Music History based on the Music Education, http://musiced.about.com
This slide is not made to present only music history on purpose. Just made for other purposes. So, some of the info are left out. Pls, find detail more by clicking the link from reference slide to get more resources.
An impactful approach to the Seven Deadly Sins you and your Brand should avoid on Social Media! From a humoristic approach to a modern-life analogy for Social Media and including everything in between, this deck is a compelling resource that will provide you with more than a few take-aways for your Brand!
How People Really Hold and Touch (their Phones)Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Presented at ConveyUX in Seattle, 7 Feb 2014
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
You are dumb at the internet. You don't know what will go viral. We don't either. But we are slighter less dumber. So here's a bunch of stuff we learned that will help you be less dumb too.
What 33 Successful Entrepreneurs Learned From FailureReferralCandy
Entrepreneurs encounter failure often. Successful entrepreneurs overcome failure and emerge wiser. We've taken 33 lessons about failure from Brian Honigman's article "33 Entrepreneurs Share Their Biggest Lessons Learned from Failure", illustrated them with statistics and a little story about entrepreneurship... in space!
SEO has changed a lot over the last two decades. We all know about Google Panda & Penguin, but did you know there was a time when search engine results were returned by humans? Crazy right? We take a trip down memory lane to chart some of the biggest events in SEO that have helped shape the industry today.
Inside this guide, you'll learn an insiders tips and techniques to getting into the marketing industry - no job applications necessary.
You'll learn what marketing really is, why you'll find a job easily, what entry level marketing jobs look like and four actionable things you can try right now to help get you into the marketing industry.
Visit Inbound.org and the Inbound.org/jobs community jobs board to find opportunities and connect with professional marketers from all over.
The What If Technique presented by Motivate DesignMotivate Design
Why "What If"...?
The What If Technique tackles the challenge of engaging a creative, disruptive mindset when it comes to design thinking and crafting innovative user experiences.
Thinking disruptively is a disruptive thing to do, which means it's a very hard thing to do, especially when you add in risk-averse business leaders and company cultures, who hold on tight to psychological blocks, corporate lore, and excuse personas that stifle creativity and possibilities (see www.motivatedesign.com/what-if for more details).
The What If Technique offers key steps, tools and examples to help you achieve incremental changes that promote disruptive thinking, overcome barriers to creativity, and lead to big, innovative differences for business leaders, companies, and ultimately user experiences and products.
Let's find out what's what together! Explore your "What Ifs" with us. See www.motivatedesign.com/what-if for details about the What If Technique, studio workshops, the book, case studies and more downloads--including a the sample chapter "Corporate Lore and Blocks to Creativity"
Connect with us @Motivate_Design
Inteligencia Artificial y Ciberseguridad.pdfEmilio Casbas
Recopilación de los puntos más interesantes de diversas presentaciones, desde los visionarios conceptos de Alan Turing, pasando por la paradoja de Hans Moravec y la descripcion de Singularidad de Max Tegmark, hasta los innovadores avances de ChatGPT, y de cómo la IA está transformando la seguridad digital y protegiendo nuestras vidas.
Music History based on the Music Education, http://musiced.about.com
This slide is not made to present only music history on purpose. Just made for other purposes. So, some of the info are left out. Pls, find detail more by clicking the link from reference slide to get more resources.
An impactful approach to the Seven Deadly Sins you and your Brand should avoid on Social Media! From a humoristic approach to a modern-life analogy for Social Media and including everything in between, this deck is a compelling resource that will provide you with more than a few take-aways for your Brand!
How People Really Hold and Touch (their Phones)Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Presented at ConveyUX in Seattle, 7 Feb 2014
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
You are dumb at the internet. You don't know what will go viral. We don't either. But we are slighter less dumber. So here's a bunch of stuff we learned that will help you be less dumb too.
What 33 Successful Entrepreneurs Learned From FailureReferralCandy
Entrepreneurs encounter failure often. Successful entrepreneurs overcome failure and emerge wiser. We've taken 33 lessons about failure from Brian Honigman's article "33 Entrepreneurs Share Their Biggest Lessons Learned from Failure", illustrated them with statistics and a little story about entrepreneurship... in space!
SEO has changed a lot over the last two decades. We all know about Google Panda & Penguin, but did you know there was a time when search engine results were returned by humans? Crazy right? We take a trip down memory lane to chart some of the biggest events in SEO that have helped shape the industry today.
Inside this guide, you'll learn an insiders tips and techniques to getting into the marketing industry - no job applications necessary.
You'll learn what marketing really is, why you'll find a job easily, what entry level marketing jobs look like and four actionable things you can try right now to help get you into the marketing industry.
Visit Inbound.org and the Inbound.org/jobs community jobs board to find opportunities and connect with professional marketers from all over.
The What If Technique presented by Motivate DesignMotivate Design
Why "What If"...?
The What If Technique tackles the challenge of engaging a creative, disruptive mindset when it comes to design thinking and crafting innovative user experiences.
Thinking disruptively is a disruptive thing to do, which means it's a very hard thing to do, especially when you add in risk-averse business leaders and company cultures, who hold on tight to psychological blocks, corporate lore, and excuse personas that stifle creativity and possibilities (see www.motivatedesign.com/what-if for more details).
The What If Technique offers key steps, tools and examples to help you achieve incremental changes that promote disruptive thinking, overcome barriers to creativity, and lead to big, innovative differences for business leaders, companies, and ultimately user experiences and products.
Let's find out what's what together! Explore your "What Ifs" with us. See www.motivatedesign.com/what-if for details about the What If Technique, studio workshops, the book, case studies and more downloads--including a the sample chapter "Corporate Lore and Blocks to Creativity"
Connect with us @Motivate_Design
Inteligencia Artificial y Ciberseguridad.pdfEmilio Casbas
Recopilación de los puntos más interesantes de diversas presentaciones, desde los visionarios conceptos de Alan Turing, pasando por la paradoja de Hans Moravec y la descripcion de Singularidad de Max Tegmark, hasta los innovadores avances de ChatGPT, y de cómo la IA está transformando la seguridad digital y protegiendo nuestras vidas.
Índice del libro "Big Data: Tecnologías para arquitecturas Data-Centric" de 0...Telefónica
Índice del libro "Big Data: Tecnologías para arquitecturas Data-Centric" de 0xWord escrito por Ibón Reinoso ( https://mypublicinbox.com/IBhone ) con Prólogo de Chema Alonso ( https://mypublicinbox.com/ChemaAlonso ). Puedes comprarlo aquí: https://0xword.com/es/libros/233-big-data-tecnologias-para-arquitecturas-data-centric.html
Las lámparas de alta intensidad de descarga o lámparas de descarga de alta in...espinozaernesto427
Las lámparas de alta intensidad de descarga o lámparas de descarga de alta intensidad son un tipo de lámpara eléctrica de descarga de gas que produce luz por medio de un arco eléctrico entre electrodos de tungsteno alojados dentro de un tubo de alúmina o cuarzo moldeado translúcido o transparente.
lámparas más eficientes del mercado, debido a su menor consumo y por la cantidad de luz que emiten. Adquieren una vida útil de hasta 50.000 horas y no generan calor alguna. Si quieres cambiar la iluminación de tu hogar para hacerla mucho más eficiente, ¡esta es tu mejor opción!
Las nuevas lámparas de descarga de alta intensidad producen más luz visible por unidad de energía eléctrica consumida que las lámparas fluorescentes e incandescentes, ya que una mayor proporción de su radiación es luz visible, en contraste con la infrarroja. Sin embargo, la salida de lúmenes de la iluminación HID puede deteriorarse hasta en un 70% durante 10,000 horas de funcionamiento.
Muchos vehículos modernos usan bombillas HID para los principales sistemas de iluminación, aunque algunas aplicaciones ahora están pasando de bombillas HID a tecnología LED y láser.1 Modelos de lámparas van desde las típicas lámparas de 35 a 100 W de los autos, a las de más de 15 kW que se utilizan en los proyectores de cines IMAX.
Esta tecnología HID no es nueva y fue demostrada por primera vez por Francis Hauksbee en 1705. Lámpara de Nernst.
Lámpara incandescente.
Lámpara de descarga. Lámpara fluorescente. Lámpara fluorescente compacta. Lámpara de haluro metálico. Lámpara de vapor de sodio. Lámpara de vapor de mercurio. Lámpara de neón. Lámpara de deuterio. Lámpara xenón.
Lámpara LED.
Lámpara de plasma.
Flash (fotografía) Las lámparas de descarga de alta intensidad (HID) son un tipo de lámparas de descarga de gas muy utilizadas en la industria de la iluminación. Estas lámparas producen luz creando un arco eléctrico entre dos electrodos a través de un gas ionizado. Las lámparas HID son conocidas por su gran eficacia a la hora de convertir la electricidad en luz y por su larga vida útil.
A diferencia de las luces fluorescentes, que necesitan un recubrimiento de fósforo para emitir luz visible, las lámparas HID no necesitan ningún recubrimiento en el interior de sus tubos. El propio arco eléctrico emite luz visible. Sin embargo, algunas lámparas de halogenuros metálicos y muchas lámparas de vapor de mercurio tienen un recubrimiento de fósforo en el interior de la bombilla para mejorar el espectro luminoso y reproducción cromática. Las lámparas HID están disponibles en varias potencias, que van desde los 25 vatios de las lámparas de halogenuros metálicos autobalastradas y los 35 vatios de las lámparas de vapor de sodio de alta intensidad hasta los 1.000 vatios de las lámparas de vapor de mercurio y vapor de sodio de alta intensidad, e incluso hasta los 1.500 vatios de las lámparas de halogenuros metálicos.
Las lámparas HID requieren un equipo de control especial llamado balasto para funcionar
(PROYECTO) Límites entre el Arte, los Medios de Comunicación y la Informáticavazquezgarciajesusma
En este proyecto de investigación nos adentraremos en el fascinante mundo de la intersección entre el arte y los medios de comunicación en el campo de la informática.
La rápida evolución de la tecnología ha llevado a una fusión cada vez más estrecha entre el arte y los medios digitales, generando nuevas formas de expresión y comunicación.
Continuando con el desarrollo de nuestro proyecto haremos uso del método inductivo porque organizamos nuestra investigación a la particular a lo general. El diseño metodológico del trabajo es no experimental y transversal ya que no existe manipulación deliberada de las variables ni de la situación, si no que se observa los fundamental y como se dan en su contestó natural para después analizarlos.
El diseño es transversal porque los datos se recolectan en un solo momento y su propósito es describir variables y analizar su interrelación, solo se desea saber la incidencia y el valor de uno o más variables, el diseño será descriptivo porque se requiere establecer relación entre dos o más de estás.
Mediante una encuesta recopilamos la información de este proyecto los alumnos tengan conocimiento de la evolución del arte y los medios de comunicación en la información y su importancia para la institución.