The IGI 2015 Game Creator Awards Ceremony took place February 28th 2015 at Reykjavik University. Ten teams submitted their game. At this ceremony the winners were announced.
The winner was Tiny Knight by Demon Lab. An adventure game in which the player tries to reach the end of the map by getting past obstacles such as moving platforms or enemies.
The ceremony was organised by IGI, Samtök iðnaðarins and Reykjavík University. Hosted by Ólafur Andri Ragnarsson.
Main sponsors were Íslandsbanki and Nýsköpunarmiðstöð.
William created a game landscape in Photoshop with trees, bushes, and plants on separate layers. He animated a flowing river and added a floating log for realism. A walking character animation and HUD were added. The character chopped down a tree, which changed layers, and resources appeared in the inventory bar. For the final product, he will include interactive elements like chopping trees. Character animations need improvement. The water animation and floating log will likely be included to make the world feel alive.
The document discusses the evolution of online and multiplayer games from the 1970s to the present. It describes early multiplayer games that allowed players to connect over networks and dial-up services, as well as the development of massively multiplayer online role-playing games (MMORPGs) in the late 1990s and 2000s. Popular MMORPGs like EverQuest and World of Warcraft are discussed in detail. The document also covers emerging genres like augmented reality games and pervasive/alternate reality games that blend digital and physical worlds.
This document analyzes how Jake Scott's media product challenges or develops conventions of real media products.
It discusses several ways Jake's magazine front cover compares to real magazines, such as using a group photo instead of a solo shot and including two people not fully in frame. The masthead and placement of cover lines are similar to real magazines.
The contents page draws from conventions of Billboard, Q Magazine, and Vibe Magazine, including charts, color schemes, images, and promotional text. It sectioned different parts like Billboard.
The double page spread includes a pulled quote image and interview columns like in Q Magazine. Live performance photos emulate styles from other magazines.
This document discusses pervasive games for learning in cities. It provides examples of location-based games like Carnival Scrabble, Who Killed Hannae, and Frequency 1550. These games use mobile technologies to connect physical spaces to digital game spaces. Players can learn about their city's history and hidden facts by completing missions at real-world locations. The document also discusses how these games can facilitate social, experiential, and situated learning. However, it notes the games sometimes focus too much on factual information over embodied experience and reflection. Overall, pervasive games show potential for learning, but need to balance fun, engagement, and meaningful learning about a city.
The IGI 2015 Game Creator Awards Ceremony took place February 28th 2015 at Reykjavik University. Ten teams submitted their game. At this ceremony the winners were announced.
The winner was Tiny Knight by Demon Lab. An adventure game in which the player tries to reach the end of the map by getting past obstacles such as moving platforms or enemies.
The ceremony was organised by IGI, Samtök iðnaðarins and Reykjavík University. Hosted by Ólafur Andri Ragnarsson.
Main sponsors were Íslandsbanki and Nýsköpunarmiðstöð.
William created a game landscape in Photoshop with trees, bushes, and plants on separate layers. He animated a flowing river and added a floating log for realism. A walking character animation and HUD were added. The character chopped down a tree, which changed layers, and resources appeared in the inventory bar. For the final product, he will include interactive elements like chopping trees. Character animations need improvement. The water animation and floating log will likely be included to make the world feel alive.
The document discusses the evolution of online and multiplayer games from the 1970s to the present. It describes early multiplayer games that allowed players to connect over networks and dial-up services, as well as the development of massively multiplayer online role-playing games (MMORPGs) in the late 1990s and 2000s. Popular MMORPGs like EverQuest and World of Warcraft are discussed in detail. The document also covers emerging genres like augmented reality games and pervasive/alternate reality games that blend digital and physical worlds.
This document analyzes how Jake Scott's media product challenges or develops conventions of real media products.
It discusses several ways Jake's magazine front cover compares to real magazines, such as using a group photo instead of a solo shot and including two people not fully in frame. The masthead and placement of cover lines are similar to real magazines.
The contents page draws from conventions of Billboard, Q Magazine, and Vibe Magazine, including charts, color schemes, images, and promotional text. It sectioned different parts like Billboard.
The double page spread includes a pulled quote image and interview columns like in Q Magazine. Live performance photos emulate styles from other magazines.
This document discusses pervasive games for learning in cities. It provides examples of location-based games like Carnival Scrabble, Who Killed Hannae, and Frequency 1550. These games use mobile technologies to connect physical spaces to digital game spaces. Players can learn about their city's history and hidden facts by completing missions at real-world locations. The document also discusses how these games can facilitate social, experiential, and situated learning. However, it notes the games sometimes focus too much on factual information over embodied experience and reflection. Overall, pervasive games show potential for learning, but need to balance fun, engagement, and meaningful learning about a city.
Keynote presentation at the ICEPOPS 2019 conference (https://copyrightliteracy.org/upcoming-events/icepops-international-copyright-literacy-event-with-playful-opportunities-for-practitioners-and-scholars/)
Fear of failure, fear of not being taken seriously, fear of
not being an expert or ‘knowing enough’ can halt and
obstruct learning at all levels. Charlie will be sharing
her experiences of creating a lusory attitude or playful
environment to empower learners (from
undergraduates to tenured staff) to experiment and
engage with copyright concepts and practices away
from fear and apprehension.
This is then followed with an interactive, games based learning OER Board Game Jam session.
The document discusses different perspectives on analyzing games. Narratologists argue that games can be interpreted like literary texts due to their underlying narrative structures. However, Ludologists assert that a game's meaning is expressed solely through its rules and mechanics. They believe games should be studied based on their formal systems rather than representational elements. There is also discussion around cultural contexts of gaming, immersive experiences, and world building within games. The document touches on various game design principles and patterns as well as research skills relevant to studying games.
Lecture "An Introduction to Game Research" by Mirjam P Eladhari. Given in 2010 as part of the course International Game Production Studies I at Gotland University in Sweden.
This document provides an introduction to a cultural analysis of massively multiplayer online games (MMOs) as a form of sport. It discusses how MMOs allow millions of users to interact through avatars in a virtual environment in team-like and sporting ways on a daily basis. The introduction examines previous research on gaming and argues that MMOs deserve unique study due to their social and persistent virtual worlds where cooperation and competition between players is important.
1. The document discusses using virtual environments to teach history through interaction. It suggests examining games to understand why they are engaging, as games can provide interactive learning environments.
2. However, the author notes that while games are good at engagement, they often lack cultural significance present in history. The author provides some examples of both good and bad uses of games for history.
3. There are several problems discussed, such as a lack of incorporating inhabitants' points of view, incomplete usage of historical principles, and difficulties representing rituals and sensory aspects of history through current technology. The author suggests some potential solutions, such as role-playing as historical figures or modifying cities/events based on historical theories.
Presentation at FETC13 with Dr. Francisca Yonekura of the University of Central FLorida and Tanya Martin of Broward County Public School in Orlando, FL, January 2013
This document provides an overview of the history of video games from the 1960s to present day. It discusses early games like Spacewar developed in the 1960s and the growth of the video game industry from the 1970s onward. Key points covered include the shift from arcade to home console games, the rise in game sales and popularity in the 1990s and 2000s, the growth of online and subscription-based games, and how games are now influencing the real world and culture.
Graphics, playability and social interaction, the greatest motivations for pl...Beatriz Marcano Lárez
Abstract (http://naerjournal.ua.es/article/view/v3n1-5)
War videogames raise a lot of controversy in the educational field and are by far the most played videogames worldwide. This study explores the factors that encouraged gamers to choose war videogames with a sample of 387 Call of Duty players. The motivational factors were pinpointed using a non-experimental descriptive exploratory study through an online Likert-type survey that was valid and reliable (Cronbach’s α = 0.897, Kaiser-Meyer-Olkin coefficient, KMO: 0.903). A factor analysis with varimax rotation was applied, which yielded 7 dimensions: graphics/playability; social interaction; learning; challenge/overcoming; fantasy; fun; and competition. Considering the score obtained for each dimension, it can be concluded that the most influential motivational factors were game graphics/playability game and the social interaction allowed by its multiplayer online status, both of them being factors determined by game design elements. These aspects should be considered in the design of educational activities so as to make them impactful and motivational.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
An analysis of open world pvp in lotro’s pvmpToh Weimin
An Analysis of Open World PvP in LOTRO's PvMP presented at the Meaningful Play conference 2014 on 17 Oct 2014 2.30 p.m. at East Lansing, Michigan, United States.
Ecomodding as Cultural Public Sphere and Creative Research PracticeStefan Werning
The slides present our work on developing ecomodding, i.e. the creation of game modifications to explore ecological issues, as a playful, critical teaching and research technique.
The document discusses alternate reality games (ARGs) and why they are interesting. It provides examples of popular ARGs that involved thousands of online and real-world players collaborating over weeks or months to solve puzzles and advance storylines. ARGs combine elements of pervasive gaming, interactive fiction, and transmedia storytelling. They involve narratives that occur across multiple media and spill out from screens into the real world.
This document discusses the state of digital gaming in small liberal arts colleges in 2009. It provides examples of how gaming is being used pedagogically through classes, curriculum content, and student projects. A taxonomy is presented that includes faculty research on gaming, faculty/staff-created games, games used as learning content, and students creating game content and games. The role of NITLE in facilitating networking and collaboration on gaming across liberal arts campuses is also discussed. Potential future directions are explored, such as increased modding, mobile gaming, and involvement from more disciplines like the sciences.
This document provides an agenda for a Gamejam event at HackerDojo on July 12, 2014. The agenda includes announcing and launching a game development competition, demonstrating the game submission site and API, showcasing example games, holding a Q&A session, and providing time for participants to build and modify games. The goals of the event are to target JavaScript and game developers new to HTML5, explain the competition rules, and help participants learn HTML5 game development.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
The document discusses various topics related to virtual reality and computer games including types of games, narrative experiences in games, and debates around whether games can be considered a form of art. It provides examples and references various scholars who have studied immersion, narratology, and the relationship between games and artistic expression.
Virtual worlds: Implications for teaching children with autismLynette Goodnight
The document discusses how the virtual world game Minecraft can provide benefits for children with autism. It describes how Minecraft allows for creative building and learning about spatial relationships and materials. It highlights the Autcraft server, a safe space within Minecraft created for autistic children and their families where griefing and bullying are prohibited. On Autcraft, children are encouraged to collaborate on projects to develop social and cooperation skills in a protected environment catered for their needs. While Minecraft may not be suitable for all autistic children, the document argues it can offer a safe place for learning, communication, creativity, and building friendships.
Playing with Climate Change S.Law - CNIE Conference 2008sklaw
This document discusses the design of an educational alternate reality game (ARG) set in Second Life to teach about climate change. The game aims to immerse players through collaborative activities like investigating climate impacts, attending town hall meetings, and presenting findings. It will have biology, geoscience and other player streams involving tasks like researching biosequestration or water levels. Feedback will be used to refine the game design and assess how communities of inquiry and different fidelity levels impact the learning experience.
Supporting user participation in massive online coursesNikolaos Avouris
The document discusses supporting user participation in massive open online courses (MOOCs). It notes that current MOOCs are not based on sound pedagogies and that new approaches like collaborative learning need to be introduced. MOOC forums are widely used but chaotic, so learning analytics are needed to help learners and designers use MOOCs more effectively. It also discusses analyzing the instructional design quality of MOOCs and finds that opportunities for collaborative learning, knowledge contribution, and skill integration are limited in most MOOCs.
Keynote presentation at the ICEPOPS 2019 conference (https://copyrightliteracy.org/upcoming-events/icepops-international-copyright-literacy-event-with-playful-opportunities-for-practitioners-and-scholars/)
Fear of failure, fear of not being taken seriously, fear of
not being an expert or ‘knowing enough’ can halt and
obstruct learning at all levels. Charlie will be sharing
her experiences of creating a lusory attitude or playful
environment to empower learners (from
undergraduates to tenured staff) to experiment and
engage with copyright concepts and practices away
from fear and apprehension.
This is then followed with an interactive, games based learning OER Board Game Jam session.
The document discusses different perspectives on analyzing games. Narratologists argue that games can be interpreted like literary texts due to their underlying narrative structures. However, Ludologists assert that a game's meaning is expressed solely through its rules and mechanics. They believe games should be studied based on their formal systems rather than representational elements. There is also discussion around cultural contexts of gaming, immersive experiences, and world building within games. The document touches on various game design principles and patterns as well as research skills relevant to studying games.
Lecture "An Introduction to Game Research" by Mirjam P Eladhari. Given in 2010 as part of the course International Game Production Studies I at Gotland University in Sweden.
This document provides an introduction to a cultural analysis of massively multiplayer online games (MMOs) as a form of sport. It discusses how MMOs allow millions of users to interact through avatars in a virtual environment in team-like and sporting ways on a daily basis. The introduction examines previous research on gaming and argues that MMOs deserve unique study due to their social and persistent virtual worlds where cooperation and competition between players is important.
1. The document discusses using virtual environments to teach history through interaction. It suggests examining games to understand why they are engaging, as games can provide interactive learning environments.
2. However, the author notes that while games are good at engagement, they often lack cultural significance present in history. The author provides some examples of both good and bad uses of games for history.
3. There are several problems discussed, such as a lack of incorporating inhabitants' points of view, incomplete usage of historical principles, and difficulties representing rituals and sensory aspects of history through current technology. The author suggests some potential solutions, such as role-playing as historical figures or modifying cities/events based on historical theories.
Presentation at FETC13 with Dr. Francisca Yonekura of the University of Central FLorida and Tanya Martin of Broward County Public School in Orlando, FL, January 2013
This document provides an overview of the history of video games from the 1960s to present day. It discusses early games like Spacewar developed in the 1960s and the growth of the video game industry from the 1970s onward. Key points covered include the shift from arcade to home console games, the rise in game sales and popularity in the 1990s and 2000s, the growth of online and subscription-based games, and how games are now influencing the real world and culture.
Graphics, playability and social interaction, the greatest motivations for pl...Beatriz Marcano Lárez
Abstract (http://naerjournal.ua.es/article/view/v3n1-5)
War videogames raise a lot of controversy in the educational field and are by far the most played videogames worldwide. This study explores the factors that encouraged gamers to choose war videogames with a sample of 387 Call of Duty players. The motivational factors were pinpointed using a non-experimental descriptive exploratory study through an online Likert-type survey that was valid and reliable (Cronbach’s α = 0.897, Kaiser-Meyer-Olkin coefficient, KMO: 0.903). A factor analysis with varimax rotation was applied, which yielded 7 dimensions: graphics/playability; social interaction; learning; challenge/overcoming; fantasy; fun; and competition. Considering the score obtained for each dimension, it can be concluded that the most influential motivational factors were game graphics/playability game and the social interaction allowed by its multiplayer online status, both of them being factors determined by game design elements. These aspects should be considered in the design of educational activities so as to make them impactful and motivational.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
An analysis of open world pvp in lotro’s pvmpToh Weimin
An Analysis of Open World PvP in LOTRO's PvMP presented at the Meaningful Play conference 2014 on 17 Oct 2014 2.30 p.m. at East Lansing, Michigan, United States.
Ecomodding as Cultural Public Sphere and Creative Research PracticeStefan Werning
The slides present our work on developing ecomodding, i.e. the creation of game modifications to explore ecological issues, as a playful, critical teaching and research technique.
The document discusses alternate reality games (ARGs) and why they are interesting. It provides examples of popular ARGs that involved thousands of online and real-world players collaborating over weeks or months to solve puzzles and advance storylines. ARGs combine elements of pervasive gaming, interactive fiction, and transmedia storytelling. They involve narratives that occur across multiple media and spill out from screens into the real world.
This document discusses the state of digital gaming in small liberal arts colleges in 2009. It provides examples of how gaming is being used pedagogically through classes, curriculum content, and student projects. A taxonomy is presented that includes faculty research on gaming, faculty/staff-created games, games used as learning content, and students creating game content and games. The role of NITLE in facilitating networking and collaboration on gaming across liberal arts campuses is also discussed. Potential future directions are explored, such as increased modding, mobile gaming, and involvement from more disciplines like the sciences.
This document provides an agenda for a Gamejam event at HackerDojo on July 12, 2014. The agenda includes announcing and launching a game development competition, demonstrating the game submission site and API, showcasing example games, holding a Q&A session, and providing time for participants to build and modify games. The goals of the event are to target JavaScript and game developers new to HTML5, explain the competition rules, and help participants learn HTML5 game development.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
The document discusses various topics related to virtual reality and computer games including types of games, narrative experiences in games, and debates around whether games can be considered a form of art. It provides examples and references various scholars who have studied immersion, narratology, and the relationship between games and artistic expression.
Virtual worlds: Implications for teaching children with autismLynette Goodnight
The document discusses how the virtual world game Minecraft can provide benefits for children with autism. It describes how Minecraft allows for creative building and learning about spatial relationships and materials. It highlights the Autcraft server, a safe space within Minecraft created for autistic children and their families where griefing and bullying are prohibited. On Autcraft, children are encouraged to collaborate on projects to develop social and cooperation skills in a protected environment catered for their needs. While Minecraft may not be suitable for all autistic children, the document argues it can offer a safe place for learning, communication, creativity, and building friendships.
Playing with Climate Change S.Law - CNIE Conference 2008sklaw
This document discusses the design of an educational alternate reality game (ARG) set in Second Life to teach about climate change. The game aims to immerse players through collaborative activities like investigating climate impacts, attending town hall meetings, and presenting findings. It will have biology, geoscience and other player streams involving tasks like researching biosequestration or water levels. Feedback will be used to refine the game design and assess how communities of inquiry and different fidelity levels impact the learning experience.
Similar to Capture own objects in games: Player participation, ownership and engagement (20)
Supporting user participation in massive online coursesNikolaos Avouris
The document discusses supporting user participation in massive open online courses (MOOCs). It notes that current MOOCs are not based on sound pedagogies and that new approaches like collaborative learning need to be introduced. MOOC forums are widely used but chaotic, so learning analytics are needed to help learners and designers use MOOCs more effectively. It also discusses analyzing the instructional design quality of MOOCs and finds that opportunities for collaborative learning, knowledge contribution, and skill integration are limited in most MOOCs.
A game design workshop to support the elaboration of game ideasNikolaos Avouris
1. The document describes a game design workshop to support the development of location-based mobile games.
2. The workshop involved designing a location-based game set in Pompeii to understand common design patterns. Participants produced 32 game designs across several workshops.
3. An example game called "Pompeii Total War" was described, which involved capturing flags by solving puzzles from non-player characters at different locations around Pompeii.
This is the slides of an invited talk at a very interesting event in Zurich on November 7 to 9. Put up my trans4mator
http://www.trans4mator.net/styled-2/page9/index.html
Policies and technologies for Life Long Learning at the University of PatrasNikolaos Avouris
The document discusses lifelong learning policies and initiatives at the University of Patras in Greece. It provides background on lifelong learning in Greece, noting participation rates are below the European average. It then outlines several initiatives at the University of Patras to support lifelong learning, including the Center for Vocational Training, Career Office, Innovation and Technology Transfer Office, and OpenCourseWare Program. However, these initiatives are not well coordinated and do not adhere to a common lifelong learning policy. The document raises key issues such as how to better coordinate initiatives and establish an overarching lifelong learning policy and school at the University of Patras.
Research and Innovation at the University of Patras: The case of Innovation a...Nikolaos Avouris
The document summarizes research and innovation activities at the University of Patras in Greece. It discusses the university's history and research performance, the work of the Innovation & Technology Transfer Office (ITTO) to link research results with industry, and recommendations to strengthen technology transfer. The ITTO works to identify funding opportunities, support patents and spin-offs, network researchers, and disseminate research, but it is limited by small staff and resources as well as the regional environment.
Audience participation in museums: Game Design as Learning Activity Nikolaos Avouris
This document summarizes a workshop on audience engagement in museums through game design and learning activities. It discusses how games can encourage active participation from visitors rather than passive consumption of information by allowing them to construct meaning through interaction. Examples are given of mobile technologies and social media supporting user-generated content like tagging objects, recording personal stories, and linking or categorizing objects. The document also discusses engagement through connecting personal stories, serving the community as citizen curators, and building personal narratives. It describes audience engagement through community-created games and presents a game content editor tool currently in development to allow players to build games for others. In conclusion, participatory activities like game design are said to offer rich learning experiences when integrated into museum activities.
The document summarizes Nikolaos Avouris' presentation on designing location-based games for learning. Some key points include:
1) Location-based games involve embedding location-specific information in physical spaces to create an interlinked physical and digital experience through mobile devices.
2) These games can facilitate social, experiential, and situated learning by providing opportunities for collaboration, action and reflection in relevant physical locations.
3) Examples of early location-based games that are often cited include Savannah, FeedingYoshi, and CityExplorer.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
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Capture own objects in games: Player participation, ownership and engagement
1. Capture own objects in
games: Player participation,
ownership and engagement
Nikolaos Avouris
[University of Patras]
2. Name: Retort house (D6)
Information: Black coal was carried
here by stokers in order to be
overheated and generate gas. The
procedure lasted approximately 5
hours and the black coal was heated
in a temperature of about 1000 °C.
Radius: 10m.
Games and player
participation:
The productive
player
4. The “ownership” issue in games
Battlefields of Negotiation:
Control, Agency, and
Ownership in World of
Warcraft, R. Glass,
Amsterdam University
Press, 2012.
http://www.reneglas.nl/
5. Participation
What defines WoW as a subculture
is its participatory nature, with
participation describing not just
modification practices or the
creative appropriation of the
game’s fiction but also play itself.
6. Ownership and participation
The player participation is a system in
which the line between creator and
consumer is blurred and in which the de
facto ownership of game space can come
to lie increasingly in the hands of
productive players.
7. Player protest in WoW
(from http://www.cesspit.net/drupal/node/491).
Beyond Management: Considering Participatory
Design and Governance in Player Culture T.L. Taylor
Blizzard communication:
Attention: Gathering on a realm with
intent to hinder gameplay is considered
grieving and will not be tolerated. If you
are here for the Warrior protest, please
log off and return to playing on your usual
realm. We appreciate your opinion, but
protesting in game is not a valid way to
give us feedback. Please post your
feedback on the forums instead. If you do
not comply, we will begin taking action
against accounts. Please leave this area if
you are here to disrupt game play as we
are suspending all accounts.
8. Modes of player participation
T.L. Taylor
Pushing the Borders: Player Participation
and Game Culture in J. Karaganis (ed.),
Network_Netplay: Structures of
Participation in Digital Culture, New York
http://newsoffice.mit.edu/2013/faculty-profile-tl-taylor-0903
9. Modes of player participation
Playing digital games and participating in their broader
culture is possible through the production of auxiliary
tools, websites, social networks, structures, and
practices that are created and maintained by the
players.
Resources, include game hints, cheats, and
walkthroughs, community newspapers and message
boards, ancillary game applications, and information
and knowledge repositories.
Taylor, T. L. (2007). Pushing the borders: Player participation and game culture. In J. Karaganis
(Ed.), Network_Netplay Structures of Participation in Digital Culture
10. Name: Retort house (D6)
Information: Black coal was carried
here by stokers in order to be
overheated and generate gas. The
procedure lasted approximately 5
hours and the black coal was heated
in a temperature of about 1000 °C.
Radius: 10m.
Ownership and
engagement
11. Engagement in games
Engagement is a sustained level of
involvement caused by capturing a
person’s interest, holding the
majority of a person’s attentional
resources, and placing the person in
an immersive state.
13. Models of engagement
Models of engagement in games is
informed by diverse disciplines including
game design theory, presence-virtual
reality (VR) and simulations research,
narrative immersion from literary theory,
and motivation literature from psychology
and cognitive science.
Chen, M., Kolko, B., Cuddihy, E., & Medina, E. (June 2005). Modeling and measuring engagement in computer
games. Further research in player experience and immersion (Ermi & Mäyrä, 2005), an exhaustive synthesis of presence
literature (Beck et al.,2011), and even a different research group’s independent modification of Witmer and Singer’s
Presence Questionnaire (Brockmyer et al., 2009).
14. Engagement – various perspectives
VR : presence (Zeltzer, 1992; Heeter, 1992; Bystrom et al., 1999;
Witmer & Singer, 1998),
Games : fun (Heeter et al., 2003).
Cognitive psychologists : (intrinsic and extrinsic) motivation
(Malone, 1980; 1982; Malone & Lepper, 1987; Keller & Suziki,
1988; Alessi & Trollip, 2001),
Education: role-playing (Gee, 2003).
Game industry emotion (Lazzaro, 2004) feedback loops
(Prensky, 2000; Crawford, 1982), flow theory Csikszentmihalyi
(1990).
15. Extension of engagement model: Engagement
related to ownership and participation
…we asked students to first create their own avatars by using
an avatar creation website (doppleme.com). They saved their
images as .gif files and submitted them to the teacher. The
avatars were distributed around the perimeter of the
SMALLab floor projection so that students could sit behind
them and manipulate them during play. This ownership
proved to be very engaging; indeed, all students who did not
have a self-created avatar on the first day of the study made
certain they had created one by the second day.
M. C. Johnson-Glenberg et al. (2011) Games for Learning in Embodied
Mixed-Reality Environments: Principles and Results
16. Ownership in simple card games
Once players have collected enough cards, they
choose which of those cards they will use in their
decks. This lends a sense of ownership to the
game, as players have the opportunity to
demonstrate their skills, as players and as
creators. See studies on Pokemon meta-narrative
and its effect on ownership and engagement.
Collection, Creation and Community: A Discussion on
Collectible Card Games S. Adinolf et al. (2011)
18. Taggling
A location-based
game for a museum
(MMCA)
Players are given
sets of tags that
need to untangle by
placing them to the
corresponding
artwork
20. Support for content creation
in tagging games
Sintoris, et al. 2014
(e.g. a school teacher
can design a specific
version of the game for
a school visit)
21. TaggingCreaditor: a tool to edit content for
location-based games like Taggling
Physical space
Virtual space
22. Name: Retort house (D6)
Information: Black coal was carried
here by stokers in order to be
overheated and generate gas. The
procedure lasted approximately 5
hours and the black coal was heated
in a temperature of about 1000 °C.
Radius: 10m.
CR-Play :
Capturing real
objects in games
23. CR-Play: capturing own objects-scenes
End users can capture real world data from digital cameras or smart
phones.
http://www.cr-play.eu/
24. Editing captured scene
Create and edit captured scenes . Example: with Unity 3D (Unity Technologies)
http://www.cr-play.eu/
25. Point clouds are generated by input images
http://www.cr-play.eu/
28. • Engagement is related to
ownership and participation
• games need to support
participation more actively
• need to study the effect of
approaches like
TaggingCreaditor and CR-Play
29. Capture own objects in
games: The effect on player
engagement
Nikolaos Avouris
[University of Patras]