LEADER 03632nam 2200529 450 001 9910797164803321 005 20230402222608.0 010 $a1-60728-647-5 010 $a1-56286-909-4 035 $a(CKB)3710000000412651 035 $a(SSID)ssj0001595564 035 $a(PQKBManifestationID)16295887 035 $a(PQKBTitleCode)TC0001595564 035 $a(PQKBWorkID)12841677 035 $a(PQKB)11377624 035 $a(MiAaPQ)EBC7171298 035 $a(Au-PeEL)EBL7171298 035 $a(CaSebORM)9781607286479 035 $a(EXLCZ)993710000000412651 100 $a20230402d2014 uy 0 101 0 $aeng 135 $aurunu||||| 181 $ctxt 182 $cc 183 $acr 200 10$aBig learning data /$fElliott Masie 205 $a1st edition 210 1$aAlexandria, Virginia :$cASTD Press,$d[2014] 210 4$d©2014 215 $a1 online resource (1 volume) $cillustrations 300 $aIncludes index. 320 $aIncludes bibliographical references. 327 $aIntro -- Title -- Copyright -- Dedication, Elliott Masie -- Foreword, Tony Bingham -- Introduction, Bob Baker -- SECTION 1 Big Learning Data and Data Analysis Are Important -- Ch1 On Big Learning Data: Thoughts From Elliott Masie, Elliot Masie -- Ch2 Why Are Big Learning Data and Data Analytics Important?, Nigel Paine -- Ch3 The Skills and Mindset Required for Big Learning Data, Donald H Taylor -- SECTION II Impacts on People in the Learning Field -- Ch4 Big Learning Data and Training Programs: Start Small to Go Big and Go Big to Go Long, Tom King -- Ch5 Big Learning Data: Three Roles of the Learning Leader, Coley O'Brien -- Ch6 Stakeholder Perspectives and Needs for Big Learning Data, Rahul Varma, Dan Bielenberg, Dana Alan Koch -- Ch7 Avoiding the Dangers of Big Learning Data, A.D. Detrick -- Ch8 Big Learning Data Risks: Privacy, Transparency, Culture, and Silly Data, Elliott Masie -- SECTION III Approaches to Big Learning Data -- Ch9 Case Study: It's Bigger Than Big Data- Metrics and Measurement Without a Strategy Is Just Data, Nickole Hansen, Peggy Parskey, Jennifer O'Brien -- Ch10 Case Study: Big Data, Big Difference in Training and Development, Jeff Losey -- Ch11 Case Study: Points for the Training Scoreboard, Ben Morrison -- Ch12 Case Study: Big Learning Data Sources and Analytics, Doug Armstrong -- Ch13 A Perspective From K-12: A View From the U.S. Department of Education on Big Learning Data in K-12 -- Epilogue: Moving Forward, Bob Baker -- About the Authors. 330 $aIn today?s wired world, we interact with millions of pieces of information every day. Capturing that information and making sense of it is the revolutionary impact of big data on business?and on learning. Thought leader Elliott Masie and Learning CONSORTIUM Members bring a powerful new book to the T&D profession. They provide a SWOT analysis of big data and implications for learning and development professionals. Big learning data is at your fingertips. You need to know why it matters. Find out where to start with big learning data. Think differently about the data you have. Understand the risks that come with big data. Solve problems using the new perspectives and measurement support that big learning data provides. 606 $aBig data 606 $aEmployees$xTraining of 615 0$aBig data. 615 0$aEmployees$xTraining of. 676 $a658.3124 700 $aMasie$b Elliott$01577294 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910797164803321 996 $aBig learning data$93855807 997 $aUNINA LEADER 05832nam 22007095 450 001 9910298991003321 005 20200701170839.0 010 $a1-4939-0965-7 024 7 $a10.1007/978-1-4939-0965-0 035 $a(CKB)3710000000214433 035 $a(EBL)1803024 035 $a(SSID)ssj0001338437 035 $a(PQKBManifestationID)11780362 035 $a(PQKBTitleCode)TC0001338437 035 $a(PQKBWorkID)11338363 035 $a(PQKB)10030595 035 $a(MiAaPQ)EBC1803024 035 $a(DE-He213)978-1-4939-0965-0 035 $a(PPN)180621793 035 $a(EXLCZ)993710000000214433 100 $a20140801d2014 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aDigital Da Vinci $eComputers in the Arts and Sciences /$fedited by Newton Lee 205 $a1st ed. 2014. 210 1$aNew York, NY :$cSpringer New York :$cImprint: Springer,$d2014. 215 $a1 online resource (303 p.) 300 $aDescription based upon print version of record. 311 $a1-322-13313-1 311 $a1-4939-0964-9 320 $aIncludes bibliographical references at the end of each chapters and index. 327 $aFrom a Pin-Up Girl to Star Trek's Holodeck: Artificial Intelligence and Cyborgs -- Experimental Creative Practices -- Repeating Circles, Changing Stars: Learning from the Medieval Art of Visual Computation -- Brain, Technology and Creativity, Brainart: A BCI-Based Entertainment Tool to Enact Creativity and Create Drawing From Cerebral Rhythms -- Video Ergo Sum: An Artist's Thoughts on Inventing with Computer Technology in the Creation of Artworks -- Wasting Time? Art, Science and New Experience, Examining the Artwork, Know More (House of Commons) -- The Information Train -- The Quartic Process Model for Developing Serious Games: 'Green My Place' Case Study -- 3-D Manufacturing: The Beginning of Common Creativity Revolution -- Recursive Digital Fabrication of Trans-Phenomenal Artifacts -- Human-Robotic Interaction in Prepare Environments: Introducing an Element of Surprise by Reassigning Identities in Familiar Objects -- The Message of Media Machines. 330 $a?Science is art,? said Regina Dugan, senior executive at Google and former director of DARPA. ?It is the process of creating something that never exists before. ... It makes us ask new questions about ourselves, others; about ethics, the future.? This second volume of the Digital Da Vinci book series leads the discussions on the world?s first computer art in the 1950s and the actualization of Star Trek?s holodeck in the future with the help of artificial intelligence and cyborgs. In this book, Gavin Sade describes experimental creative practices that bring together arts, science and technology in imaginative ways; Mine Özkar expounds visual computation for good designs based on repetition and variation; Raffaella Folgieri, Claudio Lucchiari, Marco Granato and Daniele Grechi introduce BrainArt, a brain-computer interface that allows users to create drawings using their own cerebral rhythms; Nathan Cohen explores artificially created spaces that enhance spatial awareness and challenge our perception of what we encounter; Keith Armstrong discusses embodied experiences that affect the mind and body of participating audiences; Diomidis Spinellis uses Etoys and Squeak in a scientific experiment to teach the concept of physical computing; Benjamin Cowley explains the massively multiplayer online game ?Green My Place? aimed at achieving behavior transformation in energy awareness; Robert Niewiadomski and Dennis Anderson portray 3-D manufacturing as the beginning of common creativity revolution; Stephen Barrass takes 3-D printing to another dimension by fabricating an object from a sound recording; Mari Velonaki examines the element of surprise and touch sensing in human-robot interaction; and Roman Danylak surveys the media machines in light of Marshall McLuhan?s dictum ?the medium is the message.? Digital Da Vinci: Computers in the Arts and Sciences is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman. 606 $aMultimedia systems 606 $aArtificial intelligence 606 $aUser interfaces (Computer systems) 606 $aApplication software 606 $aMathematics 606 $aMultimedia Information Systems$3https://scigraph.springernature.com/ontologies/product-market-codes/I18059 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aComputer Appl. in Arts and Humanities$3https://scigraph.springernature.com/ontologies/product-market-codes/I23036 606 $aMathematics in Art and Architecture$3https://scigraph.springernature.com/ontologies/product-market-codes/M34000 615 0$aMultimedia systems. 615 0$aArtificial intelligence. 615 0$aUser interfaces (Computer systems) 615 0$aApplication software. 615 0$aMathematics. 615 14$aMultimedia Information Systems. 615 24$aArtificial Intelligence. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aComputer Appl. in Arts and Humanities. 615 24$aMathematics in Art and Architecture. 676 $a006.3 702 $aLee$b Newton$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a9910298991003321 996 $aDigital Da Vinci$91918837 997 $aUNINA