, and a Shark Tank exercise. Mental models, polymath thinking, and career development as an entrepreneur are also summarized. The document concludes with key takeaways about learning widely, using imagination to create assets, developing productivity and creativity habits, and using surprise and novelty to stimulate the brain.
IBM is developing Project Intu to enable embodied cognition by placing Watson's cognitive abilities into robots, avatars, objects, and spaces. This would allow Watson to perceive the physical world using senses like vision, hearing, and touch. It would also allow Watson to act in the physical world using effectors like limbs and facial expressions. The goal is for Watson to understand and reason about the world in more natural, human-like ways in order to augment human capabilities.
The document discusses holding a hands-on workshop to teach educators how to use the virtual world Second Life for teaching. It provides an overview of Second Life and the activities that will take place at the workshop, including demonstrations of how to build and script content as well as discussions on pedagogical techniques for teaching in Second Life. The workshop also aims to help educators overcome challenges of using Second Life and help them get started utilizing it for their own teaching.
VWBPE 2009 presentation on Teaching in Virtual Worlds: Identity and Culture by Dr. Cynthia Calongne, March 29, 2009. Visit http://vwbpe.org and http://wiki.vwbpe.org/index.php?title=Schedule for more information.
I am interested in developing executive training or professional development workshops that function as 'surprise' and 'mystery' tours and collective performance art.
I have brought a squash to the class last Friday (as a form of improvisation and surprise).
In particular, students like puzzles (the student who gets the answer first gets a dark chocolate).
If you view it as a slideshow and try to guess the answers to the puzzles, then the experience might be quite fun:)
You can find the description of this class below.
In this class that is designed as a collective performance art, we review some of the biggest names in the landscape of entertainment, creativity, and business. From space to magic, from basketball to fashion, from animation to computer games, from film music to architecture we have a trans-disciplinary tour of storytelling and creative careers. We have a series of exercises in asset creation and imagination. We have a lot of puzzles. We dream about the university of the future. However, the main actor in all of this experience (the connecting thread/anchor) is a squash.
The quality circle aims to reduce leaks from the coil assembly process in the brazing area. They identified work distribution as a major cause of leaks and improved it by distributing work according to coil model and brazing type. Data was collected before and after the improvement, which showed reduced leak rates and improved production yields, meeting the quality circle's goals.
Basics of laboratory internal quality control, Ola Elgaddar, 2012Ola Elgaddar
Total Quality Management (TQM) is a continuous approach to improve quality and performance. It requires integrating quality functions throughout an organization with involvement from management, employees, suppliers, and customers. For medical laboratories, quality control has three main stages - pre-analytical, analytical, and post-analytical. Analytical quality control involves internal quality control (IQC) using control materials and external quality assessment (EQA) to monitor quality and compare results between laboratories. IQC follows procedures like plotting daily control results on Levey-Jennings charts and evaluating them using Westgard rules to detect errors.
The document describes the implementation of quality circles at a manufacturing facility. It introduces quality circles as small groups of frontline workers who meet regularly to identify work improvements. Thirteen quality circle teams were formed across different production areas in the coil shop. Each team selected a project to work on related to their work area, such as reducing leak rates, scrap amounts, or increasing productivity. The teams used problem-solving tools and methods like DMAIC to define issues, measure baseline data, analyze causes, improve processes, and ensure sustained results. Several teams achieved improvements like lowering return bend leak rates from 2.1% to 1.1% and brazing leak rates from 3.0% to 1.0%. Overall the quality circles
Quality control measures in pharmaceutical industryChemOnTheGo
QUALITY CONTROL
ROLE OF QUALITY CONTROL IN PHARMACEUTICAL INDUSTRY
OBJECTIVES OF QUALITY CONTROL
STEPS IN QUALITY CONTROL
COST OF QUALITY CONTROL
TOTAL QUALITY MANAGEMENT
QUALITY CIRCLE
Quality control in clinical biochemistryAshok Katta
This document discusses quality control in clinical biochemistry laboratories. It explains that laboratory tests play an important role in clinical diagnosis and treatment decisions. Therefore, test results must be reliable and accurate. Quality control involves measures to ensure test accuracy, including internal quality control procedures done daily in the lab and external quality assessment involving evaluation by an outside agency. Proper quality control is essential to producing test results that healthcare providers can trust in making decisions for patients.
Total Quality Management in HealthcareGunjan Patel
Now days, Healthcare systems are of fundamental interests to all level of Hospitals in our societies. Eventually, increasing importance and reliance are placed on total quality management in healthcare systems. Due to this rising importance that is also reflected in the increasing percentage of national and international resources for both private and public sector to allocated in hospital management systems. Hospitals and other healthcare organization across the globe have been progressively implementing TQM to reduce costs, improve efficiency and provide high quality patient care.
This document discusses quality circles, which are small voluntary groups of employees that meet regularly to identify and solve work-related problems. It describes how quality circles originated in Japan after World War II to improve quality and productivity. The key aspects of quality circles discussed include their definition, characteristics, objectives, basic problem-solving techniques used, and the process of operation. Charts and diagrams are also included to illustrate factors that can lead to waste and how causes are determined.
Science labs are a crucial part of secondary science learning. Most practical activities at this level require the availability of specialist resources and services. This gallery aims to explore a wide range of design ideas for school labs. (Compiled by expert consultant Andy Piggott)
Location and layout of hospital, need of hospital to community,planning,factors and data required in planning,fundamentals and objectives,principles,different stages,equipment planning,icu design and layout,quality quantity and temperature and noise control in hospital,conclusion
An anesthesia circuit connects the anesthesia machine to the patient to deliver anesthetic gases and remove carbon dioxide. Various circuit designs exist, including open, semi-open, semi-closed, and closed systems. The ideal circuit is reliable, safe, and easy to use while imposing minimal resistance and dead space. The circle system allows for rebreathing of gases using low fresh gas flows and includes unidirectional valves, tubing, a Y-piece, reservoir bag, and carbon dioxide absorber. Soda lime is commonly used for carbon dioxide absorption but its interaction with anesthetic agents can produce toxic compounds.
Quality circles originated in Japan as a way to improve quality and productivity by empowering employees. Quality circles involve small voluntary groups of 6-12 employees who meet regularly to identify and solve work-related problems using proven techniques. The objectives are to develop a problem-solving culture, improve teamwork and motivation, and enhance the skills of employees. For quality circles to be successful, management must support the philosophy of participatory decision-making and employees must receive proper training in the concepts and processes involved.
This document provides an overview of quality control procedures and responsibilities in a pharmaceutical quality control laboratory. It discusses the roles of the laboratory director and technicians. It describes routine control instruments, reagent handling and labeling procedures, and various sampling plans including single, double, continuous, and sequential sampling. Standard test procedures and documentation requirements are also outlined. The document establishes best practices for ensuring accurate and reliable testing in the quality control laboratory.
Features:
The organization gets the total man
Humanize the work i.e. Quality of work life is stressed and improved
Brings out extra-ordinary qualities from ordinary people
To display the human capabilities fully and eventually draw out infinite possibilities
Prepares the employer and employees to meet the challenges of the changing time and condition
This document discusses virtual worlds and their potential uses for education. It describes how virtual worlds allow for immersive digital environments using avatars. Popular virtual worlds mentioned include Second Life, Active Worlds, There, Whyville, Project Wonderland, and World of Warcraft. The document outlines various educational activities that take place in these worlds like teaching, collaboration, meetings, and 3D visualization. Challenges with virtual worlds are also noted around technical issues, time demands, and social concerns.
Bruce Damer's presentation for Larry Lessig's Cyberlaw class at Stanford (Mar...Bruce Damer
Bruce Damer's presentation for Larry Lessig's Cyberlaw class at Stanford (Mar 2003), title: Virtual worlds as a public commons and the code of this commons.
- Second Life is a 3D virtual world created by Linden Research and launched in 2003 where users create avatars to explore, socialize and participate in activities.
- Residents can explore the virtual world, communicate via text or voice chat, build objects, and participate in an internal economy using the Linden dollar currency.
- Many real-world organizations have established a presence in Second Life for purposes like education, religious meetings, and embassies.
Bruce Damer's talk for Serious Virtual Worlds 2008 (Birmingham, UK Sept 2009)Bruce Damer
Bruce Damer's talk for Serious Virtual Worlds 2008 (Birmingham, UK Sept 2009). This talk was delivered by slides and voice in the Forterra Olive platform.
The document provides a history of Second Life from its founding in 1999 to 2007, detailing its evolution from a private testing ground to a popular public virtual world. It also outlines key characteristics of Second Life including that users own the intellectual property of their in-world creations and that it has its own economy based on the Linden dollar. Finally, it lists several libraries, educational institutions, and businesses that have established a presence in Second Life.
The document provides a history and overview of Second Life, including:
1) It describes the evolution of Second Life from its beginnings in 1999 to the present, including the introduction of new features and policies over time.
2) It discusses who uses Second Life, including educational institutions, businesses, non-profits, and individuals.
3) It outlines opportunities for libraries and librarians to get involved in Second Life through hosting events, providing reference services, or volunteering at virtual libraries.
EIT Digital Course - Generative AI Essentials
URL: https://professionalschool.eitdigital.eu/generative-ai-essentials
Second Version (Most Recent) - May 29, 2024
Presentation:
Recording: https://youtu.be/_1X6bRfOqc4
Article (20240514 - EIT Digital) - https://www.eitdigital.eu/newsroom/grow-digital-insights/personal-ai-digital-twins-the-future-of-human-interaction/
Jim Spohrer YouTubes
JCS Reid Hoffman meets his AI twin - URL: https://youtu.be/rgD2gmwCS10
JCS Jim Twin V1 YouTube English - URL : https://youtu.be/T4S0uZp1SHw
JCS Jim Twin V2 YouTube French - URL: https://youtu.be/02hCGRJnCoc
Jensen Huang (Founder & CEO Nvidia) at Stanford talking about H100
URL: https://www.youtube.com/watch?v=cEg8cOx7UZk
JCS AI Digital Twins of People (blog post) - https://service-science.info/archives/6612
First Version (Oldest) - Nov 27, 2023
Presentation - https://www.slideshare.net/slideshow/eitdigitalspohreraiintro-20231128-v1pptx/263977452
JCS Reflecting on Generative AI - https://service-science.info/archives/6521
This document provides an overview of virtual worlds and their use for education, communication, and collaboration. It discusses what virtual worlds are, how they can be used, and examples of their application in education, charities, and business. Tips are also given for effectively communicating in virtual worlds, including having backups, assigning technical helpers, and practicing presentations. Resources for best practices and additional information on virtual worlds are listed.
This document discusses various virtual worlds and 3D online social networks. It provides descriptions and summaries of several virtual worlds including Second Life, Active Worlds, Kaneva, ScienceSim, and the Arts Metaverse. It also discusses why virtual worlds are used, particularly for simulations, training, and education when recreating real-world situations and environments is difficult or costly. The document reflects on the author's initial experiences exploring and learning in Second Life.
1. A virtual world is a computer-simulated 3D environment where users interact through avatars. Second Life is a popular virtual world launched in 2003 with over 18 million users.
2. Second Life allows for a high degree of customization and collaboration. Users can design their own avatars and virtual objects. Many universities and companies use Second Life for teaching, meetings, and social networking.
3. Educational uses of Second Life include language learning, architecture tours, and role-playing simulations. However, its use should be intentional and technologies chosen based on their ability to meet instructional goals.
The Evolution of the Internet: Using "Virtual Worlds" to Enhance Teaching, Le...SUNYIT
The document discusses virtual worlds and their potential uses for teaching, learning, and research. It provides examples of how virtual worlds like Second Life have been used by various academic institutions and researchers. Some concerns about virtual worlds are addressed, such as issues related to privacy, adult content, and costs, but it is argued that virtual worlds can enhance education without replacing other technologies or raising unique issues compared to other online platforms. Challenges of the evolving technology are acknowledged but it is suggested to explore new technologies rather than reject them without consideration.
Host Santokh Badesha: https://www.linkedin.com/in/santokh-badesha-24b72916/
Recommended Readings (If Possible, Skim Before the Talk)
Patent: Management of Usage Costs of a Resource (IBM)
Jim Spohrer patent: Graphical Interface for Interacting Constrained Actors (Apple)
Jim Spohrer's Google Scholar Profile, includes open publications as well as patents
Apple's ATG Authoring Tools - Balancing Open and Proprietary Work
Forbes - Cognitive World
AI Magazine - Role of Open Source in AI
Virtual Worlds: An Overview and Larger TrendsJoshua Nair
1. Virtual worlds refer to simulated 3D online environments that users can interact with and where they can socialize, play games, or engage in other activities.
2. There are closed virtual worlds like Second Life that are self-contained, and open virtual worlds on the emerging 3D internet that allow user-generated content.
3. Virtual worlds have potential applications for entertainment, social networking, and even business, but the technology is still developing and how they will ultimately be used is still uncertain.
What is Second Life? A Learning at Work Day PresentationChris Carter
A presentation for the Open University's recent Learning at Work Day, held by Human Resources Development. This particular presentation provides an overview of what Second Life is and a brief summary of how it is used at the OU.
"Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life"bridgingworlds2008
This document discusses the growth and use of virtual worlds like Second Life for libraries. It notes that 80% of people are expected to use virtual worlds by 2011. Many libraries have established a presence in Second Life to provide reference services and classes. Some challenges include the learning curve of using virtual worlds and ensuring access for users. The document highlights examples of library services, collections, and events provided in virtual worlds.
Virtual Worlds Law Librarians Workshop Wrap UpKate Fitz
1) The document summarizes a virtual workshop about using virtual worlds like Second Life for law librarianship.
2) Over 100 people signed up for an intro webinar and around 70 attended the various tutorial sessions on navigating Second Life.
3) Participants created projects showcasing how legal resources could be displayed in Second Life, including on animal law, international law treaties, and law school libraries.
Similar to The Magic Circle presentation @ Wharton's Tech-Fast (20)
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/how-axelera-ai-uses-digital-compute-in-memory-to-deliver-fast-and-energy-efficient-computer-vision-a-presentation-from-axelera-ai/
Bram Verhoef, Head of Machine Learning at Axelera AI, presents the “How Axelera AI Uses Digital Compute-in-memory to Deliver Fast and Energy-efficient Computer Vision” tutorial at the May 2024 Embedded Vision Summit.
As artificial intelligence inference transitions from cloud environments to edge locations, computer vision applications achieve heightened responsiveness, reliability and privacy. This migration, however, introduces the challenge of operating within the stringent confines of resource constraints typical at the edge, including small form factors, low energy budgets and diminished memory and computational capacities. Axelera AI addresses these challenges through an innovative approach of performing digital computations within memory itself. This technique facilitates the realization of high-performance, energy-efficient and cost-effective computer vision capabilities at the thin and thick edge, extending the frontier of what is achievable with current technologies.
In this presentation, Verhoef unveils his company’s pioneering chip technology and demonstrates its capacity to deliver exceptional frames-per-second performance across a range of standard computer vision networks typical of applications in security, surveillance and the industrial sector. This shows that advanced computer vision can be accessible and efficient, even at the very edge of our technological ecosystem.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
Freshworks Rethinks NoSQL for Rapid Scaling & Cost-EfficiencyScyllaDB
Freshworks creates AI-boosted business software that helps employees work more efficiently and effectively. Managing data across multiple RDBMS and NoSQL databases was already a challenge at their current scale. To prepare for 10X growth, they knew it was time to rethink their database strategy. Learn how they architected a solution that would simplify scaling while keeping costs under control.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
This slide deck presents DLHT, a concurrent in-memory hashtable. Despite efforts to optimize hashtables, that go as far as sacrificing core functionality, state-of-the-art designs still incur multiple memory accesses per request and block request processing in three cases. First, most hashtables block while waiting for data to be retrieved from memory. Second, open-addressing designs, which represent the current state-of-the-art, either cannot free index slots on deletes or must block all requests to do so. Third, index resizes block every request until all objects are copied to the new index. Defying folklore wisdom, DLHT forgoes open-addressing and adopts a fully-featured and memory-aware closed-addressing design based on bounded cache-line-chaining. This design offers lock-free index operations and deletes that free slots instantly, (2) completes most requests with a single memory access, (3) utilizes software prefetching to hide memory latencies, and (4) employs a novel non-blocking and parallel resizing. In a commodity server and a memory-resident workload, DLHT surpasses 1.6B requests per second and provides 3.5x (12x) the throughput of the state-of-the-art closed-addressing (open-addressing) resizable hashtable on Gets (Deletes).
FREE A4 Cyber Security Awareness Posters-Social Engineering part 3Data Hops
Free A4 downloadable and printable Cyber Security, Social Engineering Safety and security Training Posters . Promote security awareness in the home or workplace. Lock them Out From training providers datahops.com
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
"Choosing proper type of scaling", Olena SyrotaFwdays
Imagine an IoT processing system that is already quite mature and production-ready and for which client coverage is growing and scaling and performance aspects are life and death questions. The system has Redis, MongoDB, and stream processing based on ksqldb. In this talk, firstly, we will analyze scaling approaches and then select the proper ones for our system.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
2. Before We Start (We Move Really Fast): Definitions & Questions Sim(ulator), Region, 16 acres... 4 by 4. 256x256m.65,536sqm. Eight Football Fields. Rez (from Tron, 1982): Resolution; making something.Avatar: Hindu Deity; Ultima IV; BBS; Social Media; SLVirtual Reality: (coined by Jaron Lanier) “Almost” Reality Who here knows they have an avatar? Abstract concept of Avatar? Our concept of the Avatar? What makes an avatar?
3. What is the Magic Circle? The Regular Rules Do Not Apply
5. Who are you? Timothy Allen University of PennsylvaniaClass of 1996 School of Arts & SciencesIndividualized Major:Combined Psychology &Computer Science ...and now...
6. Who are you? Timothy Allen Wharton Computing Wharton Research Data Services (WRDS) ...and virtually...
7. Who are you? FlipperPA PeregrineFounding Member,Second Life Community Convention SLBoutique.com
8. Who are you? FlipperPA PeregrineFounding Member,Second Life Community Convention SLBoutique.com OCCASIONAL BANANA
9. Who are you? FlipperPA PeregrineFounding Member,Second Life Community Convention SLBoutique.com STILL THIN ROCK STAR
10. The point being... THE AVATAR Ultimate Blank Canvas Self Expression UnleashedA Path to Freedom Safe, Anonymous SelfExploration
12. A Brief History of Avatars & Virtual Worlds:1975 to 1980: All in the Mind Colossal Cave Adventure, Zork & MUDs: Text & ImaginationMUD: Multi-User Dungeon
13. A Brief History of Avatars & Virtual Worlds:1980 through 1990: @ is for @vatar! Rogue / Hack / NetHack: The Genesis of Visual Representation
14. A Brief History of Avatars & Virtual Worlds: 1990: MOO Bring Persistence; "Not a Game" MOO: Mud, Object-Oriented; Permanently Stored Objects
15. A Brief History of Avatars & Virtual Worlds:1993: Virtual Places & the Web Revolution Virtual Web Pages; Start of Graphical Revolution
16. A Brief History of Avatars & Virtual Worlds:1993: The Palace Social Chat: A Virtual Comic Strip, “2.5 Dimensions”
17. A Brief History of Avatars & Virtual Worlds:1993: WorldsChat Space Station Actual 3-Dimensional Perspective
18. A Brief History of Avatars & Virtual Worlds:1994: ActiveWorlds The Dawn of UGC: User Generated Content, “E-Motes”
19. A Brief History of Avatars & Virtual Worlds: 1999-2002: Linden Lab Founded; Second Life The Dawn of UGC: User Generated Content, “E-Motes”
20. A Brief History of Avatars & Virtual Worlds:July, 2003: The Tax Revolt Doing the logical thing, SL Residents set themselves onfire to protest the “prim tax.”
21. A Brief History of Avatars & Virtual Worlds:November 14th, 2003: IP Rights Linden Lab grants rights of creations to the creator;covered in SlashDot; FlipperPA Peregrine is born.
22. A Brief History of Avatars & Virtual Worlds:BTW, this WAS before YouTube, Facebook,Flickr, Digg, Twitter & more had traction; infact, SL's users became their early adopters!
23. A Brief History of Avatars & Virtual Worlds:December, 2003: Avalon & Rivers Run Red London based Rivers Run Red opens the Avalon region; the design and branding firm soon brings Adidas, the BBC,Hermann Miller, Avril Lavigne, and more to virtual worlds.
24. A Brief History of Avatars & Virtual Worlds:January, 2004: Land and Prim Limits Land “bought” from Linden Lab; more land meant moreprimitives, which meant more detailed content. Fullsimulators (16 acres of space as 1 CPU) begin being sold.
25. A Brief History of Avatars & Virtual Worlds:January, 2004: The Crompco Virtual Station Crompco Corporation becomes the first company to useSecond Life for corporate training; reduced time ofapprenticeship cycle from nine months to six.
26. Concepts of virtual space... are *almost* always public. Virtual Starwood == The Shining.Private Space == “Security”...hehe Like privacy in Facebook, Twitter,or the Web, does it really exist?
35. 2007: Peak of the Positive HypeNBC, CBS, and CSI: New York
36. SLCC 2007: 1000 attendees, lots ofpress, and time for us to retire!
37. The Fallout: Hype Swings Both Ways Companies didn't engage the SL community. Companies believed their brands were cool enough, peoplewould come flocking to their locations. A community of creative minds isn't easily wooed by marketers.Successful examples: Coca-Cola, Pontiac, IBM, Cisco, IntelBusts: too many to list... but American Apparel was the first.
38. Simon Stevens: Breaking the Rules Independent Disability Issues Consultant • Cerebral palsy affect speech,balance, hand control • Author of "Normality", a playabout his experiences inmainstream education • Passion, commitment anddetermination
39. Simon Stevens: Breaking the Rules Founder of Wheelies Dance Club in Second Life • All are welcome! • Fun support center for those with disability issues • Some disabled choose to create avatars with disabilities • Some choose to walk, dance, and fly • ...and some...
40. Simon Stevens: Breaking the Rules ...and some... CHOOSE TO BUILDAWESOME ROCKETPOWERED WHEELCHAIRS THAT CANDANCE AND FLY!
69. ...and in conclusion... Unleash your imaginationDo research, but break the rules Avoid the hype Rapid development, embrace change...and most importantly, ENGAGE!