This document discusses the development of an interactive iBook to teach visualization concepts related to computer tomography (CT) to high school students, college underclassmen, and industry scientists. The iBook aims to increase accessibility of CT and visualization tools by implementing free software that can run on portable devices. It will include example lessons demonstrating techniques like Beer's Law analysis and 3D model generation. Features of the iBook like check points, galleries, interactives, zooming and videos are designed to effectively teach concepts. The goal is to help audiences learn CT fundamentals and be able to observe and manipulate tomography data.
Programming Assessment and Data CollectionPetri Ihantola
Invited talk I gave at the LyticsLab seminar, Stanford University in January 2015
We have started recording students programming traces on keystroke level. This open up interesting possibilities for advanced learning analytics but also great challenges - both technical and ethical.
Data collection and learning analytics in programming educationPetri Ihantola
This document discusses programming assessment and data collection. It notes that traditionally feedback has focused on end products like correctness and efficiency, but this may encourage ineffective trial and error. Better feedback could come from analyzing the programming process through detailed data collection. There are challenges in collecting and interpreting large datasets from programming environments. However, more accurate data could help automatically detect student difficulty and understand how coding skills evolve. This opens opportunities for research using fine-grained temporal analysis of individual students and courses.
1) The document discusses transformative uses of iPads that the presenter has observed at their school, including using iPads for textbook consumption, note-taking, calculations, and report-writing.
2) The presenter outlines strengths and weaknesses of using iPads versus laptops and discusses strategies for workflow between devices like using iCloud Drive and AirDrop.
3) Several use cases are provided, such as substitutions where iPads replace other tools, and transformations where iPads enable new possibilities like blogging, photo/video, and textbook authoring.
Innovation of electronic mobile devices in education, final presentationDwanell DiBartolo
The document discusses the development and adoption of electronic tablets for educational use. It describes how tablets began as an experiment in the 1960s and were commercialized starting in the 2000s. Factors that influenced adoption included affordability, mobility, compatibility with other devices, and ability to enhance learning. Early adopters who experienced the technology's benefits, such as engaged learning, helped drive broader adoption over time.
Innovation of electronic mobile devices in education, final presentationDwanell DiBartolo
The document discusses the development and adoption of electronic tablets for educational use. It describes how tablets began as an experiment in the 1960s and were commercialized starting in the 2000s. Factors that influenced adoption included affordability, mobility, compatibility with other devices, and ability to enhance learning. Early adopters who experienced the technology's benefits, such as engaged learning, helped drive broader adoption.
This document outlines considerations for developing a scheme of work for the new UK computing curriculum. It provides an overview of the curriculum aims and expectations at different key stages, focusing on core concepts like computational thinking, digital literacy and computer science. It also discusses important themes, assessment approaches, and the balance between skills, knowledge and understanding. The document concludes by reflecting on key decisions needed to structure the scheme of work, including topics, format and ensuring it builds on children's interests in learning.
This document discusses the development of an interactive iBook to teach visualization concepts related to computer tomography (CT) to high school students, college underclassmen, and industry scientists. The iBook aims to increase accessibility of CT and visualization tools by implementing free software that can run on portable devices. It will include example lessons demonstrating techniques like Beer's Law analysis and 3D model generation. Features of the iBook like check points, galleries, interactives, zooming and videos are designed to effectively teach concepts. The goal is to help audiences learn CT fundamentals and be able to observe and manipulate tomography data.
Programming Assessment and Data CollectionPetri Ihantola
Invited talk I gave at the LyticsLab seminar, Stanford University in January 2015
We have started recording students programming traces on keystroke level. This open up interesting possibilities for advanced learning analytics but also great challenges - both technical and ethical.
Data collection and learning analytics in programming educationPetri Ihantola
This document discusses programming assessment and data collection. It notes that traditionally feedback has focused on end products like correctness and efficiency, but this may encourage ineffective trial and error. Better feedback could come from analyzing the programming process through detailed data collection. There are challenges in collecting and interpreting large datasets from programming environments. However, more accurate data could help automatically detect student difficulty and understand how coding skills evolve. This opens opportunities for research using fine-grained temporal analysis of individual students and courses.
1) The document discusses transformative uses of iPads that the presenter has observed at their school, including using iPads for textbook consumption, note-taking, calculations, and report-writing.
2) The presenter outlines strengths and weaknesses of using iPads versus laptops and discusses strategies for workflow between devices like using iCloud Drive and AirDrop.
3) Several use cases are provided, such as substitutions where iPads replace other tools, and transformations where iPads enable new possibilities like blogging, photo/video, and textbook authoring.
Innovation of electronic mobile devices in education, final presentationDwanell DiBartolo
The document discusses the development and adoption of electronic tablets for educational use. It describes how tablets began as an experiment in the 1960s and were commercialized starting in the 2000s. Factors that influenced adoption included affordability, mobility, compatibility with other devices, and ability to enhance learning. Early adopters who experienced the technology's benefits, such as engaged learning, helped drive broader adoption over time.
Innovation of electronic mobile devices in education, final presentationDwanell DiBartolo
The document discusses the development and adoption of electronic tablets for educational use. It describes how tablets began as an experiment in the 1960s and were commercialized starting in the 2000s. Factors that influenced adoption included affordability, mobility, compatibility with other devices, and ability to enhance learning. Early adopters who experienced the technology's benefits, such as engaged learning, helped drive broader adoption.
This document outlines considerations for developing a scheme of work for the new UK computing curriculum. It provides an overview of the curriculum aims and expectations at different key stages, focusing on core concepts like computational thinking, digital literacy and computer science. It also discusses important themes, assessment approaches, and the balance between skills, knowledge and understanding. The document concludes by reflecting on key decisions needed to structure the scheme of work, including topics, format and ensuring it builds on children's interests in learning.
The 2009 Traffic Safety Culture Index Survey was conducted by the AAA Foundation for Traffic Safety to investigate the public's traffic safety knowledge, attitudes, behaviors and experiences. Through a random telephone survey of over 2,500 US residents ages 16 and older, the survey found that the majority of drivers do not feel safer than five years ago, with distracted driving being a major reason cited. Specifically, 35% felt less safe and 31% cited distracted driving. The survey also found that most drivers view texting or emailing and talking on a cell phone as serious safety threats, though many engage in these behaviors anyway.
The document discusses symmetry and lines of symmetry. It defines symmetry as an attribute of a shape where there is an exact reflection of form on opposite sides of a dividing line. A line of symmetry is described as a line that divides a figure into two halves that are mirror images of each other. Examples of objects and nature photos are provided to identify lines of symmetry.
The document discusses symmetry and lines of symmetry. It defines symmetry as an attribute of a shape where there is an exact reflection of form on opposite sides of a dividing line. A line of symmetry is described as a line that divides a figure into two halves that are mirror images of each other. Examples of objects and nature photos are provided to identify lines of symmetry.
The document discusses research into incorporating humor in the classroom to motivate students. It notes problems with narrow focus on testing and lack of fun for students. The research tested using humor in lectures, assessments, and assessment directions. Results from exam scores and informal assessments found the data was not statistically significant to draw definitive conclusions about humor's impact. However, researchers observed students with less fatigue and more excitement with humor. The study will continue to refine humor use and obtain more data to draw stronger conclusions.
Proceso de manufactura_del_cemento_portlandchrisnox
El proceso de fabricación del cemento portland incluye varias etapas: 1) se seleccionan y tratan las materias primas como caliza y arcilla; 2) las materias primas se muelen hasta alcanzar un estado pulverulento; 3) la mezcla se calienta a altas temperaturas para que ocurran reacciones químicas que formen el clínker; 4) el clínker se enfría y almacena antes de molerse junto con yeso para producir el cemento final.
Glossophonia is defined as a persistent, abnormal, and unwarranted fear of trying to speak or speaking in public. It can be caused by conditions like depression, schizophrenia, anxiety neurosis, or language disorders. Symptoms are divided into physical, verbal, and nonverbal categories and include intense anxiety prior to having to communicate verbally in a group, physical discomfort like nausea, and avoiding events where all attention would be on individuals. Treatment involves organizations, self-help courses, and medications that can help phobics progressively overcome their fear of speaking.
Social networks allow for interaction between individuals and groups in an anonymous way online. They provide benefits like connecting with others, integration and education, but also have disadvantages like privacy invasion, lack of security, and potential for addiction. Popular social networks enable automatic address book updates, visible profiles, and creating new connections through shared services.
Glossophonia is defined as a persistent, abnormal, and unwarranted fear of trying to speak or speaking in public. It can be caused by conditions like depression, schizophrenia, anxiety neurosis, or language disorders. Symptoms are divided into physical, verbal, and nonverbal categories and include intense anxiety prior to having to communicate verbally in front of a group, physical discomfort like nausea, and avoiding events where attention would be on individuals. Treatment involves organizations, self-help courses, and medications to help phobics overcome their fear of speaking progressively.
FairfieldAutoCommunity.com_2009 AAA Aggressive Driving Research UpdateVallejo CDJ Suzuki Kia
The AAA Foundation was established in 1947 as a 501(c)(3) nonprofit research affiliate of AAA/CAA with a focus on traffic safety issues in North America. The Foundation's mission is to identify traffic safety problems, foster research seeking solutions, and disseminate information resources. Surveys have found that aggressive driving is a serious concern, with 32% of respondents in 2005 and 78% in 2008 viewing it as a threat. However, nearly half of drivers admitted speeding over 15 mph in the past 30 days. The Foundation's analysis of NHTSA fatal crash data from 2003-2007 found that as many as 56% of fatal crashes involved unsafe driving behaviors associated with aggressive driving such as speeding, illegal lane changes
The document is a practice test for the SAT® that provides instructions for test-takers on how to fill out the answer sheet. It includes examples of complete versus incomplete bubbles and emphasizes the importance of using a No. 2 pencil and filling in bubbles completely and darkly to avoid affecting the test score. The answer sheet collects identifying information about the test-taker and provides grids to bubble in answers for multiple choice questions across several sections of the practice test.
FairfieldAutoCommunity.com_2009 AAA Cell Phones And Driving Research UpdateVallejo CDJ Suzuki Kia
This document summarizes research from the AAA Foundation on cell phone use while driving. Two national surveys found that over half of drivers admit to talking on a cell phone while driving at least occasionally, with 16-17% doing so regularly. Younger drivers aged 25-34 had the highest rates of cell phone use while driving. Both surveys also found that around 15% of drivers admit to reading or sending text messages while driving, with young drivers aged 18-24 being most likely to do so. However, most drivers believe that using hands-free phones is safer despite studies finding no safety difference between hands-free and hand-held phone use. The AAA Foundation aims to increase awareness of traffic safety issues through research and education.
The document discusses the key elements of print advertisements, including:
1) Headlines that get readers' attention in 7 words or less and lead them to read the rest of the ad.
2) Copy that expands on the headline and sells the product's benefits and features with simple, direct language and a call to action.
3) Illustrations like photos that attract attention and show how the product works or its benefits to encourage purchase.
4) Identification elements like the business name and logo to clearly identify the advertiser.
The document outlines the process of developing and releasing a motion picture from start to finish. It discusses how ideas are pitched and scripts are developed through multiple drafts. Production involves filming with a director, actors, and crew. Post-production includes editing, visual effects, and sound work. Test screenings gather audience feedback. Marketing then launches with trailers, posters, and advertising leading up to the opening weekend where box office projections are reported.
This document discusses event distribution for sports, entertainment, and recreation marketing. It identifies key objectives around understanding distribution channels and their relationship to fan impact. It evaluates different distribution methods like stadiums, media, and new technologies. Factors that make distribution effective like reaching mass audiences through media rights and deals are also examined. The goal is to create value for fans and attract more spectators through an improved experience at venues.
The document discusses promotional strategies for sports marketing. It defines different types of promotion, including product promotion to sell specific products and institutional promotion to improve a company's image. It explains that the goal of sports promotion is to generate sales and attract targeted audiences. An effective promotional mix balances different elements like advertising, personal selling, public relations, and direct marketing based on factors like a company's budget, distribution channels, competition, and available salesforce. The case study then provides examples of how Richmond International Raceway uses various promotional tactics in their marketing mix like television, radio, print, digital, and direct mail to targeted demographics in their region.
This document discusses public relations and publicity. It defines public relations as activities that promote the image and communications of a person or company with stakeholders. There are three main types of public relations: financial PR providing information to reporters, product PR gaining publicity not through advertising, and crisis PR responding to negative information. Publicity is free media mentions as opposed to paid advertising, but companies have less control over publicity. Examples of publicity include sponsorships, testimonials, and analyses. The document then provides examples of public apologies by Tiger Woods, Michael Vick, and Chris Brown to repair their public images after scandals. Kobe Bryant and Michael Phelps also faced issues with sponsors and public image due to legal problems.
Media X at Stanford University - DescriptionMartha Russell
Media X at Stanford University is an industry partner program of the HSTAR Institute (Human Sciences Advanced Technology Research.) Contact: Dr. Martha Russell, Associate Director, martha.russell@stanford.edu; Chuck House, Executive Director, chouse@stanford.edu; Professor Byron Reeves, Faculty Co-Director and Co-Founder; Professor Roy Pea, Faculty Co-Director and Co-Founder; Dr. Keith Devlin, Co-Founder and Executive Director HSTAR, devlin@stanford.edu.
This document provides information about the Information Science and Engineering department at Global Academy of Technology. It discusses the department's vision, mission, program educational objectives, and program specific outcomes. It also includes messages from the principal and head of department discussing the department's achievements and opportunities for students. Several co-curricular activities and student projects undertaken by the department are described. Recent publications by faculty members and awards received by students are also listed.
This document discusses integrating technology into the teaching of genetics. It provides a rationale for how technology can make learning genetics less daunting by bridging the gap between theory and application. It then summarizes several online resources for teaching genetics, including interactive websites, videos, podcasts and apps. These resources cover topics like DNA, genes, inheritance patterns and can help students better understand genetics.
The 2009 Traffic Safety Culture Index Survey was conducted by the AAA Foundation for Traffic Safety to investigate the public's traffic safety knowledge, attitudes, behaviors and experiences. Through a random telephone survey of over 2,500 US residents ages 16 and older, the survey found that the majority of drivers do not feel safer than five years ago, with distracted driving being a major reason cited. Specifically, 35% felt less safe and 31% cited distracted driving. The survey also found that most drivers view texting or emailing and talking on a cell phone as serious safety threats, though many engage in these behaviors anyway.
The document discusses symmetry and lines of symmetry. It defines symmetry as an attribute of a shape where there is an exact reflection of form on opposite sides of a dividing line. A line of symmetry is described as a line that divides a figure into two halves that are mirror images of each other. Examples of objects and nature photos are provided to identify lines of symmetry.
The document discusses symmetry and lines of symmetry. It defines symmetry as an attribute of a shape where there is an exact reflection of form on opposite sides of a dividing line. A line of symmetry is described as a line that divides a figure into two halves that are mirror images of each other. Examples of objects and nature photos are provided to identify lines of symmetry.
The document discusses research into incorporating humor in the classroom to motivate students. It notes problems with narrow focus on testing and lack of fun for students. The research tested using humor in lectures, assessments, and assessment directions. Results from exam scores and informal assessments found the data was not statistically significant to draw definitive conclusions about humor's impact. However, researchers observed students with less fatigue and more excitement with humor. The study will continue to refine humor use and obtain more data to draw stronger conclusions.
Proceso de manufactura_del_cemento_portlandchrisnox
El proceso de fabricación del cemento portland incluye varias etapas: 1) se seleccionan y tratan las materias primas como caliza y arcilla; 2) las materias primas se muelen hasta alcanzar un estado pulverulento; 3) la mezcla se calienta a altas temperaturas para que ocurran reacciones químicas que formen el clínker; 4) el clínker se enfría y almacena antes de molerse junto con yeso para producir el cemento final.
Glossophonia is defined as a persistent, abnormal, and unwarranted fear of trying to speak or speaking in public. It can be caused by conditions like depression, schizophrenia, anxiety neurosis, or language disorders. Symptoms are divided into physical, verbal, and nonverbal categories and include intense anxiety prior to having to communicate verbally in a group, physical discomfort like nausea, and avoiding events where all attention would be on individuals. Treatment involves organizations, self-help courses, and medications that can help phobics progressively overcome their fear of speaking.
Social networks allow for interaction between individuals and groups in an anonymous way online. They provide benefits like connecting with others, integration and education, but also have disadvantages like privacy invasion, lack of security, and potential for addiction. Popular social networks enable automatic address book updates, visible profiles, and creating new connections through shared services.
Glossophonia is defined as a persistent, abnormal, and unwarranted fear of trying to speak or speaking in public. It can be caused by conditions like depression, schizophrenia, anxiety neurosis, or language disorders. Symptoms are divided into physical, verbal, and nonverbal categories and include intense anxiety prior to having to communicate verbally in front of a group, physical discomfort like nausea, and avoiding events where attention would be on individuals. Treatment involves organizations, self-help courses, and medications to help phobics overcome their fear of speaking progressively.
FairfieldAutoCommunity.com_2009 AAA Aggressive Driving Research UpdateVallejo CDJ Suzuki Kia
The AAA Foundation was established in 1947 as a 501(c)(3) nonprofit research affiliate of AAA/CAA with a focus on traffic safety issues in North America. The Foundation's mission is to identify traffic safety problems, foster research seeking solutions, and disseminate information resources. Surveys have found that aggressive driving is a serious concern, with 32% of respondents in 2005 and 78% in 2008 viewing it as a threat. However, nearly half of drivers admitted speeding over 15 mph in the past 30 days. The Foundation's analysis of NHTSA fatal crash data from 2003-2007 found that as many as 56% of fatal crashes involved unsafe driving behaviors associated with aggressive driving such as speeding, illegal lane changes
The document is a practice test for the SAT® that provides instructions for test-takers on how to fill out the answer sheet. It includes examples of complete versus incomplete bubbles and emphasizes the importance of using a No. 2 pencil and filling in bubbles completely and darkly to avoid affecting the test score. The answer sheet collects identifying information about the test-taker and provides grids to bubble in answers for multiple choice questions across several sections of the practice test.
FairfieldAutoCommunity.com_2009 AAA Cell Phones And Driving Research UpdateVallejo CDJ Suzuki Kia
This document summarizes research from the AAA Foundation on cell phone use while driving. Two national surveys found that over half of drivers admit to talking on a cell phone while driving at least occasionally, with 16-17% doing so regularly. Younger drivers aged 25-34 had the highest rates of cell phone use while driving. Both surveys also found that around 15% of drivers admit to reading or sending text messages while driving, with young drivers aged 18-24 being most likely to do so. However, most drivers believe that using hands-free phones is safer despite studies finding no safety difference between hands-free and hand-held phone use. The AAA Foundation aims to increase awareness of traffic safety issues through research and education.
The document discusses the key elements of print advertisements, including:
1) Headlines that get readers' attention in 7 words or less and lead them to read the rest of the ad.
2) Copy that expands on the headline and sells the product's benefits and features with simple, direct language and a call to action.
3) Illustrations like photos that attract attention and show how the product works or its benefits to encourage purchase.
4) Identification elements like the business name and logo to clearly identify the advertiser.
The document outlines the process of developing and releasing a motion picture from start to finish. It discusses how ideas are pitched and scripts are developed through multiple drafts. Production involves filming with a director, actors, and crew. Post-production includes editing, visual effects, and sound work. Test screenings gather audience feedback. Marketing then launches with trailers, posters, and advertising leading up to the opening weekend where box office projections are reported.
This document discusses event distribution for sports, entertainment, and recreation marketing. It identifies key objectives around understanding distribution channels and their relationship to fan impact. It evaluates different distribution methods like stadiums, media, and new technologies. Factors that make distribution effective like reaching mass audiences through media rights and deals are also examined. The goal is to create value for fans and attract more spectators through an improved experience at venues.
The document discusses promotional strategies for sports marketing. It defines different types of promotion, including product promotion to sell specific products and institutional promotion to improve a company's image. It explains that the goal of sports promotion is to generate sales and attract targeted audiences. An effective promotional mix balances different elements like advertising, personal selling, public relations, and direct marketing based on factors like a company's budget, distribution channels, competition, and available salesforce. The case study then provides examples of how Richmond International Raceway uses various promotional tactics in their marketing mix like television, radio, print, digital, and direct mail to targeted demographics in their region.
This document discusses public relations and publicity. It defines public relations as activities that promote the image and communications of a person or company with stakeholders. There are three main types of public relations: financial PR providing information to reporters, product PR gaining publicity not through advertising, and crisis PR responding to negative information. Publicity is free media mentions as opposed to paid advertising, but companies have less control over publicity. Examples of publicity include sponsorships, testimonials, and analyses. The document then provides examples of public apologies by Tiger Woods, Michael Vick, and Chris Brown to repair their public images after scandals. Kobe Bryant and Michael Phelps also faced issues with sponsors and public image due to legal problems.
Media X at Stanford University - DescriptionMartha Russell
Media X at Stanford University is an industry partner program of the HSTAR Institute (Human Sciences Advanced Technology Research.) Contact: Dr. Martha Russell, Associate Director, martha.russell@stanford.edu; Chuck House, Executive Director, chouse@stanford.edu; Professor Byron Reeves, Faculty Co-Director and Co-Founder; Professor Roy Pea, Faculty Co-Director and Co-Founder; Dr. Keith Devlin, Co-Founder and Executive Director HSTAR, devlin@stanford.edu.
This document provides information about the Information Science and Engineering department at Global Academy of Technology. It discusses the department's vision, mission, program educational objectives, and program specific outcomes. It also includes messages from the principal and head of department discussing the department's achievements and opportunities for students. Several co-curricular activities and student projects undertaken by the department are described. Recent publications by faculty members and awards received by students are also listed.
This document discusses integrating technology into the teaching of genetics. It provides a rationale for how technology can make learning genetics less daunting by bridging the gap between theory and application. It then summarizes several online resources for teaching genetics, including interactive websites, videos, podcasts and apps. These resources cover topics like DNA, genes, inheritance patterns and can help students better understand genetics.
In a term Capstone project refers multi assignment tasks that accomplish the academic and intellectual knowledge for students, mostly during the student's final year of high school, middle or at the last time of the academic session. Students would like to search new or more informative and productive ideas on the internet. So you can visit here http://www.capstoneprojectideas.com
The document discusses strategies for engaging students in science learning using technology. It provides examples of how tools like Skype, Voicethread, Google Docs, and Animoto can be used to connect with experts, share results collaboratively, and demonstrate understanding. Recommendations are given for using mobile devices, videos, and games to enhance science instruction and help students learn.
Insights into Innovation, Tokyo 8-6-10, Martha G. RussellMartha Russell
A description of how Media X serves as Stanford’s catalyst for innovation at the intersection of people and technology – across departments, and between university and business. Using socially constructed data, parsed from data retrieved from online English-language press releases, network analysis shows patterns of organizational infrastructure. The cultivation approach to global investments into Chinese technology-based companies is contrasted with the harvesting approach of Chinese investments into the rest of the world. Critical implications for board interlocks and flows of information are discussed. Research conducted at Media X at Stanford University, by Martha G. Russell, Neil Rubens, Kaisa Still, Jukka Huhtamaki
This document provides examples of how mobile devices and apps are being used to enhance teaching and learning in colleges across Scotland. It describes projects at South Lanarkshire College, Perth College, Clydebank College, and Reid Kerr College that utilize tablets, QR codes, games, and augmented reality to provide interactive learning activities and assessments. The examples illustrate how mobile technologies can increase student engagement, promote self-directed learning, and provide new ways of formative assessment beyond traditional computer labs.
Virtual Worlds Paper Ni09 Hansen Murray Erdm2hansen
A brief overview of Virtual Worlds as a pedagogical tool for the education of health care education. By: Margaret Hansen, Associate Professor, School of Nursing, at NI09 Congress, June 29, 2009, Helsinki, Finland
Establishing Requirements for a Mobile Learning System HBetseyCalderon89
Establishing Requirements for a Mobile Learning System
Helen Sharp, Josie Taylor, Diane Evans and Debra Haley
The Open University
Walton Hall
Milton Keynes MK7 6AA, UK
1. Background
MOBIlearn was a large, multinational European-funded research and development
project that explored new ways to use mobile environments to meet the needs of
learners, working by themselves and with others. The aim of the project was to
develop a new m-learning architecture for a pedagogically-sound mobile learning
environment, and to evaluate an instantiation of that architecture using existing
technologies. A user-centred approach was taken to the project, based on socio-
cognitive engineering (Sharples et al, 2002) and embedded in ISO 13407. The project
team consisted of representatives from more than 15 organisations from seven
European countries plus one Middle Eastern country. Establishing the requirements
for such a project was a complex task, involving many methods and notations. The
project produced several documents and results; some of these are available at
http://www.mobilearn.org. Publications specifically related to mobile learning are
available at http://iet.open.ac.uk/pp/j.taylor/.
This case study draws only on work from the user requirements and evaluation
workpackage to explore the use of scenarios throughout the project and the use of the
Volere shell and template (Robertson and Robertson, 2006) to document the
requirements.
The next section introduces the three strands used as learning domains throughout the
project. Section 3 describes the use of scenarios throughout the project and Section 4
discusses the use of Volere shells and the technology to support them. In Section 5 we
conclude by making some observations about our experiences.
2. The three strands
The project chose three learning domains to drive the research, each of which
represents a distinct learning situation. These are: the Museum strand, the MBA
strand and the Health strand. Data gathering for establishing requirements was
conducted by a different project partner, each strand used different data gathering
techniques, and each produced its own set of requirements which needed to be
rationalised. The three strands and their respective data gathering techniques are
outlined below.
http://www.mobilearn.org/
https://oufe.open.ac.uk/exchweb/bin/redir.asp?URL=http://iet.open.ac.uk/pp/j.taylor/
Museum strand
This strand typifies informal learning and concerns visitors to a museum. Museums
are the mechanism through which we research, interpret and present our insights into
the natural and cultural worlds. They represent our belief systems concerning cultural
inter-relationships, our relationship with the environment and of our place in the
Universe.
Wireless technology is becoming a part of the museum experience. In an effort to
bring art and science to life for a new generation of technically sophisticated patrons,
an increas ...
The document discusses recent trends in digital education, including online education, competency-based education, income share agreements, and the use of online program managers. It also outlines six notable trends driving innovation in higher education: online education, competency-based education, income share agreements, online program managers, enterprise training, and pathway programs. Finally, it summarizes several trends in educational technology such as mobile learning, augmented and virtual reality, maker spaces, gamification, and artificial intelligence.
This presentation was provided by Patricia Anderson of the University of Michigan during the NISO virtual conference, That Cutting Edge: Technology's Impact on Scholarly Research Processes in the Library, held on October 24, 2018.
The document summarizes the background and objectives of a study on developing a mobile educational game for toddlers and preschoolers. It discusses that the study aims to 1) provide proper nourishment and entertainment for children, 2) impart knowledge to young kids through an interactive educational game system, and 3) showcase an organized system that takes advantage of technology to benefit children at a young age. It also defines key terms related to Android application development and the programming tools used.
The document provides summaries of several digital health projects created by SCI, including:
- AppSPIRE, a smoking cessation mobile app with tailored content and activities to promote successful quit attempts.
- QuitBuddy, a social smoking cessation app in development that aims to leverage social support on smartphones.
- It's Your Game, an evidence-based middle school intervention to prevent HIV, STIs, and pregnancy that SCI has supported for over a decade.
- Stempowerment, a social media site for young adult stem cell transplant patients to promote self-management during recovery.
- Escape with your Life, an interactive game developed by SCI to frame smoking cessation and prevention as an adventure
The document summarizes key points from "The HORIZON REPORT 2008 Emergent Technologies and their Relevance to Teaching, Learning and Creative Expression". It identifies six emerging technologies that are likely to have significant impact within the next 1 to 5 years: Grassroots video, collaboration webs, mobile broadband, data mashups, collective intelligence, and social operating systems. Each technology is briefly described along with examples of current and potential educational applications.
Ken Newman is seeking a position that combines creativity, technology, and leadership in higher education. He has 14 years of experience in higher education, including 6 years in academic leadership roles. He has a PhD in serious games and masters degrees in digital design and education. His skills include teaching, curriculum development, management, and project leadership. He has experience developing programs in game development, communication, and design at universities in the UAE, Netherlands, UK, and Australia.
- 3 billion people currently use the internet, with internet and mobile technology usage expanding rapidly due to new technologies like wearable devices, virtual and augmented reality, big data, and the Internet of Things.
- Educators are increasingly embracing technological innovation in the classroom to enhance learning, engage students, make education more global, and connect students to new ideas and resources.
- Social media, mobile apps, makerspaces, ebooks, and online courses give teachers new tools to empower and personalize learning for students.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
1. VITAL Lab @ Ohio University Virtual Immersive Technologies and Arts for Learning Director: Dr. Chang Liu liuc@ohio.edu http://vital.cs.ohio.edu
2. VITAL Lab VITAL Lab is a multi-disciplinary research and development facility at Ohio University in Athens, Ohio. We specialize in creating immersive three-dimensional virtual environments and mobile applications for teaching, learning, training, and process improvement purposes. Our mission is to develop new underlying technologies to facilitate learning and communication, deploy innovative immersive applications to showcase their potential, perform rigorous studies to measure the effectiveness of new paradigms, and actively disseminate our innovations to benefit the general public.
3. People Dr. Chang Liu Director and Associate Professor in Computer Science En Ye Computer Science, Ph.D. Student Ying Zhong Computer Science, Ph.D. Student Sertac Ozercan Computer Science, Ph.D. Student
4. People (cont.) Qing Zhu Computer Science, Ph.D. Student Xin Ye Computer Science, Ph.D. Student Nathan Andre Computer Science, Master’s Student Jonathan Maple Computer Science, Master’s Student
5. People: The NSF BooKS Virtual Boat Project Team Dr. Tiao Chang Civil Engineering Dr. Chang Liu Computer Science Dr. Teresa Franklin Education Dr. Kelly Johnson Biological Sciences Dr. David Diggle Electrical and Computer Engineering
6. Current Project:Virtual Boat for Environmental Education A 5-year, $2.8M NSF-funded project. A learning game that aims to increase student player’s appreciation of the real-world relevance of the Ohio River and enhance awareness of water pollution prevention. Players can navigate the virtual boat along the virtual Ohio River. Satellite data from Marietta to Gallipolis, Ohio were used to display accurate terrain in game. Students can collect water quality data of temperature, dissolved oxygen, E. coli, pH, total phosphate, nitrate, and turbidity. This material is based upon work supported by the National Science Foundation under Grant No. 0947813. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.
7. Recent Project:STEAM (Science and Technology Enrichment for Appalachian Middle-schoolers) A 4-year, $1.6M NSF GK-12 program. This project aims to broaden graduate education for engineering students at Ohio University and improve learning in science courses for middle schoolers at surrounding middle schools. STEAM Graduate Fellows work with school teachers to create and deliver engaging digital curricular content that can produce learning with engagement among students in grades six through eight. This material is based upon work supported by the National Science Foundation under Grant No. 0538588. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.
8. Recent Project:Financial Literacy Game The Financial Literacy Game is a 3-D multi-player online game aiming to teach teenagers how to manage their finances in real life. Provides teenagers with an opportunity to safely experiment with personal finances. Takes players through a virtual lifetime and allows them to see the results of various life decisions. Automatically keeps track of players’ income and gives them feedback about their own financial health.
9. Recent Project:SecondWATCH (Second Life Workspace Awareness Toolkit) Informs developers of real-time and history artifact and co-worker information by monitoring team members’ activities on their local workspaces, and version control repository. Extracts, analyzes and visualizes the information in Second Life as a common view shared by the whole team using a 3-D city metaphor. Implemented as an Eclipse plug-in by integrating Eclipse with a modified open-source SL client viewer.
10. Current Project:iVirtualWorld: Virtual Worlds Made Easy Aims to enable end-users to create 3D virtual worlds using a non-technical, template-based approach. Users can use their web browsers to upload digital media, place them in the virtual world template, generate their own virtual world, and share it with their colleagues, students, and friends. http://www.ivirtualworld.org
11. The iPad BMM app helps migraine patients learn the skills of migraine management from clinically-proven behavioral migraine management materials in the form of text, images, audio and videos. The BMM app enables migraine patients to update a headache diary and worksheets anytime, anywhere so that it’s easier for therapists and patients to identify headache patterns. The app also helps patients stay in contact with their therapists via email and other communication means. This project is a collaboration between the VITAL Lab and Dr. Ken Holroyd’s Headache Treatment & Research Lab. Current Project:BMM (Behavioral Migraine Management) on iPad
12. Research and Development Directions Research How to improve learning effectiveness and increase engagement through immersive learning technologies How to improve teamwork of knowledge workers through immersive project awareness tools Development iOS and Android mobile applications Motion control and movement tracking with Kinect and other devices Cross platform development with the Unity3D game development tool OpenSimand other Second Life-like 3D virtual worlds Application of Augmented Reality technologies
13. For More Information Web: http://vital.cs.ohiou.edu Email: vitallab@gmail.com Voice: +1.740.593.1249 YouTube: http://www.youtube.com/user/VITALLab