1) Data analytics can help understand player behavior and social relationships to create better game experiences.
2) Analyzing player data can provide insights into who players are, what they do, and how they interact socially.
3) This helps optimize games, but also raises issues around privacy, ethics in how data is used and potential negative impacts on players.
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 3 Lecture on the cultural and social dimensions of games, with study emphasis on the Paratext theory, and on the paratextuality of games.
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
Games as Logic Machines: Learning the Humanities through the Logic and Parate...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
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...Sherry Jones
Aug. 6, 2015 - This presentation is co-created by Sherry Jones and Kae Novak for the 2015 Colorado Learning and Teaching with Technology Conference.
This presentation details the origin, the development, and the future of the Metagame Book Club (http://bit.ly/metagamebookclub), an open club offered to K-20 educators to study academic works and popular literature on game studies, game-based learning, gamification (i.e. gamified learning), and the future of gaming. Book club participants also play games, such as War of Warcraft, Minecraft, Google's Ingress, and many more titles to support their teaching practices as "gaming pracademics."
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...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
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
The Psychology of the Player & Game Character Design and Representation by Sh...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
JTEL2012 emotion and games in technology-enhanced learningKostas Karpouzis
"Emotion and games in technology-enhanced learning" presentation at the 2012 Joint European Summer School on Technology Enhanced Learning in Estoril, Portugal
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...Sherry Jones
Aug. 5, 2015 - This is my presentation on epistemic game design for the 2015 Colorado Learning and Teaching with Technology Conference (COLTT).
Through this slideshow, we introduce the epistemic game, "The Perspective Game" by GetTheIssues(GTI) to educators and administrators of higher education.
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 3 Lecture on the cultural and social dimensions of games, with study emphasis on the Paratext theory, and on the paratextuality of games.
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
Games as Logic Machines: Learning the Humanities through the Logic and Parate...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
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...Sherry Jones
Aug. 6, 2015 - This presentation is co-created by Sherry Jones and Kae Novak for the 2015 Colorado Learning and Teaching with Technology Conference.
This presentation details the origin, the development, and the future of the Metagame Book Club (http://bit.ly/metagamebookclub), an open club offered to K-20 educators to study academic works and popular literature on game studies, game-based learning, gamification (i.e. gamified learning), and the future of gaming. Book club participants also play games, such as War of Warcraft, Minecraft, Google's Ingress, and many more titles to support their teaching practices as "gaming pracademics."
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...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
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
The Psychology of the Player & Game Character Design and Representation by Sh...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
JTEL2012 emotion and games in technology-enhanced learningKostas Karpouzis
"Emotion and games in technology-enhanced learning" presentation at the 2012 Joint European Summer School on Technology Enhanced Learning in Estoril, Portugal
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...Sherry Jones
Aug. 5, 2015 - This is my presentation on epistemic game design for the 2015 Colorado Learning and Teaching with Technology Conference (COLTT).
Through this slideshow, we introduce the epistemic game, "The Perspective Game" by GetTheIssues(GTI) to educators and administrators of higher education.
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
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
"Overview and Conclusions" by Sherry Jones (August 16, 2014)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
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 4 Lecture on the "Constructs of the Real and the Rhetoric of Games," with study emphasis on Ian Bogost's Procedural Rhetoric theory, and Ryan Lizardi's examination of the counterfactual and alternate histories presented in the Bioshock series.
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
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...Flavia Stoian
Inspired by the continual transition and controversial nature of the gaming culture, this study is a comparative inquiry into the online and the tabletop gaming culture from the perspective of women gamers to find out how critical differences between the two spaces mark their experience while they practice the games they love. It is written as a comparative narrative between online and tabletop data collected from Dungeons & Dragons and World of Warcraft. Both games are part of overlapping genres, have similar mechanics, and the player base have common characteristics. The thesis is structured in two sections. The first section reviews the literature necessary to scaffold the research approach. The second section is a three-fold, ethnographic exploration of the Dungeons & Dragons and World of Warcraft gaming spaces, from the perspective of women gamers.
Using a game as an advertising piece for a brazilian politics campaign (DIGRA...vincevader
In this presentation we seek to analyze the use of a game as an advertising piece for a brazilian politics campaign. We discuss the impact of a game in the mediatic scene of internet and how important it can be for a new political scene in the contemporary world.
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...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
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
AI is used to create parts of our games. It provides intelligent enemy behavior, techniques such as pathfinding or can be used to generate in-game content procedurally. AI can also play our games. The idea to train computers to beat humans in game-like environments such as Jeopardy!, Chess, or soccer is not a new one. But can AI also design our games? The role of Artificial Intelligence in the game development process is constantly expanding. In this talk, Dr. Pirker will talk about the importance of AI in the past, the present, and especially the future of game development.
[devcom2019] Behavioral Economics for Game: Cases of User Data AnalysisHyeyon Kwon
This session will introduce three cases of applying behavioral economics to analyze game users with a massive amount of data. Sentience's Co-founder and Research Lead, Hyeyon Kwon, will describe meta-model of player's motivations, which reflects four basic human needs of rewards - personal satisfaction, personal rewards, social interaction, public recognition - and elaborate 1) how to quantify and parameterize each motivation from data, 2) build econometric models, and 3) analyze the data to draw implications.
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018.
Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.
Gaming is a mass medium commanding the attention of billions each year.
So, to help marketers of all stripes understand the many business and career opportunities gaming has to offer, here are answers to frequently asked questions (FAQs)
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
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
"Overview and Conclusions" by Sherry Jones (August 16, 2014)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
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 4 Lecture on the "Constructs of the Real and the Rhetoric of Games," with study emphasis on Ian Bogost's Procedural Rhetoric theory, and Ryan Lizardi's examination of the counterfactual and alternate histories presented in the Bioshock series.
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
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...Flavia Stoian
Inspired by the continual transition and controversial nature of the gaming culture, this study is a comparative inquiry into the online and the tabletop gaming culture from the perspective of women gamers to find out how critical differences between the two spaces mark their experience while they practice the games they love. It is written as a comparative narrative between online and tabletop data collected from Dungeons & Dragons and World of Warcraft. Both games are part of overlapping genres, have similar mechanics, and the player base have common characteristics. The thesis is structured in two sections. The first section reviews the literature necessary to scaffold the research approach. The second section is a three-fold, ethnographic exploration of the Dungeons & Dragons and World of Warcraft gaming spaces, from the perspective of women gamers.
Using a game as an advertising piece for a brazilian politics campaign (DIGRA...vincevader
In this presentation we seek to analyze the use of a game as an advertising piece for a brazilian politics campaign. We discuss the impact of a game in the mediatic scene of internet and how important it can be for a new political scene in the contemporary world.
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...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
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
AI is used to create parts of our games. It provides intelligent enemy behavior, techniques such as pathfinding or can be used to generate in-game content procedurally. AI can also play our games. The idea to train computers to beat humans in game-like environments such as Jeopardy!, Chess, or soccer is not a new one. But can AI also design our games? The role of Artificial Intelligence in the game development process is constantly expanding. In this talk, Dr. Pirker will talk about the importance of AI in the past, the present, and especially the future of game development.
[devcom2019] Behavioral Economics for Game: Cases of User Data AnalysisHyeyon Kwon
This session will introduce three cases of applying behavioral economics to analyze game users with a massive amount of data. Sentience's Co-founder and Research Lead, Hyeyon Kwon, will describe meta-model of player's motivations, which reflects four basic human needs of rewards - personal satisfaction, personal rewards, social interaction, public recognition - and elaborate 1) how to quantify and parameterize each motivation from data, 2) build econometric models, and 3) analyze the data to draw implications.
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018.
Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.
Gaming is a mass medium commanding the attention of billions each year.
So, to help marketers of all stripes understand the many business and career opportunities gaming has to offer, here are answers to frequently asked questions (FAQs)
Research Overview Mirjam P Eladhari August 2019Mirjam Eladhari
Slides for a presentation where I gave an overview of my research in August 2019. The talk is about how I have adressed two question that are at the core of my work:
Q1 How can we work to innovate in game design and technology?
Q2 How can we create play experiences that are individually meaningful?
This presentation covers ideas and issues related to the use of games and videogame technologies in crowdsourcing projects for productivity, education, citizen science, human computation, and more.
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
Game-Based Research: Implementing brand health and satisfaction tracking usin...Datagame
This (abridged) presentation was delivered at the Market Research Event in December 2014. It provides a few statistics about the reach of games in the current culture and compares traditional survey-based tactics for conducting brand health tracking studies with a more enjoyable game-based approach.
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game ThinkingLennart Nacke
In this talk, Lennart will explain how game thinking works as a problem-solving strategy and provide practical takeaways for designers who are interested in using game thinking in their UX process. He will also talk about his most recent research into gameful design, player types, and surveys and heuristics to assess gamification.
Similar to 2021 - We are Developers - How Data is Shaping our Games (20)
How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2Johanna Pirker
Presentation at IFIP ILRN 2016 in Vienna
Authors of the Paper: Johanna Pirker, Simone Griesmayr, Anders Drachen , Rafet Sifa
Link to paper: http://link.springer.com/chapter/10.1007%2F978-3-319-46100-7_8
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...Johanna Pirker
Presentation of the paper "Design and Evaluation of a Learner-Centric Immersive Learning Environment for Physics Education" at the SouthCHI Conference
Date: 02/07/2013
Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...Globus
The Earth System Grid Federation (ESGF) is a global network of data servers that archives and distributes the planet’s largest collection of Earth system model output for thousands of climate and environmental scientists worldwide. Many of these petabyte-scale data archives are located in proximity to large high-performance computing (HPC) or cloud computing resources, but the primary workflow for data users consists of transferring data, and applying computations on a different system. As a part of the ESGF 2.0 US project (funded by the United States Department of Energy Office of Science), we developed pre-defined data workflows, which can be run on-demand, capable of applying many data reduction and data analysis to the large ESGF data archives, transferring only the resultant analysis (ex. visualizations, smaller data files). In this talk, we will showcase a few of these workflows, highlighting how Globus Flows can be used for petabyte-scale climate analysis.
E-commerce Application Development Company.pdfHornet Dynamics
Your business can reach new heights with our assistance as we design solutions that are specifically appropriate for your goals and vision. Our eCommerce application solutions can digitally coordinate all retail operations processes to meet the demands of the marketplace while maintaining business continuity.
Custom Healthcare Software for Managing Chronic Conditions and Remote Patient...Mind IT Systems
Healthcare providers often struggle with the complexities of chronic conditions and remote patient monitoring, as each patient requires personalized care and ongoing monitoring. Off-the-shelf solutions may not meet these diverse needs, leading to inefficiencies and gaps in care. It’s here, custom healthcare software offers a tailored solution, ensuring improved care and effectiveness.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Mobile App Development Company In Noida | Drona InfotechDrona Infotech
Looking for a reliable mobile app development company in Noida? Look no further than Drona Infotech. We specialize in creating customized apps for your business needs.
Visit Us For : https://www.dronainfotech.com/mobile-application-development/
First Steps with Globus Compute Multi-User EndpointsGlobus
In this presentation we will share our experiences around getting started with the Globus Compute multi-user endpoint. Working with the Pharmacology group at the University of Auckland, we have previously written an application using Globus Compute that can offload computationally expensive steps in the researcher's workflows, which they wish to manage from their familiar Windows environments, onto the NeSI (New Zealand eScience Infrastructure) cluster. Some of the challenges we have encountered were that each researcher had to set up and manage their own single-user globus compute endpoint and that the workloads had varying resource requirements (CPUs, memory and wall time) between different runs. We hope that the multi-user endpoint will help to address these challenges and share an update on our progress here.
Graspan: A Big Data System for Big Code AnalysisAftab Hussain
We built a disk-based parallel graph system, Graspan, that uses a novel edge-pair centric computation model to compute dynamic transitive closures on very large program graphs.
We implement context-sensitive pointer/alias and dataflow analyses on Graspan. An evaluation of these analyses on large codebases such as Linux shows that their Graspan implementations scale to millions of lines of code and are much simpler than their original implementations.
These analyses were used to augment the existing checkers; these augmented checkers found 132 new NULL pointer bugs and 1308 unnecessary NULL tests in Linux 4.4.0-rc5, PostgreSQL 8.3.9, and Apache httpd 2.2.18.
- Accepted in ASPLOS ‘17, Xi’an, China.
- Featured in the tutorial, Systemized Program Analyses: A Big Data Perspective on Static Analysis Scalability, ASPLOS ‘17.
- Invited for presentation at SoCal PLS ‘16.
- Invited for poster presentation at PLDI SRC ‘16.
Zoom is a comprehensive platform designed to connect individuals and teams efficiently. With its user-friendly interface and powerful features, Zoom has become a go-to solution for virtual communication and collaboration. It offers a range of tools, including virtual meetings, team chat, VoIP phone systems, online whiteboards, and AI companions, to streamline workflows and enhance productivity.
Software Engineering, Software Consulting, Tech Lead, Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Transaction, Spring MVC, OpenShift Cloud Platform, Kafka, REST, SOAP, LLD & HLD.
Top Features to Include in Your Winzo Clone App for Business Growth (4).pptxrickgrimesss22
Discover the essential features to incorporate in your Winzo clone app to boost business growth, enhance user engagement, and drive revenue. Learn how to create a compelling gaming experience that stands out in the competitive market.
Globus Connect Server Deep Dive - GlobusWorld 2024Globus
We explore the Globus Connect Server (GCS) architecture and experiment with advanced configuration options and use cases. This content is targeted at system administrators who are familiar with GCS and currently operate—or are planning to operate—broader deployments at their institution.
Enterprise Resource Planning System includes various modules that reduce any business's workload. Additionally, it organizes the workflows, which drives towards enhancing productivity. Here are a detailed explanation of the ERP modules. Going through the points will help you understand how the software is changing the work dynamics.
To know more details here: https://blogs.nyggs.com/nyggs/enterprise-resource-planning-erp-system-modules/
We describe the deployment and use of Globus Compute for remote computation. This content is aimed at researchers who wish to compute on remote resources using a unified programming interface, as well as system administrators who will deploy and operate Globus Compute services on their research computing infrastructure.
Providing Globus Services to Users of JASMIN for Environmental Data AnalysisGlobus
JASMIN is the UK’s high-performance data analysis platform for environmental science, operated by STFC on behalf of the UK Natural Environment Research Council (NERC). In addition to its role in hosting the CEDA Archive (NERC’s long-term repository for climate, atmospheric science & Earth observation data in the UK), JASMIN provides a collaborative platform to a community of around 2,000 scientists in the UK and beyond, providing nearly 400 environmental science projects with working space, compute resources and tools to facilitate their work. High-performance data transfer into and out of JASMIN has always been a key feature, with many scientists bringing model outputs from supercomputers elsewhere in the UK, to analyse against observational or other model data in the CEDA Archive. A growing number of JASMIN users are now realising the benefits of using the Globus service to provide reliable and efficient data movement and other tasks in this and other contexts. Further use cases involve long-distance (intercontinental) transfers to and from JASMIN, and collecting results from a mobile atmospheric radar system, pushing data to JASMIN via a lightweight Globus deployment. We provide details of how Globus fits into our current infrastructure, our experience of the recent migration to GCSv5.4, and of our interest in developing use of the wider ecosystem of Globus services for the benefit of our user community.
Innovating Inference - Remote Triggering of Large Language Models on HPC Clus...Globus
Large Language Models (LLMs) are currently the center of attention in the tech world, particularly for their potential to advance research. In this presentation, we'll explore a straightforward and effective method for quickly initiating inference runs on supercomputers using the vLLM tool with Globus Compute, specifically on the Polaris system at ALCF. We'll begin by briefly discussing the popularity and applications of LLMs in various fields. Following this, we will introduce the vLLM tool, and explain how it integrates with Globus Compute to efficiently manage LLM operations on Polaris. Attendees will learn the practical aspects of setting up and remotely triggering LLMs from local machines, focusing on ease of use and efficiency. This talk is ideal for researchers and practitioners looking to leverage the power of LLMs in their work, offering a clear guide to harnessing supercomputing resources for quick and effective LLM inference.
2. S C I E N C E * P A S S I O N * T E C H N O L O G Y
HOW DATA IS SHAPING OUR GAMES
J O H A N N A P I R K E R , T U G R A Z , A U S T R I A
@ J O E Y P R I N K
J P I R K E R . C O M
2 8 J U N / / W E A R E D E V E L O P E R S
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6. DATA ANALYTICS
▸Market optimization (e.g. web analytics, target-group marketing)
▸Data exploration / discovery (e.g. finding new markets)
▸Social network & relationship analysis (e.g. influencer)
▸Fraud detection (site integrity, uptime)
▸Machine-generated data analytics (remote sensing, location-
based information)
7. DATA ANALYTICS MEETS GAMES
▸Market optimization (e.g. monetization optimization in F2P, community
marketing, user generation, virtual currency rate prediction, retention,..)
▸Data exploration / discovery (e.g. finding new markets)
▸Social network & relationship analysis (e.g. understand multi-player
setups)
▸Fraud detection (identify cheaters, ..)
▸Machine-generated data analytics (location-based information, server
issues, game issues..)
8. CONFLICTS
▸“I want to tell my story/idea”
▸ “I want the player to
understand MY game”
GAME DESIGNER
▸“I want to play the game my
way”
▸“I want to be able to play the
game”
PLAYER
▸“make money”
▸“make as much money as possible..”
9. KEY QUESTIONS
▸ How much money can I get from the player?
▸ What can I get from the player?
▸ How can I improve the experience for the player and make more people be
able to play my games?
▸ Does the player understand / can play the game?
▸ How does the player play the game?
▸ How does the player understand the game?
▸ How can the game experience be optimized?
10. DATA ANALYTICS MEETS GAMES
▸Understanding player behavior to create better, more
inclusive and more innovative (social) game experiences
▸Understanding and identifying patterns in game data
▸-> who is the player?
▸-> statistics on player behavior (retention rate,
concurrency, ..)
▸-> social behavior of players
▸How do we interact with others? How are friendships
build? How does the game change us? Who are *we*?
11. DATA ANALYTICS MEETS GAMES
▸Understanding player behavior to create better, more
inclusive and more innovative (social) game experiences
▸Understanding and identifying patterns in game data
▸-> who is the player?
▸-> statistics on player behavior (retention rate,
concurrency, ..)
▸-> social behavior of players
▸How do we interact with others? How are friendships
build? How does the game change us? Who are *we*?
1) LEARN MORE ABOUT PLAYERS, LEARN MORE ABOUT THE GAMES
12. DATA ANALYTICS MEETS GAMES
▸Understanding player behavior to create better, more
inclusive and more innovative (social) game experiences
▸Understanding and identifying patterns in game data
▸-> who is the player?
▸-> statistics on player behavior (retention rate,
concurrency, ..)
▸-> social behavior of players
▸Who are *we*?
1) LEARN MORE ABOUT PLAYERS, LEARN MORE ABOUT THE GAMES
2) LEARN MORE ABOUT US
13. DATA ANALYTICS MEETS GAMES
▸Understanding player behavior to create better, more
inclusive and more innovative (social) game experiences
▸Understanding and identifying patterns in game data
▸-> who is the player?
▸-> statistics on player behavior (retention rate,
concurrency, ..)
▸-> social behavior of players
▸Who are *we*?
1) LEARN MORE ABOUT PLAYERS AND THE GAMES
15. WHAT WE WANT TO LEARN FROM THE PLAYERS..
Understanding player behavior to create better or more innovative
social game experiences
• Behavior - what players actually do
• Understanding - what the players think they have to do / have done
• Engagement - why do they keep playing?
• Experience - what the players feel
• Social Experiences – social behaviour of players, recommender systems
16. WHAT WE WANT TO LEARN FROM THE PLAYERS..
Understanding player behavior to create better or more innovative
social game experiences
• Behavior - what players actually do
• Understanding - what the players think they have to do / have done
• Engagement - why do they keep playing?
• Experience - what the players feel
• Social Experiences – social behaviour of players, recommender systems
I) BEHAVIOURAL PROFILING (E.G. CLUSTERING)
17. WHAT WE WANT TO LEARN FROM THE PLAYERS..
Understanding player behavior to create better or more innovative
social game experiences
• Behavior - what players actually do
• Understanding - what the players think they have to do / have done
• Engagement - why do they keep playing?
• Experience - what the players feel
• Social Experiences – social behaviour of players, recommender systems
I) BEHAVIOURAL PROFILING (E.G. CLUSTERING)
II) SOCIAL NETWORK ANALYSIS (E.G. GRAPH APPLICATION)
20. P L A Y E R H A B I T ( P L A Y E R F I N G E R P R I N T )
21. PLAYER PROFILES IN FORZA
‣ What Drives People: Creating Engagement Profiles of Players from Game
Log Data
‣ 120 mio race entries from 1.2 mil players
T., Nagapan, N., Guajardo, J. J., Cooper, R., Solberg, T., & Greenawalt, D. (2015, October). What Drives People: Creating Engagement Profiles of Players from Game Log Data. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction
Harpstead, E., Zimmermann, T., Nagapan, N., Guajardo, J. J., Cooper, R., Solberg, T., & Greenawalt, D. (2015, October). What drives people: Creating
engagement profiles of players from game log data. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (pp. 369-379).
22. F L O W ( M I H A L Y C S I K S Z E N T M I H A L Y I )
24. FEATURES
‣ Spatio-temporal navigation
‣ combat performance
‣ progression through the main storyline
‣ side quests..
‣ Agency missions (+ reach specific level of Chaos)
‣ subset of features based on the core mechanics
‣ -> does not impact the analytical framework
‣ -> impacts the kinds of conclusions that can be derived
25. P L A Y E R P R O G R E S S I O N A L O N G T H E M I S S I O N S
26. • Low Performers: worst kill/death ratio, most deaths per minutes
• Rushers: complete the game the fastest (most chaos per minute
collected, high k/d ratio, most kills per minute )
• Elite Players: highest difficulty level / highest k/d ratio
• Explorers: slow pace, hijacked most vehicles etc
27. RESULTS
‣ How can we describe player behaviour of the different player
profiles?
28. P L A Y E R B E H A V I O U R A L O N G T H E S T O R Y L I N E
jpirker.com/jc2/aaSankey.html
30. SIX DEGREES OF SEPARATION
▸In 1967, Stanley Milgram (social psychologist at Yale & Harvard)
conducted the small-world-experiment that is the basis of the “six
degrees of separation” concept.
▸He sent several packages to randomly selected individuals in the
US, asking them to forward the package to a target contact
person in Boston. The average path length for the received
packages was around 5.5.
Further reading: en.wikipedia.org/wiki/Small-world_experiment
31.
32. SIX DEGREES OF SEPARATION
▸In 2008, a study of Microsoft showed that the average chain
of contacts between users of MSN was 6.6 people.
▸In 2016, Facebook observed an average connection distance
between Facebook users of 3.57.
Further reading: en.wikipedia.org/wiki/Small-world_experiment
35. GD-NUMBER
Collaboration Graph as Engagement Tool
Based on the social network measure a new form of social engagement can be created. Similar to the
Small World Problem or the Erdos number, the collaboration graph can be used to engage
jammers, to collaborate with new jammers, or jammers at different locations.
As gamification tools, jammers could be motivated through their ”degree”, or the path length to
another person (e.g. a famous game developer, the ”Carmack number”) to collaborate with new
jammers.
Carmack Number 0
Carmack Number n
Carmack Number 1
36. Collaboration Graph as Engagement Tool
Based on the social network measure a new form of social engagement can be created. Similar
to the Small World Problem or the Erdos number, the collaboration graph can be used to
engage jammers, to collaborate with new jammers, or jammers at different locations.
As gamification tools, jammers could be motivated through their ”degree”, or the path length to
another person (e.g. a famous game developer, the ”Romero number”) to collaborate with
new jammers.
Romero Number 0
Romero Number n
Romero Number 1
GD-NUMBER
45. TYPICAL QUESTIONS
▸Analyzing individuals:
▸Who are well connected / important players in a network?
▸What is the influence of individuals?
▸Who is the player with the largest reach?
▸Who are players connecting different player groups?
46. TYPICAL QUESTIONS
▸Analyzing groups and communities:
▸How can we identify groups and communities?
▸How are players connected with each other?
▸Are players more engaged by playing along or together?
▸Are players in groups performing better than players playing on
their own?
▸Do connected players share common interests?
47. TYPICAL QUESTIONS
▸Analyzing social dynamics:
▸How do players connect to other players?
▸How do players build guilds?
▸When a player gets an interesting item to share with other
players, how far will it get transmitted?
▸How can we recommend players in PvP matches?
48. BUILDING PLAYER NETWORKS
▸Undirected networks (Links are undirected)
▸Directed networks (Links are directed)
▸Weighted networks (Links are weighted)
49. NETWORK RELATIONSHIP
‣ Player Network
‣ v: players
‣ e: match played together
/ against each other
‣ undirected, weighted graph
‣ (weight: # matches played together)
PLAYER 1
PLAYER 2
PLAYER 3
3
1
50. BUILDING PLAYER NETWORKS
▸Direct relationships: Direct (explicit) interactions between players
are identified and used (e.g. in-game messaging, friendships, clan
memberships).
▸Indirect relationships: Relationships also can be identified
through indirect (implicit) interactions (playing in same matches
or opponent matches, same playing time, same in-game location).
51. SOCIAL NETWORKS IN DESTINY
Rattinger, A., Wallner, G., Drachen, A., Pirker, J., & Sifa, R. (2016, September) Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny,15th International Conference on Entertainment Computing (in press).
52. RETENTION ANALYSIS / INFLUENCER ANALYSIS
▸How to keep players?
▸Identification of important nodes
54. ENGAGEMENT ANALYSIS
▸How to engage players?
▸Players playing more often with the same players in teams play
more often and longer
55. DATA ANALYTICS MEETS GAMES
▸Understanding player behavior to create better, more
inclusive and more innovative (social) game experiences
▸Understanding and identifying patterns in game data
▸-> who is the player?
▸-> statistics on player behavior (retention rate,
concurrency, ..)
▸-> social behavior of players
▸Who are *we*?
2) LEARN MORE ABOUT US
57. DATA ANALYTICS MEETS GAMES
▸Understanding player behavior to create better, more
inclusive and more innovative (social) game experiences
▸Understanding and identifying patterns in game data
▸-> who is the player?
▸-> statistics on player behavior (retention rate,
concurrency, ..)
▸-> social behavior of players
▸Who are *we*?
3) DATA AS PART OF GAME DESIGN