Looking Back at Social Media on Give to the Max Day 2010Nicole Harrison
Give to the Max Day is Minnesota’s biggest online fundraising event of the year and 2010 was the most collaborative social media effort for this event ever. Join this session to learn GiveMN’s outreach strategy for social media and explore how nonprofits across the state collaborated on Facebook, Twitter, YouTube and Livestream to make it successful. Learn what didn’t work and why. Mostly, find out how these lessons learned can help your nonprofit create and implement successful social media strategy year-round.
The document discusses two case studies of scientific research projects - one tracking marine mammals over 40 years, and the other studying genetic factors in bipolar disorder over 20 years. Both projects grew significantly in size and scope over time. This led to challenges in organizing and managing the large amounts of data collected in a way that was compatible, standardized, and accessible to collaborators. The researchers received training in conducting scientific tasks but not in systematically organizing information on a large scale. The document examines issues that arise when small projects expand and ways to help scientists address data management challenges as projects increase in scale and collaboration.
Upcoming events include an Adirondack Railroad Fall Foliage Trip on September 22nd, a 5K Fun Run hosted by BOSS on October 3rd, and a Clothing Give-Away Drop-Off event at ACS from October 1st-14th. Classes and workshops cover topics such as investing, photography, career fairs, cooking, and coping with deployment. Various youth programs and activities are also scheduled like a Skate Jam, Horseback Riding, and a Haunted Hayride.
Hci 590 Content Management Systems Week1 090330bhenkel
This document provides an introduction to content management systems (CMS) for a university course. It discusses the benefits of CMS for facilitating collaborative website building and management. The course will cover popular CMS tools like Drupal, WordPress, Joomla, and SharePoint, examining their strengths and how knowledge of these systems benefits user experience design. Students are assigned initial tasks of blogging about CMS and listing Drupal features.
There are seven disciplines that are essential for high performance: 1) goal setting through daily writing of goals, 2) planning and organizing each day's activities through making lists, 3) setting proper priorities on time usage, 4) concentrating single-mindedly on the most important tasks, 5) exercising regularly and eating properly to promote health, 6) continuous learning to use and grow the mind, and 7) making time each day for important relationships.
This document outlines the goals and structure of the NESSoS Network of Excellence on Engineering Secure Future Internet Software Services and Systems. The key goals are to create a long-lasting research community, integrate partner research agendas and tools, and spread excellence through education and training. The network brings together experts from 13 organizations across Europe to conduct research on secure software engineering, architectures, programming, and risk/cost-aware development processes. Integration activities include a virtual research lab and tool workbench. Research focuses on security requirements, architectures, programming, assurance, and application scenarios. Spread of excellence activities encompass education, training, dissemination and standardization.
El documento es una carta a una persona especial agradeciéndole por su amistad y apoyo. Le dice que es muy valiosa para los demás y que los hace sonreír con sus mensajes. La carta anima a esta persona a enviar mensajes a sus amigos para decirles lo importantes que son y así hacerlos sentir apreciados.
The document discusses innovation and successful business strategies. It outlines seven trends from a CSIRO report, including increased demand for resources, an aging population, and changing consumer expectations. It then discusses what success looks like, noting that 70% of Australia's top 100 companies from 1990 are no longer in the top 100. The document contrasts innovation, invention, ingenuity, and being innovative or inventive. It presents a model for innovation with three roles: seeing, thinking, and doing. It discusses different eras of innovation from brainstorming to thinking different to working different. Finally, it argues for creating success through connectedness and helping people realize their potential rather than just thinking differently.
Looking Back at Social Media on Give to the Max Day 2010Nicole Harrison
Give to the Max Day is Minnesota’s biggest online fundraising event of the year and 2010 was the most collaborative social media effort for this event ever. Join this session to learn GiveMN’s outreach strategy for social media and explore how nonprofits across the state collaborated on Facebook, Twitter, YouTube and Livestream to make it successful. Learn what didn’t work and why. Mostly, find out how these lessons learned can help your nonprofit create and implement successful social media strategy year-round.
The document discusses two case studies of scientific research projects - one tracking marine mammals over 40 years, and the other studying genetic factors in bipolar disorder over 20 years. Both projects grew significantly in size and scope over time. This led to challenges in organizing and managing the large amounts of data collected in a way that was compatible, standardized, and accessible to collaborators. The researchers received training in conducting scientific tasks but not in systematically organizing information on a large scale. The document examines issues that arise when small projects expand and ways to help scientists address data management challenges as projects increase in scale and collaboration.
Upcoming events include an Adirondack Railroad Fall Foliage Trip on September 22nd, a 5K Fun Run hosted by BOSS on October 3rd, and a Clothing Give-Away Drop-Off event at ACS from October 1st-14th. Classes and workshops cover topics such as investing, photography, career fairs, cooking, and coping with deployment. Various youth programs and activities are also scheduled like a Skate Jam, Horseback Riding, and a Haunted Hayride.
Hci 590 Content Management Systems Week1 090330bhenkel
This document provides an introduction to content management systems (CMS) for a university course. It discusses the benefits of CMS for facilitating collaborative website building and management. The course will cover popular CMS tools like Drupal, WordPress, Joomla, and SharePoint, examining their strengths and how knowledge of these systems benefits user experience design. Students are assigned initial tasks of blogging about CMS and listing Drupal features.
There are seven disciplines that are essential for high performance: 1) goal setting through daily writing of goals, 2) planning and organizing each day's activities through making lists, 3) setting proper priorities on time usage, 4) concentrating single-mindedly on the most important tasks, 5) exercising regularly and eating properly to promote health, 6) continuous learning to use and grow the mind, and 7) making time each day for important relationships.
This document outlines the goals and structure of the NESSoS Network of Excellence on Engineering Secure Future Internet Software Services and Systems. The key goals are to create a long-lasting research community, integrate partner research agendas and tools, and spread excellence through education and training. The network brings together experts from 13 organizations across Europe to conduct research on secure software engineering, architectures, programming, and risk/cost-aware development processes. Integration activities include a virtual research lab and tool workbench. Research focuses on security requirements, architectures, programming, assurance, and application scenarios. Spread of excellence activities encompass education, training, dissemination and standardization.
El documento es una carta a una persona especial agradeciéndole por su amistad y apoyo. Le dice que es muy valiosa para los demás y que los hace sonreír con sus mensajes. La carta anima a esta persona a enviar mensajes a sus amigos para decirles lo importantes que son y así hacerlos sentir apreciados.
The document discusses innovation and successful business strategies. It outlines seven trends from a CSIRO report, including increased demand for resources, an aging population, and changing consumer expectations. It then discusses what success looks like, noting that 70% of Australia's top 100 companies from 1990 are no longer in the top 100. The document contrasts innovation, invention, ingenuity, and being innovative or inventive. It presents a model for innovation with three roles: seeing, thinking, and doing. It discusses different eras of innovation from brainstorming to thinking different to working different. Finally, it argues for creating success through connectedness and helping people realize their potential rather than just thinking differently.
The document discusses geobased augmented reality content management in the cloud. It describes HOPPALA's platform which allows for decoupling content creation from app development by providing tools for managing geospatial content, image rendering, and APIs. This democratizes content creation and provides a cross-platform solution with browser-based architecture that utilizes web services and protocols like ARML. Examples are given of 3D augmented reality projects created with HOPPALA's platform.
The document discusses geobased augmented reality content management in the cloud. It provides examples of augmentations created by HOPPALA including Hoppala Goes Easter 3D, Woombamania 3D, and a virtual public art project along the Berlin Wall. It also outlines the native development and browser architecture used to display augmentations, and provides examples of augmentation metadata formats.
This document appears to be a presentation about mobile augmented reality by Marc Rene Gardeya. It discusses several case studies and applications of augmented reality technology, including tourism in Rhone-Alpes, the German Yellow Pages, a public art project, a Quiznos campaign, social media applications, and games. It also covers topics like advertising, 3D spatial experiences, content management, consulting and training, future technologies, natural feature tracking, language translation, gesture control, augmented reality glasses, and hyperreality. The presentation emphasizes real world examples and provides insights from leaders in the technology industry.
The document discusses the history and future of augmented reality technology. It describes how augmented reality has progressed from science fiction to practical applications today through the use of mobile devices. Examples of current uses include tourism information overlays and interactive art projects. The document also outlines emerging technologies such as gesture controls, augmented reality glasses and hyperreality that will further integrate digital content into the real world in the future.
The document discusses mobile augmented reality and its applications for tourism. It provides examples of how augmented reality can be used to enhance tourism experiences through geocoded data overlays and virtual public art projects. Mobile augmented reality is described as a new medium that is widely distributed through smartphones and can be used to engage users through spatial, 3D experiences at specific locations.
This document discusses the history and future of augmented reality. It notes that augmented reality follows a similar progression to other new technologies and media, moving from a new category of devices to a new medium to mass distribution and becoming mainstream. The document outlines some current applications of augmented reality like virtual art installations and using internet content on TV. It envisions future augmented reality applications involving image and face recognition, gesture control, augmented reality glasses, and domestic robots.
This document discusses an augmented reality (AR) project at a school in San Diego. The project was built with AR technology and involved Patrick O'Shea, an assistant professor of instructional technology at Appalachian State University. The project website is listed as www.hoppala-agency.com.
This document discusses how to develop augmented reality layers for the Layar platform. It covers creating a developer account and linking it to a publisher account. Developers can then create layers by developing a layer service that returns hotspots in JSON format. Features like adding hotspots, actions, audio, video and 3D models are demonstrated. The document also mentions options for UI customization, animations, flexible refresh rates and using the Layar CMS instead of coding layers.
Marc René Gardeya is the Manager of Quality Assurance at Layar Reality Browser, which is a mobile app that uses augmented reality to overlay digital information and experiences onto the real world seen through a device's camera. The document outlines Layar's supported devices, how it works as an open platform for developers and users to create augmented reality layers, and how it has over 1 million users and partnerships with brands, developers, and content creators.
The document discusses the history and future of augmented reality technology. It notes that AR went through similar adoption phases to multimedia in the 1990s, gaining traction in 2009 and seeing massive growth and distribution in smartphones between 2009-2013. The document outlines the opportunities for AR content from brands, developers and users on the Layar open platform. It provides examples of AR layers for entertainment, art and games. It concludes by thanking the reader and promoting the company Hoppala and its founder.
The document discusses the history and future of augmented reality becoming a mass medium. It outlines how AR first emerged in the 1990s with multimedia PCs and phones, gained traction in the late 2000s with smartphones, and is now poised for mass adoption. The document argues we are at the point of "Mass Market" adoption, just as the web was in the late 1990s, and companies should start developing AR applications now.
This document discusses mobile augmented reality and how it works. It describes how augmented reality overlays digital information and 3D models onto the real world in real time using the camera on a mobile device. It provides examples of how augmented reality can be used for marketing, entertainment, art, and gaming. It also explains how developers can create augmented reality layers using Layar's open platform and APIs.
The document discusses geobased augmented reality content management in the cloud. It describes HOPPALA's platform which allows for decoupling content creation from app development by providing tools for managing geospatial content, image rendering, and APIs. This democratizes content creation and provides a cross-platform solution with browser-based architecture that utilizes web services and protocols like ARML. Examples are given of 3D augmented reality projects created with HOPPALA's platform.
The document discusses geobased augmented reality content management in the cloud. It provides examples of augmentations created by HOPPALA including Hoppala Goes Easter 3D, Woombamania 3D, and a virtual public art project along the Berlin Wall. It also outlines the native development and browser architecture used to display augmentations, and provides examples of augmentation metadata formats.
This document appears to be a presentation about mobile augmented reality by Marc Rene Gardeya. It discusses several case studies and applications of augmented reality technology, including tourism in Rhone-Alpes, the German Yellow Pages, a public art project, a Quiznos campaign, social media applications, and games. It also covers topics like advertising, 3D spatial experiences, content management, consulting and training, future technologies, natural feature tracking, language translation, gesture control, augmented reality glasses, and hyperreality. The presentation emphasizes real world examples and provides insights from leaders in the technology industry.
The document discusses the history and future of augmented reality technology. It describes how augmented reality has progressed from science fiction to practical applications today through the use of mobile devices. Examples of current uses include tourism information overlays and interactive art projects. The document also outlines emerging technologies such as gesture controls, augmented reality glasses and hyperreality that will further integrate digital content into the real world in the future.
The document discusses mobile augmented reality and its applications for tourism. It provides examples of how augmented reality can be used to enhance tourism experiences through geocoded data overlays and virtual public art projects. Mobile augmented reality is described as a new medium that is widely distributed through smartphones and can be used to engage users through spatial, 3D experiences at specific locations.
This document discusses the history and future of augmented reality. It notes that augmented reality follows a similar progression to other new technologies and media, moving from a new category of devices to a new medium to mass distribution and becoming mainstream. The document outlines some current applications of augmented reality like virtual art installations and using internet content on TV. It envisions future augmented reality applications involving image and face recognition, gesture control, augmented reality glasses, and domestic robots.
This document discusses an augmented reality (AR) project at a school in San Diego. The project was built with AR technology and involved Patrick O'Shea, an assistant professor of instructional technology at Appalachian State University. The project website is listed as www.hoppala-agency.com.
This document discusses how to develop augmented reality layers for the Layar platform. It covers creating a developer account and linking it to a publisher account. Developers can then create layers by developing a layer service that returns hotspots in JSON format. Features like adding hotspots, actions, audio, video and 3D models are demonstrated. The document also mentions options for UI customization, animations, flexible refresh rates and using the Layar CMS instead of coding layers.
Marc René Gardeya is the Manager of Quality Assurance at Layar Reality Browser, which is a mobile app that uses augmented reality to overlay digital information and experiences onto the real world seen through a device's camera. The document outlines Layar's supported devices, how it works as an open platform for developers and users to create augmented reality layers, and how it has over 1 million users and partnerships with brands, developers, and content creators.
The document discusses the history and future of augmented reality technology. It notes that AR went through similar adoption phases to multimedia in the 1990s, gaining traction in 2009 and seeing massive growth and distribution in smartphones between 2009-2013. The document outlines the opportunities for AR content from brands, developers and users on the Layar open platform. It provides examples of AR layers for entertainment, art and games. It concludes by thanking the reader and promoting the company Hoppala and its founder.
The document discusses the history and future of augmented reality becoming a mass medium. It outlines how AR first emerged in the 1990s with multimedia PCs and phones, gained traction in the late 2000s with smartphones, and is now poised for mass adoption. The document argues we are at the point of "Mass Market" adoption, just as the web was in the late 1990s, and companies should start developing AR applications now.
This document discusses mobile augmented reality and how it works. It describes how augmented reality overlays digital information and 3D models onto the real world in real time using the camera on a mobile device. It provides examples of how augmented reality can be used for marketing, entertainment, art, and gaming. It also explains how developers can create augmented reality layers using Layar's open platform and APIs.
13. 3D Ostereier weltweit
Eier verstecken im Web oder mobil...
...mit einem Gruß
an Deine Freunde
Happy easter!
in!
Lookin g forward to see you aga
www.hoppala.eu