This document outlines tasks for team members working on a school management system project. It discusses organizing the project into logic and artistic development teams led by the project manager, Saajid Akram. Tasks are assigned through the ClickUP task management platform and an VSCode extension helps locate code. The project structure is reorganized into core, scenes, players, controllers, and asset manager divisions. Individual team members like Papa and Nazhif are assigned tasks like developing the third-person camera and an AI agent with fear and aggression behaviors. Resources for completing the tasks are provided.
This document contains the slides from a class on algorithms, computer graphics, and mathematics for game developers and computer scientists. The class covered introductions to JavaScript, computer graphics, and Three.js. It included discussions of debugging JavaScript code, the HTML DOM, Fibonacci sequences, Z-buffering, and more. The class was presented by Dr. Saajid Abuluaih and included code examples and references for further reading.
BGE is an open-source C++ game engine framework for teaching component-based game development. It uses OpenGL for 3D graphics rendering and libraries like GLEW, GLM, SDL, Bullet and FMOD. Everything in BGE is a component that extends the base GameComponent class. GameComponents can have children components and update/draw in a hierarchy. This allows reusable and flexible game object creation through composition of components rather than inheritance.
Scene Graphs & Component Based Game EnginesBryan Duggan
A presentation I made at the Fermented Poly meetup in Dublin about Scene Graphs & Component Based Game Engines. Lots of examples from my own game engine BGE - where almost everything is a component. Get the code and the course notes here: https://github.com/skooter500/BGE
The document discusses initial design considerations for game architecture. It covers partitioning problems, creating interfaces between partitions, managing overall structure and flow, and interfacing with the environment. Key points include controlling complexity, ensuring best practices, consistency, predictability, and reuse. The document also discusses game and hardware abstraction, the problem domain, tiered architecture, use of middleware, tokenization of game elements and states, and best practices for game architecture design.
This document provides an introduction to scripting in Unity, covering the basics of scripting fundamentals like naming conventions, player input, connecting variables, and accessing components between scripts. The tutorial uses JavaScript examples to demonstrate how to write scripts to move a main camera based on player input, create a spotlight that follows the camera, and access components between scripts to make the spotlight look at a cube when the jump button is pressed.
Getting to know unity, special thanks to JUST and my friend Ruba Al-Saa'di and Dr. Natheer.
We are waiting for Patented a small request caused a technology revolution.
This document contains the slides from a class on algorithms, computer graphics, and mathematics for game developers and computer scientists. The class covered introductions to JavaScript, computer graphics, and Three.js. It included discussions of debugging JavaScript code, the HTML DOM, Fibonacci sequences, Z-buffering, and more. The class was presented by Dr. Saajid Abuluaih and included code examples and references for further reading.
BGE is an open-source C++ game engine framework for teaching component-based game development. It uses OpenGL for 3D graphics rendering and libraries like GLEW, GLM, SDL, Bullet and FMOD. Everything in BGE is a component that extends the base GameComponent class. GameComponents can have children components and update/draw in a hierarchy. This allows reusable and flexible game object creation through composition of components rather than inheritance.
Scene Graphs & Component Based Game EnginesBryan Duggan
A presentation I made at the Fermented Poly meetup in Dublin about Scene Graphs & Component Based Game Engines. Lots of examples from my own game engine BGE - where almost everything is a component. Get the code and the course notes here: https://github.com/skooter500/BGE
The document discusses initial design considerations for game architecture. It covers partitioning problems, creating interfaces between partitions, managing overall structure and flow, and interfacing with the environment. Key points include controlling complexity, ensuring best practices, consistency, predictability, and reuse. The document also discusses game and hardware abstraction, the problem domain, tiered architecture, use of middleware, tokenization of game elements and states, and best practices for game architecture design.
This document provides an introduction to scripting in Unity, covering the basics of scripting fundamentals like naming conventions, player input, connecting variables, and accessing components between scripts. The tutorial uses JavaScript examples to demonstrate how to write scripts to move a main camera based on player input, create a spotlight that follows the camera, and access components between scripts to make the spotlight look at a cube when the jump button is pressed.
Getting to know unity, special thanks to JUST and my friend Ruba Al-Saa'di and Dr. Natheer.
We are waiting for Patented a small request caused a technology revolution.
The document discusses the development of a 2D computer game using the waterfall software development methodology. It describes the requirements of the game, including 2D graphics, an impressive result that keeps players engaged, and graphical effects. The scope of the project is outlined, including it being a single-player, PC-based, 2D platform game with 3 levels and an adventure format. The Unity game engine and C# programming language are identified as the technologies used. An overview of the waterfall methodology is provided, including its sequential phases from requirements to maintenance.
Introduction to html5 game programming with impact jsLuca Galli
Luca Galli presented an introduction to HTML5 game programming using ImpactJS. ImpactJS is a JavaScript game framework that uses the HTML5 Canvas element to create 2D games that can be played on the web or mobile. Key points discussed include:
- HTML5 allows for cross-platform game development and deployment without plugins or additional costs.
- Using a framework like ImpactJS avoids needing to write boilerplate code from scratch and provides tools to handle issues like asynchronous loading and variable performance across devices.
- ImpactJS uses a module system to organize code and classes to structure objects in a prototypal inheritance model. Core classes cover game loop, entities, backgrounds, collisions and input handling.
-
The document provides details of the project plan for the game "Ghost in the Town". It discusses the background and scope of the project, which involves creating a single-player strategy game for Android devices. It outlines the project schedule, with stages including planning, design and implementation, testing, and submission. It aims to provide both structured and unstructured information about the virtual world and story of the game.
This document is a project report on J-Editor submitted by Rekha Choudhary. It provides an introduction to J-Editor, describing it as a powerful interactive development environment for Java technologies. It discusses the requirements of the JCreator project, including creating and opening java files, writing and compiling code, and running programs. Screenshots are included showing the login process and interface of J-Editor.
This document provides an overview and development plan for creating a basic Pong game. It discusses focusing on core mechanics like controls, gameplay, and programming. The plan involves iteratively developing features starting with basic elements like drawing the court and balls, then adding player input and ball collisions. It emphasizes taking an iterative approach, with development occurring in small steps that can be completed in a single sitting to allow for consistent progress. The document also provides guidance on object-oriented programming principles, memory management, and structuring the game controller class to manage the game loop and different game states.
Kinect motion capture allows filmmakers to capture full-body motion and facial animation data using a Kinect sensor. The KinectToPin software records 3D skeletal tracking data from the Kinect and exports it to After Effects where it can be used to drive 2D character rigs. Rigging characters involves breaking them into multiple layers that map to the tracked joints, allowing for natural movement and animation. Motion capture with Kinect provides a more efficient workflow than traditional frame-by-frame animation by starting with live-action movement that can then be applied to animated characters.
This document is a glossary produced by a student at Salford City College for their BTEC Extended Diploma in Games Design course. It contains definitions for 27 terms related to video game design, development, and testing. For each term, the student provides a short definition found through online research along with a description of how the term relates to their own game production practice.
This document provides an introduction to scripting with Unity using Javascript. It aims to teach the fundamentals of scripting through a tutorial that has the user write scripts to control player input and movement, connect variables via the GUI, access components from other scripts, instantiate game objects, and use debugging techniques like Debug.Log(). The tutorial is estimated to take 2 hours to complete and covers important concepts like naming conventions, using Time.deltaTime to control movement speed, and exposing variables to tweak values in the inspector.
This document provides an introduction to scripting with Unity using Javascript. It aims to teach the fundamentals of scripting through a tutorial that has the user write scripts to control a player camera and spawn objects. The summary covers:
1. The tutorial introduces scripting in Unity using Javascript and covers naming conventions, connecting variables to assign them via the GUI, accessing other components, and instantiating objects at runtime.
2. Early scripts have the player move the main camera using keyboard input and add a spotlight that follows it.
3. Debugging techniques like Debug.Log() and exposing private variables are demonstrated to help troubleshoot scripts.
This document provides an introduction to scripting with Unity using Javascript. It aims to teach the fundamentals of scripting through a tutorial that has the user write scripts to control player input and movement, connect variables, access components, instantiate objects, and use debugging techniques. The tutorial is estimated to take 2 hours to complete and covers topics like naming conventions, writing scripts to move a player camera using input, controlling movement speed with delta time, connecting variables via the inspector, making an object follow another, accessing components from other scripts, instantiating prefabs, and using Debug.Log and private variables for debugging.
This technical presentation discusses HTML gaming frameworks for building browser-based 3D games. It provides insights into several frameworks: Construct 2 is a game maker that does not require JavaScript coding; ImpactJS is a tested HTML5 engine that supports multiple platforms; EaselJS and Phaser are frameworks that offer display lists and mouse interactions; Three.js and Voxel.js are used for 3D games; and PlayCanvas focuses on real-time collaboration. The presentation also covers the game loop, which controls the core update and draw functions, and highlights differences in developing 2D versus 3D games. Benefits of HTML games include cross-platform support and using open standards, while challenges relate to varying user experiences across devices and accessing
20180518 QNAP Seminar - Introduction to React NativeEric Deng
What is React Native?
How does React Native work?
Writing React Native
Expo
Components, props, and states
Component lifecycle
Declarative and imperative
Event handling
User input
Style
Layout
Data access
Publishing your Project
The document summarizes Jake Wang's proposal for an ergonomic controller for Caltrans to control an ARDVAC truck. The proposal includes designs for a "MotionPad" controller that uses tilt, touch, and mouse inputs to control the truck's boom and nozzle. It provides detailed designs, lists of commands, a development schedule, and plans to develop a functional prototype by the end of the winter quarter to interface with the actual ARDVAC system.
This project builds on previous work using a Kinect sensor to monitor driver behavior and detects distractions. It addresses issues with the Kinect by using Seeing Machines' FaceTrackingAPI which can track head position using most webcams. The software creates a directional window that changes color when distracted, and graphs pitch and yaw movements. It allows calibration for different subject heights and distraction thresholds. The interface displays the driver, graphs, calibration controls, and recorded distraction videos. Future work includes integrating it with vehicle safety systems and implementing it on mobile devices.
The document summarizes an internship at Future Captcha PVT. LTD, which has divisions for game development and an e-commerce website. Tools used included Unity3D, Mono Develop, and Photoshop. The intern worked on training games to learn skills and two main projects - 6Packman, a 3D PACMAN game, and Mareon, a 3D Super Mario game. For 6Packman, challenges were modular level design and enemy AI. For Mareon, the challenge was creating a character that strictly follows paths, which was solved using vectors. Both projects required optimization for performance on mobile devices.
A simplified character rigging & animation tutorial using the Spine animation tool. This is so easy to learn and use.
For creative content services, please visit our website:
https://www.artmiker.com
This document provides a programmers guide for Cocos2d-x version 3.3. It includes chapters on basic Cocos2d-x concepts such as scenes, nodes, sprites, actions, and the scene graph. The guide explains how to create and manipulate sprites, run actions and sequences of actions, and handle parent-child relationships between nodes. It aims to teach programmers how to use Cocos2d-x to develop cross-platform 2D games.
This document provides a glossary of terms related to video game development and testing. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, and entity. For each term, it provides a short definition from an online source as well as how the term relates to the author's own video game production practice. Images and links are also included to visualize each term.
The document provides information about a new team project including contact details for the leads, team structure, expectations, programs and tools used, and Unity basics. It introduces the team members, outlines who to contact for different roles, expects weekly progress on assets, and describes using Google Hangouts, Copy, and Unity fundamentals.
New 2D World-Building, Animation & Graphics Features in UnityUnity Technologies
Unity has introduced several new 2D features including improved sprite atlas APIs, experimental APIs for the sprite editor window, and revolutionary 2D world-building tools with improvements to tilemaps that now support hexagonal and isometric tiles. Additional new features include sprite shape tools that allow sprites to tile along custom shapes, 2D animation phase 2 with efficient character creation workflows, sprite rigging in the sprite editor, pixel perfect rendering, and 2D lights and shadows. Users are encouraged to provide feedback on preview features.
The document provides an overview of 3D geometric primitives and meshes in Three.js. It discusses various geometry types like BoxGeometry, SphereGeometry, CylinderGeometry, and their constructors. It also covers coordinate systems and basic 3D components like points, lines, and triangles. The document is from a lecture on Three.js meshes, geometries, and primitives, with code examples for creating different geometric shapes.
The document discusses the development of a 2D computer game using the waterfall software development methodology. It describes the requirements of the game, including 2D graphics, an impressive result that keeps players engaged, and graphical effects. The scope of the project is outlined, including it being a single-player, PC-based, 2D platform game with 3 levels and an adventure format. The Unity game engine and C# programming language are identified as the technologies used. An overview of the waterfall methodology is provided, including its sequential phases from requirements to maintenance.
Introduction to html5 game programming with impact jsLuca Galli
Luca Galli presented an introduction to HTML5 game programming using ImpactJS. ImpactJS is a JavaScript game framework that uses the HTML5 Canvas element to create 2D games that can be played on the web or mobile. Key points discussed include:
- HTML5 allows for cross-platform game development and deployment without plugins or additional costs.
- Using a framework like ImpactJS avoids needing to write boilerplate code from scratch and provides tools to handle issues like asynchronous loading and variable performance across devices.
- ImpactJS uses a module system to organize code and classes to structure objects in a prototypal inheritance model. Core classes cover game loop, entities, backgrounds, collisions and input handling.
-
The document provides details of the project plan for the game "Ghost in the Town". It discusses the background and scope of the project, which involves creating a single-player strategy game for Android devices. It outlines the project schedule, with stages including planning, design and implementation, testing, and submission. It aims to provide both structured and unstructured information about the virtual world and story of the game.
This document is a project report on J-Editor submitted by Rekha Choudhary. It provides an introduction to J-Editor, describing it as a powerful interactive development environment for Java technologies. It discusses the requirements of the JCreator project, including creating and opening java files, writing and compiling code, and running programs. Screenshots are included showing the login process and interface of J-Editor.
This document provides an overview and development plan for creating a basic Pong game. It discusses focusing on core mechanics like controls, gameplay, and programming. The plan involves iteratively developing features starting with basic elements like drawing the court and balls, then adding player input and ball collisions. It emphasizes taking an iterative approach, with development occurring in small steps that can be completed in a single sitting to allow for consistent progress. The document also provides guidance on object-oriented programming principles, memory management, and structuring the game controller class to manage the game loop and different game states.
Kinect motion capture allows filmmakers to capture full-body motion and facial animation data using a Kinect sensor. The KinectToPin software records 3D skeletal tracking data from the Kinect and exports it to After Effects where it can be used to drive 2D character rigs. Rigging characters involves breaking them into multiple layers that map to the tracked joints, allowing for natural movement and animation. Motion capture with Kinect provides a more efficient workflow than traditional frame-by-frame animation by starting with live-action movement that can then be applied to animated characters.
This document is a glossary produced by a student at Salford City College for their BTEC Extended Diploma in Games Design course. It contains definitions for 27 terms related to video game design, development, and testing. For each term, the student provides a short definition found through online research along with a description of how the term relates to their own game production practice.
This document provides an introduction to scripting with Unity using Javascript. It aims to teach the fundamentals of scripting through a tutorial that has the user write scripts to control player input and movement, connect variables via the GUI, access components from other scripts, instantiate game objects, and use debugging techniques like Debug.Log(). The tutorial is estimated to take 2 hours to complete and covers important concepts like naming conventions, using Time.deltaTime to control movement speed, and exposing variables to tweak values in the inspector.
This document provides an introduction to scripting with Unity using Javascript. It aims to teach the fundamentals of scripting through a tutorial that has the user write scripts to control a player camera and spawn objects. The summary covers:
1. The tutorial introduces scripting in Unity using Javascript and covers naming conventions, connecting variables to assign them via the GUI, accessing other components, and instantiating objects at runtime.
2. Early scripts have the player move the main camera using keyboard input and add a spotlight that follows it.
3. Debugging techniques like Debug.Log() and exposing private variables are demonstrated to help troubleshoot scripts.
This document provides an introduction to scripting with Unity using Javascript. It aims to teach the fundamentals of scripting through a tutorial that has the user write scripts to control player input and movement, connect variables, access components, instantiate objects, and use debugging techniques. The tutorial is estimated to take 2 hours to complete and covers topics like naming conventions, writing scripts to move a player camera using input, controlling movement speed with delta time, connecting variables via the inspector, making an object follow another, accessing components from other scripts, instantiating prefabs, and using Debug.Log and private variables for debugging.
This technical presentation discusses HTML gaming frameworks for building browser-based 3D games. It provides insights into several frameworks: Construct 2 is a game maker that does not require JavaScript coding; ImpactJS is a tested HTML5 engine that supports multiple platforms; EaselJS and Phaser are frameworks that offer display lists and mouse interactions; Three.js and Voxel.js are used for 3D games; and PlayCanvas focuses on real-time collaboration. The presentation also covers the game loop, which controls the core update and draw functions, and highlights differences in developing 2D versus 3D games. Benefits of HTML games include cross-platform support and using open standards, while challenges relate to varying user experiences across devices and accessing
20180518 QNAP Seminar - Introduction to React NativeEric Deng
What is React Native?
How does React Native work?
Writing React Native
Expo
Components, props, and states
Component lifecycle
Declarative and imperative
Event handling
User input
Style
Layout
Data access
Publishing your Project
The document summarizes Jake Wang's proposal for an ergonomic controller for Caltrans to control an ARDVAC truck. The proposal includes designs for a "MotionPad" controller that uses tilt, touch, and mouse inputs to control the truck's boom and nozzle. It provides detailed designs, lists of commands, a development schedule, and plans to develop a functional prototype by the end of the winter quarter to interface with the actual ARDVAC system.
This project builds on previous work using a Kinect sensor to monitor driver behavior and detects distractions. It addresses issues with the Kinect by using Seeing Machines' FaceTrackingAPI which can track head position using most webcams. The software creates a directional window that changes color when distracted, and graphs pitch and yaw movements. It allows calibration for different subject heights and distraction thresholds. The interface displays the driver, graphs, calibration controls, and recorded distraction videos. Future work includes integrating it with vehicle safety systems and implementing it on mobile devices.
The document summarizes an internship at Future Captcha PVT. LTD, which has divisions for game development and an e-commerce website. Tools used included Unity3D, Mono Develop, and Photoshop. The intern worked on training games to learn skills and two main projects - 6Packman, a 3D PACMAN game, and Mareon, a 3D Super Mario game. For 6Packman, challenges were modular level design and enemy AI. For Mareon, the challenge was creating a character that strictly follows paths, which was solved using vectors. Both projects required optimization for performance on mobile devices.
A simplified character rigging & animation tutorial using the Spine animation tool. This is so easy to learn and use.
For creative content services, please visit our website:
https://www.artmiker.com
This document provides a programmers guide for Cocos2d-x version 3.3. It includes chapters on basic Cocos2d-x concepts such as scenes, nodes, sprites, actions, and the scene graph. The guide explains how to create and manipulate sprites, run actions and sequences of actions, and handle parent-child relationships between nodes. It aims to teach programmers how to use Cocos2d-x to develop cross-platform 2D games.
This document provides a glossary of terms related to video game development and testing. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, and entity. For each term, it provides a short definition from an online source as well as how the term relates to the author's own video game production practice. Images and links are also included to visualize each term.
The document provides information about a new team project including contact details for the leads, team structure, expectations, programs and tools used, and Unity basics. It introduces the team members, outlines who to contact for different roles, expects weekly progress on assets, and describes using Google Hangouts, Copy, and Unity fundamentals.
New 2D World-Building, Animation & Graphics Features in UnityUnity Technologies
Unity has introduced several new 2D features including improved sprite atlas APIs, experimental APIs for the sprite editor window, and revolutionary 2D world-building tools with improvements to tilemaps that now support hexagonal and isometric tiles. Additional new features include sprite shape tools that allow sprites to tile along custom shapes, 2D animation phase 2 with efficient character creation workflows, sprite rigging in the sprite editor, pixel perfect rendering, and 2D lights and shadows. Users are encouraged to provide feedback on preview features.
Similar to Workshop[22nd august][assignments] (20)
The document provides an overview of 3D geometric primitives and meshes in Three.js. It discusses various geometry types like BoxGeometry, SphereGeometry, CylinderGeometry, and their constructors. It also covers coordinate systems and basic 3D components like points, lines, and triangles. The document is from a lecture on Three.js meshes, geometries, and primitives, with code examples for creating different geometric shapes.
This document is a presentation on algorithms, computer graphics, and mathematics for game developers and computer scientists. It covers topics like the Twelve-Marble Problem, Fibonacci sequences, 3D modeling with lathe modifiers, cameras and lights in Three.js, depth of field, and assigning homework on modeling a chess board and creating scenes with different lights and cameras. Homework is due on July 2nd.
This document provides an overview of a class on JavaScript fundamentals. It includes an agenda covering JS syntax for variables, operators, conditional statements, and loops. It also provides examples and explanations of JS concepts like variable declaration, object properties, arithmetic operators, and for/while loops. The instructor aims to brush up students' coding skills through examples like a simple "alphabet shifter" algorithm to replace each character in a string with the next letter.
The document is a lecture presentation on algorithms and computer graphics for game developers and computer scientists. It covers the following topics:
- An introduction to the course, which will cover algorithms, computer graphics using Three.js, mathematics, and physics for 3D simulations.
- A discussion of algorithms, including their definition, characteristics, design, optimization, and programming examples. Big-O notation for analyzing algorithm efficiency is also introduced.
- An overview of the class structure, which will include weekly lessons, quizzes, homework, and group discussions.
- A section on simple algorithms, including examples to calculate factorials and an explanation of recursion versus iteration.
- An introduction to Big-O
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
South African Journal of Science: Writing with integrity workshop (2024)
Workshop[22nd august][assignments]
1. PREPARED AND PRESENTED BY
Dr.Saajid Abuluaih, PhD
22nd of August 2021
J I S T & A R C H E P R E S E N T S
Web−Based Second−Life
School Management System
Workshop
Team: "Fantastic−Team”, Project: "GatherRound”
[ A s s i g n m e n t s ]