The document discusses audience profiles for three different movies: The Lego Movie, Love Actually, and Iron Man 3.
For The Lego Movie, the primary audience is children aged 3-12, as it is animated with child-friendly humor and singing. The secondary audience is the parents of these children aged 22+ who must accompany children under 12.
For Love Actually, the primary audience is women aged 24+ as it is a romantic Christmas movie. The secondary audience is the boyfriends of women who see the movie.
For Iron Man 3, the primary audience is teenagers and adults aged 15+ who enjoy Marvel superhero movies. The secondary audience is women and older people aged 16+ who may be less interested
Our media product uses conventions from the film "Se7en" to create mystery and tension through an opening sequence where the main character's face is never shown, similar to Se7en. It represents the target demographic of males aged 16-19 who showed interest in mystery genres in a survey. It would likely be distributed by a small British company like Film4 and released in cinemas for two weeks then on DVD, as we could not access major studio backing or actors.
The document proposes a new interactive game show called "YouPlay" targeted at teenagers aged 13-17. Some key points:
- The game show would quiz contestants on fiction TV shows using technology like iPads to engage its target demographic.
- Elements like building suspense around unrevealed topics, gaining/losing points for correct/incorrect answers, and winning signed merchandise as prizes are meant to excite audiences.
- An engaging host, unique selling point, and dramatic elements are discussed as important to any game show's success.
- Interactivity is emphasized, such as through social media accounts, audience participation in picking TV show topics, and video/online game versions for further engagement.
7 Things You Should Know About 2nd Screen InteractionAlan Wolk
油
Originally presented at Screen DIgest's Future of Digital Media event in London, this deck is the next salvo from KIT digital's Alan Wolk in his attempt to infuse common sense into the discussion around second screen.
This document contains a student's responses to questions about their media coursework project evaluating their opening sequence. The student explains that they drew inspiration from the film Se7en but changed elements to make it unique. They represent dangerous and criminal social groups similar to films like Se7en and Hannibal. The student believes their product would be distributed by small British film companies like the BBC due to its smaller scale. Their target audience is identified as males aged 16-19 based on an online survey. Elements of mystery are used to attract this audience and keep them engaged. The student notes they have learned about using new technologies like iMovie in the process and how their skills have progressed since their preliminary task.
The document summarizes the key stages and learnings from a project researching and producing an online web series called "Lines." It discusses researching different types of performances and shows. It then covers planning the web series, including splitting into groups with defined roles. The first three episodes are summarized, including developing characters, storylines and addressing audience feedback between episodes. Overall, the document reflects on the process of producing the online series and what was learned.
A YouTube Case Study. How YouTube works? How it became world's third most popular website in the world? How it all started? From YouTube in 2004 to 2014.
The document discusses how various media technologies were used at different stages of creating a documentary and ancillary materials, including using YouTube and PowerPoint for research, Sony HD cameras and Apple computers for filming and editing, and InDesign, Photoshop, and scanners for constructing the ancillary materials.
Master Youtube influence Handbook: A Practical Guide to Building a Successful Channel" is a book that provides practical tips and strategies for starting and growing a successful YouTube channel. The book covers a wide range of topics, including how to come up with ideas for videos, how to create engaging content, how to optimize your channel for search and discovery, and how to monetize your channel through sponsorships and advertising.
The book is written by an experienced YouTube creator who has successfully built a large following on the platform and has learned firsthand what it takes to create a successful channel. The book is filled with real-world examples and case studies to help you understand the concepts and apply them to your own channel.
Whether you're just starting out on YouTube or looking to take your existing channel to the next level, "Master YouTube influence Handbook" is an essential resource for anyone looking to build a successful YouTube channel
The document discusses how a film targeted 15-19 year old men and women by creating Facebook and Twitter pages to market through social media. It explains that social media is effective at targeting teenagers. The film aims to appeal to its target audience through novelty props that recall youth, and relatable characters similar to those in The Breakfast Club. Audience feedback from a survey showed the film opening was enjoyed by most respondents in the target age range.
Master YouTube Influence is a new powerful eBook that reveals the money-making possibilities of becoming a YouTube influencer. Readers of the eBook will learn that there are a number of influencers on YouTube that are earning significant incomes.
The eBook explains that YouTube influencers are sought out by sponsors who will pay well. There is a step-by-step process in this eBook to become a YouTube influencer that readers can follow. This explains in detail what they need to do to get started in the best way.
The eBook explains different monetization strategies for YouTube influencers. Readers will learn that they do not require millions of subscribers to be considered for sponsorship and advertising. Monitoring and recording the growth of a YouTube channel is explained and the key metrics that potential sponsors will look out for when choosing partners on the platform.
Readers of this eBook will learn how they can be proactive in finding sponsors and advertisers for their YouTube channel. They will learn how to find potential sponsors and the best way to approach them.
The eBook also discusses other ways that a YouTube influencer can monetize their channel. These include signing up for the YouTube Partner Program for a share of advertising revenues and promoting products and services in videos as an affiliate to earn commissions.
Video games have enjoyed sustained economic and cultural success for nearly four decades, with their success often attributed to their interactive nature: passive audiences become active users with a vested stake in the on-screen experience. However, as games continue their evolution from singular challenge/skill puzzles to narrative-rich virtual worlds, the manner in which we play and are affected by this play has been called into question. Specifically, given that users do not have an unlimited ability to process stimuli, one might challenge the implicit assumption that gamers interact with and are influenced by all on-screen content in a similar fashion. The following presentation outlines emerging theory and research into the ways in which gamers attend to different on-screen content, and how this implicit and explicit attention can impact the overall entertainment experience.
(An audio recording of the talk will be made available at: http://iutelecomgrad.wordpress.com/)
Joe Setley on Building and Engaging a Worldwide Boxing Fan Base for Top Rank ...Neil Horowitz
油
On episode 275 of the Digital and Social Media Sports Podcast, Neil chatted with Joe Setley, Senior Director of Social Media and Content Strategy for Top Rank Boxing
What follows is a collection of snippets from the podcast. To hear the full interview and more, check out the podcast on all podcast platforms and at www.dsmsports.net
From an analysis of survey questions about audience preferences:
The target audience is 11-17 year old heterosexual females who prefer crime thriller films with female leads. They watch trailers online, especially YouTube, before seeing films and want trailers to show the storyline through dialog and plot twists. Trailers should be around 2 minutes with loud, upbeat music to engage this demographic. This information will guide the filmmakers' promotion of the independent film through an online release and tailored marketing.
This document summarizes the responses to a questionnaire sent to students to help determine the target audience for a pop music video. It shows that the target audience is primarily female aged 16-18 who listen to music on the radio and streaming services to relax. Respondents preferred creative, catchy videos with narratives over repetitive performance videos and said bad lyrics and tunes make for poor videos. Most respondents used Netflix/Amazon and social media, indicating those should be promotion platforms for the video.
MICHELLE KEMPNER - SO HOW DOES BUZZFEED DO THIS?Hilary Ip
油
The document outlines 5 steps to crush a platform by listening to audience signals and continually experimenting and iterating content. Step 1 is to listen to what the platform emphasizes, like YouTube's focus on watch time over views. Step 2 is to also not just listen and think differently, like how Snapchat focuses on quality over what's most popular. Step 3 is to read between the lines on platform changes, like how Buzzfeed realized short, engaging videos would thrive on Facebook's autoplay changes. Step 4 is to set up frameworks to rapidly test ideas. Step 5 is to closely examine data from tests to inform new experiments and iterations. Tasty videos and Worth It are used as examples that followed this process of listening, thinking differently
The document summarizes the responses to questions about a media opening project. It describes how the opening used conventions from the film "Se7en" to create mystery and tension without revealing the main character's face. The target audience is identified as males aged 16-19 based on a survey, and the opening aims to attract its audience by keeping them guessing through mystery. The document also reflects on what was learned about using new technologies like iMovie and the importance of camera angles, shots, and mise-en-scene in progressing from the preliminary task to the final product.
The document discusses feedback received on a music video and ancillary texts. A questionnaire was conducted with a cross-section of society, including those in their target age group of teens. Feedback on the trailer was overall positive, with most saying they would watch the film. Surveys on the poster and website also received mainly positive feedback, with some minor suggested improvements but the majority indicating no changes were needed. Based on the feedback and reception theory, the audience seemed to connect well with the relatable story and characters.
Sarah-Jane Creek evaluated the viewing of the opening sequence of her film "On The Run" by having two people, Gracia and Ashley, watch it. She observed and recorded their facial expressions and reactions. Gracia and Ashley seemed to enjoy the opening sequence, laughing at parts intended to be comedic. Sarah-Jane used this viewing to get feedback on how the target teenage audience responded to the opening of her comedy/action film about three teenage boys who rob a bank.
2005 feels like yesterday, but a lot has changed since then. More than you might think. And a lot faster too. That's why we've made this overview of how technology has shaped our lives and attitudes since '05. Take this trip down memory lane with us, bask in the nostalgia and make sure you're ready for whatever 2025 has to offer.
Locked is a game show that will test teams' abilities in fast-paced decision making, teamwork, and individual performance. The show consists of 3 rounds. In Round 1, one team member is blindfolded and must find keys around a room with help from their teammates' directions. Round 2 involves answering questions based on the key colors, with teammates or the audience able to provide clues or answers. Round 3 locks all team members in a cage that can only be opened with the correct 3 keys in 1 minute. The show aims to entertain audiences while challenging contestants mentally and physically.
The document provides an overview of the history of social networks from 2003 to 2017. It discusses the early social networks that focused on connecting existing friends and sharing information. Over time, social media evolved to encourage sharing of one's life through photos and video on platforms like Facebook, YouTube, and Instagram. Users began curating more polished online personas and social media became a way to gain influence and income through content creation and advertising.
After my stint in an OTT company (some time in May 2017), I had given a presentation at a mid-sized services firm (which focuses on serving companies in video delivery). This is that presentation.
It covers:
1) Brief History of Video (last 100 years)
2) Macro Trends - Bottenecks going away, Flow of money
3) Evolution of Content Formats
4) Wardley's value chain mapping
5) Consumer Behavior
6) Emerging Markets
7) VR, AR, IOT and AI
This document summarizes the learning and improvements from a student's preliminary media project to their final full media product. The student learned important editing skills in iMovie, including correcting lighting, adding background music, and creating tension. They applied techniques like shot reverse shot and used mise-en-scene more effectively to represent the characters. Overall, the final product was more polished, interesting, and better achieved the intended atmosphere compared to the preliminary task.
The media product is a low-budget thriller film that subverts some common thriller conventions. It features a female teenage killer rather than the usual male killer, giving the female character more power. The target audience is adults aged 15-30, especially those interested in thriller films. To attract this audience, the film leaves many plot points unanswered and uses social media to gather feedback on how to improve.
The document discusses how the media product used conventions from the documentary "Supersize Me" including interviews with professionals and presenting facts and statistics. It also discusses how effective the combination of the documentary, double page spread, and radio trail were at engaging the target audience. Feedback from audiences suggested improving the documentary by reducing still images. Research and planning utilized storyboarding, online research, and blogging, while filming required learning camera and microphone use and editing was done using Final Cut Express.
This article is developed by the students of AISD3 (socialising) group of Ahlcon International School for EUMIND Project which depicts the comparison of their research results with Pont School, Netherlands
The document discusses how various media technologies were used at different stages of creating a documentary and ancillary materials, including using YouTube and PowerPoint for research, Sony HD cameras and Apple computers for filming and editing, and InDesign, Photoshop, and scanners for constructing the ancillary materials.
Master Youtube influence Handbook: A Practical Guide to Building a Successful Channel" is a book that provides practical tips and strategies for starting and growing a successful YouTube channel. The book covers a wide range of topics, including how to come up with ideas for videos, how to create engaging content, how to optimize your channel for search and discovery, and how to monetize your channel through sponsorships and advertising.
The book is written by an experienced YouTube creator who has successfully built a large following on the platform and has learned firsthand what it takes to create a successful channel. The book is filled with real-world examples and case studies to help you understand the concepts and apply them to your own channel.
Whether you're just starting out on YouTube or looking to take your existing channel to the next level, "Master YouTube influence Handbook" is an essential resource for anyone looking to build a successful YouTube channel
The document discusses how a film targeted 15-19 year old men and women by creating Facebook and Twitter pages to market through social media. It explains that social media is effective at targeting teenagers. The film aims to appeal to its target audience through novelty props that recall youth, and relatable characters similar to those in The Breakfast Club. Audience feedback from a survey showed the film opening was enjoyed by most respondents in the target age range.
Master YouTube Influence is a new powerful eBook that reveals the money-making possibilities of becoming a YouTube influencer. Readers of the eBook will learn that there are a number of influencers on YouTube that are earning significant incomes.
The eBook explains that YouTube influencers are sought out by sponsors who will pay well. There is a step-by-step process in this eBook to become a YouTube influencer that readers can follow. This explains in detail what they need to do to get started in the best way.
The eBook explains different monetization strategies for YouTube influencers. Readers will learn that they do not require millions of subscribers to be considered for sponsorship and advertising. Monitoring and recording the growth of a YouTube channel is explained and the key metrics that potential sponsors will look out for when choosing partners on the platform.
Readers of this eBook will learn how they can be proactive in finding sponsors and advertisers for their YouTube channel. They will learn how to find potential sponsors and the best way to approach them.
The eBook also discusses other ways that a YouTube influencer can monetize their channel. These include signing up for the YouTube Partner Program for a share of advertising revenues and promoting products and services in videos as an affiliate to earn commissions.
Video games have enjoyed sustained economic and cultural success for nearly four decades, with their success often attributed to their interactive nature: passive audiences become active users with a vested stake in the on-screen experience. However, as games continue their evolution from singular challenge/skill puzzles to narrative-rich virtual worlds, the manner in which we play and are affected by this play has been called into question. Specifically, given that users do not have an unlimited ability to process stimuli, one might challenge the implicit assumption that gamers interact with and are influenced by all on-screen content in a similar fashion. The following presentation outlines emerging theory and research into the ways in which gamers attend to different on-screen content, and how this implicit and explicit attention can impact the overall entertainment experience.
(An audio recording of the talk will be made available at: http://iutelecomgrad.wordpress.com/)
Joe Setley on Building and Engaging a Worldwide Boxing Fan Base for Top Rank ...Neil Horowitz
油
On episode 275 of the Digital and Social Media Sports Podcast, Neil chatted with Joe Setley, Senior Director of Social Media and Content Strategy for Top Rank Boxing
What follows is a collection of snippets from the podcast. To hear the full interview and more, check out the podcast on all podcast platforms and at www.dsmsports.net
From an analysis of survey questions about audience preferences:
The target audience is 11-17 year old heterosexual females who prefer crime thriller films with female leads. They watch trailers online, especially YouTube, before seeing films and want trailers to show the storyline through dialog and plot twists. Trailers should be around 2 minutes with loud, upbeat music to engage this demographic. This information will guide the filmmakers' promotion of the independent film through an online release and tailored marketing.
This document summarizes the responses to a questionnaire sent to students to help determine the target audience for a pop music video. It shows that the target audience is primarily female aged 16-18 who listen to music on the radio and streaming services to relax. Respondents preferred creative, catchy videos with narratives over repetitive performance videos and said bad lyrics and tunes make for poor videos. Most respondents used Netflix/Amazon and social media, indicating those should be promotion platforms for the video.
MICHELLE KEMPNER - SO HOW DOES BUZZFEED DO THIS?Hilary Ip
油
The document outlines 5 steps to crush a platform by listening to audience signals and continually experimenting and iterating content. Step 1 is to listen to what the platform emphasizes, like YouTube's focus on watch time over views. Step 2 is to also not just listen and think differently, like how Snapchat focuses on quality over what's most popular. Step 3 is to read between the lines on platform changes, like how Buzzfeed realized short, engaging videos would thrive on Facebook's autoplay changes. Step 4 is to set up frameworks to rapidly test ideas. Step 5 is to closely examine data from tests to inform new experiments and iterations. Tasty videos and Worth It are used as examples that followed this process of listening, thinking differently
The document summarizes the responses to questions about a media opening project. It describes how the opening used conventions from the film "Se7en" to create mystery and tension without revealing the main character's face. The target audience is identified as males aged 16-19 based on a survey, and the opening aims to attract its audience by keeping them guessing through mystery. The document also reflects on what was learned about using new technologies like iMovie and the importance of camera angles, shots, and mise-en-scene in progressing from the preliminary task to the final product.
The document discusses feedback received on a music video and ancillary texts. A questionnaire was conducted with a cross-section of society, including those in their target age group of teens. Feedback on the trailer was overall positive, with most saying they would watch the film. Surveys on the poster and website also received mainly positive feedback, with some minor suggested improvements but the majority indicating no changes were needed. Based on the feedback and reception theory, the audience seemed to connect well with the relatable story and characters.
Sarah-Jane Creek evaluated the viewing of the opening sequence of her film "On The Run" by having two people, Gracia and Ashley, watch it. She observed and recorded their facial expressions and reactions. Gracia and Ashley seemed to enjoy the opening sequence, laughing at parts intended to be comedic. Sarah-Jane used this viewing to get feedback on how the target teenage audience responded to the opening of her comedy/action film about three teenage boys who rob a bank.
2005 feels like yesterday, but a lot has changed since then. More than you might think. And a lot faster too. That's why we've made this overview of how technology has shaped our lives and attitudes since '05. Take this trip down memory lane with us, bask in the nostalgia and make sure you're ready for whatever 2025 has to offer.
Locked is a game show that will test teams' abilities in fast-paced decision making, teamwork, and individual performance. The show consists of 3 rounds. In Round 1, one team member is blindfolded and must find keys around a room with help from their teammates' directions. Round 2 involves answering questions based on the key colors, with teammates or the audience able to provide clues or answers. Round 3 locks all team members in a cage that can only be opened with the correct 3 keys in 1 minute. The show aims to entertain audiences while challenging contestants mentally and physically.
The document provides an overview of the history of social networks from 2003 to 2017. It discusses the early social networks that focused on connecting existing friends and sharing information. Over time, social media evolved to encourage sharing of one's life through photos and video on platforms like Facebook, YouTube, and Instagram. Users began curating more polished online personas and social media became a way to gain influence and income through content creation and advertising.
After my stint in an OTT company (some time in May 2017), I had given a presentation at a mid-sized services firm (which focuses on serving companies in video delivery). This is that presentation.
It covers:
1) Brief History of Video (last 100 years)
2) Macro Trends - Bottenecks going away, Flow of money
3) Evolution of Content Formats
4) Wardley's value chain mapping
5) Consumer Behavior
6) Emerging Markets
7) VR, AR, IOT and AI
This document summarizes the learning and improvements from a student's preliminary media project to their final full media product. The student learned important editing skills in iMovie, including correcting lighting, adding background music, and creating tension. They applied techniques like shot reverse shot and used mise-en-scene more effectively to represent the characters. Overall, the final product was more polished, interesting, and better achieved the intended atmosphere compared to the preliminary task.
The media product is a low-budget thriller film that subverts some common thriller conventions. It features a female teenage killer rather than the usual male killer, giving the female character more power. The target audience is adults aged 15-30, especially those interested in thriller films. To attract this audience, the film leaves many plot points unanswered and uses social media to gather feedback on how to improve.
The document discusses how the media product used conventions from the documentary "Supersize Me" including interviews with professionals and presenting facts and statistics. It also discusses how effective the combination of the documentary, double page spread, and radio trail were at engaging the target audience. Feedback from audiences suggested improving the documentary by reducing still images. Research and planning utilized storyboarding, online research, and blogging, while filming required learning camera and microphone use and editing was done using Final Cut Express.
This article is developed by the students of AISD3 (socialising) group of Ahlcon International School for EUMIND Project which depicts the comparison of their research results with Pont School, Netherlands
This document contains details from Rachit's interview, including his responses to questions about using computers and the internet at school. Some key points from Rachit's responses are:
- He uses computers at school for learning software, improving understanding of lessons, and submitting projects through cloud storage.
- Computers and the internet help him find answers to questions frequently.
- Using computers improves lesson standards by making content easier to understand and providing references.
- His school uses smart boards but they can be time-consuming and prone to technical errors.
This article is developed by the students of AISD2 (Change) group of Ahlcon International School for EUMIND Project which depicts the comparison of their research results with Pont School, Netherlands.
Statistics
The document contains interviews from several individuals on the topic of digital integrity. It includes the names, ages, and responses to questions from Bhavya, Karan, Abhiudhya, Atul, Ritika, Ritik, and Kushal on issues like the importance of digital integrity, how it affects children's lives, its necessity for countries and parents, and potential restrictions on students' digital use.
This document summarizes an interview with Rachit about computer and internet use at school. Some key points:
- Rachit uses computers for learning software, improving understanding of lessons, and submitting projects online. The internet is used as a reference tool.
- Rachit uses computers frequently and finds they usually help answer questions. Smart boards make lessons easier to understand but can have technical issues.
- Mobile phones are not allowed at school as they cause distractions. Rachit feels computers at school should only be used for educational purposes. Etiquette like proper use and care of devices is important.
The document contains interviews from multiple people on how digital technology has changed their lives. Some key points:
- Technology saves people's time and makes their work easier, though it shouldn't make them lazy.
- Digital life has reduced wasted time and made work easier to do from anywhere.
- Older family members are helped with digital technology.
- The future of technology is expected to develop rapidly and help people even in old age, possibly with human-sized robots.
Prelims of Kaun TALHA : a Travel, Architecture, Lifestyle, Heritage and Activism quiz, organized by Conquiztadors, the Quiz society of Sri Venkateswara College under their annual quizzing fest El Dorado 2025.
Blind Spots in AI and Formulation Science Knowledge Pyramid (Updated Perspect...Ajaz Hussain
油
This presentation delves into the systemic blind spots within pharmaceutical science and regulatory systems, emphasizing the significance of "inactive ingredients" and their influence on therapeutic equivalence. These blind spots, indicative of normalized systemic failures, go beyond mere chance occurrences and are ingrained deeply enough to compromise decision-making processes and erode trust.
Historical instances like the 1938 FD&C Act and the Generic Drug Scandals underscore how crisis-triggered reforms often fail to address the fundamental issues, perpetuating inefficiencies and hazards.
The narrative advocates a shift from reactive crisis management to proactive, adaptable systems prioritizing continuous enhancement. Key hurdles involve challenging outdated assumptions regarding bioavailability, inadequately funded research ventures, and the impact of vague language in regulatory frameworks.
The rise of large language models (LLMs) presents promising solutions, albeit with accompanying risks necessitating thorough validation and seamless integration.
Tackling these blind spots demands a holistic approach, embracing adaptive learning and a steadfast commitment to self-improvement. By nurturing curiosity, refining regulatory terminology, and judiciously harnessing new technologies, the pharmaceutical sector can progress towards better public health service delivery and ensure the safety, efficacy, and real-world impact of drug products.
Research & Research Methods: Basic Concepts and Types.pptxDr. Sarita Anand
油
This ppt has been made for the students pursuing PG in social science and humanities like M.Ed., M.A. (Education), Ph.D. Scholars. It will be also beneficial for the teachers and other faculty members interested in research and teaching research concepts.
SOCIAL CHANGE(a change in the institutional and normative structure of societ...DrNidhiAgarwal
油
This PPT is showing the effect of social changes in human life and it is very understandable to the students with easy language.in this contents are Itroduction, definition,Factors affecting social changes ,Main technological factors, Social change and stress , what is eustress and how social changes give impact of the human's life.
How to use Init Hooks in Odoo 18 - Odoo 際際滷sCeline George
油
In this slide, well discuss on how to use Init Hooks in Odoo 18. In Odoo, Init Hooks are essential functions specified as strings in the __init__ file of a module.
APM People Interest Network Conference 2025
- Autonomy, Teams and Tension
- Oliver Randall & David Bovis
- Own Your Autonomy
Oliver Randall
Consultant, Tribe365
Oliver is a career project professional since 2011 and started volunteering with APM in 2016 and has since chaired the People Interest Network and the North East Regional Network. Oliver has been consulting in culture, leadership and behaviours since 2019 and co-developed HPTM速an off the shelf high performance framework for teams and organisations and is currently working with SAS (Stellenbosch Academy for Sport) developing the culture, leadership and behaviours framework for future elite sportspeople whilst also holding down work as a project manager in the NHS at North Tees and Hartlepool Foundation Trust.
David Bovis
Consultant, Duxinaroe
A Leadership and Culture Change expert, David is the originator of BTFA and The Dux Model.
With a Masters in Applied Neuroscience from the Institute of Organisational Neuroscience, he is widely regarded as the Go-To expert in the field, recognised as an inspiring keynote speaker and change strategist.
He has an industrial engineering background, majoring in TPS / Lean. David worked his way up from his apprenticeship to earn his seat at the C-suite table. His career spans several industries, including Automotive, Aerospace, Defence, Space, Heavy Industries and Elec-Mech / polymer contract manufacture.
Published in Londons Evening Standard quarterly business supplement, James Caans Your business Magazine, Quality World, the Lean Management Journal and Cambridge Universities PMA, he works as comfortably with leaders from FTSE and Fortune 100 companies as he does owner-managers in SMEs. He is passionate about helping leaders understand the neurological root cause of a high-performance culture and sustainable change, in business.
Session | Own Your Autonomy The Importance of Autonomy in Project Management
#OwnYourAutonomy is aiming to be a global APM initiative to position everyone to take a more conscious role in their decision making process leading to increased outcomes for everyone and contribute to a world in which all projects succeed.
We want everyone to join the journey.
#OwnYourAutonomy is the culmination of 3 years of collaborative exploration within the Leadership Focus Group which is part of the APM People Interest Network. The work has been pulled together using the 5 HPTM速 Systems and the BTFA neuroscience leadership programme.
https://www.linkedin.com/showcase/apm-people-network/about/
Finals of Rass MELAI : a Music, Entertainment, Literature, Arts and Internet Culture Quiz organized by Conquiztadors, the Quiz society of Sri Venkateswara College under their annual quizzing fest El Dorado 2025.
Blind spots in AI and Formulation Science, IFPAC 2025.pdfAjaz Hussain
油
The intersection of AI and pharmaceutical formulation science highlights significant blind spotssystemic gaps in pharmaceutical development, regulatory oversight, quality assurance, and the ethical use of AIthat could jeopardize patient safety and undermine public trust. To move forward effectively, we must address these normalized blind spots, which may arise from outdated assumptions, errors, gaps in previous knowledge, and biases in language or regulatory inertia. This is essential to ensure that AI and formulation science are developed as tools for patient-centered and ethical healthcare.
Information Technology for class X CBSE skill SubjectVEENAKSHI PATHAK
油
These questions are based on cbse booklet for 10th class information technology subject code 402. these questions are sufficient for exam for first lesion. This subject give benefit to students and good marks. if any student weak in one main subject it can replace with these marks.
The Constitution, Government and Law making bodies .saanidhyapatel09
油
This PowerPoint presentation provides an insightful overview of the Constitution, covering its key principles, features, and significance. It explains the fundamental rights, duties, structure of government, and the importance of constitutional law in governance. Ideal for students, educators, and anyone interested in understanding the foundation of a nations legal framework.
APM People Interest Network Conference 2025
-Autonomy, Teams and Tension: Projects under stress
-Tim Lyons
-The neurological levels of
team-working: Harmony and tensions
With a background in projects spanning more than 40 years, Tim Lyons specialised in the delivery of large, complex, multi-disciplinary programmes for clients including Crossrail, Network Rail, ExxonMobil, Siemens and in patent development. His first career was in broadcasting, where he designed and built commercial radio station studios in Manchester, Cardiff and Bristol, also working as a presenter and programme producer. Tim now writes and presents extensively on matters relating to the human and neurological aspects of projects, including communication, ethics and coaching. He holds a Masters degree in NLP, is an NLP Master Practitioner and International Coach. He is the Deputy Lead for APMs People Interest Network.
Session | The Neurological Levels of Team-working: Harmony and Tensions
Understanding how teams really work at conscious and unconscious levels is critical to a harmonious workplace. This session uncovers what those levels are, how to use them to detect and avoid tensions and how to smooth the management of change by checking you have considered all of them.
3. Q-HOW MUNCH DO YOU USE NEW
TECHNOLOGY TO BE CREATIVE?
A.I.S
WE USE V.L.C MEDIA
PLAYERS AND
MANY OTHER
PROGRAMS TO BE
CREATIVE.
PONTES
WE USE MANY TYPE
OF NEW GADGETS
TO BE CREATIVE.
5
A.I.S
0
PONTES
USE OF TECHNOLOGY TO BE CREATIVE
4. Q-DO YOU WATCH FILMS MOREON
INTERNET OR ON T.V?
A.I.S
WE WATCH FILMS
MORE ON T.V AS
COMPARED TO
INTERNET.
PONTES
WE WATCH MOVIES
MORE ON INTERNET
AS COMPARED TO T.V.
6
5
4
3
A.I.S
2
PONTES
1
0
INTERNET
T.V
5. Q-DO YOU PLAY VIOLENT GAMES.DO
THEY INFLUENCE YOUIT ANY WAY?
A.I.S
YES WE PLAY WE
VIOLENT GAMES AND
IF THEY ARE
CONTINUED PLAYED
YOU CAN EXPERIENCE
BEHAVIOUR CHANGE
AND MANY OTHER
THINGS.
PONTES
YES WE SOMETIMES
PLAY THE VIOLENT
GAMES BUT THESE
GAMES DO NOT
INFLUENCE US.
6. Q-HOW OFTEN YOU LISTEN OR
WATCH MUSIC ON INTERNET?
A.I.S
WE SOMETIMES USE
INTERNET TO WATCH
TRAILER OF MOVIES
AND ALL THAT STUFF
BUT WE PREFER T.V
MORE THAN
INTERNET . 5
PONTES
WE ALMOST USE
EVERY TIME INTERNET
TO LISTEN MUSIC
BECAUSE THERE WE
CAN GET ANY SONG
WE WANT.
4
3
2
1
0
A.I.S
PONTES
WATCH OR LISTEN MUSIC ON
INTERNET
7. Q- HOW MUNCH TIME AND MONEY
YOU SPEND ON GAMES?
A.I.S
WE SPEND ABOUT
TWO TO FOUR HOURS
AND WE SPEND
ALMOST ALL OUR
POCKETMONEY ON
GAMES.
5
PONTES
WE SPEND ABOUT TWO
HOURS ON GAMING
AND WE VERY LESS
AMOUNT ON IT.
4
3
2
1
0
A.I.S
PONTES
TIME AND MONEY SPEND ON
GAMES
8. Q- DO YOU MAKE OR EDIT FILMS?
A.I.S
YES WE EDIT FILMS
BUT MAKING OF AN
MOVIE IS
COMPLICATED BUT
UNDER THE
SUPERVISION OF
TEACHER WE MAKE
FILMS ALSO. 2.5
PONTES
YES WE MAKE AND
EDIT FILMS.WE USE
THE NEW I.T
TECHNOLOGY IN THIS.
2
A.I.S
PONTES
1.5
MOVIE MAKING AND EDITING
9. Q-DO YOU PLAY ONLINE
INTERACTIVE GAMES?
A.I.S
YES SOMETIMES WE
PLAY THE ONLINE
GAMES BUT THEY
DONT HAVE SO
MUNCH OF FUN.
PONTES
WE PLAY ONLINE
GAMES.BUT THEIR IS
THE LACK OF
ENJOYMENT IN THAT.
10. Q- DOES GAMES PLAYING MAKE
YOU LESS SOCIAL?
A.I.S
YES IT MAKE US LESS
SOCIAL IN EVENING
WE WERE USE TO
PLAY OUT BUT NOW
DAYS WE ARE PLAYING
GAMES.
PONTES
NO, IT DOESNT MAKE
US LESS SOCIAL .WE
CAN USE SOCIAL
NETWORKING SITES
FOR THIS.
12. IT TELLS US THAT THERE IS NOT
MUNCH DIFFRENTIATION BETWEEN
THE THOUGHTS OF YOUNG
GENRATION ALL OVER THE WORLD.
WE ARE GIVING ALMOST OUR TIME
TO COMPUTERS THAT IS
DANGEROUS
PLAYING GAMES IS NOT BAD BUT
THE EXCESS USE OF IT IS BAD.