Business continuity planning
IBM Global Mirror
Talk:Business continuity
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Nov 2, 2004
... So perhaps, these students will not only aspire to become thought-
leaders,
they will become the
CIM's own
future thought-
leaders about how
...www.ecademy.com/module.php?mod=blog&op=prev&id... - Cached
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CIM Conference & Exhibition - Montreal 2011
... a debate on how reporting can be used to help build a better
future. Thought leaders from business, finance,
...www.cim.org/calendar/calenderEvent.cfm?Cal_Event... - Canada - Cached
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Jump to
WestPac Cruise (CIM-PAO) comments .: We were already in extremis as
CIM's bow cut into the
... Future thought leaders who are grounded by these
...futurethought.pbworks.com/w/.../Eye-of-the-Whale-(1969-USFWS) - Cached
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This Navy Bars
Leadership Learning Collaboratory Crew (LLCrew) became an
...futurethought.pbworks.com/w/.../Modern-Social-Change-Theories - Cached
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Lawrence, Kansas Area - Watershed Marshal at VFW Post 6654
ECJ-Sr's Dollars for Scholars
Future Thought Leadership Chapter Board
.... Co-created Corporate Information Management (
CIM) virtual team tactics to design,
...www.linkedin.com/in/geowizard - Cached - Similar
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The primary purpose of this book is to provide
leadership development
.....
to the development of the
leaders of the
future. Thought should also be given to
...www.scribd.com/.../The-Successful-Leadership-Development-Program-How-to-Build-It-and-How-to-Keep-It-Going - Cached
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[PDF]
File Format: PDF/Adobe Acrobat -
Quick ViewAug 9, 2005
... Ensure the student chosen as group
leader is able to manage the group.
... or raise questions/concerns for
future thought.
...www.ocup.org/public/units55/InterOrg.pdf
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[PDF]
File Format: PDF/Adobe Acrobat -
Quick Viewleadership, direction and support through the Advisory and Curriculum
...www.ocup.org/public/units55/SomeFish.pdf - Similar
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Get expert training on Social Media sites like
LinkedIn, Facebook and Twitter.
* Hear inside information on the
... Leadership Training for Times of Change
...jayneh.wordpress.com/ - Cached - Similar
Gaming: ‘We’ll play games to solve problems’
In the last decade, in the US and Europe but particularly in south-east Asia, we have witnessed a flight into virtual worlds, with people playing games such as Second Life. But over the course of the next 25 years, that flight will be successfully reversed, not because we’re going to spend less time playing games, but because games and virtual worlds are going to become more closely connected to reality.
There will be games where the action is influenced by what happens in reality; and there will be games that use sensors so that we can play them out in the real world – a game in which your avatar is your dog, which wears a game collar that measures how fast it’s running and whether or not it’s wagging its tail, for example, where you play with your dog to advance the narrative, as opposed to playing with a virtual character. I can imagine more physical activity games, too, and these might be used to harness energy – peripherals like a dance pad that actually captures energy from your dancing on top of it.
Then there will be problem-solving games: there are already a lot of games in which scientists try to teach gamers real science – how to build proteins to cure cancer, for example. One surprising trend in gaming is that gamers today prefer, on average, three to one to play co-operative games rather than competitive games. Now, this is really interesting; if you think about the history of games, there really weren’t co-operative games until this latest generation of video games. In every game you can think of – card games, chess, sport – everybody plays to win. But now we’ll see increasing collaboration, people playing games together to solve problems while they’re enjoying themselves.
There are also studies on how games work on our minds and our cognitive capabilities, and a lot of science suggests you can use games to treat depression, anxiety and attention-deficit disorder. Making games that are both fun and serve a social purpose isn’t easy – a lot of innovation will be required – but gaming will become increasingly integrated into society.
Jane McGonigal, director of games research & development at the Institute for the Future in California
and author of Reality Is Broken: Why Games Make Us Happy and How They Can Help Us Change the World (Penguin)
Based in Palo Alto California, this non-profit research center specializes in long-term forecasting,
and quantitative futures research methods.
Over the next decade, cities will continue to grow larger and more rapidly. At the same time, new technologies will unlock massive streams of data
about cities and their residents. This ten-year forecast map, The Future of Cities, Information, and Inclusion, charts the important intersections
between urbanization and digitalization that will shape this global urban experiment, and the key tensions that will arise.
Read more >
However this is about how games may grow in use within society – and as a direct effect of networking of technology.
That said (and I don’t disagree) but there was a load of other interesting (forecasts) that would change
how we play games and the kind of game we may make…
Neuroscience: ‘We’ll be able to plug information streams directly into the cotex’
By 2030, we are likely to have developed no-frills brain-machine interfaces, allowing the paralysed to dance in their thought-controlled exoskeleton suits.
I sincerely hope we will NOT still be interfacing with computers via keyboards, one forlorn letter at a time. …
The Institute for the Future (IFTF) is a Palo Alto, California–based think tank established in 1968,
as a spin-off from the RAND Corporation, to help organizations plan for the long-term future.
en.wikipedia.org/wiki/Institute_for_the_Future - Cached
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