Presentation on Criminal Case, Crime based Hidden Object Games and hidden audiences for Video Games and Literature, Beyond Stereotypes - 21st June 2018 St. Andrews University
Presentation on Criminal Case, Crime based Hidden Object Games and hidden audiences for Video Games and Literature, Beyond Stereotypes - 21st June 2018 St. Andrews University
In part one of our exploration of the gaming audience landscape, we spoke with people from across the industry to establish some of the key characteristics of the different types of gamer – social, console and mobile - and where the power to engage and own these audiences lies.
In this follow up piece, we use social media analytics to understand how and why gaming audiences engage with the games and platforms they use and craft some insights into how publishers, manufacturers and platforms can keep these gamers coming back for more.
Social Gold: The Design of FarmVille and Other Social Games (Web2Expo 2010)Amitt Mahajan
Amitt Mahajan discusses common game design techniques used within Zynga's popular social games to create experiences that encourage user acquisition, retention, and investment.
Way of Kindness: game mechanics applied to service design and engagement mark...Vincent Sider
It is about time to create meaning online and encourage people to act kindly to one another. The presentation, built on the shoulders of giants ( see reference) looks at how game mechanics can be applied to service design and engagement marketing to encourage and reward Kindness between people.
NB : I have used some third parties slides to create that presentation . Please kindly contact me for any issue: vsider2@hotmail.fr
In part one of our exploration of the gaming audience landscape, we spoke with people from across the industry to establish some of the key characteristics of the different types of gamer – social, console and mobile - and where the power to engage and own these audiences lies.
In this follow up piece, we use social media analytics to understand how and why gaming audiences engage with the games and platforms they use and craft some insights into how publishers, manufacturers and platforms can keep these gamers coming back for more.
Social Gold: The Design of FarmVille and Other Social Games (Web2Expo 2010)Amitt Mahajan
Amitt Mahajan discusses common game design techniques used within Zynga's popular social games to create experiences that encourage user acquisition, retention, and investment.
Way of Kindness: game mechanics applied to service design and engagement mark...Vincent Sider
It is about time to create meaning online and encourage people to act kindly to one another. The presentation, built on the shoulders of giants ( see reference) looks at how game mechanics can be applied to service design and engagement marketing to encourage and reward Kindness between people.
NB : I have used some third parties slides to create that presentation . Please kindly contact me for any issue: vsider2@hotmail.fr
This is the research PowerPoint for unit 3. The research stage of this unit goes over finding other products similar to your own and analyzing them. This could also be used to gain some inspiration for your product.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
2. Existing Product
The twisted and irregular
environment in the
background emphasises the
game’s freakiness and overall
madness-based themes.
Alice’s bloodied attire tells the
viewer that the game has a justified
mature rating, even more so if you
are familiar with the original
American McGee’s Alice.
The title font has been stylised so
that the entire word has the same
texture as the central knife. This
goes further to display Alice’s
ruthless and vicious nature, as
well as the game’s combative
environment.
Alice’s attire serves as a
homage to the original stories
by L. Frank Baum, the blue
dress and white apron
popularized by Disney
becoming an iconic indicator of
anything Alice-related.
3. Existing Product
Heavy emphasis on lighting,
colour and shadows, making
the environment feel more
otherworldly and
fantastical. This succeeds in
making the game feel more
like a comic book in terms
of artistic direction.
The heavy presence of
darkness in the scene
conveys the game’s focus
on the hidden, ergo the
detective protagonist and
mystery genre.
The font title and colouring
mimics that of seedy night-
club neon, drawing
attention to the game’s
focus on the underbelly of
society.
The use of the cigarette
light to define the shadow
highlights the main
character’s supernatural
aspect. Those familiar with
the Fables series would
immediately recognise
him, and this visual cue is
for those who are first-
time watchers of the
franchise.
The way that Bigby stares
out towards the camera,
eyes standing out against
the darkness, emphasises
his somewhat predatory
nature by making appear
to be the eyes of a wolf.
4. Existing Product
The lack of a title adds a hint of mystery to the
atmosphere, emphasizing the game’s ominous
and mysterious nature.
The shot of Yharnam before The
Hunter acts as an indicator of the
scope and size of the game, the
intricate detail of the environment
conveying the quality of the game
itself, promising satisfactory artistic
work.
The ethereal lighting from the moon
and small amounts of mist in the
frame, combined with the ominous
dark clouds above, all create an
atmosphere of deception or
disguise, veiling whatever is hidden
away in the fog.
The way the city is curved makes it
appear as if it is trying to catch or
devour The Hunter, symbolic of the
enemies residing within Yharnam.
The way The Hunter stands, back
straight, weapons at the ready, and
gaze locked firmly on the city,
makes him seem undaunted by the
horrors within, confident and
assured in the face of danger.
5. Existing Product
The deep red sky adds a layer of
ominousness and dread to the cover, red
denoting danger and violence.The dark black depiction of
the island makes it stand
out against the yellow
cover, the details in the
picture adding substance
and essence to the design.
H.G. Wells, being one of the founding
fathers of science-fiction, is widely known
among most people. His name immediately
attracts attention wherever it is seen,
lending credence of quality to whatever it
is placed upon.
6. Research Analysis
• What common features do the researched
products have?
– Each product focuses upon people that deviate from normality, whether it be normal
mentality, such as Alice and The Hunter, or normal physiology, like Bigby and the
creations of Doctor Moreau.
• What aspects of the research will you include
within your on work?
– In terms of characters, those who deviate from social norms will be the centrepieces of
the project. In terms of artistic direction, the lighting and colour-centric style of The
Wolf Among Us. Gameplay-wise, the hack n’ slash madness of Alice and Bloodborne,
contrasted against the slow-paced detective noir of The Wolf Among Us, running parallel
to each other in terms of plot.
8. Audience research
• Observation: The answerers don’t particularly care about the game’s aesthetics.
• What this says about my audience: That they are not people who think a game’s art
direction is important in comparison to other elements.
• How will your product appeal to this audience: To focus more on the gameplay and
plot.
Q: What kind of art style do you think the game should have?
A: Depends
Don’t Know.
9. Audience research
• Observation: The thematic elements and gameplay take precedence over the plot.
• What this says about my audience: They are more attracted to the straightforward and less
complex parts of the gameplay than the intricacies of the mystery plot.
• How will your product appeal to this audience: To put more emphasis on the hack n’ slash
sections of the game.
Q: What part of the game sounds the most interesting to you?
A: The supernatural elements: 1
The detective noir plot: 0
The hack n’ slash gameplay: 1
10. Audience research
• Observation: The audience is interested in how the game appeals the mainstream of the gaming
community.
• What this says about my audience: They follow the crowd and celebrate the most popular games in
the community.
• How will your product appeal to this audience: To be good enough to fit into this demographic.
Q: What attracts you to your favourite games?
A: Good ratings.
Adventure.
11. Audience research
• Observation: The audience is looking for a game that gives them an appropriate sense of
satisfaction.
• What this says about my audience: They wish to have a satisfying experience with games they play,
that helps them to escape mundane life for a short time.
• How will your product appeal to this audience: To have an engaging enough plotline and gameplay
to deliver this sense of satisfaction, and be devoid of bugs so that the game can flow smoothly.
Q: What causes you to dislike the games you play?
A: Lag and glitches.
If it’s uninteresting then I won’t play it.
12. Audience research
• Observation: That there are vastly different views on what kind of game each person is expecting,
usually because of their personal opinion.
• What this says about my audience: That each person wants something that caters to them
personally, regardless of overall aesthetics.
• How will your product appeal to this audience: By listening to the audience and factoring in their
opinion, but sticking to the game’s emotional field.
Q: What kind of rating do you think the game deserves?
A: Everyone
Adults 18+
13. Audience research
• Observation: There is more or less and equal balance between the two biological genders,
meaning that there is also and equal amount of interest.
• What this says about my audience: That both demographics have an interest in the product,
and that their interest and opinion must be taken into account.
• How will your product appeal to this audience: To create content that appeals to both
demographics, and to not offend either of them.
Q: What is your gender?
A: Male
Female
14. Audience research
• Observation: That the primary group of interest are those within the late teens/early
twenties age bracket.
• What this says about my audience: That the product appeals to those within this specific age
bracket.
• How will your product appeal to this audience: By capitalising on this information, we can
emphasise what appeals to the audience, as well as include more content that would appeal
to other age demographics.
Q: What is your age?
A: 16
17
15. Audience research
• Observation: That the audience has selected characters based on what appeals to them
personally.
• What this says about my audience: That they sympathise and relate to these types of
characters, feeling that they resemble them in some way.
• How will your product appeal to this audience: By taking the audience’s opinion into account,
but to remain independent of their whims and have autonomy.
Q: What kind of characters do you want to see in the game?
A: Cocky
Hot
16. Audience research
• Observation: That the audience has roughly the same opinion in terms of time length.
• What this says about my audience: That they prefer a satisfactory amount of content to
entertain them, rather than a quick and easy game that takes only a few minutes.
• How will your product appeal to this audience: By including enough material to keep the
audience satisfied.
Q: How log do you think the game should be?
A: 18+
20 – 30 minutes
17. Audience research
• Observation: The audience prefers high-intensity and fast-paced games that involve lots of
action and have an exciting momentum.
• What this says about my audience: That they are possibly impulsive people who delight in
unrestrained chaos.
• How will your product appeal to this audience: To incorporate these aspects into the action-
based segments of the game, utilising their opinions to create a greater satisfactory
experience.
Q: What is the most satisfying game you have ever played?
A: Call of Duty: Modern Warfare 2
Asphalt Nitro
19. Interview 1
• Who is your favourite video game character and why?
• The GTA 5 Gangster character because there are a lot of sound effects behind him, he has a good character profile and you
can interchange his cars.
• What is the game that impressed you in terms of design?
• The game that impressed me in terms of design is Call of Duty Advanced Warfare because of the different items and
weapons you can use it shows futuristic weapons design.
• What video game character do you hate the most and why?
• I hate Harry Potter as a game character because of the old graphics product and the limitations of his character.
• What game did you find the most annoying and why?
• Pokemon Go because you can’t find all the characters where they are placed.
• What do you find disappointing in games you play?
• I find some of the graphics aren’t up to the machines specification and some of the characters are not developed properly.
Filled out by Josh Sotheran.
20. Interview 1
• Observation: This interviewee predominantly prefers open-
world, first-person games with enhanced adaptability and
customisation.
• What this says about my audience: They value personal
freedom within games and an expansive world environment.
• How will your product appeal to this audience: Some
characters being heavily customisable during the hack n’ slash
segments of the game, along with certain plot elements on
the freedom of choice.
21. Interview 2
• Who is your favourite video game character and why?
• Link from Zelda, because it reminds me of being younger and having adventures in a alternate and fantasy world with my
friends.
• What is the game that impressed you in terms of design?
• Bioshock, it’s visuals and deep links with other stories alongside graphics really got my attention.
• What video game character do you hate the most and why?
• Mario – I find him over popular for no real reason as he is only a plumber..
• What game did you find the most annoying and why?
• Tomb Raider one, swinging across a waterfall on a vine.. I can’t do that level!
• What do you find disappointing in games you play?
• When they don’t live up to expectation with graphics, need extra add ons which cost money and when the levels are
completely unachievable!
Filled out by Chantelle Pulleyn.
22. Interview 2
• Observation: The interviewee prefers adventure-based games
with a good storyline, such as questing for hidden treasure
with greater significance.
• What this says about my audience: They appreciate a good
and complex story, but not pointless side-quests that are
necessary to advance.
• How will your product appeal to this audience: Very well, due
the plot being driven entirely by the characters and their
experiences, standard objectives like fetch quests and
missions being secondary by comparison.
23. Audience Profile
Category Demographic Content to appeal to this audience
Age Range
15-20’s • Character-driven, avoidance of too much
slow pacing, fast-paced action and
genuinely intriguing plot.
Gender
Male and Female • A diverse cast of characters, with a variety
of ages, genders, nationalities, races,
religions, social classes, sexualities and body
types.
Psychographic
Anything, really. • The multitude of characters planned would
be used to represent a variety of lifestyles,
so that each character appeals to at least
one person.
Social Status
Not relevant. • Once again, the characters and their
differentiating background are used to
represent a plethora of social strata,
personal dilemmas and personalities.
25. Research Evaluation
• Give an overview of how you conducted your research.
Discuss the strengths and weaknesses of each method
– Product Research
• Personalized and fully controlled by the researcher, it provides first-hand
information from a variety of different resources to codify the researcher’s ideas
and goals.
– Questionnaires
• Can collect information from a multitude of angles at once, each one different from
the other without direct correlation.
– Interviews
Allows the researcher to acquire information with a direct line of response to the
interviewee, preventing corruption of information in transit .
26. Research Evaluation
– What sort of a response did you get?
A variety of different views on the proposed subject, some useful, others not.
Each response was highly personalized with the individual surveyor’s responses;
whether they be necessarily what the creator of the survey was looking for is
irrelevant. Due to the responses being purely personal opinion, it is hard to
define the overall theme, only that they are what the surveyor thinks is the
appropriate response to the question.
– How did you distribute your survey? Give an advantage and a disadvantage
• I used a hyper-link for survey distribution, presented through a Facebook group
chat. While this does limit the number of responders to those in the group chat,
and even then only those who actually choose to respond, it is one of the fastest
ways to accumulate responses quickly, regardless of selectivity.
Editor's Notes
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a historical product (pre-1990) similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Discuss the existing product research, surveys and interviews
Discuss the responses you got from your survey
Discuss distributing your evaluation digitally