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Gamification and Enabling Technologies June E-Newsletter

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This is my first newsletter since spending almost 3 months in South East Asia developing business connections, speaking at a number of conferences and running a Gamification workshop. The time away …

This is my first newsletter since spending almost 3 months in South East Asia developing business connections, speaking at a number of conferences and running a Gamification workshop. The time away from the UK’s green and pleasant land has given me time to reflect on the gathering pace of disruptive technologies and their likely impact on business and society. It is also exactly one year since I embarked on exploring the potential of Gamification and enabling technologies for improving my wellbeing and general health and I am proud to say that I met my daily target of 10,000 steps (approx. 5 miles) every single one of the last 365 days. The impact on my weight and wellbeing has far exceeded my expectations and has given me both a platform and a motivation for some ambitious plans to build strategic partnerships with key players to have a transformational impact on global health issues like obesity and diabetes. I am looking to work with individuals and organisations who share my passion and vision for empowering people to be able to take responsibility for and control of their health and wellbeing.

Please email me at david@gaitss.net if you would like to be involved in this initiative.

In my first newsletter of 2014, I predicted that this would be the start of rapid and transformational disruptions in business and society triggered by technology developments in areas like the internet of things, big data analytics, cloud computing, mobile and visualisation technologies. Six months on, I am more convinced than ever that we are in for the ride of our lives with innovations and new business models abounding. I hope you will stick with me for the journey.

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  • 1. June 2014 Gamification is a process which shapes the world (achieves goals/objectives) by influencing the actions, behaviours, characteristics and state of entities within the world (through the use of games strategies and enabling technologies) Summer Review of Gamification and Enabling Technologies Reflections This is my first newsletter since spending almost 3 months in South East Asia developing business connections, speaking at a number of conferences and running a Gamification workshop. The time away from the UK’s green and pleasant land has given me time to reflect on the gathering pace of disruptive technologies and their likely impact on business and society. It is also exactly one year since I embarked on exploring the potential of Gamification and enabling technologies for improving my wellbeing and general health and I am proud to say that I met my daily target of 10,000 steps (approx. 5 miles) every single one of the last 365 days. The impact on my weight and wellbeing has far exceeded my expectations and has given me both a platform and a motivation for some ambitious plans to build strategic partnerships with key players to have a transformational impact on global health issues like obesity and diabetes. I am looking to work with individuals and organisations who share my passion and vision for empowering people to be able to take responsibility for and control of their health and wellbeing. Please email me at david@gaitss.net if you would like to be involved in this initiative. In my first newsletter of 2014, I predicted that this would be the start of rapid and transformational disruptions in business and society triggered by technology developments in areas like the internet of things, big data analytics, cloud computing, mobile and visualisation technologies. Six months on, I am more convinced than ever that we are in for the ride of our lives with innovations and new business models abounding. I hope you will stick with me for the journey. In this Newsletter  Thaisim 2014 Review  ACER Gamification Lecture, Melbourne  Brisbane Serious Games and Gamification Activities  Korean Serious Games Events Review  MIMOS Gamification Workshop  Gamification for Health Developments and Call for Partners  ISAGA 2014 Conference Programme  Gamification Elements and Influencers Glossaries  Research Funding Opportunity from USA  Call for Articles for Prestigious USA IT Journal  Serious Games for Rehabilitation  The Role of Debriefing and Reflection in Serious Games and Gamification  IORMA Omni-Channel Commerce Consultancy  New Research Director at the Serious Games Institute  Upcoming Conferences and Seminars LIsting  Slideshare Archives Thaisim 2014 Review ASEAN Cultural Games workshop led by Prof David Crookall at Thaisim 2014 Thaisim 2014 was held at the Bangkok South East College with around 100 delegates from the ASEAN region. The Thaisim annual conference has almost become a mandatory event for me over the last 5 years, partly because of the warmth and generosity of the Thai people, partly to share ideas and inspiration with subject matter experts like Prof David Crookall and partly because of the transformational potential of Serious Games, Gamification and Enabling Technologies in South East Asia where there is an enthusiasm and an appetite to apply technology to develop the region’s educational strategies. This year at Thaisim I delivered a presentation on the “Role of Gamification and Enabling Technologies in Education”. The focus of the presentation was to develop an understanding of Gamification principles and how they can be applied in Education and to provide ideas for the use of challenges and measurement and feedback in the classroom. I also picked up some very useful ideas for structuring gamification exercises in workshops by participating in a workshop led by Lizbeth Tipton and David Crookall. This workshop activity used picture cards that teams were tasked to arrange to specific rules without communication between the teams. ACER Gamification Lecture, Melbourne
  • 2. The Gamification Workshop/Lecture Participants at ACER HQ in Melbourne Whilst I was in Kuala Lumpur, I took the opportunity to fly to Melbourne to visit the Australian Council for Educational Research (ACER) where Director Elizabeth Hartnell-Young is based. Elizabeth was previously at Nottingham University when I was Director of the Serious Games Institute (SGI) and we collaborated on games-based learning. She organised an opportunity for me to deliver a one-hour lecture/workshop on Gamification and its likely impact on Educational practices. I incorporated some Gamification elements into the workshop by using playing cards to randomise group discussions and select representatives for feedback reporting as a way of illustrating how Gamification is a natural everyday process that can be applied to any human activity. The visit to Melbourne also gave me a chance to drop in on Johann Odou whose Gamification company is based there and we had a good discussion on his international Gamification conference organisation, reaching agreement that there are still a lot of misconceptions about Gamification, with too many people in the industry focusing on the rewards and badges element instead of taking a more holistic view. Brisbane Serious Games and Gamification Activities The impressive CUBE interactive display with Prof Ian MacKinnon and Prof Tim Foresman Whilst in Australia, I took advantage of Air Asia cheap flights to visit my long standing friend and highly respected academic, Tim Foresman, who recently took up a new post at Queensland University of Technology (QUT). I was hosted at QUT by the Executive Director and brains behind its development, Prof Ian Mackinnon, who gave me the “Royal” guided tour of his department’s very impressive facilities. This relatively new facility resonated very much with the strategy behind setting up the SGI in the UK and many of Prof MacKinnon’s ideas mirrored my own, especially in using the building to showcase technology innovation and provide high tech resources that attract leaders in the field. Prof MacKinnon had the advantage of starting with a blank sheet of paper in the design of the building and its environment whereas, at the SGI, we were limited by the use of an existing building with restricted space and pre-set spaces. I was very impressed, not only by the thought that had gone into the design of the facilities with lots of open spaces inside and out that students filled all through the day, but also by the teaching methods and the sight of pre-university school children having activities in the building. Here, I was treated to a series of presentations on serious games and gamification by both academics and entrepreneurs who share the building and are clearly in touch with both technology and applications. It was interesting to note that the presentation on Gamification shared my view that one of the challenges that Gamification needs to address is to improve self-determination and self-efficacy i.e. that is to connect power and responsibility within young people.
  • 3. Using the Oculus Rift for a Construction Simulation The following morning, I gave a Gamification session to a serious games company and some of its clients at a breakfast briefing and was introduced to another SME doing very interesting work with immersive simulators for training helicopter pilots. The Brisbane company that hosted the Gamification breakfast briefing, Real Serious Games, made a big impression on me with demonstrations of some of their immersive training applications developed for the construction industry. It gave me an opportunity to try out the Oculus Rift in an application designed to show a construction project health and safety incident in a 360 degree simulation. The 3 key things that stood out for me as I watched this simulation were :-  The strange feeling that I had actually witnessed a real-life accident – it brought an unexpected sense of reality  The great potential that Oculus Rift has for serious games and construction companies to simulate the staged development of a construction project and thereby anticipate project problems and support planning  The fact that the Real Serious Games company origins came from construction experts rather than games or training specialists, which is usually the case in Europe. Having subject matter experts familiar with an industry or a specialism makes a massive difference to the design and acceptance of the games/simulations and avoids many of the problems serious games companies have in trying to understand and/or communicate effectively with potential clients. The final stage of my visit gave me an opportunity to catch up with my ISDE friend, Richard Simpson, one of the pioneers of Digital Earth applications and the man supporting Tim Foresman’s appointment at QUT. Korean Serious Games Events Review Group Photo of presenters at the 1st International Symposium on Simulation and Serious Games in Goyang City near Seoul, Korea I have written a full review of the Korea trip and the insights it gave me at http://www.slideshare.net/dwortley/korea- gamification-enabling-technologies-and-health-challenges. The principle driver behind the activities in Korea was Ivan Boo who has been working very hard to establish a Serious Games and Simulations network in Asia with some degree of success. The main event was the 1st International Symposium on Serious Games and Simulations held in Goyang City at their main Kintex conference centre, the equivalent of the Uk’s National Exhibition Centre in Birmingham. The event was timed to coincide with the “Good Game Show” held at the same venue. Online Games and Social Networks are very popular in Korea but there is considerable concern about the negative effects of video games, fuelled recenbtly by the tragic case of a father who murdered his crying child for disturbing his video game obsession. Consequently, a lot of effort is being put into focusing on the positive side of video games althouigh it was very interesting to see that many of the exhibition stands featured traditional board games without any use of technology. Embedded Fitness’s Ice Skating Game The only European company I saw represented at the Good Game Show was Netherlands-based Embedded Fitness company’s stand which featured an immersive ice-skating game that used a slide board to allow players wearing socks to simulate the ice skating movements. In the UK, Duncan Lawson has been a pioneer of this type of immersive exercise game which I firmly believe will increasingly be used as part of a general strategy to improve public health through “exergames”
  • 4. UNEP DHI Eco Challenge 2014 Winners Leung Chun Yip & Lau Chun Wai Homantin Government Secondary School, Hong Kong The Serious Games conference also featured a prize-giving ceremony at the conference dinner where the winners of the “Aqua Republica” competion were announced. This was the second year that the competition for schools in Asia has been run and it attracted 400 teams from schools across Asia to test their understanding of water resource management. Each team of 2 pupils played a “SIMS” like game based on real world data to develop a fictitious area called Aqua Republica and balance the social and economic development needs with the management of natural water resources. More details of the game and competition can be found at http://aquarepublica.com/ MIMOS Gamification Workshop Kuala Lumpur Participants in the Gamification Workshop at MIMOS in May 2014 My final activity in South East Asia before I set off back to the UK was to run a half day workshop for MIMOS in Kuala Lumpur. The MIMOS organisation is Malaysia’s national R&D Centre responsible to the Ministry for Science, Technology and Innovation. MIMOS’ mission is to pioneer information and communication technologies (ICT) to grow globally competitive indigenous industries. MIMOS’ applied research efforts are focused on developing technology platforms upon which local industries can build products for the world market. MIMOS role essentially is to transfer or license the technology platforms to Malaysian companies to further develop these technologies into products and applications to serve the global market needs. The ultimate aim is to help move Malaysia’s ICT industry higher up the value chain and shift the economic needle. The Gamification and Enabling Technologies workshop was tailored to MIMOS’s strategic requirements and focused on bringing an understanding of how the combination of Gamification and disruptive enabling technologies can support new ecosystems of strategic “win-win” partnerships and business models that deliver transformative change, especially in key areas of global challenges in health, environment and education. Gamification for Health Developments and Call for Partners A lot of my recent focus has been on Gamification and Health applications. This is primarily because of my own use of gamification and enabling technologies to better manage my own health but it is also driven by what I am observing as the start of a massive disruption to health service practices and business models. Few people would argue with the premise that the world is facing some major public health financing issues as a result of conditions like obesity, dementia and diabetes. The rapid growth in the incidence of obesity and diabetes and resulting serious disabling consequences will not be able to be adequately financed from existing budgets. In countries where the problem is especially serious e.g. Malaysia, a variety of explanations are given. Malaysians Getting Fat Poster These explanations are also commonly given as reasons in other countries and although posters and campaigns raise awareness, I do not believe that they are especially effective in bringing about the necessary changes in lifestyle. In particular, there seems to be a growing trend to abdicate responsibility for lifestyle activities and expect the issues to be addressed by others, especially Governments. The reality is that the majority of people have it within their power to make significant improvements to their health by making simple changes to their lifestyle. I discovered the truth of this for myself and I know that the rapid development of key technologies and infrastructures provide opportunities for radical approaches to public health management. I am looking to build a network of partners interested in working with me to develop an eco-system of “win-win” partnerships that can transform global health over the next few years. This ecosystem will include health professionals, fitness coaches, food manufacturers, restaurant chains, wearable lifestyle technology manufacturers, researchers, corporate organisations etc within a sustainable business model that can provide financial as well as health benefits. If you are genuinely committed to and passionate
  • 5. about making a substantive difference to global health and you are willing to “Walk the Talk” as I have done, please email me and I will provide further information as the opportunity develops. ISAGA 2014 Conference Programme The main theme of the 45th ISAGA conference is : “The shift from teaching to learning: individual, collective and organizational learning through gaming & simulation”. The conference is being held jointly by ISAGA (International Simulation and Gaming Association) and SAGSAGA (Swiss Austrian German Simulation and Gaming Association). It is the first ISAGA conference in Austria. The host, the University of Applied Sciences Vorarlberg (FHV), has a long tradition of designing and using simulation games. Gaming simulation methods are used in all study programs and about 50 simulation games are currently in use. A large number of professors and lecturers actively use gaming methods for learning. Students also learn through the design of games as part of projects for local companies and organizations. For more details and to register for the conference go to :- http://www.isaga2014.com/ Gamification Elements and Influencers Glossaries Gamification Elements Over the last 3 months I have posted a variety of articles and presentation around Gamification and enabling technologies. These include my thoughts on a glossary of Gamification elements that can be introduced into everyday situations – see http://www.slideshare.net/dwortley/the-gamification-elements-glossary and a glossary of Gamification influencers – factors which can influence the effectiveness of gamification strategies intended to influence behaviours and motivations – see http://www.slideshare.net/dwortley/the-gamification-iinfluencers-glossary Exploration of these terms and their relevance to developing Gamification strategies forms the backbone of my Gamification workshop offering. Research Funding Opportunity from USA Over the past year, a new basic research initiative has been established at the AF Office of Scientific Research for the financial support of social science research in the areas of “trust” and “reliance”. The objective of this effort is to develop an informed perspective on the problem of understanding and harnessing the power of ideas, persuasion and trust to enhance collaborative performance. It will mine and characterize the foundational science of “reliance” and “influence” and engage principal investigators and institutions leading in this research outside of the US. Serious researchers from across the social, anthropological and cognitive sciences as well as computational researchers in disciplines such as mathematics, computer science, and modeling will be funded and cross-disciplinary and cross-national collaborations are encouraged. Serious Games might provide an interesting option as a research vehicle in this area. The goal of this effort to sponsor high quality research for publication in the open literature and all proposals and products will be peer-reviewed for quality and relevance to the theme. Topics of interest will include but not be limited to:  Key challenges in reliance and trust from theoretical, methodological, empirical or applied perspectives  Cognitive mechanisms of influence and persuasion  Role of benevolence in building reliance and trust  Identity, behavior, and information trustworthiness Trust in human-human network interactions The propagation and influence of compelling ideas  The causal dynamics of ideas and how modes of representation and conveyance promote influence, aid persuasiveness and engender trust  Psychology of counter-persuasion  Detecting and preventing collusion  Trust and risk-aware decision making  Trust-based agent organization/coalition formation  Socio-cognitive models of reliance, trust & influence  Reliance and trust modeling for real-world applications  Role of social-cultural context (e.g. Religious, political, socio-economic, etc.)? The AF Office of Scientific Research has been funding international University research grants for well over half a century. AFOSR maintains fully staffed research offices in UK (EOARD), Tokyo (AOARD) and Santiago (Chile) with the mission to identify and to establish productive relationships with top scientists across the world in a range of technical domains. Overall, they have accomplished this mission very effectively by having previously supported the research of over 55 Nobel Laureates, on average 10 years before they received the prize. Interested researchers should contact Ken Boff via e-mail, as soon as possible, and send a brief abstract of a potential research proposal. This abstract should include a working title, goals and objectives of the research, scope of research (# of subjects, duration, etc), methods to be used with elaboration of any human use, and the names and affiliations of anticipated collaborators. Recent CVs of potential collaborators should be appended. The agency funding this work requires full-compliance with local and US ethics regulations governing human use of subjects. Following internal review, some of these abstracts will lead to an invitation to submit a detailed proposal for competitive peer review and support. While this may not be the primary focus of your research, the solicitation is broadly scoped and is open to innovative ideas and research concepts from a range of disciplines relevant to the theme. Alternatively, I also encourage you to forward this message to colleagues to whom this solicitation may be of interest. Please feel free to contact Ken Boff with any questions or suggestions that you may have. Call for Articles for Prestigious USA IT Journal I have recently had an article on the influence of Serious Gamification on Innovation in the prestigious CUTTER IT journal – see http://www.cutter.com/itjournal.html . The journal has issued a call for potential articles for its next issue on the theme of “Decision Making – Art, Science or Alchemy?”. This could provide an opportunity for the Gamification and Serious Games Community to submit articles to show the contribution Gamification and Serious Games could make to Decision making practices.
  • 6.  Guest Editor: Hillel Glazer  Abstract Deadline: 2 July 2014  Article Deadline: 15 August 2014 It should come as no surprise that decision-making in some flavour or another is at the heart of nearly every business book, method, conference, and article. After all, especially in business, what are we trying to learn from the past if not the answer to "why" or "how did they do that?" Looking at any project or process technique, any analysis, any case study in nearly any topic, ultimately what we're after is making sense of the means and the ends. Any metric, measure, and indicator is -- when used properly -- merely a trigger, tripwire, forecast or estimate of something on which to guide the path forward. All of project management can be summarized as a scheme to gather information to help decide the best way to avoid the risk of failure. All of process improvement can be summarized as the machinations of organizational dynamics towards understanding performance. All of training, organizational development and even lean and agile techniques can own some part of the ecosystem of either distributing or consolidating decision-making powers. Clearly this must be a complex topic. One we're probably never going to get a satisfying answer on. In a recent three-part series of Cutter Executive Updates, I took on decision making from a quantitative perspective. I argued that deterministic decision making -- decision making based on analysis of and logic applied to older data -- is over-used and slows down innovation, among other problems. I argued that many operations would do well to identify places where probabilistic decision making would save time and effort and produce better results -- while eliminating a host of issues deterministic methods induce. However, quantitative decision making isn't the only facet. There are matters of culture, bias, management techniques, empowerment and autonomy. There's collective, centralized, or distributed decision making. There's decision making from the individual perspective and at the national or global levels and everything in between. There are matters of motivation, influence, and social pressures. Truly there is no end to the topic. An upcoming issue of Cutter IT Journal -- with Guest Editor Hillel Glazer -- invites recent stories from the trenches and expert opinions on Decision Making and useful debate on many aspects of this topic that may come in and out of focus at different times, may suit or challenge our needs, and that we can choose to use or ignore. Either one: at our own risk. Suggested topics may include, but are not limited to the following:  What role does culture play in decision making? Are some decisions ever "right" or "wrong" just because it's right or wrong in a given culture?  What are the top considerations in decision making? If you had a decision making tool kit what would be in it?  How can decision making techniques be adapted or changed where prior methods were weak?  What are the characteristics of good decision makers? Are there skills, experiences, or training that matter?  Are we really making many decisive decisions or are we mostly just "letting things happen" and allowing mob rule move things along?  What are some of the juiciest personal professional experiences/cases you've had in good or bad decision making? What were they about? If you are interested in submitting an article Please send an email to Christine Generali and Guest Editor Hillel Glazer and include an extended abstract, a short article outline showing major discussion points, and a brief bio of the author(s). Serious Games for Rehabilitation Screenshot from Italian Serious Games Specialists Imaginary’s Kinect based Rehab@Home game. The use of serious games for rehabilitation and interventions designed to improve health outcomes as part of the treatment process is not new. The engaging nature of video games and the impact they have on focus and concentration levels have been used in many different areas such as Pamela Kato’s Remission Game to support young cancer sufferers and Dassault’s Snow World immersive game designed to help burns patients manage the pain of changing dressings. These games are effective in giving patients and sufferers some feelings of control in situations which they normally do not have control over. The rapid development and use of a range of interface devices which are being incorporated into serious games applications is extending the value of serious games in rehabilitation scenarios for such conditions as strokes, accident injuries, Parkinson’s disease etc. In serious games such as Imaginary’s Rehab@Home, the Microsoft Kinect is used to not only help patients to carry out therapeutic exercises under the supervision of a medical practitioner but also to open up the potential of these devices to support diagnosis and personalised treatment plans by using artificial intelligence to analyse patient capabilities and suggest tailored activity programmes. For more details of Rehab@Home see http://www.rehabathome-project.eu/ The Role of Debriefing and Reflection in Serious Games and Gamification Professor David Crookall in discussion with conference delegates in Korea
  • 7. One of the world’s leading experts and passionate exponents of debriefing for learning and development, Professor David Crookall, has consistently demonstrated the role and value of debriefing as an essential and valuable component in games and simulations. Without some form of debriefing or an opportunity to reflect on a learning experience, the development value of the exercise is definitely restricted. I have witnessed and participated in many serious games where the absence of a human facilitator to support debriefing and reflection has resulted in very little learning taking place. Until recent times debriefing and reflection has been the sole domain of human beings with the experience, insight and personal skills to help the learner make sense of the activity but I increasingly see technology encroaching on human territory through the integration of tools within serious games and simulations to trigger reflection and act as a debriefing exercise. A good example of where this has been explored in some depth is the European MIRROR project which has researched a number of techniques designed to not only stimulate reflection but also to build a growing knowledge base that can support debriefing activities. For more details of the MIRROR project see http://www.mirror-project.eu/ IORMA Omni Channel Commerce Consultancy Global Omni-Channel Commerce I have recently accepted a position on the IORMA global consultancy Advisory Board to provide specialist expertise on strategic enabling technologies and their impact on global commerce. Since accepting this post, I have written a couple of articles on related topics such as “The Role of Gamification and Enabling Technologies in Commerce in an Omni World” see http://www.slideshare.net/dwortley/the-role-of-gamification-and-enabling-technologies-in-the-future-of-commerce-in-an-omni- world and perspective on Kuala Lumpur’s Changing Face of Retail and Commerce – see http://www.slideshare.net/dwortley/kuala-lumpur-iormaworld-retail-and-leisure based on my observations during my stay in the region. I see Gamification and Enabling Technologies having a major disruptive impact on the way in which we trade with each other and buy goods and services. In particular, I see the emergence of new business models based on strategic partnerships and alliances enabled by emerging technologies and innovative applications. To learn more about IORMA and its solutions go to www.iorma.com New Research Director at the Serious Games Institute Professor Pam Kato I want to offer a note of congratulation to Professor Pam Kato who has recently taken up an appointment at the Serious Games Institute to replace my former colleague Professor Sara De Freitas who was my first appointment as the Founding Director of the SGI. I have known Pamela for a number of years and, like many others, I am an admirer of her achievements in serious games and her commitment and dedication to continuing to bring valuable insights, especially in the health arena. I know this is a good appointment for the SGI and an opportunity for fresh collaborations nationally and internationally. Upcoming Conferences Below is a list of forthcoming conferences – also accessible at http://www.davidwortley.com/events.html Date Event Name / Description Location Web URL Jun 15-24 5th Jubilee International Conference on Cartography & GIS & Seminar with EU cooperation on Early Warning and Disaster/Crisis Management Riviera, Bulgaria www.iccgis2014.cartography-gis.com Jun 18 Digital Leaders Awards Event London http://www.digitalbydefaultnews.co.uk/digital- leaders- 100/sponsorship-opportunities/ Jun 19-21 Infotech 2014 – 3rd Annual World Congress on Emerging Technologies Dalian, China http://www.bitcongress.com/InfoTech2014/default.as p Jul 2-4 Games and Learning Alliance Conference (GaLA Conference 2014) Bucharest, Romania http://www.galaconf.org Jul 3-5 ICICTE 2014 - The International Conference on Information Communication Technologies in Education Kos, Greece https://docs.google.com/forms/d/1b-6wgkXZKh- FuidgUFnWwxorIVqKhix3LGg4CjzZj58/viewform Jul 5 – 21 Oregon Youth Jamboree Oregon, USA http://oregonhibbs.com/2013/09/10/eugene-youth- jamboree-faq/ Jul 7-9 6th EDULEARN conference - Education and New Learning Technologies Barcelona, Spain http://iated.org/edulearn/ Jul 7-11 45th Annual ISAGA Conference on Simulation and Gaming Dornbirn, Austria http://www.isaga2014.com Jul 17-19 8th International Conference on Computer Graphics, Visualization, Computer Vision and Image Processing 2014 - CVGCVIP 2014 Lisbon, Portugal http://www.cgv-conf.org/ Aug 7-10 AMCIS 2014 - The Philosophy in Information Systems track provides a forum for scholars who are open to questioning all aspects of Information Systems and seeking to find ways for the field to progress Savannah, Georgia, USA http://amcis2014.aisnet.org/index.php/track-list/77- amcis-2014/103 Aug 25-28 SimTect 2014 Asia Pacific Simulation Training Conference Adelaide, Australia http://www.simtect.com.au/
  • 8. Sep 9-11 Gameon 2014 - The 15th annual Simulation and AI in Games Conference Lincoln, UK http://www.eurosis.org/cms/?q=taxonomy/term/357 Sep 15-16 Open Geospatial Consortium (OGC®) Academic Summit 2014 Calgary, Canada http://nas.geocens.ca/academicsummit/ Sep 25-26 ICDE International Conference Moscow, Russia http://eng.mesi.ru/icde2014/ Oct 17-18 IIKI 2014, International Conference on Identification, Information and Knowledge in the Internet of Things Beijing, China http://business.bnu.edu.cn:765 Oct 22-24 EUROPEAN SIMULATION AND MODELLING CONFERENCE - ESM'2014, UNIVERSITY OF PORTO,PORTUGAL http://sigarra.up.pt/feup/en/WEB_PAGE.INICIAL Nov 3-5 19th International Conference on Cultural Heritage and New Technologies Vienna, Austria TBA Nov 9-11 5th Digital Earth Summit WINC Aichi, Nagoya, JAPAN http://gis.chubu.ac.jp/summit2014/ Nov 24-26 EiED 2014 Immersive Education Initiative Vienna, Austria http://europe.immersiveeducation.org/ events/ied-europe-summit-2014 Dec 1-4 SEANES 2014 - 3rd International Conference of the South East Asian Network of Ergonomics Societies Singapore http://seanes2014.org/index.html Dec 3-5 2ND ANNUAL SIMEX'2014 Brussels, Belgium http://www.eurosis.org/cms/?q=taxonomy/term/359 Feb 22-27 eKNOW 2015, The Seventh International Conference on Information, Process, and Knowledge Management Lisbon, Portugal http://www.iaria.org/conferences2015/eKNOW15.htm l Archived Presentations, Images and Videos I am archiving as many of my previous presentation, videos and event images as possible. You can access these from my web site at :- http://www.davidwortley.com/conferences.html or visit my Slideshare page at :- http://www.slideshare.net/dwortley/ If you would like any presentations, videos or documents circulated to my network, I am happy to provide this service free of charge for any material relevant to readers of this newsletter. If you are interested, contact me at david@davidwortley.com. Best Regards Best Regards David Wortley FRSA Founder and CEO GAITSS – Gamification and Immersive Technologies Strategic Solutions Shaping the Future of Business and Society through Human Development and Motivation Mobile Phone : +447896659695 Email : david@davidwortley.com Skype: davidwortley Web: http://www.davidwortley.com If you no longer wish to receive these newsletters, simply reply with the word UNSUBSCRIBE and I will remove you from the mailing list.

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