Discussion of using shared online environments for collaboration and telepresencing. Instructions on using Second Life for simple and ... less mixed reality events
The document discusses observations about a modern family's use of entertainment technology. It notes that technology is dispersed throughout the home and used in different locations by different family members at different times. Insights include that dispersed technology exposes values of ownership and control, increases the need for digital security like for family photos, and leads to clutter since technology lacks a specific location. The document proposes that a solution should enhance family interaction with dispersed technology, provide secure digital storage, and intuitively accommodate dispersed technology in a clutter-free way.
This document provides information on three photography and video production courses offered by RedDot.TV:
1) Level 1 - Digital Photo Book teaches basic photography techniques using smartphones and cameras, as well as photo editing software. Students will create a photo collage project.
2) Level 2 - Basic Video Production teaches video capture and editing techniques using Windows Live Movie Maker to create a guided kindness project.
3) Level 3 - Advanced Video Production focuses on storytelling and advanced shooting/editing techniques to create an original video project exploring community voices. Prior level completion is required.
This document discusses three techniques and artifacts in photography: depth of field, shutter speed, and film grain/digital noise. Depth of field refers to the area of an image that appears in focus, while shutter speed is the length of time the camera shutter is open. Film grain and digital noise appear as spots or lines on an image and can be caused by various factors like scratches or added manually in photo editing software.
This presentation introduces RoomWare/AnyWhere, an open source project that connects people to physical spaces using RFID tags, mobile devices, and networked hardware. The system allows users to bookmark locations, access location-based services and information, and interact with spaces through lighting, screens and other devices. It aims to make buildings more conscious and living by adapting to users' tastes, moods, proximity and connecting them with other people and content in the space. While concerns about privacy exist with such systems, the presenters argue they can enrich experiences and interactions if implemented carefully with user consent and control over their own data.
This document provides an overview of videoconferencing basics and how to connect and participate in a videoconference. It discusses the common uses of videoconferencing in fields like education and medicine. The main components of videoconferencing equipment are described including the camera, microphone, monitor, and remote control. Steps for connecting a videoconference are outlined, such as dialing the IP address and entering a conference pin number. Troubleshooting tips are also provided, such as checking connections and adjusting sound.
This document provides guidance for using documentaries in the classroom by outlining the key elements of documentaries, necessary equipment, and production process. It explains that documentaries deal with real life topics through a research question, use interviews and footage to support a viewpoint or explore multiple perspectives, and can take a stance or remain objective. The document also notes some of the challenges of copyright and provides alternatives like VoiceThread and tools from the National Archives that allow use of primary sources.
What are the characteristics of a masterwork of Information Architecture? What is a masterwork at all?
This Lightning Talk delivered at the 2016 IA Language of Critique roundtable explores the question.
This document provides an overview of virtual worlds and introduces OpenSim as an alternative to Second Life. It discusses key terms related to virtual worlds and gives examples of Second Life being used for education. OpenSim is presented as an open-source platform that provides more control and flexibility compared to Second Life. The document outlines how to access and set up OpenSim grids and regions on a personal computer or dedicated server. Pros and cons of the OpenSim platform are presented along with resources for further information.
The document discusses observations about a modern family's use of entertainment technology. It notes that technology is dispersed throughout the home and used in different locations by different family members at different times. Insights include that dispersed technology exposes values of ownership and control, increases the need for digital security like for family photos, and leads to clutter since technology lacks a specific location. The document proposes that a solution should enhance family interaction with dispersed technology, provide secure digital storage, and intuitively accommodate dispersed technology in a clutter-free way.
This document provides information on three photography and video production courses offered by RedDot.TV:
1) Level 1 - Digital Photo Book teaches basic photography techniques using smartphones and cameras, as well as photo editing software. Students will create a photo collage project.
2) Level 2 - Basic Video Production teaches video capture and editing techniques using Windows Live Movie Maker to create a guided kindness project.
3) Level 3 - Advanced Video Production focuses on storytelling and advanced shooting/editing techniques to create an original video project exploring community voices. Prior level completion is required.
This document discusses three techniques and artifacts in photography: depth of field, shutter speed, and film grain/digital noise. Depth of field refers to the area of an image that appears in focus, while shutter speed is the length of time the camera shutter is open. Film grain and digital noise appear as spots or lines on an image and can be caused by various factors like scratches or added manually in photo editing software.
This presentation introduces RoomWare/AnyWhere, an open source project that connects people to physical spaces using RFID tags, mobile devices, and networked hardware. The system allows users to bookmark locations, access location-based services and information, and interact with spaces through lighting, screens and other devices. It aims to make buildings more conscious and living by adapting to users' tastes, moods, proximity and connecting them with other people and content in the space. While concerns about privacy exist with such systems, the presenters argue they can enrich experiences and interactions if implemented carefully with user consent and control over their own data.
This document provides an overview of videoconferencing basics and how to connect and participate in a videoconference. It discusses the common uses of videoconferencing in fields like education and medicine. The main components of videoconferencing equipment are described including the camera, microphone, monitor, and remote control. Steps for connecting a videoconference are outlined, such as dialing the IP address and entering a conference pin number. Troubleshooting tips are also provided, such as checking connections and adjusting sound.
This document provides guidance for using documentaries in the classroom by outlining the key elements of documentaries, necessary equipment, and production process. It explains that documentaries deal with real life topics through a research question, use interviews and footage to support a viewpoint or explore multiple perspectives, and can take a stance or remain objective. The document also notes some of the challenges of copyright and provides alternatives like VoiceThread and tools from the National Archives that allow use of primary sources.
What are the characteristics of a masterwork of Information Architecture? What is a masterwork at all?
This Lightning Talk delivered at the 2016 IA Language of Critique roundtable explores the question.
This document provides an overview of virtual worlds and introduces OpenSim as an alternative to Second Life. It discusses key terms related to virtual worlds and gives examples of Second Life being used for education. OpenSim is presented as an open-source platform that provides more control and flexibility compared to Second Life. The document outlines how to access and set up OpenSim grids and regions on a personal computer or dedicated server. Pros and cons of the OpenSim platform are presented along with resources for further information.
ICT tools and virtual environments can help complete creative spaces and translate them to virtual spaces. Creative spaces require careful design to promote activity, considering factors like atmosphere, furnishings, and available facilities. ICT tools provide quick access to information online and allow meeting people virtually in real-time. Video, audio, and web conferencing technologies along with virtual worlds allow geographically dispersed collaboration. Popular conferencing solutions include Polycom, Cisco, and virtual platforms like Second Life.
Second Life is a 3D online virtual world where users can socialize, connect and create using virtual representation of themselves known as avatars. Many businesses are utilizing Second Life for various purposes such as marketing, collaboration, customer service, events and education. Common business activities include virtual conferences and trade shows, product placements and demonstrations, as well as educational simulations. The virtual world allows for rich user engagement through voice/text chat, building objects and scripting behaviors.
Information Architecture in Second LifeStacy Surla
The goal of this panel is to engage participants in exploring two questions: What roles can IAs play in shaping, building, and using these new environments? And what recommendations should we be making on integrating Web 3-D into the work of our businesses, schools, associations, and libraries?
ITCamp 2013 - Tim Huckaby - Kinect for Windows - Designing Software for Gestu...ITCamp
Tim Huckaby presented on designing software for gesture and voice controlled user interfaces using Kinect for Windows. He discussed his companies InterKnowlogy and Actus Interactive Software which focus on building natural user interface (NUI) solutions. He demonstrated several potential use cases for Kinect for Windows including data visualization, 3D modeling, physical therapy, education and training. Huckaby also provided an overview of the Kinect for Windows SDK and timeline and discussed some competitor depth sensing technologies.
The document provides an overview of different ICT solutions for meetings, including videoconferencing, audio conferencing, virtual worlds, and web conferencing. It discusses common conferencing equipment and standards like H.323 and SIP. Examples of conferencing solutions from Polycom and Cisco are described. Uses of conferencing include point-to-point, multipoint, presentations, meetings, learning, and informal work sessions. Benefits include improved work quality, productivity, communication and reduced costs.
Slides from a talk I gave at La Muse on October 17th 2013, about hackerspaces, makerspaces, fablabs etc. How they fit in to the Shared Space culture and how the spread of these ideas can change the cology of manufacturing for ever.
Hackerspaces are community-run spaces where people can gather to work on projects using tools and resources that may not be accessible to individuals. This document discusses what a hackerspace is and provides details about the Post Tenebras Lab hackerspace in Geneva, including the resources and tools available, such as 3D printers, laser cutters, electronics equipment, and more. It explains that the goals of Post Tenebras Lab are to create an open community for creating, sharing, and collaborating, as well as spreading knowledge to others. Typical activities at the space include workshops, classes, and open nights every Tuesday for community members to work on projects together.
The document discusses several multicast applications including Access Grid, ConferenceXP, and DV/IP video conferencing. It provides overviews of how each application works, including using multicast networks to broadcast video and audio streams instead of requiring an MCU. It also briefly mentions potential for integrating these applications on handheld devices.
Virtual Worlds as a Socio-Spatial Operating SystemDavid Burden
Virtual worlds have the potential to serve as a flexible platform for various applications beyond just games and socializing. They can be used to deliver simulations, training programs, data visualization, remote meetings, and more. Currently these applications tend to be platform-specific. However, building them as web services accessible from any environment, including virtual worlds, allows a single virtual world to host many different socio-spatial applications. This could reduce costs while increasing benefits by providing a common platform for different functions.
Virtual Worlds as a Socio-Spatial Operating SystemDaden Limited
Virtual worlds have the potential to serve as a flexible platform for various applications beyond just games and simulations. These include skills training, data visualization, remote meetings, and collaboration. The document discusses how building applications as web services allows them to be accessed from any environment, including virtual worlds. This could reduce costs while increasing benefits by providing a single technical platform for various socio-spatial applications. Virtual worlds may function as a socio-spatial operating system in the future.
Second Life has system requirements for computers including at least 1GB of RAM, 1.5GHz processor, and broadband internet. It uses the Linden Scripting Language to control objects and avatars. Users can record interactions, lease land for a virtual presence, and examples show it being used for presentations, training simulations, tutorials, and exhibits. Challenges include the learning curve, technical performance issues, privacy, and ensuring skills transfer to the real world.
Product Based Virtual Worlds For College RecruitingAndrew Hughes
The document discusses virtual world options for educational institutions. It provides information on commercial virtual worlds like Second Life, open source options like OpenSim, and browser-based virtual worlds. It also introduces 3D Virtual Campus Tours, a product designed by Designing Digitally specifically for higher education recruitment. Key features highlighted are that it is fully browser-based, specialized for enrollment, and can replicate a campus in high quality graphics. Potential downfalls discussed are higher pricing and lack of editing tools compared to other virtual worlds.
This document discusses the growing use of virtual worlds like Second Life in business and education. It outlines the learning objectives of exploring tools available for creating immersive online experiences and preparing for experiences in Second Life. Companies that have experimented with 3D virtual worlds are listed, as well as potential uses in vocational education and training. Different types of virtual worlds are described and basic skills for participating in Second Life like text and audio chat, walking, teleporting, and sending instant messages are covered.
This document provides an overview of virtual world systems and technologies for developing virtual worlds. It discusses key features of virtual worlds like social interaction, large persistent environments. It then examines some successful 2D and 3D virtual worlds that break conventions. The document stresses that successful development requires balancing the design, content, and technology. It also advises working within time and budget constraints. Finally, it surveys various 2D and 3D virtual world technologies and considerations for choosing a technology.
UCSA International provides virtual spaces and services in Second Life for business networking, meetings, training, and events. This includes boardrooms, conference centers, libraries, theaters, and training facilities equipped with presentations, videos, and interactive features. UCSA also offers consulting, design, and technical support services to help customers make use of Second Life.
Scenario Media Development using Second Life MachinimaJoe Tojek Ph.D.
Machinima is computer animation created using real-time 3D environments like video games. Celtx is a Hollywood-style pre-production tool. The document discusses using machinima and virtual worlds like Second Life to create scenario-based instructional videos in a cost-effective manner by leveraging existing virtual assets. It also outlines strengths like reusability, opportunities for collaboration, and threats around expectations, resources, and project complexity.
This document provides an introduction and schedule for an interactive media art class. The class will meet on Fridays from 8:30 am to 12:20 pm in room CVA409. Each class will include a mini-lecture, workshop, discussion, and presentation. The teacher is Bryan Chung and students will use Macintosh computers with webcams, keyboards, mice, and USB drives. The authoring software to be used is Pure Data, which can be downloaded for free. Assignments include profiles of artists, an interactive game, and an audiovisual performance. Evaluation will consider concepts, interaction design, user experience, and media aesthetics. The class will provide an introduction to graphical programming and digital/new media art
This document provides an overview of a digital jukebox project. It introduces the speaker and their background in audio and software development. It then details the various components of the digital jukebox system, including using Subsonic for media management, Docker containers to run services, Kafka for messaging, software-defined radio for randomness, and IoT devices like the Oracle CodeCard and Particle Photon for physical interaction. Finally, it provides a demo and discusses future enhancements and includes reference links.
Multiple Reality Mashup: Teleconferencing in Second Lifeccosmato
Chaz Maloney and Krysta Kelley join forces to bring a multi-person, multi avatar live teleconference to Second Life. Here they describe how and ask others to go experiment and improve the techniques.
Ethics and IA: A Scenario Creation Tool for Ethical DesignStacy Surla
How can we know if we're designing ethically? What unintended consequences could result from our decisions? What can we do to maximize good and minimize harm in digital product design?
These urgent questions were addressed over 4 days at the Academics and Practioners Roundtable at the 2018 IA Summit. One result was the development of a prototype for guiding teams in incorporating ethical design into their products. Stacy Surla walks through the tool and test its usefulness in an interactive session at the September UXDC meetup.
Grappling with ethics is challenging to do from within. The example of feminism and IA will help people see the connections, and extrapolate to other questions of ethics.
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Similar to Using Gaming Platforms for Telepresencing
ICT tools and virtual environments can help complete creative spaces and translate them to virtual spaces. Creative spaces require careful design to promote activity, considering factors like atmosphere, furnishings, and available facilities. ICT tools provide quick access to information online and allow meeting people virtually in real-time. Video, audio, and web conferencing technologies along with virtual worlds allow geographically dispersed collaboration. Popular conferencing solutions include Polycom, Cisco, and virtual platforms like Second Life.
Second Life is a 3D online virtual world where users can socialize, connect and create using virtual representation of themselves known as avatars. Many businesses are utilizing Second Life for various purposes such as marketing, collaboration, customer service, events and education. Common business activities include virtual conferences and trade shows, product placements and demonstrations, as well as educational simulations. The virtual world allows for rich user engagement through voice/text chat, building objects and scripting behaviors.
Information Architecture in Second LifeStacy Surla
The goal of this panel is to engage participants in exploring two questions: What roles can IAs play in shaping, building, and using these new environments? And what recommendations should we be making on integrating Web 3-D into the work of our businesses, schools, associations, and libraries?
ITCamp 2013 - Tim Huckaby - Kinect for Windows - Designing Software for Gestu...ITCamp
Tim Huckaby presented on designing software for gesture and voice controlled user interfaces using Kinect for Windows. He discussed his companies InterKnowlogy and Actus Interactive Software which focus on building natural user interface (NUI) solutions. He demonstrated several potential use cases for Kinect for Windows including data visualization, 3D modeling, physical therapy, education and training. Huckaby also provided an overview of the Kinect for Windows SDK and timeline and discussed some competitor depth sensing technologies.
The document provides an overview of different ICT solutions for meetings, including videoconferencing, audio conferencing, virtual worlds, and web conferencing. It discusses common conferencing equipment and standards like H.323 and SIP. Examples of conferencing solutions from Polycom and Cisco are described. Uses of conferencing include point-to-point, multipoint, presentations, meetings, learning, and informal work sessions. Benefits include improved work quality, productivity, communication and reduced costs.
Slides from a talk I gave at La Muse on October 17th 2013, about hackerspaces, makerspaces, fablabs etc. How they fit in to the Shared Space culture and how the spread of these ideas can change the cology of manufacturing for ever.
Hackerspaces are community-run spaces where people can gather to work on projects using tools and resources that may not be accessible to individuals. This document discusses what a hackerspace is and provides details about the Post Tenebras Lab hackerspace in Geneva, including the resources and tools available, such as 3D printers, laser cutters, electronics equipment, and more. It explains that the goals of Post Tenebras Lab are to create an open community for creating, sharing, and collaborating, as well as spreading knowledge to others. Typical activities at the space include workshops, classes, and open nights every Tuesday for community members to work on projects together.
The document discusses several multicast applications including Access Grid, ConferenceXP, and DV/IP video conferencing. It provides overviews of how each application works, including using multicast networks to broadcast video and audio streams instead of requiring an MCU. It also briefly mentions potential for integrating these applications on handheld devices.
Virtual Worlds as a Socio-Spatial Operating SystemDavid Burden
Virtual worlds have the potential to serve as a flexible platform for various applications beyond just games and socializing. They can be used to deliver simulations, training programs, data visualization, remote meetings, and more. Currently these applications tend to be platform-specific. However, building them as web services accessible from any environment, including virtual worlds, allows a single virtual world to host many different socio-spatial applications. This could reduce costs while increasing benefits by providing a common platform for different functions.
Virtual Worlds as a Socio-Spatial Operating SystemDaden Limited
Virtual worlds have the potential to serve as a flexible platform for various applications beyond just games and simulations. These include skills training, data visualization, remote meetings, and collaboration. The document discusses how building applications as web services allows them to be accessed from any environment, including virtual worlds. This could reduce costs while increasing benefits by providing a single technical platform for various socio-spatial applications. Virtual worlds may function as a socio-spatial operating system in the future.
Second Life has system requirements for computers including at least 1GB of RAM, 1.5GHz processor, and broadband internet. It uses the Linden Scripting Language to control objects and avatars. Users can record interactions, lease land for a virtual presence, and examples show it being used for presentations, training simulations, tutorials, and exhibits. Challenges include the learning curve, technical performance issues, privacy, and ensuring skills transfer to the real world.
Product Based Virtual Worlds For College RecruitingAndrew Hughes
The document discusses virtual world options for educational institutions. It provides information on commercial virtual worlds like Second Life, open source options like OpenSim, and browser-based virtual worlds. It also introduces 3D Virtual Campus Tours, a product designed by Designing Digitally specifically for higher education recruitment. Key features highlighted are that it is fully browser-based, specialized for enrollment, and can replicate a campus in high quality graphics. Potential downfalls discussed are higher pricing and lack of editing tools compared to other virtual worlds.
This document discusses the growing use of virtual worlds like Second Life in business and education. It outlines the learning objectives of exploring tools available for creating immersive online experiences and preparing for experiences in Second Life. Companies that have experimented with 3D virtual worlds are listed, as well as potential uses in vocational education and training. Different types of virtual worlds are described and basic skills for participating in Second Life like text and audio chat, walking, teleporting, and sending instant messages are covered.
This document provides an overview of virtual world systems and technologies for developing virtual worlds. It discusses key features of virtual worlds like social interaction, large persistent environments. It then examines some successful 2D and 3D virtual worlds that break conventions. The document stresses that successful development requires balancing the design, content, and technology. It also advises working within time and budget constraints. Finally, it surveys various 2D and 3D virtual world technologies and considerations for choosing a technology.
UCSA International provides virtual spaces and services in Second Life for business networking, meetings, training, and events. This includes boardrooms, conference centers, libraries, theaters, and training facilities equipped with presentations, videos, and interactive features. UCSA also offers consulting, design, and technical support services to help customers make use of Second Life.
Scenario Media Development using Second Life MachinimaJoe Tojek Ph.D.
Machinima is computer animation created using real-time 3D environments like video games. Celtx is a Hollywood-style pre-production tool. The document discusses using machinima and virtual worlds like Second Life to create scenario-based instructional videos in a cost-effective manner by leveraging existing virtual assets. It also outlines strengths like reusability, opportunities for collaboration, and threats around expectations, resources, and project complexity.
This document provides an introduction and schedule for an interactive media art class. The class will meet on Fridays from 8:30 am to 12:20 pm in room CVA409. Each class will include a mini-lecture, workshop, discussion, and presentation. The teacher is Bryan Chung and students will use Macintosh computers with webcams, keyboards, mice, and USB drives. The authoring software to be used is Pure Data, which can be downloaded for free. Assignments include profiles of artists, an interactive game, and an audiovisual performance. Evaluation will consider concepts, interaction design, user experience, and media aesthetics. The class will provide an introduction to graphical programming and digital/new media art
This document provides an overview of a digital jukebox project. It introduces the speaker and their background in audio and software development. It then details the various components of the digital jukebox system, including using Subsonic for media management, Docker containers to run services, Kafka for messaging, software-defined radio for randomness, and IoT devices like the Oracle CodeCard and Particle Photon for physical interaction. Finally, it provides a demo and discusses future enhancements and includes reference links.
Multiple Reality Mashup: Teleconferencing in Second Lifeccosmato
Chaz Maloney and Krysta Kelley join forces to bring a multi-person, multi avatar live teleconference to Second Life. Here they describe how and ask others to go experiment and improve the techniques.
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Ethics and IA: A Scenario Creation Tool for Ethical DesignStacy Surla
How can we know if we're designing ethically? What unintended consequences could result from our decisions? What can we do to maximize good and minimize harm in digital product design?
These urgent questions were addressed over 4 days at the Academics and Practioners Roundtable at the 2018 IA Summit. One result was the development of a prototype for guiding teams in incorporating ethical design into their products. Stacy Surla walks through the tool and test its usefulness in an interactive session at the September UXDC meetup.
Grappling with ethics is challenging to do from within. The example of feminism and IA will help people see the connections, and extrapolate to other questions of ethics.
For all of Agile’s strengths, it’s not inherently a user centered method. We’re challenged to find ways to integrate UX into agile development, and the Design Sprint or Sprint Zero has become an accepted way to do this.
But Sprint Zero isn’t the solution. It’s a workaround. It makes design a different kind of sprint, and silos UX away from the work of the “real” team. This isn’t even an agile way to work, and it’s not the best route to designing excellent user experiences.
We need a revolution. We need to incorporate user centered design into the work of everyone on an agile team.
How can we tell good Information Architecture from bad? What can we use to evaluate our work and persuade coworkers and clients that it’s good – or to pivot if it’s bad? More than this, what tools will help us understand how well we’re practicing and teaching IA overall, and help us develop IA as a discipline?
Information architecture needs a framework for addressing how we think about and improve our field at multiple levels. We need a language of critique. This talk introduces audience members a movement currently underway to develop a robust framework for IA critique.
The Good, The Bad, and the Ugly: A Language of Critique for Information Archi...Stacy Surla
Information architecture is more than wireframes. But we’re confined by the mindset that thinks IA is a box to check off on a project plan. A language of critique is going to help change this discourse.
So what’s a language of critique for IA? And what’s wrong with whatever we’re using now?
Design Doing: Creating a Digital PracticeStacy Surla
This Ignite! talk is a practical case study that takes its lessons from how my company is transforming our service delivery and, incidentally, creating a fantastic way to work. It walks through the key conceptual and practical aspects of bringing “design doing” into a consultancy setting. Results so far include new processes, new and participatory types of client and team engagement (such as the project Hack Day and Innovation Mining), and wider adoption of tools for design thinking (like Journey Mapping, Business Origami, and Content Modeling). The point of the session is to deliver beautiful ideas, some familiar, some new, in a down-to-earth package that practitioners, managers, and business owners can adapt to fit their own situations.
Local user experience groups are important for professionals who often work in isolation. They provide opportunities for regular social and intellectual contact with peers, help validate work and ideas, and cultivate new ideas through volunteer projects and networking. Successful local UX groups involve volunteer leadership to manage projects and events, keep activities fun and meaningful, and celebrate accomplishments to maintain momentum. This document provides tips and strategies for starting and maintaining a local UX group.
Employee Recruitment through Second LifeStacy Surla
Second Life is an online virtual world where users can socialize, play games, and interact. The document discusses how businesses are using Second Life for recruitment by setting up virtual offices and hosting job fairs. Recruiters see Second Life as a way to reach tech-savvy job candidates. Several large companies like IBM, eBay, and Microsoft have a presence in Second Life for recruitment purposes. While recruitment in Second Life has advantages like lower costs, some downsides are the learning curve for new users and the need for recruiters to maintain an active virtual presence.
Starting IA Locals and Bringing IA to WorkStacy Surla
The document provides guidance on starting IA (Integral Action) local groups and fostering IA in the workplace. It discusses challenges and opportunities for both IA locals and IA at work. It offers tips on the philosophical approach, practical matters, logistics, and resources for starting an IA local group. The goal is to help readers create IA-friendly environments and networks for learning, sharing, and practicing IA.
Leader = Servant
Volunteers get more than they give by contributing their expertise to projects and being recognized for their work.
The key to successful volunteer projects is for leaders to provide infrastructure like communication plans and tasks, trust volunteers, celebrate accomplishments, and ensure the goal is achieved even if it changes along the way.
Abhay Bhutada, the Managing Director of Poonawalla Fincorp Limited, is an accomplished leader with over 15 years of experience in commercial and retail lending. A Qualified Chartered Accountant, he has been pivotal in leveraging technology to enhance financial services. Starting his career at Bank of India, he later founded TAB Capital Limited and co-founded Poonawalla Finance Private Limited, emphasizing digital lending. Under his leadership, Poonawalla Fincorp achieved a 'AAA' credit rating, integrating acquisitions and emphasizing corporate governance. Actively involved in industry forums and CSR initiatives, Abhay has been recognized with awards like "Young Entrepreneur of India 2017" and "40 under 40 Most Influential Leader for 2020-21." Personally, he values mindfulness, enjoys gardening, yoga, and sees every day as an opportunity for growth and improvement.
Fabular Frames and the Four Ratio ProblemMajid Iqbal
Digital, interactive art showing the struggle of a society in providing for its present population while also saving planetary resources for future generations. Spread across several frames, the art is actually the rendering of real and speculative data. The stereographic projections change shape in response to prompts and provocations. Visitors interact with the model through speculative statements about how to increase savings across communities, regions, ecosystems and environments. Their fabulations combined with random noise, i.e. factors beyond control, have a dramatic effect on the societal transition. Things get better. Things get worse. The aim is to give visitors a new grasp and feel of the ongoing struggles in democracies around the world.
Stunning art in the small multiples format brings out the spatiotemporal nature of societal transitions, against backdrop issues such as energy, housing, waste, farmland and forest. In each frame we see hopeful and frightful interplays between spending and saving. Problems emerge when one of the two parts of the existential anaglyph rapidly shrinks like Arctic ice, as factors cross thresholds. Ecological wealth and intergenerational equity areFour at stake. Not enough spending could mean economic stress, social unrest and political conflict. Not enough saving and there will be climate breakdown and ‘bankruptcy’. So where does speculative design start and the gambling and betting end? Behind each fabular frame is a four ratio problem. Each ratio reflects the level of sacrifice and self-restraint a society is willing to accept, against promises of prosperity and freedom. Some values seem to stabilise a frame while others cause collapse. Get the ratios right and we can have it all. Get them wrong and things get more desperate.
[4:55 p.m.] Bryan Oates
OJPs are becoming a critical resource for policy-makers and researchers who study the labour market. LMIC continues to work with Vicinity Jobs’ data on OJPs, which can be explored in our Canadian Job Trends Dashboard. Valuable insights have been gained through our analysis of OJP data, including LMIC research lead
Suzanne Spiteri’s recent report on improving the quality and accessibility of job postings to reduce employment barriers for neurodivergent people.
Decoding job postings: Improving accessibility for neurodivergent job seekers
Improving the quality and accessibility of job postings is one way to reduce employment barriers for neurodivergent people.
Falcon stands out as a top-tier P2P Invoice Discounting platform in India, bridging esteemed blue-chip companies and eager investors. Our goal is to transform the investment landscape in India by establishing a comprehensive destination for borrowers and investors with diverse profiles and needs, all while minimizing risk. What sets Falcon apart is the elimination of intermediaries such as commercial banks and depository institutions, allowing investors to enjoy higher yields.
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Solution Manual For Financial Accounting, 8th Canadian Edition 2024, by Libby...Donc Test
Solution Manual For Financial Accounting, 8th Canadian Edition 2024, by Libby, Hodge, Verified Chapters 1 - 13, Complete Newest Version Solution Manual For Financial Accounting, 8th Canadian Edition by Libby, Hodge, Verified Chapters 1 - 13, Complete Newest Version Solution Manual For Financial Accounting 8th Canadian Edition Pdf Chapters Download Stuvia Solution Manual For Financial Accounting 8th Canadian Edition Ebook Download Stuvia Solution Manual For Financial Accounting 8th Canadian Edition Pdf Solution Manual For Financial Accounting 8th Canadian Edition Pdf Download Stuvia Financial Accounting 8th Canadian Edition Pdf Chapters Download Stuvia Financial Accounting 8th Canadian Edition Ebook Download Stuvia Financial Accounting 8th Canadian Edition Pdf Financial Accounting 8th Canadian Edition Pdf Download Stuvia
Independent Study - College of Wooster Research (2023-2024) FDI, Culture, Glo...AntoniaOwensDetwiler
"Does Foreign Direct Investment Negatively Affect Preservation of Culture in the Global South? Case Studies in Thailand and Cambodia."
Do elements of globalization, such as Foreign Direct Investment (FDI), negatively affect the ability of countries in the Global South to preserve their culture? This research aims to answer this question by employing a cross-sectional comparative case study analysis utilizing methods of difference. Thailand and Cambodia are compared as they are in the same region and have a similar culture. The metric of difference between Thailand and Cambodia is their ability to preserve their culture. This ability is operationalized by their respective attitudes towards FDI; Thailand imposes stringent regulations and limitations on FDI while Cambodia does not hesitate to accept most FDI and imposes fewer limitations. The evidence from this study suggests that FDI from globally influential countries with high gross domestic products (GDPs) (e.g. China, U.S.) challenges the ability of countries with lower GDPs (e.g. Cambodia) to protect their culture. Furthermore, the ability, or lack thereof, of the receiving countries to protect their culture is amplified by the existence and implementation of restrictive FDI policies imposed by their governments.
My study abroad in Bali, Indonesia, inspired this research topic as I noticed how globalization is changing the culture of its people. I learned their language and way of life which helped me understand the beauty and importance of cultural preservation. I believe we could all benefit from learning new perspectives as they could help us ideate solutions to contemporary issues and empathize with others.
New Visa Rules for Tourists and Students in Thailand | Amit Kakkar Easy VisaAmit Kakkar
Discover essential details about Thailand's recent visa policy changes, tailored for tourists and students. Amit Kakkar Easy Visa provides a comprehensive overview of new requirements, application processes, and tips to ensure a smooth transition for all travelers.
2. COTS, internet, multi-user interation, 3-D virtual environment Web 3-D Environments Examples World of Warcraft, Unreal, Quake… Second Life, There, Playstation Home…
4. Shared online virtual environment Second Life Given tools and rules, make up your own goals Products of your work belong to you The characteristics of SL that make it popular as a game also make it conducive to social networking Being used as a social networking platform by universities, businesses, libraries, nonprofits, more
8. Meet in SL only. You can: Talk, via text or "Second Talk" (beta) Capture the discussion (if in text) Share slides, movies, audio Do things, e.g. view models or simulations Ways to Teleconference in Second Life You need: Hardware and connectivity on each client side Media player objects in Second Life (optional) – 1
9. You need: Hardware and connectivity in-room and remote Skype in-room and remote Webcam in-room Media player objects in Second Life (optional) Augment a RL meeting with some SL. You can: Have remote participants join RL meeting via SL Demonstrate SL or use your SL space Ways to Teleconference in Second Life – 2
10. True mixed reality event. You can: See, hear, and speak from either RL or SL Ways to Teleconference in Second Life – 3 You need: Hardware and connectivity in-room and remote Streaming video/audio server Camera, mics, projection at RL location Media player objects in SL Floor managers
11. Web 3-D (whether SL or successor) is here It's conducive to social networking Industry leaders are exploring the business value Clients are interested in it Telepresencing is fairly easy Conclusions
Photo by Phil Long, MIT. Performance by Red {an orchestra}, live from the Masonic Auditorium in Cleveland, streamed to multiple sims in Second Life, and viewed by the photographer from his home in Boston. My name is Stacy Surla, I'm an information architect, and my topic is using gaming platforms for telepresencing.