Dhaka, Sept 5 (UNB) - Google has unveiled a new search experience making it easier for job seekers in three countries of South Asia, including Bangladesh, to find employment opportunities from popular job listing websites, online classifieds and companies.
The new feature is built directly into Google Search to provide a comprehensive listing of jobs across the web.
At launch, job search will have hundreds of thousands of job listings from thousands of sites, including Bikroy.com, Mustakbil.com and Xpressjobs.lk.
Job Search provides a comprehensive listing of jobs across the web benefiting job seekers in Bangladesh, Pakistan and Sri Lanka.
Job seekers can now search for “part-time jobs,” “software developer jobs”, “construction jobs” or similar unique job-seeking queries, to pull out a special module that can be expanded to a more immersive experience.
Job postings with at-a-glance details such as the job title and location across job types - full-time, part-time and internship jobs
The Search experience is available in English on the Google app on Android and iOS, and in Google Search on desktop and mobile.
Dhaka, Sep 4 (UNB) - Grameenphone officially introduced e-Registration service for its customers in an effort to further digitalize its services.
The process was introduced to media at an event arranged at GP Lounge, Gulshan, on Tuesday, said a press release.
Brig. Gen. Shahriar Ahmed Chowdhury, Director General, System & Service, of BTRC was present as chief guest. Yasir Azman, Deputy CEO, and Mahmud Hossain, CCAO of Grameenphone, among others, were also present on the occasion.
The e-Registration removes the need to fill up any paper-based Subscriber Application Form (SAF) and introduced a paperless SIM registration process. Under the new process a customer needs only to share his/her name, ID number, date of birth, present address and fingerprint with the retailer when purchasing a new SIM. The process is expected to further strengthen the security of customers’ personal information.
Yasir Azman, Deputy CEO and CMO of Grameenphone, stated, ”This system will not only make the lives of the customers easier through a systematic process but will also be beneficial for the telecom ecosystem moving towards further digitization. And not to mention, it will also contribute to the environmental preservation in the long run.”
Initially, the e-Registration process will only be applicable for new SIM sales only.
Gradually the process will also be applicable for ownership transfer (Consumer, Corporate), dual claims, death case settlements, MNP, and address updates, etc.
The whole process is free of cost for the customer.
However, the price of a new connection or any relevant service charges will be applicable. In case of biometric information (Date of Birth/Fingerprint) mismatch against NID/Smart card, the new SIM will not be activated and registered.
New York, Sep 4 (AP/UNB) — When Stephen Dennis was raising his two sons in the 1980s, he never heard the phrase "screen time," nor did he worry much about the hours his kids spent with technology. When he bought an Apple II Plus computer, he considered it an investment in their future and encouraged them to use it as much as possible.
Boy, have things changed with his grandkids and their phones and their Snapchat, Instagram and Twitter.
"It almost seems like an addiction," said Dennis, a retired homebuilder who lives in Bellevue, Washington. "In the old days you had a computer and you had a TV and you had a phone but none of them were linked to the outside world but the phone. You didn't have this omnipresence of technology."
Today's grandparents may have fond memories of the "good old days," but history tells us that adults have worried about their kids' fascination with new-fangled entertainment and technology since the days of dime novels, radio, the first comic books and rock n' roll.
"This whole idea that we even worry about what kids are doing is pretty much a 20th century thing," said Katie Foss, a media studies professor at Middle Tennessee State University. But when it comes to screen time, she added, "all we are doing is reinventing the same concern we were having back in the '50s."
True, the anxieties these days seem particularly acute — as, of course, they always have. Smartphones have a highly customized, 24/7 presence in our lives that feeds parental fears of antisocial behavior and stranger danger.
What hasn't changed, though, is a general parental dread of what kids are doing out of sight. In previous generations, this often meant kids wandering around on their own or sneaking out at night to drink. These days, it might mean hiding in their bedroom, chatting with strangers online.
Less than a century ago, the radio sparked similar fears.
"The radio seems to find parents more helpless than did the funnies, the automobile, the movies and other earlier invaders of the home, because it can not be locked out or the children locked in," Sidonie Matsner Gruenberg, director of the Child Study Association of America, told The Washington Post in 1931. She added that the biggest worry radio gave parents was how it interfered with other interests — conversation, music practice, group games and reading.
In the early 1930s a group of mothers from Scarsdale, New York, pushed radio broadcasters to change programs they thought were too "overstimulating, frightening and emotionally overwhelming" for kids, said Margaret Cassidy, a media historian at Adelphi University in New York who authored a chronicle of American kids and media.
Called the Scarsdale Moms, their activism led the National Association of Broadcasters to come up with a code of ethics around children's programming in which they pledged not to portray criminals as heroes and to refrain from glorifying greed, selfishness and disrespect for authority.
Then television burst into the public consciousness with unrivaled speed. By 1955, more than half of all U.S. homes had a black and white set, according to Mitchell Stephens, a media historian at New York University.
The hand-wringing started almost as quickly. A 1961 Stanford University study on 6,000 children, 2,000 parents and 100 teachers found that more than half of the kids studied watched "adult" programs such as Westerns, crime shows and shows that featured "emotional problems." Researchers were aghast at the TV violence present even in children's programming.
By the end of that decade, Congress had authorized $1 million (about $7 million today) to study the effects of TV violence, prompting "literally thousands of projects" in subsequent years, Cassidy said.
That eventually led the American Academy of Pediatrics to adopt, in 1984, its first recommendation that parents limit their kids' exposure to technology. The medical association argued that television sent unrealistic messages around drugs and alcohol, could lead to obesity and might fuel violence. Fifteen years later, in 1999, it issued its now-infamous edict that kids under 2 should not watch any television at all.
The spark for that decision was the British kids' show "Teletubbies," which featured cavorting humanoids with TVs embedded in their abdomens. But the odd TV-within-the-TV-beings conceit of the show wasn't the problem — it was the "gibberish" the Teletubbies directed at preverbal kids whom doctors thought should be learning to speak from their parents, said Donald Shifrin, a University of Washington pediatrician and former chair of the AAP committee that pushed for the recommendation.
Video games presented a different challenge. Decades of study have failed to validate the most prevalent fear, that violent games encourage violent behavior. But from the moment the games emerged as a cultural force in the early 1980s, parents fretted about the way kids could lose themselves in games as simple and repetitive as "Pac-Man," ''Asteroids" and "Space Invaders."
Some cities sought to restrict the spread of arcades; Mesquite, Texas, for instance, insisted that the under-17 set required parental supervision . Many parents imagined the arcades where many teenagers played video games "as dens of vice, of illicit trade in drugs and sex," Michael Z. Newman, a University of Wisconsin-Milwaukee media historian, wrote recently in Smithsonian .
This time, some experts were more sympathetic to kids. Games could relieve anxiety and fed the age-old desire of kids to "be totally absorbed in an activity where they are out on an edge and can't think of anything else," Robert Millman, an addiction specialist at the New York Hospital-Cornell University Medical Center, told the New York Times in 1981. He cast them as benign alternatives to gambling and "glue sniffing."
Initially, the internet — touted as an "information superhighway" that could connect kids to the world's knowledge — got a similar pass for helping with homework and research. Yet as the internet began linking people together, often in ways that connected previously isolated people, familiar concerns soon resurfaced.
Sheila Azzara, a grandmother of 12 in Fallbrook, California, remembers learning about AOL chatrooms in the early 1990s and finding them "kind of a hostile place." Teens with more permissive parents who came of age in the '90s might remember these chatrooms as places a 17-year-old girl could pretend to be a 40-year-old man (and vice versa), and talk about sex, drugs and rock 'n' roll (or more mundane topics such as current events).
Azzara still didn't worry too much about technology's effects on her children. Cellphones weren't in common use, and computers — if families had them — were usually set up in the living room. But she, too, worries about her grandkids.
"They don't interact with you," she said. "They either have their head in a screen or in a game."
Anchorage, Sep 3 (AP/UNB) — Britt'Nee Brower grew up in a largely Inupiat Eskimo town in Alaska's far north, but English was the only language spoken at home.
Today, she knows a smattering of Inupiaq from childhood language classes at school in the community of Utqiagvik. Brower even published an Inupiaq coloring book last year featuring the names of common animals of the region. But she hopes to someday speak fluently by practicing her ancestral language in a daily, modern setting.
The 29-year-old Anchorage woman has started to do just that with a new Inupiaq language option that recently went live on Facebook for those who employ the social media giant's community translation tool. Launched a decade ago, the tool has allowed users to translate bookmarks, action buttons and other functions in more than 100 languages around the globe.
For now, Facebook is being translated into Inupiaq only on its website, not its app.
"I was excited," Brower says of her first time trying the feature, still a work in progress as Inupiaq words are slowly added. "I was thinking, 'I'm going to have to bring out my Inupiaq dictionary so I can learn.' So I did."
Facebook users can submit requests to translate the site's vast interface workings — the buttons that allow users to like, comment and navigate the site — into any language through crowdsourcing. With the interface tool, it's the Facebook users who do the translating of words and short phrases. Words are confirmed through crowd up-and-down voting.
Besides the Inupiaq option, Cherokee and Canada's Inuktut are other indigenous languages in the process of being translated, according to Facebook spokeswoman Arielle Argyres.
"It's important to have these indigenous languages on the internet. Oftentimes they're nowhere to be found," she said. "So much is carried through language — tradition, culture — and so in the digital world, being able to translate from that environment is really important."
The Inupiaq language is spoken in northern Alaska and the Seward Peninsula. According to the University of Alaska Fairbanks, about 13,500 Inupiat live in the state, with about 3,000 speaking the language.
Myles Creed, who grew up in the Inupiat community of Kotzebue, was the driving force in getting Inupiaq added. After researching ways to possibly link an external translation app with Facebook, he reached out to Grant Magdanz, a hometown friend who works as a software engineer in San Francisco. Neither one of them knew about the translation tool when Magdanz contacted Facebook in late 2016 about setting up an Inupiatun option.
Facebook opened a translation portal for the language in March 2017. It was then up to users to provide the translations through crowdsourcing.
Creed, 29, a linguistics graduate student at the University of Victoria in British Columbia, is not Inupiat, and neither is Magdanz, 24. But they grew up around the language and its people, and wanted to promote its use for today's world.
"I've been given so much by the community I grew up in, and I want to be able to give back in some way," said Creed, who is learning Inupiaq.
Both see the Facebook option as a small step against predictions that Alaska's Native languages are heading toward extinction under their present rate of decline.
"It has to be part of everyone's daily life. It can't be this separate thing," Magdanz said. "People need the ability to speak it in any medium that they use, like they would English or Spanish."
Initially, Creed relied on volunteer translators, but that didn't go fast enough. In January, he won a $2,000 mini grant from the Alaska Humanities Forum to hire two fluent Inupiat translators. While a language is in the process of being translated, only those who use the translation tool are able to see it.
Creed changed his translation settings last year. But it was only weeks ago that his home button finally said "Aimaagvik," Inupiaq for home.
"I was really ecstatic," he said.
So far, only a fraction of the vast interface is in Inupiaq. Part of the holdup is the complexity of finding exact translations, according to the Inupiaq translators who were hired with the grant money.
Take the comment button, which is still in English. There's no one-word-fits-all in Inupiaq for "comment," according to translator Pausauraq Jana Harcharek, who heads Inupiaq education for Alaska's North Slope Borough. Is the word being presented in the form of a question, or a statement or an exclamatory sentence?
"Sometimes it's so difficult to go from concepts that don't exist in the language to arriving at a translation that communicates what that particular English word might mean," Harcharek said.
Translator Muriel Hopson said finding the right translation ultimately could require two or three Inupiaq words.
The 58-year-old Anchorage woman grew up in the village of Wainwright, where she was raised by her grandparents. Inupiaq was spoken in the home, but it was strictly prohibited at the village school run by the federal Bureau of Indian Affairs, Hopson said.
She wonders if she's among the last generation of Inupiaq speakers. But she welcomes the new Facebook option as a promising way for young people to see the value Inupiaq brings as a living language.
"Who doesn't have a Facebook account when you're a millennial?" she said. "It can only help."
Dhaka, Sept 3 (UNB) - The gaming platform, My Play, of the country’s leading digital service provider, Robi, has recently started an online gaming competition titled “Game Hero”.
The 45 days long campaign started from the August 16 and scheduled to end on September 29. The winners of the competition are going to receive lucrative cash prize money, said a Robi press release on Monday.
Only Android users can participate in this campaign. Robi Android subscribers will be able to play three games, under the Game Hero campaign, which are: Monkey Carnival, Endless Runner and City Car Racing, and earn scores to win cash prize money.
In order to participate in the campaign, the subscribers will need to register to online game under My Play. Robi Android handset subscribers need to visit www.myplay.games to subscribe to online game to join Game hero campaign.
Subscription fee for daily online games is only Tk 2 (+ SD, VAT & SC). This service will be renewed daily until unregistered.
Each 2,000 scores earned in Monkey Carnival game and 100 scores earned for Endless Runner or City Car Racing will carry one point. Based on first come first serve basis, in total 30 winners will be declared at the end of the campaign.
The first participant to score 30,000 points will receive Tk 2 lakh cash prize, the second participant to score 30,000 points will receive Tk 1 lakh cash prize and the third participant to score the same points will receive Tk 50,000 cash prize.
Besides, 27 participants will also receive cash prize worth Tk 10,000/ 5,000/ 3,000 depending on how quickly they score the 15,000 points playing the three games under the campaign.