30 Microsoft Tools in 60 Minutes Tech Boot Camp ~ Everett School District August 15, 2013 ~ H
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Free Tools Photosynth
Free Tools Photosynth Making a Photosynth Creating the best synth starts with the right photos. Here are some key tips: • Take overlapping panoramas from different locations • Have lots of overlap between shots to get good matching • Limit the angles between photos (no more than 25 degrees – at least 15 per full rotation) • Pick scenes or objects with lots of detail and texture • Don’t crop your images before synthing • Rotate your photos to be ‘up’ correctly before synthing Once you have signed in, click the Upload button (top right of page) or click on the Create your Synth icon on the home page. (scroll down). If you do not have the software you will be prompted to download it first. Once it is installed you will see the Create a Synth button. You will see a pop-up window with Start a new synth button. Give your synth a name, tags (descriptive words) and description. Click Add Photos, browse to your files add them. Then click on the Synth button at the bottom of the page. Photosynth will do the rest for you. Making a Panorama Many photosynths consist of photos shot from a single location. Our friends in Microsoft Research have developed a free, world class panoramic image stitcher called Microsoft Image Composite Editor (ICE for short.) ICE takes a set of overlapping photographs of a scene shot from a single camera location, and creates a single high-resolution image. Photosynth now has support for uploading, exploring and viewing ICE panoramas alongside normal synths. Here’s how to create a panorama in ICE and upload it to Photosynth: 1. -
Envisioning the Future of Computational Media the Final Report of the Media Systems Project Convening Partners
Envisioning the Future of Computational Media The Final Report of the Media Systems Project Convening Partners Convening Hosts For videos of talks and more, visit mediasystems.soe.ucsc.edu Envisioning the Future of Computational Media The Final Report of the Media Systems Project Report Authors NOAH WARDRIP-FRUIN Associate Professor, Department of Computer Science Co-Director, Expressive Intelligence Studio Director, Digital Art and New Media MFA Program University of California, Santa Cruz MIchAEL MATEAS Professor, Department of Computer Science Co-Director, Expressive Intelligence Studio Director, Center for Games and Playable Media University of California, Santa Cruz © 2014 Noah Wardrip-Fruin and Michael Mateas. Published by the Center for Games and Playable Media at the University of California, Santa Cruz. Text is licensed under a Creative Commons Attribution 4.0 International License. For more information on this license, see http:// creativecommons.org/licenses/by/4.0/. Images are copyright their respective creators and not covered by Creative Commons license. Design by Jacob Garbe in InDesign using Nexa Bold and Arial. This material is based upon a workshop supported by the National Science Foundation (under Grant Number 1152217), the National Endowment for the Humanities’ Office of Digital Humanities (under Grant Number HC-50011-12), the National Endowment for the Arts’ Office of Program Innovation, Microsoft Studios, and Microsoft Research.Any opinions, findings, and conclusions or recommendations expressed in this material -
Unicraft: Exploring the Impact of Asynchronous Multiplayer Game Elements in Gamification
UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification FEATHERSTONE, Mark <http://orcid.org/0000-0001-6701-6056> and HABGOOD, Jacob <http://orcid.org/0000-0003-4531-0507> Available from Sheffield Hallam University Research Archive (SHURA) at: http://shura.shu.ac.uk/21261/ This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it. Published version FEATHERSTONE, Mark and HABGOOD, Jacob (2018). UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification. International Journal of Human-Computer Studies. Copyright and re-use policy See http://shura.shu.ac.uk/information.html Sheffield Hallam University Research Archive http://shura.shu.ac.uk UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification Mark Featherstone, PGCE, BSc [email protected] Sheffield Hallam University Sheffield, UK Corresponding author Bio: after many years working as a games developer, I now run the games development undergraduate course as a senior lecturer at Sheffield Hallam University. While working as a commercial game developer I helped create video games on PC and Xbox for companies such as Gremlin, Rage Games, Infogrammes, NCSoft and more recently as an independent game developer at Moonpod. My research focus is in the area of games based learning and the use of video game design principles in education. I'm also the Technical Director at Steel Minions Games Studio, which provides work-based simulation for game development students. Dr. Jacob Habgood, PhD, BSc, PGCTLHE [email protected] Sheffield Hallam University Sheffield, UK Bio: I teach games development at Sheffield Hallam University and manage the university's PlayStation teaching facility. -
CONFERENCE PROCEEDINGS the 2Nd Foitic 2020
FACULTY OF INDUSTRIAL TECHNOLOGY INTERNATIONAL CONGRESS (FoITIC) CONFERENCE PROCEEDINGS The 2nd FoITIC 2020 “Toward Industry 4.0: Challenges and Opportunities for Industrial Technology and Other Sector” ISBN 978-623-7525-37-0 Campus of Institut Teknologi Nasional Bandung West Java – Indonesia January 28 – 30, 2020 FACULTY OF INDUSTRIAL TECHNOLOGY INSTITUT TEKNOLOGI NASIONAL BANDUNG Proceedings of FoITIC 2020 – International Conference Editorial Board: Prof. Dr. Istvan Farkas Szent Istvan University – Hungary Prof. Dr. Rizalman Mamat Universiti Malaysia Pahang – Malaysia Prof. RNDr. Zuzana Hlavacova, CSc. Slovak University of Agriculture in Nitra – Slovak Republic Dr. Martino Luis The University of Exeter – United Kingdom Dr. Dani Rusirawan Institut Teknologi Nasional Bandung – Indonesia Dr. Dyah Setyo Pertiwi Institut Teknologi Nasional Bandung – Indonesia Dr. Fahmi Arif Institut Teknologi Nasional Bandung – Indonesia Dr. Marisa Widyastuti P Telkom University – Indonesia Dr. Achmad Ghazali Institut Teknologi Bandung – Indonesia Dr. Winarno Sugeng Institut Teknologi Nasional Bandung – Indonesia Cover Design and Layout of Proceedings: Mr. Aldrian Agusta (Cover Design) Mr. Liman Hartawan Ms. Dina Budhi Utami Mr. Muktiadi Akhmad Januar Copyright @ 2021 by the FTI – Itenas and the authors Conference Organizer: Faculty of Industrial Technology, Institut Teknologi Nasional Bandung - Indonesia Jl. PKHH. Mustapa No. 23 Bandung 40124, West Java - INDONESIA Email: [email protected], Website: http://foitic.itenas.ac.id, www.itenas.ac.id ISBN 978-623-7525-37-0 All rights reserved. No part of the publication may be produced, transmitted, in any form or by means of electronic, mechanical, photocopying, recording or otherwise, without the permission of the publisher, except the case in critical articles and review or where prior rights are preserved. -
Curation of Digital Museum Content: Teachers Discover, Create, and Share in the Smithsonian Learning Lab
Curation of Digital Museum Content: Teachers Discover, Create, and Share in the Smithsonian Learning Lab Smithsonian Center for Learning and Digital Access, with the School of Education at the University of California, Irvine learninglab.si.edu Curation of Digital Museum Content: Teachers Discover, Create, and Share in the Smithsonian Learning Lab Washington, DC 2018 This publication was made possible in part by a grant from Carnegie Corporation of New York. The statements made and views expressed are solely the responsibility of the authors. Smithsonian Center for Learning and Digital Access Washington, DC 20013-7012 [email protected] The School of Education University of California, Irvine Irvine, CA 92697 Cite as: Smithsonian Center for Learning and Digital Access with the School of Education at the University of California, Irvine (2018). Curation of Digital Museum Content: Teachers Discover, Create, and Share in the Smithsonian Learning Lab. Retrieved from http://s.si.edu/CurationofDigitalMuseumContent To the extent possible under law, the Smithsonian Center for Learning and Digital Access has waived all copyright and related or neighboring rights to “Curation of Digital Museum Content: Teachers Discover, Create, and Share in the Smithsonian Learning Lab.” This work is published from: United States. Interior design: Mimi Heft ii Table of Contents Acknowledgments | iv PART I: THE RESEARCH | 1 Introduction | 2 Project Objectives | 6 Project Objective 1: Identify strategies for making it easier to find teacher-created digital collections | 7 Project Objective 2: Determine the characteristics of collections teachers made and the tools they used | 16 Project Objective 3: Distinguish the types of supports needed by teachers having different access to and expertise with technology, skills in curriculum development, and experience using museum resources | 29 Project Objective 4: Document students’ experiences using teacher-created digital collections | 41 Conclusion | 46 PART II: SUPPORTING DOCUMENTS | 53 Glossary | 54 Appendices | 58 A. -
The Work of Microsoft Research Connections in the Region
• To tell you more about Microsoft Research Connections • Global • EMEA • PhD Programme • Other engagements • • • Microsoft Research Connections Work broadly with the academic and research community to speed research, improve education, foster innovation and improve lives around the world. Accelerate university Support university research and research through education through collaborative technology partnerships investments Inspire the next Drive awareness generation of of Microsoft researchers and contributions scientists to research Engagement and Collaboration Focus Core Computer Natural User Earth Education and Health and Science Interface Energy Scholarly Wellbeing Environment Communication Research Accelerators Global Partnerships People • • • • • • • • • • • • • • Investment Focus Education & Earth, Energy, Health & Computer Science Scholarly and Environment Wellbeing Communication Programming, Natural User WW Telescope, Academic Search, MS Biology Tools, Mobile Interfaces Climate Change Digital Humanities, Foundation & Tools Earth Sciences Publishing Judith Bishop Kris Tolle Dan Fay Lee Dirks Simon Mercer Regional Outreach/Engagements EMEA: Fabrizio Gagliardi LATAM: Jaime Puente India: Vidya Natampally Asia: Lolan Song America/Aus/NZ: Harold Javid Engineering High-quality and high-impact software release and community adoption Derick Campbell CMIC EMIC ILDC • • . New member of MSR family • • • . Telecoms, Security, Online services and Entertainment Microsoft Confidential Regional Collaborations at Joint Institutes INRIA, FRANCE -
The Gamification Inventory 133
The Gamification Inventory An Instrument for the Qualitative Evaluation of Gamification and its Application to Learning Management Systems Jan Broer October 25, 2017 A thesis submitted for the degree of Doctor of Engineering (Dr.-Ing.) to the faculty of Mathematics and Computer Science at the University of Bremen. 1st supervisor: Prof. Dr. Andreas Breiter 2nd supervisor: Prof. Dr. Thomas Köhler Abstract Gamification has risen meteorically in popularity since the beginning of the decade, both in practitioner circles and among researchers. We show that empirical results of gamification’s effects do not match the hype around it as studies have largely failed to prove any effects. We posit that a proper evaluation of gamification requires an understanding of how gamification can be expressed in real-world applications and employ Wittgensteinian family resemblances as a basis for such a definition. We have collected a set of properties that gamified applications can have through the analysis of goals and means of gamification mentioned in the literature and through an expert survey. We then used those results to create the Gamification Inventory, an instrument for the qualitative assessment of gamification in a given system. We have tested the instrument with a set of evaluators in the field of learning management systems (LMSs), informing both a refinement of the instrument and the preparation of an experiment with the intent of testing the effectiveness of common forms of gamification. The analysis of these LMSs led to results very similar to what our analysis of pre- vious empirical studies in gamification, and especially gamification in education, have shown: most gamification is concentrated on using points, badges, levels and leader- boards as game design elements. -
Computer-Based Software Information Sheet
Computer-Based Software Information Sheet Name Curricular Use 7-Zip 7-Zip is an open source file archiver. Adobe Reader View, create, manipulate, print and manage files in PDF Format Audacity This software looks and acts like a tape recorder. Just hit record and talk, sing, play and export to mp3 for a finished product. CamStudio Chemistry Add-in for Word ComicLife Enchanting FET Fonts4Teachers Gimp GIMP is the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. Gimp Tutorials Google Earth Google SketchUp Graph HoverCamFlex Image Resizer InfanView iTunes Kodu Game Lab Komposer MDS Calculator Microsoft Mathematics Microsoft Office Mp4Cam2Avi This software is to convert Mp4 video files from a camera to an Avi video file. MuseScore Paint.NET Paint.NET is free image editing and photo manipulation software. It features an intuitive and innovative user interface with support for layers, unlimited undo, special effects, and a wide variety of useful and powerful tools. Paint.NET Tutorials. Photo Story Microsoft Photo Story is a free application that allows users to create a visual story (show and tell presentation) from their digital photos. Photosynth Pivot Stickfigure Animator Pivot makes it easy to create stick-figure animations. You can build your own stick figures and load your own backgrounds. The animations can be saved as animated gifs to be used on web pages. Scratch Songsmith SMART Education Software (Notebook) SMART Ideas StoryBoardPC VirtualDub Windows Movie Maker WinScp Zoomit . -
Single Snapshot System for the Fast 3D Modeling Using Dynamic Time Warping
SINGLE SNAPSHOT SYSTEM FOR THE FAST 3D MODELING USING DYNAMIC TIME WARPING Luis Ruiz, Xavier Mateo, Ciro Gr`acia and Xavier Binefa Department of Information and Communication Technologies, Universitat Pompeu Fabra, Barcelona, Spain Keywords: 3D Reconstruction, Mesh Zippering, Non-overlapping, Dynamic Time Warping. Abstract: In this work we explore the automatic 3D modeling of a person using images acquired from a range camera. Using only one range camera and two mirrors, the objective is to obtain a full 3D model with one single snapshot. The combination of the camera and the two mirrors give us three non-overlapping meshes, making impossible to use common zippering algorithms based on overlapping meshes. Therefore, Dynamic Time Warping algorithm is used to find the best matching between boundaries of the meshes. Experimental results and error evaluations are given to show the robustness and efficiency of our method. 1 INTRODUCTION aspects needed for the correct understanding of the presented system, which is explained in Section 4. Nowadays we can find on the market low cost range Experimental results of the presented system are ex- cameras which allow the direct retrieval of depth in- plained in Section 5, and finally conclusions and fu- formation from a scene. This depth information can ture work are discussed in Section 6. be used in combination with the visual information from another sensor in order to recreate the observed scene in a 3D environment with high realism. The increasing use of this kind of cameras has attracted 2 STATE OF THE ART interest from different research fields like computer vision, computer graphics, archeology, industrial pro- The 3D modeling of common objects is a long-time totyping, etc. -
Softening the Learning Curve of Software Development Tools
Softening the Learning Curve of Software Development Tools João Fernandes Prof. Dr. Mário Rui Instituto Superior Técnico Gomes [email protected] Instituto Superior Técnico [email protected] Prof. Dr. Rui Prada Eng. Lúcio Ferrão Instituto Superior Técnico OutSystems [email protected] [email protected] ABSTRACT steep learning curve to novice users. This allows illustrat- In the software industry, albeit wide spread techniques to ing the typical learning tools, and their adequacy according make the development cycle more agile, it is not easy for a to the expertise of the user. Even though a set of tools company to implement, maintain and deliver tools that sup- are deployed, novice users still take much time to evolve, port the learning stages of their users. As such, the learn- since these tools present low retention rates. In order to ing processes and tools tend to receive fewer budget on the address the problem of steep learning curves, this document product backlog. With this in consideration, a framework presents a framework that intends to: increase the learn- for computer assisted learning was devised. This framework ers' retention rate, meaning that learners should be able is intended to increase the subject matter retention rate, to perform better given a transfer test, not slowing the per- minimize the learners' frustration levels, while keeping the formance of advanced users, and not to significantly increase development and maintenance costs low. the maintenance costs. The learning curve presented by an Integrated Development 2. THE LEARNING CURVE OF AN IDE Environment is discussed. -
Teaching & Researching Big History: Exploring a New Scholarly Field
Teaching & Researching Big History: Exploring a New Scholarly Field Leonid Grinin, David Baker, Esther Quaedackers, Andrey Korotayev To cite this version: Leonid Grinin, David Baker, Esther Quaedackers, Andrey Korotayev. Teaching & Researching Big History: Exploring a New Scholarly Field. France. Uchitel, pp.368, 2014, 978-5-7057-4027-7. hprints- 01861224 HAL Id: hprints-01861224 https://hal-hprints.archives-ouvertes.fr/hprints-01861224 Submitted on 24 Aug 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Public Domain INTERNATIONAL BIG HISTORY ASSOCIATION RUSSIAN ACADEMY OF SCIENCES INSTITUTE OF ORIENTAL STUDIES The Eurasian Center for Big History and System Forecasting TEACHING & RESEARCHING BIG HISTORY: EXPLORING A NEW SCHOLARLY FIELD Edited by Leonid Grinin, David Baker, Esther Quaedackers, and Andrey Korotayev ‘Uchitel’ Publishing House Volgograd ББК 28.02 87.21 Editorial Council: Cynthia Stokes Brown Ji-Hyung Cho David Christian Barry Rodrigue Teaching & Researching Big History: Exploring a New Scholarly Field / Edited by Leonid E. Grinin, David Baker, Esther Quaedackers, and Andrey V. Korotayev. – Volgograd: ‘Uchitel’ Publishing House, 2014. – 368 pp. According to the working definition of the International Big History Association, ‘Big History seeks to understand the integrated history of the Cosmos, Earth, Life and Humanity, using the best available empirical evidence and scholarly methods’. -
UC Santa Barbara UC Santa Barbara Electronic Theses and Dissertations
CORE Metadata, citation and similar papers at core.ac.uk Provided by eScholarship - University of California UC Santa Barbara UC Santa Barbara Electronic Theses and Dissertations Title Advanced Automated Web Application Vulnerability Analysis Permalink https://escholarship.org/uc/item/63d660tp Author Doupé, Adam Publication Date 2014 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA Santa Barbara Advanced Automated Web Application Vulnerability Analysis A Dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Computer Science by Adam Loe Doupe´ Committee in Charge: Professor Giovanni Vigna, Chair Professor Christopher Kruegel Professor Ben Hardekopf September 2014 The Dissertation of Adam Loe Doup´eis approved: Professor Christopher Kruegel Professor Ben Hardekopf Professor Giovanni Vigna, Committee Chairperson April 2014 Advanced Automated Web Application Vulnerability Analysis Copyright © 2014 by Adam Loe Doup´e iii Acknowledgements I would like to thank the following people who, with their love and support, encour- aged and motivated me to finish this dissertation. Giovanni is the reason that I became addicted to computer security: From the mo- ment that I took his undergrad security class I was hooked. I am forever indebted to him because he has constantly invested his time in me. First, by inviting me to join his hacking club. Then, he took a chance on mentoring a Master’s student, and, upon graduation for my Master’s degree, told me that I could “come back for the real thing.” One year later I did, and I don’t regret it for a second.