The document summarizes the topics covered in weeks 5-15 of a course on social media. Week 5 focuses on the difference between the wisdom of crowds and collective intelligence, discussing how crowds can produce intelligent results through decentralized and independent judgments. Week 6 covers participation levels in social media, noting that while the percentage of participatory users is growing, most people only consume content rather than contribute. Week 14 discusses issues around ethics, labor, and control of user-generated content in social networks and online communities.
Escaping the age of speed: New Paradigms of Learning as Impacted by Social Te...Teemu Arina
This document discusses how social technologies are impacting new paradigms of learning and escaping the age of speed. It argues that the past focused on speed and repetition rather than learning and innovation. But now, with tools like blogs, wikis and feeds, learning can happen in real-time through social interaction and participation. True innovation is emerging from bottom-up and collaborative processes, not top-down control. The connected human of the future ("Homo Contextus") can distribute cognition virtually without physical limitations, escaping the confines of traditional schooling models.
20130123 Crowdsourcing [hamilton library u of hi]Frederick Zarndt
The document discusses crowdsourcing and provides examples of popular crowdsourcing applications and websites. It defines key concepts in crowdsourcing like citizen science, crowdfunding, and crowdlearning. Examples provided include Galaxy Zoo, Kickstarter, Duolingo, and Mechanical Turk. Traffic and usage statistics from Alexa are presented for several crowdsourcing sites to illustrate their popularity and reach on the internet.
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
The document discusses challenges and opportunities for data management in citizen science projects. It identifies developing data management plans, establishing data policies, developing supporting cyberinfrastructure or technology platforms, and ensuring data quality as key issues. A survey of citizen science projects found the greatest dissatisfaction with processes for sharing data and presenting results, but that data management planning was better than average. Top priorities for improvement included tools for analyzing, visualizing, documenting and describing data, as well as training. The presentation calls on USGS to lead by example in promoting data sharing, developing clear and reusable policies and platforms, and demonstrating best practices for data quality.
The following is an erratic thought-experiment to place the significant, incremental technologies required to produce true, emergent Artificial Intelligence (AI). It is a culmination of thousands of hours of discussions and parallel-thought experiments I've had with Tristan and others over the past 5 years. It is a work in progress and dates are approximate. If you have any further ideas, thoughts or feedback, please contact me via my blog. I'd love to hear from you!
Unity in the Classroom for Creating VR Sims and EdugamesSeriousGamesAssoc
David Renton, Upper School Computer Science Teacher / Technology Integrator | Porter-Gaud School
Unity in the Classroom for Creating VR Sims and Edugames
The session will cover how Unity and C# can be used in the classroom to teach coding and digital design via the creation of games (including edugames) and Virtual Reality simulations. The presenter will share how he has used it in the past 2 years in the classroom and give examples of student work. He will also go over the hardware and software requirements, including how he has used the cheaper Mixed Reality headsets, from Microsoft partners such as HP and Lenovo, to develop for SteamVR, meaning the VR simulations will also run on HTC Vive. He will also have at least one Mixed Reality headset with him so that attendees can try out some of the student developed VR simulations at the end.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
The Charity Engine is a project that harnesses the unused computing power of internet-connected computers and devices around the world to form a volunteer computing grid. This grid would be over 10 times more powerful than the world's fastest supercomputers combined. The Charity Engine aims to incentivize participation through regular $1 million prize drawings for volunteers. It would also donate $1 million regularly to top international charities. With just 2% of the world's PCs participating, the Charity Engine grid could transform scientific and medical research while having minimal costs and environmental impact by utilizing existing hardware.
A presentation by Richard Buchanan and Adam Crowe to students attending the Michigan State University: Study Abroad 2012: Mass Media in the UK programme.
1. The document discusses the rise of social sharing and online communities. Massively multiplayer online games like World of Warcraft have millions of users collaborating and socializing online.
2. Social networks have evolved from linking individuals to focusing on sharing objects. Sites like Flickr, YouTube, and Delicious allow people to share photos, videos, bookmarks and connect through shared content rather than direct links.
3. When designing for social sharing, systems should make sharing personally useful and valuable for users. Sites thrive when they satisfy personal needs and desires for expression, status, and play rather than relying solely on altruism.
101: Crowdsourcing vs Wisdom of the Crowdpeter bihr
Crowdsourcing involves outsourcing tasks traditionally performed by employees to a large group of people through an open call. It is a process with the goal of distributing workload. Wisdom of the crowd involves aggregating the collective opinions of individuals rather than experts to answer questions. It aims for higher quality outputs by combining knowledge. Both phenomena involve people working together online and turning consumers into producers. Crowdsourcing can enable the wisdom of the crowd but does not require it.
The document discusses several principles of wise crowds and decision making:
1) Groups do not need exceptionally intelligent individuals and madness is more common in groups than individuals.
2) The best decisions come from disagreement, not consensus or compromise.
3) For groups to be wise, there must be diversity of opinions, independence, decentralization, and aggregation of private judgments.
4) Encouraging incorrect guesses can paradoxically make groups smarter by introducing more diversity of opinions.
Trying to convince your organization that social tools are a must to survive in business today? Not having success? Use this presentation, it worked on my executives and hopefully, it will work on yours as well.
Harnessing Collective Intelligence: Shifting Power To The EdgeMike Gotta
Socially-oriented systems create inter-connections across groups and communities that enable workers to leverage the collective intelligence of an organization. Sense-making tools and decision-making systems are more critical than ever before but need to be re-invented for a net-centric environment.
Kaleidoscope is a project that allows readers to create new interpretations of classic books by remixing and recontextualizing passages. It presents excerpts from Pride and Prejudice, Little Women, and Lady Chatterley's Lover. The project aims to engage an audience and supporters while distributing the remixed works through various media platforms. Visitors to the Kaleidoscope website are invited to participate in transforming beloved stories through a process similar to looking through a kaleidoscope and seeing patterns change with small adjustments.
Collective intelligence relies on the contributions of individuals working together as a group. It emerges from the collaboration and synergy between group members. While collective intelligence can produce results greater than any individual, it also faces potential pitfalls like groupthink, social dilemmas, and coordination failures that inhibit its effectiveness. Proper incentives and structures are needed to maximize collective intelligence by encouraging diversity, participation, and coordination among group members.
Design Principles For Online Collective Intelligencescottblanc
This document discusses design principles for online collective intelligence. It outlines basic building blocks like participating agents, knowledge artifacts, and collaboration mechanisms. It also discusses how humans and machines can cooperate to enhance collective IQ. Some key principles discussed are openness, how knowledge is synthesized and shared, searchability, and how to foster continued evolution of the system. The goal is to maximize collective intelligence by measuring its level and using it to evaluate design choices.
TRIZ is a methodology for systematic problem solving based on extensive research of inventions and patents. It provides benefits like reducing trial and error, finding compromise-free solutions, and predicting technology evolution. Key concepts of TRIZ include the laws of technological system evolution, contradictions that cause problems, and principles for resolving contradictions. TRIZ uses tools like the contradiction matrix and ARIZ algorithm to analyze problems and generate innovative solutions by applying separation principles and other heuristics. TRIZ has been adapted for use in solving IT problems by developing analogous concepts tailored for the IT domain.
The document discusses the concept of "wisdom of crowds" and whether crowds can be wise. It outlines four conditions necessary for a crowd to be wise: diversity of opinion, independence, decentralization, and aggregation. Good examples provided are Google search results, the stock market over time, and open source software projects. However, it notes that aggregation is difficult and crowds work at their own pace, so the "wise" answer may take time. It also questions whether publishers can benefit from wisdom of crowds.
The document discusses the importance of proper planning for e-business and avoiding the mistakes of dot-com companies. It provides advice on developing a business plan, IT strategy, governance structure, and vision statement. It also discusses the use of portals and web services to facilitate e-commerce activities and information sharing.
Ensemble Learning: The Wisdom of Crowds (of Machines)Lior Rokach
This document discusses ensemble learning methods. It begins by introducing the concept of ensemble learning, which involves combining multiple learning algorithms to obtain better predictive performance than could be obtained from any of the constituent learning algorithms alone. It then discusses several popular ensemble methods, including boosting, bagging, random forests, and DECORATE. Boosting works by iteratively training weak learners on reweighted versions of the data to focus on examples that previous learners misclassified. Bagging trains learners on randomly sampled subsets of the data and combines them by averaging or voting. Random forests add additional randomness to bagging. DECORATE improves ensembles by adding artificial training examples to encourage diversity.
Collective Intelligence
- Introduction
- Collective Intelligence
- Creative Research Practices
- Why you should take the course
- Assignment 1
- Feedback
This document provides a summary of key findings from a 2014 ecommerce marketing report. Some of the main findings include:
- Inbound marketing adoption is on the rise, with 60% of companies practicing inbound marketing. B2B companies have a higher adoption rate at 60% compared to 54% for B2C.
- Blogging is becoming more common, with 67% of companies having a blog. Frequent blogging at least once a week correlates with higher ROI.
- Many marketers are shifting focus to pre-transactional conversions rather than just transactions. Educational content in particular leads to higher ROI.
- Abandoned cart recovery is an area needing improvement, with 60% of e
Netflix began as a DVD rental business but transitioned to a streaming video model as that technology advanced. It uses data mining of customers' viewing habits to make personalized recommendations about new content customers might enjoy. Various consumer behavior models attempt to explain purchasing decisions based on demographic and psychological factors. Online purchasing follows a similar decision process to offline purchasing in terms of need recognition, information search, evaluation of options, and post-purchase evaluation. E-commerce companies track online behaviors like browsing history through cookies and other files in order to better target marketing communications.
Prediction markets are a tool for collecting and aggregating opinion using market principles. Enterprise prediction markets are in use in 100-200 large organizations for project management and revenue forecasting. Public prediction markets are used for event prediction (election results, product sales, box office receipts).
Distilling the crowd: the next evolutionary step in crowd wisdomMRS
This document discusses using prediction protocols and distilling expert crowds to improve market research forecasting abilities. Traditional polling often has errors of 2-5% while prediction markets can magnify errors. The author details experiments using prediction tasks to isolate superforecasters, finding some individuals can predict box office results and prices with 60%+ accuracy. Applying these techniques to market research could provide more accurate predictions than typical methods. Key challenges include the effort required to identify and calibrate expert predictors.
TRIZ is a theory of inventive problem solving developed by Genrich Altshuller based on analysis of thousands of patents. The key concepts of TRIZ include resolving contradictions, using resources efficiently, and understanding patterns of technical evolution. TRIZ provides a systematic methodology to problem solving that leverages these patterns and principles rather than relying solely on trial and error or brainstorming.
The document discusses Peter Senge's book "The Fifth Discipline" which argues that learning organizations require five core disciplines - systems thinking, personal mastery, mental models, shared vision, and team learning. It provides definitions and explanations of these disciplines, with a focus on systems thinking involving understanding organizational patterns and leveraging them, and personal mastery as continually expanding one's ability to achieve desired results through commitment to truth. The disciplines together can help organizations adapt to changing environments through improved learning.
This document provides an overview of various e-business models, including storefront, auction, portal, dynamic pricing, B2B exchange, and other models. It describes key aspects of each model such as how they work, examples of companies that use each model, and technologies that support the models. The document is presented by Khalid Khan from the Department of Computer Science at the University of Peshawar.
Prediction markets are a tool for collecting and aggregating opinion using market principles. Enterprise prediction markets (social business intelligence) are in use in 100-200 large organizations for project management and revenue forecasting. Consumer prediction markets are becoming widely used for event prediction (election results, product sales, box office receipts).
Seduction Of The Swarm: Understanding patterns of online participationKevin Lim
I was invited to give an online guest lecture on emerging web technology. I chose to build on the collective intelligence series I've been working on, so I'll be presenting this LIVE via Google Docs and Skype. This invitation came from an Information Systems instructor at the Robert H. Smith School of Business, University of Maryland College Park.
See full blog post about this presentation at http://theory.isthereason.com/?p=1982
1) The document discusses how social networks and Web 2.0 tools can positively transform research, teaching, and service for academics if they build serious academic lives online.
2) It explores concepts like knowledge, the human thought process, coding languages, and how media and society have shifted with increased access to digital tools and networks.
3) Examples are provided of how networks can increase the power of audiences, support learning, and enable teaching/learning online through meaningful collaboration and sharing of information.
Deep learning in the Age of DistractionAlec Couros
This document discusses deep learning in the age of digital distraction. It notes that today's social and mobile reality features vast amounts of online content and connectivity. However, some argue that constant connectivity may be leading to shallow thinking. The document discusses debates around the idea of "digital natives" and examines how youth use social media to socialize and express identity. It provides examples of how multimedia tools can enable deep learning when used to collaborate, give voice, make connections, and engage in lifelong learning networks. The document suggests key ideas around deep learning include sharing, audience, identity, and relationships in a digital world.
This document summarizes a presentation about open scholarship and connected learning. It discusses how knowledge is acquired and shared, from human thought to various coding languages. It also examines shifts towards more open and collaborative models of learning, including the rise of open content online and network literacies. Key barriers like power and control are addressed. The importance of collaboration, critical thinking, and questioning established ideas are emphasized in developing 21st century learning networks.
This document discusses shifts towards digital fluency and embracing change in education. It notes that children are immersed in digital technologies from a young age, but the idea of "digital natives" is inaccurate as access and opportunities vary. It defines digital fluency as using technologies readily and strategically for learning, work and play. Communicating, connecting and collaborating online requires network literacies and understanding how networks function. Examples show using relevant modes, the power of global audiences, utilizing networks, and teaching/learning online. Embracing change involves planning for technology renewal, evaluating emerging technologies, responsible use policies, embracing free and open resources, understanding privacy and citizenship issues online.
Presentation to National Academy of Science workshop on Public Response to Alerts and Warnings Using Social Media. I argued that the citizen science model, in which volunteers contribute to substantive scientific research, is a great model for how to involve the general public in making accurate, actionable social media posts (Twitter, Twitvid, Facebook) that first responders can use to direct their efforts in a disaster.
1. The document discusses several topics related to network analysis including predictors of tie strength, how long mobile data is needed to predict mobility patterns, the relationship between network diversity and economic development, and how information spreads across multiple types of networks.
2. One section finds that 14 days of mobile data is needed to accurately predict mobility patterns and extract reasonable communication networks.
3. Another section discusses how diverse personal networks are linked to stronger local economies and that network structure can balance exploration and exploitation of ideas.
This keynote presentation discusses using an alternate reality game (ARG) to teach a class about digital literacy, creativity, and curiosity. The instructor worked with students over 12 weeks to solve puzzles and clues related to a fictional character named Rufi Franzen. Students collaborated online and worked to unravel the mystery. In the finale, the class revealed a video they created about Rufi that was shown on a large screen in a famous city. Student feedback showed the ARG approach was a transformative learning experience that developed their problem-solving, collaboration, and engagement with course material.
The document discusses Lora Aroyo's work on crowdsourcing and human annotation. It outlines 7 myths about human annotation that influence how data is collected, and argues that disagreement among annotators is valuable rather than something to reduce. It presents Aroyo's work developing CrowdTruth, which aims to revise theories of truth for annotated data. The document also briefly describes some of Aroyo's projects involving crowdsourcing medical relations, collaborations between CrowdTruth and IBM Watson, and the growth of the CrowdTruth team over time.
The document discusses using web 2.0 tools to improve collaboration and information sharing for disaster risk reduction and civil protection. It notes that citizens can act as sensors by sharing geolocated alerts and reports, which can help monitor situations. The proposed doctoral project aims to set up a web/mobile application called Geodata4all to create a shared map where different groups can collaborate by exchanging data, knowledge, and analysis in real time. This could include sending alerts and communications. The goal is to foster more resilient communities through open sharing of geoscience information.
This document discusses how social networks and openness are transforming teaching and learning. It highlights how tools like social media allow academics to more openly share their work and connect with peers and students. It also discusses the rise of open access to information, open journal publishing models, and how knowledge is becoming more freely shared. The document advocates for more open and connected models of teaching that take advantage of global online learning networks and communities.
The Future of Insights – Immerse, Co-create, Breakthrough - Dina Mehta, Convo...India Social
Trends in insights and data include:
1) Data is now ubiquitous, accessible in real-time from many sources.
2) Social media allows new ways for people to negotiate culture and share opinions.
3) Consumers make decisions through complex influences from both online and offline sources.
Traditional research methods are struggling to keep up with these changes. New approaches are needed to gather insights from diverse online and real-world communities.
This document discusses the concepts of information literacy, digital information fluency, and "media fluency". It argues that the current focus on teaching media production skills alone is an "epic fail" and that we should instead focus on developing "medium fluency" or "meta-medium fluency", which is the ability to understand and work with digital media and information as flexible tools and environments. The document provides several examples and perspectives to support this idea and concludes with three discussion questions about how to support the development of medium and meta-medium fluency in students.
Cutting the trees of knowledge: social software, information architechture & ...NoNeedforInk
Presentation on Week 9 reading: 'Cutting the trees of knowledge: social software, information architechture & their epistemic consequences' by Michael Schiltz, Frederik Truyen, and Hans Coppens.
Many experts say the rise of embedded and wearable computing will bring the next revolution in digital technology. They say the upsides are enhanced health, convenience, productivity, safety, and more useful information for people/organizations. At KMWorld Confererence, Lee Rainie shares the latest findings from Pew Research about the internet and puts it into organizational context with the expanding Internet of Things.
The Myth of the Digital Native: Why Generational Stereotyping Won’t Improve S...Fred Mindlin
This document summarizes and critiques the concept of "digital natives" put forward by Marc Prensky. It argues that while today's students are adept digital consumers, mastery requires a deeper understanding and critical thinking skills to evaluate online information. Simply using technology does not make one an expert. Students need guidance to develop skills like judgment, evaluating sources, and understanding context. Technology integration should allow for student creativity and not just consumption. Overall generational stereotypes do not reflect the diversity of skills among students and all can benefit from developing critical digital literacy.
Similar to Wisdom of the Crowd vs. Collective Intelligence. (20)
This document announces a panel discussion titled "Situated Exploitation? From Mobile Playgrounds to Sweatshop City!" featuring four speakers. The panel will discuss the shift from mobile playgrounds to sweatshop labor in cities. It provides details on the date, time, and location of the event at the Cabinet venue in Brooklyn, New York. Links and images related to topics like crowdsourcing, digital labor, and sweatshops are also included.
From the Telegraph to ARPANET. “Alternative” Networks, Counter Culture, the I...The New School
The document discusses the history and development of computer networking from the 18th century through the 1970s. It covers early experiments with electrical connections between devices in the 1700s, the development of packet switching and proposals for distributed networks in the 1960s, and the creation of the ARPANET network connecting four universities in 1969, which was an early precursor to the modern Internet. It also references various other related technologies and networks from this era.
The Expropriation of Digital Labor and What to Do About ItThe New School
The document discusses the expropriation of digital labor and potential solutions. It notes that billions of people participate online without realizing they are generating value, such as by generating metadata, gold farming, or improving search engines through clicks. This digital labor is often exploited by large platforms. Potential responses include promoting data portability, supporting non-profit platforms and free/open source software, unionization of digital workers, and hacks or artistic resistance against platforms.
This document provides information about the first conference in a series on the politics of digital media called "The Internet as Playground and Factory". The conference was held from November 12-14, 2009 at The New School in New York City and brought together about 100 activists, scholars, artists and experts to discuss how hundreds of millions of people make their life energy available to a handful of businesses through social networking and other online activities. Preceding events addressed changing concepts of labor and crowdsourcing. Future conferences will focus on themes like online education and international Internet cultures and activism.
This course examines the role of technology in political activism. It discusses how social media has impacted authoritarian regimes and whether it can enable long-term activist campaigns. Key issues include social media's ability to quickly report events and organize protests, though setting up blogs only helps if people post despite risks of arrest. The impact of social media is less significant in the US than transitioning countries. Case studies of specific tools and campaigns will be compared to analyze their affordances and limitations within different political contexts.
The Israel-Gaza Conflict: Social Media Become the Informational Front LineThe New School
This document discusses how social media became the main source of information about the Israel-Gaza conflict due to restrictions on traditional media access. It provides examples of YouTube videos, tweets, blogs and online games used by both sides to share information and perspectives with the global public. The document also examines how social media can function as a public forum and tool for political activism and debates issues around objectivity and narrative framing in user-generated content from conflicts.
Week # 2 Social Media: Histories of the InternetThe New School
The document provides an overview of the history and development of the Internet from the 1940s through the 1980s. It discusses early computer networks like ARPANET and key developments like the creation of email in 1971. Important concepts in networking like packet switching were developed in the 1960s. Standards like TCP/IP emerged in the 1970s allowing for greater connectivity. Bulletin board systems and early online communities in the 1970s-80s helped popularize networking before the commercial internet. The document covers many pioneers and innovations that paved the way for the interconnected world we see today.
The document outlines the syllabus and schedule for a 15-week course on participation literacy. The course covers topics like blogging, social networking, sharing media, and collaboration. It is divided into 6 sections: Conversation, Sharing, Collective Action, Attention, Collaboration, and Social Bookmarking. Each week focuses on readings, assignments, and group projects related to emerging technologies and participation online. Requirements include weekly blog responses, assignments on tools like RSS and Twitter, and a group project in Second Life.
The document discusses various motivations for participation on the Social Web based on a survey conducted by the author. The survey found that the most common activities were reading, browsing photos, watching videos, and commenting. Other frequent motivations included communication, sharing, self-expression, collaboration, access to information, relaxation, and finding entertainment. The document also discusses how participation can satisfy needs for group belonging, social capital, emotional support, and contributing to the greater good.
Benchmarking Sustainability: Neurosciences and AI Tech Research in Macau - Ke...Alvaro Barbosa
In this talk we will review recent research work carried out at the University of Saint Joseph and its partners in Macao. The focus of this research is in application of Artificial Intelligence and neuro sensing technology in the development of new ways to engage with brands and consumers from a business and design perspective. In addition we will review how these technologies impact resilience and how the University benchmarks these results against global standards in Sustainable Development.
Lecture Notes Unit4 Chapter13 users , roles and privilegesMurugan146644
Description:
Welcome to the comprehensive guide on Relational Database Management System (RDBMS) concepts, tailored for final year B.Sc. Computer Science students affiliated with Alagappa University. This document covers fundamental principles and advanced topics in RDBMS, offering a structured approach to understanding databases in the context of modern computing. PDF content is prepared from the text book Learn Oracle 8I by JOSE A RAMALHO.
Key Topics Covered:
Main Topic : USERS, Roles and Privileges
In Oracle databases, users are individuals or applications that interact with the database. Each user is assigned specific roles, which are collections of privileges that define their access levels and capabilities. Privileges are permissions granted to users or roles, allowing actions like creating tables, executing procedures, or querying data. Properly managing users, roles, and privileges is essential for maintaining security and ensuring that users have appropriate access to database resources, thus supporting effective data management and integrity within the Oracle environment.
Sub-Topic :
Definition of User, User Creation Commands, Grant Command, Deleting a user, Privileges, System privileges and object privileges, Grant Object Privileges, Viewing a users, Revoke Object Privileges, Creation of Role, Granting privileges and roles to role, View the roles of a user , Deleting a role
Target Audience:
Final year B.Sc. Computer Science students at Alagappa University seeking a solid foundation in RDBMS principles for academic and practical applications.
URL for previous slides
chapter 8,9 and 10 : https://www.slideshare.net/slideshow/lecture_notes_unit4_chapter_8_9_10_rdbms-for-the-students-affiliated-by-alagappa-university/270123800
Chapter 11 Sequence: https://www.slideshare.net/slideshow/sequnces-lecture_notes_unit4_chapter11_sequence/270134792
Chapter 12 View : https://www.slideshare.net/slideshow/rdbms-lecture-notes-unit4-chapter12-view/270199683
About the Author:
Dr. S. Murugan is Associate Professor at Alagappa Government Arts College, Karaikudi. With 23 years of teaching experience in the field of Computer Science, Dr. S. Murugan has a passion for simplifying complex concepts in database management.
Disclaimer:
This document is intended for educational purposes only. The content presented here reflects the author’s understanding in the field of RDBMS as of 2024.
Dr. Nasir Mustafa CERTIFICATE OF APPRECIATION "NEUROANATOMY"Dr. Nasir Mustafa
CERTIFICATE OF APPRECIATION
"NEUROANATOMY"
DURING THE JOINT ONLINE LECTURE SERIES HELD BY
KUTAISI UNIVERSITY (GEORGIA) AND ISTANBUL GELISIM UNIVERSITY (TURKEY)
FROM JUNE 10TH TO JUNE 14TH, 2024
APM event held on 9 July in Bristol.
Speaker: Roy Millard
The SWWE Regional Network were very pleased to welcome back to Bristol Roy Millard, of APM’s Assurance Interest Group on 9 July 2024, to talk about project reviews and hopefully answer all your questions.
Roy outlined his extensive career and his experience in setting up the APM’s Assurance Specific Interest Group, as they were known then.
Using Mentimeter, he asked a number of questions of the audience about their experience of project reviews and what they wanted to know.
Roy discussed what a project review was and examined a number of definitions, including APM’s Bok: “Project reviews take place throughout the project life cycle to check the likely or actual achievement of the objectives specified in the project management plan”
Why do we do project reviews? Different stakeholders will have different views about this, but usually it is about providing confidence that the project will deliver the expected outputs and benefits, that it is under control.
There are many types of project reviews, including peer reviews, internal audit, National Audit Office, IPA, etc.
Roy discussed the principles behind the Three Lines of Defence Model:, First line looks at management controls, policies, procedures, Second line at compliance, such as Gate reviews, QA, to check that controls are being followed, and third Line is independent external reviews for the organisations Board, such as Internal Audit or NAO audit.
Factors which affect project reviews include the scope, level of independence, customer of the review, team composition and time.
Project Audits are a special type of project review. They are generally more independent, formal with clear processes and audit trails, with a greater emphasis on compliance. Project reviews are generally more flexible and informal, but should be evidence based and have some level of independence.
Roy looked at 2 examples of where reviews went wrong, London Underground Sub-Surface Upgrade signalling contract, and London’s Garden Bridge. The former had poor 3 lines of defence, no internal audit and weak procurement skills, the latter was a Boris Johnson vanity project with no proper governance due to Johnson’s pressure and interference.
Roy discussed the principles of assurance reviews from APM’s Guide to Integrated Assurance (Free to Members), which include: independence, accountability, risk based, and impact, etc
Human factors are important in project reviews. The skills and knowledge of the review team, building trust with the project team to avoid defensiveness, body language, and team dynamics, which can only be assessed face to face, active listening, flexibility and objectively.
Click here for further content: https://www.apm.org.uk/news/a-beginner-s-guide-to-project-reviews-everything-you-wanted-to-know-but-were-too-afraid-to-ask/
How To Sell Hamster Kombat Coin In Pre-marketSikandar Ali
How To Sell Hamster Kombat Coin In Pre Market
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Search for cryptocurrency boards, social media groups (like Discord or Telegram), or special pre-market buying and selling structures wherein new crypto cash are traded. You can search for forums or companies that focus on new or lesser-acknowledged coins.
Join the Right Communities: If you are no longer already a member, be a part of those groups. Be active, share helpful statistics, and display which you recognize your stuff.
Post Your Offer: Once you experience comfortable and feature come to be a acquainted face, put up your offer to sell Hamster Kombat Coin. Be honest about how plenty you have got and the price you need.
Be short to reply to any questions capability customers may have. They may need to realize how the coin works, its destiny capability, or technical details. Make positive you have got the answers equipped.
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How To Sell Hamster Kombat Coin In Pre Market
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Stay in Touch: After the sale, check in with the customer to ensure they were given the coins. If viable, leave feedback in the network to expose you’re truthful.
How To Sell Hamster Kombat Coin In Pre Market
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1. Social Media week5
Wisdom of the Crowd
Versus Collective
Intelligence
updated last: March 09
Trebor Scholz | LCST 2031 A | Spring 2009
2. What You Need To Know About This Course
week 1 Histories of the Internet
week 2 Histories of the Internet and World Wide Web
week 3
Social Media, Cyber Clustering, and Social Isolation
week 4 Participation: Benefits, Numbers, and Quality
week 5 Wisdom of the Crowd Versus Collective Intelligence
The Web 2.0 Ideology
week 7
week 6 Art and Social Media
Spring Break
week 8
Political Net Activism
week 9
What Does It Take To Participate?
Why Participate?
week 10
Got Ethics? Labor, Work, What?
week 11 week 14
The Power of Users
week 13 Net Neutrality
week 12 Near Future Scenarios
week 15
Presentations
Trebor Scholz | LCST 2031 A | Spring 2009
3. Monday:
Who Cares? Social Media in Numbers. The Benefits.
Required Reading:
Rosen, Jay. quot;PressThink: The People Formerly Known as the Audience.quot; Department of Journalism
at New York University. 27 Jun 2006. 16 Jul 2007
<http://journalism.nyu.edu/pubzone/weblogs/pressthink/2006/06/27/ppl_frmr.html>.
Wednesday:
Wisdom of the Crowd versus Collective Intelligence. The Wisdom or Ineptitude of Internet Users
Required Reading:
Lanier, Jaron. quot;Edge; DIGITAL MAOISM: The Hazards of the New Online Collectivism By Jaron Lanier.quot;
Edge. 30 May 2006. 31 Jul 2007 <http://www.edge.org/3rd_culture/lanier06/lanier06_index.html>.
quot;Reactions to Digital Maoism. Many-to-Many:.quot; Many-to-Many:. 3 Feb 2006. 27 Jun 2007
<http://many.corante.com/archives/2006/06/07/reactions_to_digital_maoism.php>.
4. What is the difference between quot;collective intelligencequot;
and quot;the wisdom of crowdsquot;?
http://tinyurl.com/2gk6jv
5. What is the difference between the
Wisdom of Crowds and Collective Intelligence?
6. ...aggregating anonymously
produced quantifiable data
“There are four key qualities that make a crowd smart. It needs to be diverse, so that people are bringing
different pieces of information to the table. It needs to be decentralized, so that no one at the top is
dictating the crowd's answer. It needs a way of summarizing people's opinions into one collective verdict.
And the people in the crowd need to be independent, so that they pay attention mostly to their own
information, and not worrying about what everyone around them thinks.”
http://www.randomhouse.com/features/wisdomofcrowds/Q&A.html
“the aggregation of information in groups, [results] in decisions that…are often better than could have
been made by any single member of the group.”
-The Wisdom of Crowds, James Surowiecki
8. Does the Wisdom of Crowds work for politics?
quot;given a large enough and varied
population offering up their best
estimates of quantity or probability, the
average of all responses will be more
accurate than any given individual
response.quot;(1)
http://www.intrade.com/
quot;The [Intrade] markets offer a great way to track the market-based consensus on political and current events. People put real money on the line in making
predictions, which is better than snap judgments in opinion polls or no-stakes views of pundits.quot;
Tom Gallagher, ISI Group
(1) http://www.henryjenkins.org/2006/11/collective_intelligence_vs_the.html
10. When you run SETI@home (Search for Extra-Terrestrial Intelligence) on your computer,
it will use part of the computer's CPU power, disk space, and network bandwidth. You
can control how much of your resources are used by SETI@home, and when it uses
them.
http://setiathome.berkeley.edu/info.php
12. The Wisdom of the Crowd does not work for art.
http://www.youtube.com/watch?v=w2xUzv6iZWo
> 50 million views
Top 10 YouTube Videos of All Time
#2. Avril Lavigne's Girlfriend
Lavigne circulated versions of this video
in various languages
Chinese Version
http://www.youtube.com/watch?v=fjPto9MlseM
Czech version
http://www.youtube.com/watch?v=fjPto9MlseM
Avril Lavigne - Girlfriend (Portugese Version)
http://www.youtube.com/watch?v=PqAlMCMbapk
Avril Lavigne Girlfriend Novia en Español
http://www.youtube.com/watch?v=tSDMj_74OyU
13. Collective Intelligence
“networked culture gives rise to new structures of power which stem from the ability of diverse
groups of people to pool knowledge, collaborate through research, debate interpretations, and
through such a collaborative process, refine their understanding of the world.”
Henry Jenkins http://www.henryjenkins.org/2006/11/collective_intelligence_vs_the.html
-share information
-correct, evaluate each other's contributions
-reach consensus
14. John Udellsʼ screen cast shows the gradual refinement of a Wikipedia article-- collective intelligence at work.
http://weblog.infoworld.com/udell/gems/umlaut.html
18. Tapping into the wisdom of crowds through game play
“What he showed was a mockup of a Star Wars Galaxies medical
screen, displaying real medical imagery. Players were challenged to
advance as doctors by diagnosing the cancers displayed, in an effort to
capture the wisdom of crowds. The result? A typical gamer was found to
be able to diagnose accurately at 60% of the rate of a trained
pathologist. Pile 30 gamers on top of one another, and the averaged
result is equivalent to that of a pathologist — with a total investment of
around 60-100 hours per player.”
-- Ralph Koster
http://www.raphkoster.com/2006/01/04/treating-players-like-numbers/
21. The Random Pick of the Day
Do you mind exposing yourself to
random links by people you don’t know?
22. Consensus Web Filters
The Importance of What We Care About
(What Do We Pay Attention To?)
“babyman,” a Digg.com power user, disproportionally determines what gets attention on the site
Andrew Sorcini, a.k.a. Mr. Baby Man on Digg.com,
joined Digg on December 27, 2005. Since then he
“dugg” 106,266 stories, commented on 2,052
stories, submitted 10,349 stories, made 2,848
Text stories popular, gained 11,095 fans, and had his
profile viewed 262,813 times.
http://digg.com/users/MrBabyMan
23. Not everybody contributes.
The participatory segment of Web 2.0 as a percentage of all
users on the web increased from 2% in 2005 to 12% in 2007,
resulting in a growth of 668%
“150000 videos are uploaded to YouTube per day (Wesch 2008).
Between 1 and 2 million photos are uploaded to Flickr each day
(Flickr main page)”
http://mediatedcultures.net/ksudigg/?p=163
http://tinyurl.com/27fvsb
http://tinyurl.com/24997v