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Behind the Avatar: using qualitative methods to understand MMO gamers
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Slides from a brief presentation given on MMO Player Psychology, including information gathered from Nick Yee's book The Proteus Paradox.
MMO Player Psychology
MMO Player Psychology
Charlie Moseley
This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players. The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents. The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, ”Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”. The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series. http://game.itu.dk/index.php/Game_Lectures
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Mirjam Eladhari
Games have moral impact. They can make players more aware of their own values, and even change them... and not always in the ways you might expect. Using Jonathan Livingston Seagull (the board game!) and Glitch as case studies, this presentation covers three aspects of gaming that are critical for game researchers who hope to gain a more complete awareness of the effects a game is having on its players.
Connecting Ethical Choices in Games to Moral Frameworks
Connecting Ethical Choices in Games to Moral Frameworks
Gabriel Recchia
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion. The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general. Interested in joining us? Visit our website here: The Metagame Book Club http://bit.ly/metagamebookclub
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording. Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio). The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general. Interested in joining us? Visit our website here: The Metagame Book Club http://bit.ly/metagamebookclub
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...
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Nov. 12, 2015 - This presentation on "Game Design: Creating Psychological Experiences," is created for the Metagame Book Club. The Metagame Book Club is a free resource for K-12 and college educators and students interested in game-based learning, gamification, and game studies. Join today! Metagame Book Club http://bit.ly/metagamebookclub
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...
Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow. Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation. Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club. #Metagame Book Club (July 15 - August 16, 2014) http://bit.ly/metagamebookclub Find us on various social media with the hashtag, #Metagame
"Overview and Conclusions" by Sherry Jones (August 16, 2014)
"Overview and Conclusions" by Sherry Jones (August 16, 2014)
Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed. The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general. Interested in joining us? Visit our website here: The Metagame Book Club http://bit.ly/metagamebookclub
The Psychology of the Player & Game Character Design and Representation by Sh...
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Sherry Jones
Recommended
Slides from a brief presentation given on MMO Player Psychology, including information gathered from Nick Yee's book The Proteus Paradox.
MMO Player Psychology
MMO Player Psychology
Charlie Moseley
This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players. The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents. The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, ”Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”. The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series. http://game.itu.dk/index.php/Game_Lectures
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Mirjam Eladhari
Games have moral impact. They can make players more aware of their own values, and even change them... and not always in the ways you might expect. Using Jonathan Livingston Seagull (the board game!) and Glitch as case studies, this presentation covers three aspects of gaming that are critical for game researchers who hope to gain a more complete awareness of the effects a game is having on its players.
Connecting Ethical Choices in Games to Moral Frameworks
Connecting Ethical Choices in Games to Moral Frameworks
Gabriel Recchia
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion. The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general. Interested in joining us? Visit our website here: The Metagame Book Club http://bit.ly/metagamebookclub
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording. Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio). The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general. Interested in joining us? Visit our website here: The Metagame Book Club http://bit.ly/metagamebookclub
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...
Sherry Jones
Nov. 12, 2015 - This presentation on "Game Design: Creating Psychological Experiences," is created for the Metagame Book Club. The Metagame Book Club is a free resource for K-12 and college educators and students interested in game-based learning, gamification, and game studies. Join today! Metagame Book Club http://bit.ly/metagamebookclub
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...
Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow. Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation. Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club. #Metagame Book Club (July 15 - August 16, 2014) http://bit.ly/metagamebookclub Find us on various social media with the hashtag, #Metagame
"Overview and Conclusions" by Sherry Jones (August 16, 2014)
"Overview and Conclusions" by Sherry Jones (August 16, 2014)
Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed. The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general. Interested in joining us? Visit our website here: The Metagame Book Club http://bit.ly/metagamebookclub
The Psychology of the Player & Game Character Design and Representation by Sh...
The Psychology of the Player & Game Character Design and Representation by Sh...
Sherry Jones
Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom." Here is the transcript to my presentation: https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
Games as Logic Machines: Learning the Humanities through the Logic and Parate...
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Paper presented at Foundations of Digital Games 2015: While Erving Goffman’s work on frames has found broad adoption in game research, his sociological theory of gameplay enjoyment as “euphoric ease” has not been probed, although it is one of the few theories of gameplay enjoyment focusing what is absent in gameplay. Because spontaneous and socially demanded emotional involvement often align in gameplay, Goffman holds, it lacks the effortful self-regulation of conduct and emotion typical for everyday life. This paper presents an empirical grounding of Goffman’s theory, drawing on a qualitative interview study on social norms of emotion regulation in video game play. Data suggests that the absence of active emotional self-control may indeed be a hygiene factor of game enjoyment most strongly found in solitary gameplay, afforded by a socio-material setting licensing the display of gaming-typical emotions, and shielding form potentially disapproving onlookers.
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A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
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Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom." Here is the transcript to my presentation: https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
Games as Logic Machines: Learning the Humanities through the Logic and Parate...
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Sherry Jones
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A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
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Essay Help Environment. Online assignment writing service.
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English Essay Writing Companies. Online assignment writing service.
Game On - MaintainIT Project 1-Hour Webinar
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Feature Essay In Contemporary Art - What I
Feature Essay In Contemporary Art - What I
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Birmingham Jail Essay
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Outline Of A Compare And Contrast Essay.pdf
KEYNOTE: A big conversation about The Big Conversation
KEYNOTE: A big conversation about The Big Conversation
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Classification Essay PPT. Online assignment writing service.
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Literature Review Thesis Statement Ex. Online assignment writing service.
CCL Open Night - Face to Face or Facebook?
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Blurring Home And Work Boundaries
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Tracy Kennedy
IR10 Presentation Milwaukee Oct 9 2009
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Tracy Kennedy
Presentation: American Sociological Association Annual Meetings, August 11 2009. Session title: Social Science research in Virtual Worlds
Autoethnographies & journeys of the (virtual) self: students, sociology & s...
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Tracy Kennedy
Final lecture for COMM/PCUL/IASC 3P92 - Brock University. Do virtual worlds such as second life challenge or reinforce arguments made by the Frankfurt School about culture industries? Are virtual worlds another culture industry? The answer isn't simple.
Culture Industries Meet Virtual Worlds
Culture Industries Meet Virtual Worlds
Tracy Kennedy
An overview of my research and teaching projects to date. Last Updated October 2008.
T. Kennedy: Research & Teaching
T. Kennedy: Research & Teaching
Tracy Kennedy
Video games are big business, but can they be much bigger businesses? To do so requires the retention of existing players and the expansion of the player population beyond its historically core constituency of young men. Getting other demographics to engage the console experience may require modifying the product to fit the needs, interests, and issues of non-traditional players. The success of the Wii is an indicator of this shift away from technical superiority to more inclusive play experience. In this talk I will review our research conducted in the homes of a number of video playing households. These visits highlighted several important aspects about the use and conflicts that emerge around the console. Complementary research drawn from data generated by an online game discussion board offers additional insight into the challenges non-traditional gamers (such as women) face when engaging with male-centric content.
Female Gamers: A closer look a the 'non-traditional' gamer
Female Gamers: A closer look a the 'non-traditional' gamer
Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world. The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports. However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
Virtual Environments and Web 3D – New Worlds with Old Problems?
Virtual Environments and Web 3D – New Worlds with Old Problems?
Tracy Kennedy
The authors argue that individuals, rather than family solidarities, have become the primary unit of household connectivity. Many households do not operate as traditional densely knit groups but as more sparsely knit social networks where individuals juggle their somewhat separate agendas and schedules. At a time when many people enact multiple, individual roles at home, in the community and at work, the authors ask: how do adult household members communicate with each other? How do adult household members use information and communication technologies (ICTs) to organize, communicate and coordinate their leisure and social behavior both inside and outside the home? Interviews and surveys conducted in 2004–2005 in the Toronto, Canada area of East York show that households remain connected – but as networks rather than solidary groups. The authors describe how networked individuals bridge their relationships and connect with each other inside and outside the home. ICTs have afforded household members the ability to go about on their separate ways while staying more connected – by mobile phone, email and IM – as well as by traditional landlines. In such ways, rather than pulling families apart, ICTs often facilitate communication, kinship and functional integration.
The Networked Household
The Networked Household
Tracy Kennedy
Modding the Metaverse
Modding the Metaverse
Tracy Kennedy
“Women’s Online Gaming Communities: Don’t Hate the Game, Hate the Players” Pervasive stereotypes such as ‘women don’t game’, ‘women don’t know how to game’ and ‘women don’t play violent videogames’ have long saturated the media as an explanation of why there are not more women gaming. The purpose of this presentation is to address these stereotypes and examine the online gaming experiences of women in Xbox Live that may explain why women appear absent in online gaming spaces. Using data from the GamerchiX Forum, I will discuss issues of harassment that women experience, and how the GamerchiX community (consisting of 2700 female gamers) offers different types of social support to address and overcome these negative gaming experiences, and how GamerchiX creates a safe, secure and encouraging community of female gamers. Moreover, I will explore the role GamerchiX plays in the lives of these women outside of gaming, which often encompass forum discussions that are not related to gaming at all, face-to-face meetings and associations in such spaces as Facebook.
Citasa Presentation
Citasa Presentation
Tracy Kennedy
This is a short presentation of the open house that was held at the Virtual Centre for Digital Media on Nov 25th, 2006 in Second Life.
Virtual Centre for Digital Media - Open House
Virtual Centre for Digital Media - Open House
Tracy Kennedy
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Blurring Home And Work Boundaries
Blurring Home And Work Boundaries
IR10 Presentation Milwaukee Oct 9 2009
IR10 Presentation Milwaukee Oct 9 2009
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Culture Industries Meet Virtual Worlds
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Female Gamers: A closer look a the 'non-traditional' gamer
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Virtual Environments and Web 3D – New Worlds with Old Problems?
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Citasa Presentation
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Keynote 2: APIs in 2030: The Risk of Technological Sleepwalk Paolo Malinverno, Growth Advisor - The Business of Technology Apidays New York 2024: The API Economy in the AI Era (April 30 & May 1, 2024) ------ Check out our conferences at https://www.apidays.global/ Do you want to sponsor or talk at one of our conferences? https://apidays.typeform.com/to/ILJeAaV8 Learn more on APIscene, the global media made by the community for the community: https://www.apiscene.io Explore the API ecosystem with the API Landscape: https://apilandscape.apiscene.io/
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Dubai, known for its towering skyscrapers, luxurious lifestyle, and relentless pursuit of innovation, often finds itself in the global spotlight. However, amidst the glitz and glamour, the emirate faces its own set of challenges, including the occasional threat of flooding. In recent years, Dubai has experienced sporadic but significant floods, disrupting normalcy and posing unique challenges to its infrastructure. Among the critical nodes in this bustling metropolis is the Dubai International Airport, a vital hub connecting the world. This article delves into the intersection of Dubai flood events and the resilience demonstrated by the Dubai International Airport in the face of such challenges.
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FWD Group - Insurer Innovation Award 2024
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We present an architecture of embedding models, vector databases, LLMs, and narrow ML for tracking global news narratives across a variety of countries/languages/news sources. As an example, we explore the real-time application of this architecture for tracking the news narrative surrounding the death of Russian opposition leader Alexei Navalny coming from Russian, French, and English sources.
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The value of a flexible API Management solution for Open Banking Steve Melan, Manager for IT Innovation and Architecture - State's and Saving's Bank of Luxembourg Apidays New York 2024: The API Economy in the AI Era (April 30 & May 1, 2024) ------ Check out our conferences at https://www.apidays.global/ Do you want to sponsor or talk at one of our conferences? https://apidays.typeform.com/to/ILJeAaV8 Learn more on APIscene, the global media made by the community for the community: https://www.apiscene.io Explore the API ecosystem with the API Landscape: https://apilandscape.apiscene.io/
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The CNIC Information System is a comprehensive database managed by the National Database and Registration Authority (NADRA) of Pakistan. It serves as the primary source of identification for Pakistani citizens and residents, containing vital information such as name, date of birth, address, and biometric data.
CNIC Information System with Pakdata Cf In Pakistan
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Tracing the root cause of a performance issue requires a lot of patience, experience, and focus. It’s so hard that we sometimes attempt to guess by trying out tentative fixes, but that usually results in frustration, messy code, and a considerable waste of time and money. This talk explains how to correctly zoom in on a performance bottleneck using three levels of profiling: distributed tracing, metrics, and method profiling. After we learn to read the JVM profiler output as a flame graph, we explore a series of bottlenecks typical for backend systems, like connection/thread pool starvation, invisible aspects, blocking code, hot CPU methods, lock contention, and Virtual Thread pinning, and we learn to trace them even if they occur in library code you are not familiar with. Attend this talk and prepare for the performance issues that will eventually hit any successful system. About authorWith two decades of experience, Victor is a Java Champion working as a trainer for top companies in Europe. Five thousands developers in 120 companies attended his workshops, so he gets to debate every week the challenges that various projects struggle with. In return, Victor summarizes key points from these workshops in conference talks and online meetups for the European Software Crafters, the world’s largest developer community around architecture, refactoring, and testing. Discover how Victor can help you on victorrentea.ro : company training catalog, consultancy and YouTube playlists.
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The microservices honeymoon is over. When starting a new project or revamping a legacy monolith, teams started looking for alternatives to microservices. The Modular Monolith, or 'Modulith', is an architecture that reaps the benefits of (vertical) functional decoupling without the high costs associated with separate deployments. This talk will delve into the advantages and challenges of this progressive architecture, beginning with exploring the concept of a 'module', its internal structure, public API, and inter-module communication patterns. Supported by spring-modulith, the talk provides practical guidance on addressing the main challenges of a Modultith Architecture: finding and guarding module boundaries, data decoupling, and integration module-testing. You should not miss this talk if you are a software architect or tech lead seeking practical, scalable solutions. About the author With two decades of experience, Victor is a Java Champion working as a trainer for top companies in Europe. Five thousands developers in 120 companies attended his workshops, so he gets to debate every week the challenges that various projects struggle with. In return, Victor summarizes key points from these workshops in conference talks and online meetups for the European Software Crafters, the world’s largest developer community around architecture, refactoring, and testing. Discover how Victor can help you on victorrentea.ro : company training catalog, consultancy and YouTube playlists.
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ICT role in education and it's challenges. In which we learn about ICT, it's impact, benefits and challenges.
ICT role in 21st century education and its challenges
ICT role in 21st century education and its challenges
rafiqahmad00786416
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Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving. A report by Poten & Partners as part of the Hydrogen Asia 2024 Summit in Singapore. Copyright Poten & Partners 2024.
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Angeliki Cooney has spent over twenty years at the forefront of the life sciences industry, working out of Wynantskill, NY. She is highly regarded for her dedication to advancing the development and accessibility of innovative treatments for chronic diseases, rare disorders, and cancer. Her professional journey has centered on strategic consulting for biopharmaceutical companies, facilitating digital transformation, enhancing omnichannel engagement, and refining strategic commercial practices. Angeliki's innovative contributions include pioneering several software-as-a-service (SaaS) products for the life sciences sector, earning her three patents. As the Senior Vice President of Life Sciences at Avenga, Angeliki orchestrated the firm's strategic entry into the U.S. market. Avenga, a renowned digital engineering and consulting firm, partners with significant entities in the pharmaceutical and biotechnology fields. Her leadership was instrumental in expanding Avenga's client base and establishing its presence in the competitive U.S. market.
Biography Of Angeliki Cooney | Senior Vice President Life Sciences | Albany, ...
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Angeliki Cooney
Following the popularity of "Cloud Revolution: Exploring the New Wave of Serverless Spatial Data," we're thrilled to announce this much-anticipated encore webinar. In this sequel, we'll dive deeper into the Cloud-Native realm by uncovering practical applications and FME support for these new formats, including COGs, COPC, FlatGeoBuf, GeoParquet, STAC, and ZARR. Building on the foundation laid by industry leaders Michelle Roby of Radiant Earth and Chris Holmes of Planet in the first webinar, this second part offers an in-depth look at the real-world application and behind-the-scenes dynamics of these cutting-edge formats. We will spotlight specific use-cases and workflows, showcasing their efficiency and relevance in practical scenarios. Discover the vast possibilities each format holds, highlighted through detailed discussions and demonstrations. Our expert speakers will dissect the key aspects and provide critical takeaways for effective use, ensuring attendees leave with a thorough understanding of how to apply these formats in their own projects. Elevate your understanding of how FME supports these cutting-edge technologies, enhancing your ability to manage, share, and analyze spatial data. Whether you're building on knowledge from our initial session or are new to the serverless spatial data landscape, this webinar is your gateway to mastering cloud-native formats in your workflows.
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presentation ICT roal in 21st century education
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ICT role in 21st century education and its challenges
ICT role in 21st century education and its challenges
MINDCTI Revenue Release Quarter One 2024
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Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Biography Of Angeliki Cooney | Senior Vice President Life Sciences | Albany, ...
Biography Of Angeliki Cooney | Senior Vice President Life Sciences | Albany, ...
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Behind the Avatar: using qualitative methods to understand MMO gamers
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