Think Energy Ambassador Training at Wood Quay Venue - March 2014Codema
As part of the Think Energy awareness campaign for Dublin City Council, Codema delivered a training session to Think Energy Ambassadors at Wood Quay Venue in March 2014 with information about the campaign and how staff can make a difference at work in terms of energy conservation.
Instalaciones Deportivas en Catalunya. Censo nacional. CSD. Generalitat de Ca...Joan Celma
IMPORTANTE EDICIÓN SOBRE LAS INSTALACIONES DEPORTIVAS DE CATALUNYA Y SU CENSO. ENCARGO Y EDICIÓN DEL CONSEJO SUPERIOR DE DEPORTES Y GENERALITAT DE CATALUNYA
Think Energy Ambassador Training at Wood Quay Venue - March 2014Codema
As part of the Think Energy awareness campaign for Dublin City Council, Codema delivered a training session to Think Energy Ambassadors at Wood Quay Venue in March 2014 with information about the campaign and how staff can make a difference at work in terms of energy conservation.
Instalaciones Deportivas en Catalunya. Censo nacional. CSD. Generalitat de Ca...Joan Celma
IMPORTANTE EDICIÓN SOBRE LAS INSTALACIONES DEPORTIVAS DE CATALUNYA Y SU CENSO. ENCARGO Y EDICIÓN DEL CONSEJO SUPERIOR DE DEPORTES Y GENERALITAT DE CATALUNYA
Esta guía trae un breve resumen teórico sobre las clases de sistemas de tubería en serie. Luego es práctica, casi toda. Hay un ejercicio de cada clase de serie, y de cada método, IIA, IIB. Se incluyen tablas y hojas de cálculo, así como el link para el dropbox, donde se pueden descargar las hojas de cálculo para estos sistemas.
Inteligencia emocional en unidades de información: una experiencia formativa ...FESABID
El bibliotecario tiene muchas funciones, atiende al público, hace préstamos y devoluciones de libros, ordena, investiga, asesora a otras bibliotecas, referencia, cataloga, digitaliza, etc. Establece relaciones con gente y emociones. A veces el bibliotecario, ha ejercido más de oyente de problemas de los usuarios que de otra cosa, o ha tenido que tratar con gente muy variada y esto ha podido quemar un poco las relaciones. El desgaste emocional que puede pasar una persona que trabaja cara al público escuchando quejas, exigencias, un no reconocimiento, etc., puede dar lugar a varias cuestiones, puede agotarse o no gestionar bien todo lo que le sucede. Debemos sabernos medir hasta dónde podemos ofrecer de nosotros mismos y hasta dónde no estamos siendo nosotros mismos.
La riqueza personal, la empatía, la asertividad son herramientas o actitudes que las personas que trabajan al público tienen que tener muy claras y usarlas. Si no, podemos quemarnos y evita las nuevas situaciones.
Desde la AAB queremos mostrar el desarrollo del proyecto “Inteligencia emocional en bibliotecas” de la AAB, a través de su génesis, metodología y conclusiones, y constatar la importancia de la inteligencia emocional en el cualquiera de los servicios bibliotecarios además de su inclusión en la mejora de los futuros desarrollos los perfiles profesionales para nuestra profesión.
One approach to computerized histopathology image analysis is to leverage the multi-scale texture information resulting from single nuclei appearance to entire cell populations. In this talk, we will introduce a novel framework for learning highly adaptive texture-based local models of biomedical tissue. I will discuss our initial experience with the differentiation of brain tumor types in digital histopathology.
Promociona tu negocio en línea, ya que los métodos de marketing tradicionales se están tornando un tanto ineficaces como costosos. Para empresas de turismo
IUI 2010: An Informal Summary of the International Conference on Intelligent ...J S
Highlights from the main track, poster/demo-session & the VISSW/UDISW/EGIHMI workshops. This is an informal compilation of personal notes from the conference & proceedings, twitter (#iui2010), Ian Ozsvald's blog (http://ianozsvald.com/), and other sources. Citations were not coherently possible, so I chose to stick with links instead. Please let me know if you'd like to see your work more thoroughly referenced.
The Midterm Presentation of the Con-Action project represents the combined effort of all 20 members of the Digital Media Master projects DaVisMo (data visualization and student mobility) and Confetti (embodied conversational agents) in 2009/2010 at the University of Bremen and the University of the Arts Bremen in Germany.
The accompanying videos can be found at: http://vimeo.com/channels/digitalmedia
Esta guía trae un breve resumen teórico sobre las clases de sistemas de tubería en serie. Luego es práctica, casi toda. Hay un ejercicio de cada clase de serie, y de cada método, IIA, IIB. Se incluyen tablas y hojas de cálculo, así como el link para el dropbox, donde se pueden descargar las hojas de cálculo para estos sistemas.
Inteligencia emocional en unidades de información: una experiencia formativa ...FESABID
El bibliotecario tiene muchas funciones, atiende al público, hace préstamos y devoluciones de libros, ordena, investiga, asesora a otras bibliotecas, referencia, cataloga, digitaliza, etc. Establece relaciones con gente y emociones. A veces el bibliotecario, ha ejercido más de oyente de problemas de los usuarios que de otra cosa, o ha tenido que tratar con gente muy variada y esto ha podido quemar un poco las relaciones. El desgaste emocional que puede pasar una persona que trabaja cara al público escuchando quejas, exigencias, un no reconocimiento, etc., puede dar lugar a varias cuestiones, puede agotarse o no gestionar bien todo lo que le sucede. Debemos sabernos medir hasta dónde podemos ofrecer de nosotros mismos y hasta dónde no estamos siendo nosotros mismos.
La riqueza personal, la empatía, la asertividad son herramientas o actitudes que las personas que trabajan al público tienen que tener muy claras y usarlas. Si no, podemos quemarnos y evita las nuevas situaciones.
Desde la AAB queremos mostrar el desarrollo del proyecto “Inteligencia emocional en bibliotecas” de la AAB, a través de su génesis, metodología y conclusiones, y constatar la importancia de la inteligencia emocional en el cualquiera de los servicios bibliotecarios además de su inclusión en la mejora de los futuros desarrollos los perfiles profesionales para nuestra profesión.
One approach to computerized histopathology image analysis is to leverage the multi-scale texture information resulting from single nuclei appearance to entire cell populations. In this talk, we will introduce a novel framework for learning highly adaptive texture-based local models of biomedical tissue. I will discuss our initial experience with the differentiation of brain tumor types in digital histopathology.
Promociona tu negocio en línea, ya que los métodos de marketing tradicionales se están tornando un tanto ineficaces como costosos. Para empresas de turismo
IUI 2010: An Informal Summary of the International Conference on Intelligent ...J S
Highlights from the main track, poster/demo-session & the VISSW/UDISW/EGIHMI workshops. This is an informal compilation of personal notes from the conference & proceedings, twitter (#iui2010), Ian Ozsvald's blog (http://ianozsvald.com/), and other sources. Citations were not coherently possible, so I chose to stick with links instead. Please let me know if you'd like to see your work more thoroughly referenced.
The Midterm Presentation of the Con-Action project represents the combined effort of all 20 members of the Digital Media Master projects DaVisMo (data visualization and student mobility) and Confetti (embodied conversational agents) in 2009/2010 at the University of Bremen and the University of the Arts Bremen in Germany.
The accompanying videos can be found at: http://vimeo.com/channels/digitalmedia
A summary of Ferdinand de Saussure's "Course in General Linguisitcs". Largely inspired by the following great blog-entry: http://theendsa.blogspot.com/2007/05/who-hell-is-ferdinand-de-saussure.html
Journey Through The Age Of Electronic (Re)Production Of MusicJ S
Class presentation on the topic in 2009...
For more media and details please refer to:
http://soundculture-s09.blogspot.com/2009/06/videos-on-music-in-age-of-electronic.html
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
1. VIDEO GAMES: THE PLAYFUL MEDIUM
Recapitulation of the Genre & Semiotic Aspects
Presentation for the class: Semiotic Aspects of Media
Lecturer: Frieder Naake
Place & Time: HfK Bremen, 18. Nov. 2008
Presenter: Jan Smeddinck
http://www.globalgraphica.com/main/archives/spaceinvader_paris_sgdp_3.jpg
2. CONTENT
05.02.2009
Video Games
History
Video Games - The Playful Medium
Trends & Myths
Key Research
Semiotic Aspects
How are games semiotic?
What are semiotic domains?
What is so special about video games?
Are video games art?
Are there semiotic games?
2
http://imagecache2.allposters.com/images/pic/HPM/BM1178~Video-Games-Posters.jpg
3. WHAT ARE VIDEO GAMES?
05.02.2009
The media that SUCKS most!?!
Video Games - The Playful Medium
3
http://media.kansan.com/img/photos/2008/05/05/Video_game_addiction_play.jpg
4. HISTORY OF VIDEO GAMES
05.02.2009
Device / Technology perspective
Software specific
Video Games - The Playful Medium
http://video.google.com/videoplay?doci
d=3637639460474263178
4
http://www.smart-kit.com/wp-content/uploads/2007/04/sleep-learning.jpg
5. 05.02.2009
Video Games - The Playful Medium
5
http://www.slideshare.net/guest003dda/megatrends-in-video-gaming, 3
6. OR AWFULLY STEREOTYPICAL
05.02.2009
Video Games - The Playful Medium
6
thefischbowl.blogspot.com/2007/06/did-you-know-20.html
7. TREND: OLDER GAMERS
05.02.2009
Video Games - The Playful Medium
7
ESA, 2008 + IGN‟s “Are You Game” from November 2008 7 | 57
http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
8. TREND: MORE FEMALES
05.02.2009
Video Games - The Playful Medium
8
more female gamers over 18 than boys under 17
ESA “Essential Facts”, 2008 | Image: Nintendo DS Lite “Woman” 9 | 57
http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
9. MYTH: LONELY & LOST SOULS
05.02.2009
Video Games - The Playful Medium
9
http://www.dasgib.de/wp-content/wow_world_of_warcraft_2030_reality.jpg
10. TREND: SHORTER PLAY & NEW USERS
05.02.2009
Video Games - The Playful Medium
10
http://www.enregistrersous.com/images/134178657420070918114858.jpg
11. TREND: SHORTER PLAY & NEW USERS
05.02.2009
Even in reality!
Video Games - The Playful Medium
11
http://lh4.ggpht.com/_0DTgWoL_s0o/R1y6kZF2l7I/AAAAAAAAAHs/RBfiYqCYV9U/2007-04-17_0145.jpg
12. TREND: GAMING UBIQUITY
05.02.2009
Bedroom to Living-room
Stationary to Mobile
Video Games - The Playful Medium
12
http://www.freewebs.com/sonypsfree/nintendo_ds_lite.jpg
13. TREND: PLAYING TOGETHER
05.02.2009
59% gamers play with other people in person
ESA “Essential Facts”, 2008
Video Games - The Playful Medium
13
http://kendlesworld.com/wp-content/gallery/general/lanparty4bg.jpg
14. TREND: PLAYING TOGETHER ONLINE
05.02.2009
> 70% of next-gen console gamers play online
NPD Study, October 2007 (http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation )
10 million WoW subscriptions in 2008
Video Games - The Playful Medium
14
http://img408.imageshack.us/img408/5115/wowscrnshot010607225314uc6.jpg
15. 05.02.2009
Video Games - The Playful Medium
15
http://www.ibiblio.org/GameBytes/issue20/misc/stunts1.gif
16. 05.02.2009
Video Games - The Playful Medium
16
http://www.pc-universe.de/img/articles/3821/Trackmania-Nations-5.jpg
17. TREND: USER GENERATED CONTENT
05.02.2009
Users contribute:
Maps, Models, Levels, Items, Stories
Video Games - The Playful Medium
http://cache.kotaku.com/assets/resources/2007/04/garrys_mod_mario.jpg
http://www.alwaysbeta.com/wp-content/uploads/smcbride/tmaina_secrettechtrack.jpg
17
18. TREND: USER GENERATED GAMES
05.02.2009
Classic: Mods
Now commercialized: Spore, Little Big Planet
Video Games - The Playful Medium
18
http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
19. TREND: MAINSTREAM MARKET
05.02.2009
Consoles as entertainment hubs
Video Games - The Playful Medium
Myth: Gaming for kids / not a big deal:
Gaming bigger than DVD / movies / books / music
A $34 billion industry
Wired, 2008 | GamesIndustry, 2008
Video game ad-revenue aiming to become billion
dollar market in 2010
eMarketer, April 2007 / Advertising Age Fact Pack, 2008 45 | 57
Online distribution (steam)
Pay-Per-X
http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
19
20. TREND: MOVIES & GAMES
05.02.2009
Tightly intervened
Exchange franchises & techniques
Video Games - The Playful Medium
Creative drive towards games
20
http://content.mahalo.com/images/9/9e/Piano.2.jpg
http://www.sessiocontinua.com/uploaded_images/nosferatu-797699.gif
21. GAMES THE NEW LIVELY ART
05.02.2009
“Games represent a new lively art, one as appropriate
for the digital age as those earlier media were for the
machine age. They open up new aesthetic experiences
Video Games - The Playful Medium
and transform the computer screen into a realm of
experimentation and innovation that is broadly
accessible. And games have been embraced by a public
that has otherwise been unimpressed by much of what
passes for digital art. Much as the salon arts of the
1920s seemed sterile alongside the vitality and
inventiveness of popular culture, contemporary efforts to
create interactive narrative through modernist hypertext
or avant-garde installation art seem lifeless and
pretentious alongside the creativity and exploration, the
sense of fun and wonder, that game designers bring to
their craft.”
Jeffrey Goldstein 2005 21
22. GENERATION GAME
05.02.2009
is generation game next?
Video Games - The Playful Medium
22
23. 05.02.2009
Video Games - The Playful Medium
23
http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation, slide 4
24. DIGITAL NATIVES
05.02.2009
Video Games - The Playful Medium
24
http://www.slideshare.net/guest003dda/megatrends-in-video-gaming, 3
25. 05.02.2009
Video Games - The Playful Medium
25
http://www.slideshare.net/guest003dda/megatrends-in-video-gaming
26. DIGITAL DIVIDE
05.02.2009
Video Games - The Playful Medium
26
http://www.slideshare.net/guest003dda/megatrends-in-video-gaming
27. 05.02.2009
Video Games - The Playful Medium
27
http://upload.wikimedia.org/wikipedia/commons/thumb/3/32/Tic_tac_toe.svg/522px-Tic_tac_toe.svg.png
28. 05.02.2009
Video Games - The Playful Medium
28
http://onemansblog.com/wp-content/uploads/2007/09/Space_Invaders.jpg
29. 05.02.2009
Video Games - The Playful Medium
29
http://www.atributosurbanos.es/images/fotos/sim-city1_large.jpg
30. 05.02.2009
Video Games - The Playful Medium
30
http://img265.imageshack.us/img265/1969/gw209xc4.jpg
31. PLAYFUL LEARNING
05.02.2009
Games grew more complex
Video Games - The Playful Medium
Why?: Because the BRAIN demands it…
Glenn Wiebe 2008
31
http://blog.craftzine.com/BrainBunny.jpg
32. 05.02.2009
Video Games - The Playful Medium
32
http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation
33. BRAIN: PATTERN RECOGNIZER
05.02.2009
More complex in games (rules, behaviors, social)
Video Games - The Playful Medium
33
http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation
34. THE BRAIN & THE WORLD
05.02.2009
Video Games - The Playful Medium
Can I eat it?
Can it eat me? Can I have sex with it? 34
35. SIGN INTERPRETATION
05.02.2009
Brain loves to find patterns…
…works best, when emotional chemicals increase
Video Games - The Playful Medium
…wants to collaborate
http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation
Games serve all this!
Patterns / Game Mechanics
Emotions / Story, Immersion, motivation
Collaboration / Multiplayer
They are good for learning…
AND highly semiotic! 35
36. SEMIOTIC?
05.02.2009
Chess is the man-made counterpart of the natural processes
of language.
Ferdinand de Saussure 1916 (CGL)
both dynamic, rule-based (conventional), positional strategies
Video Games - The Playful Medium
„Thinking always proceeds in the form of a dialogue - a
dialogue between different phases of the ego - so that, being
dialogical, it is essentially composed of signs, as its Matter, in
the sense in which a game of chess has the chessmen for its
matter.“
Peirce 1967, MS 298, 1905, Phaneroscopy
Language Games: Games are conceptually prior to symbolic
codes
“[Y]ou can learn that the word has meaning by the particular
use we make of it. We are like people who think that pieces of
wood shaped more or less like chessmen or draughtstones
standing on a chessboard constitute a game even if nothing
has been said as to how they are to be used.”
Wittgenstein, 2000–, 147, 39v 36
All via Pietarinen 2007
37. WHAT„S UP WITH ALL THE CHESS?
05.02.2009
Video Games - The Playful Medium
Video games can do more than that… 37
http://i47.photobucket.com/albums/f162/queenofsimtopia/Harper%20Week%201/h12.jpg
38. 05.02.2009 Video Games - The Playful Medium
38
39. SEMIOTIC DOMAIN
05.02.2009
…the entire vat of knowledge that we must have to
read a particular piece of literature…
Video Games - The Playful Medium
almost all literature is multimodal
requires bigger semiotic domain than we think
"When people learn to play video games, they are
learning a new literacy.“
Learning to think of semiotic domains as design
spaces that manipulate us in certain ways and that
we can manipulate in certain ways.
Think UGC!
Paul James Gee 2007
39
40. VIDEO GAMES: ALL SIGNS & SYMBOLS
05.02.2009
Computer games function as human sign
and symbol systems
Video Games - The Playful Medium
share a finite set of semiotic patterns and
processes with literature
All signs and symbols within computer
games are ultimately interpreted as icons
valued and given meaning only within the
system of the game itself
David Myers 2004
literature
language
play 40
41. VIDEO GAMES: ALL SIGNS & SYMBOLS
05.02.2009
„Whatever might be strange or mysterious
concerning a sign or symbol is systematically
Video Games - The Playful Medium
removed and replaced with the immediate
sensation of the sign itself and the accompanying
ability to value and understand that sign during
play.“
more intense than literature
„This immersive experience of the semiotic self is
no doubt part of the addictive-like appeal of
computer games.“
David Myers 2004 41
42. 05.02.2009 Video Games - The Playful Medium
42
43. 05.02.2009 Video Games - The Playful Medium
43
www.robbiecooper.org
44. 05.02.2009 Video Games - The Playful Medium
44
45. 05.02.2009 Video Games - The Playful Medium
45
46. 05.02.2009 Video Games - The Playful Medium
46
http://www.robbiecooper.org/
47. 05.02.2009 Video Games - The Playful Medium
47
http://www.robbiecooper.org/
48. 05.02.2009 Video Games - The Playful Medium
48
http://www.robbiecooper.org/
49. 05.02.2009 Video Games - The Playful Medium
49
http://www.robbiecooper.org/
50. VIDEO GAMES: THE MEDIUM
05.02.2009
Games allow to escape reality
only possible with signs & media
Video Games - The Playful Medium
Draws us in on many channels
redirecting our senses
If any medium is an extension of ourselves (cf. Mc
Luhan) then games are our extensions to next
reality worlds.
50
51. GAMES ARE SEMIOTIC IN THAT…
05.02.2009
… they are played with consensual rules
… they create semiotic domains
Video Games - The Playful Medium
… they contain signs & symbols / icons
… and sign users (programmer / player / AI / other
players)
… gamers use (game) specific language
… players can CHEAT (Umberto Eco: Lie)
… they build models of reality
… they are at the core of communication
51
52. SEMIOTIC GAMES
05.02.2009
lifeSigns
Video Games - The Playful Medium
52
http://iconica.org/lifesigns
53. SEMIOTIC GAMES
05.02.2009
Eco-System of signs &
symbols (iconic)
Video Games - The Playful Medium
Manipulated by
multiplayer & evolving
http://iconica.org/lifesigns
53
54. 05.02.2009 Video Games - The Playful Medium
54
QUESTIONS & COMMENTS
55. SOURCES
05.02.2009
http://www.robbiecooper.org/
http://iconica.org/lifesigns/
http://icrontic.com/forum/blog.php?b=66
Video Games - The Playful Medium
http://nm4209.wikispaces.com/Do+you+think+video+games+are+a+waste+of+time
http://www.slideshare.net/HeyWayne/the-generation-game-presentation
http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
http://www.slideshare.net/glennw98/video-games-online-simulations-having-fun-is-
a-good-thing
http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation
http://www.slideshare.net/Alan_Hook/sequential-images-presentation
Jenkins, Henry (2005): "Games, the New Lively Art," in Jeffrey Goldstein (ed.) Handbook for Video
Game Studies (Cambridge: MIT Press, 2005)
http://web.mit.edu/cms/People/henry3/GamesNewLively.html
Myers, David, (2004): The Anti-Poetic: Interactivity, Immersion, and Other Semiotic Functions of Digital
Play, Loyola University New Orleans.
http://www.cosignconference.org/downloads/papers/proceedings_cosign_2004.pdf
Pietarinen, Ahti-Veikko J. (2008): "An Invitation to Language and Games", in A.-V. Pietarinen (ed.),
Game Theory and Linguistic Meaning, Oxford: Elsevier Science, 1-15.
http://www.helsinki.fi/~pietarin/publications/publications.html 55