Short introduction to the topic of data games. Data games are games that allow the player to freely play with real-world data so as to explore and learn from it.
Read more at data-games.org
Presentation från Programmeringsinspirationskväll den 18 oktober 2016 i Sjöbo. Vad är Makey Makey och vilka material kan man använda? Exempel på hur man kan använda Makey Makey i skolan (teknik, idrott, berättande, tillsammans med Scratch). Innan presentationen provade deltagarna Makey:n på tre olika stationer. Efter presentationen testade alla att koppla ihop krokodilklämmor med Makey:n, kopllat till metall, lera, ledande färg, osv.
The document summarizes a workshop on digital game-based learning. The workshop covers introducing learning through digital games, choosing and using games in lessons, and game design basics. Participants will discuss games they play, how games can be used in class, and game design. Key topics include the learning potential of games, serious games designed for purposes beyond entertainment, and analyzing and designing games. The agenda includes introducing games for learning, principles of game design, and developing game concepts using paper prototyping.
Using games with students.
What are the best games for classroom use?
This presentation includes links to several existing free or online games that could be used by educators. It includes some ideas about how to use games with students, benefits, assessment, and 3 ways to obtain games: use an existing game, students make games, the instructor makes a game.
Using Analytical Game Design to make datasets ‘playable’ in the classroomStefan Werning
The paper was presented at the symposium “Games for Learning: Moving Goal Posts in Educational Game Design”, organized by the focus area Game Research at Utrecht University and held at the Academiegebouw Utrecht on March 15, 2018. It outlines a technique based on Analytical Game Design to analyze and teach datasets through play in academic classroom contexts.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
User Experiences of Game Idea Generation Gamesaakoo
The document summarizes research on using game-based idea generation tools and techniques to help game developers come up with new game ideas. Several workshops were held where tools like card games were tested. The most popular tool allowed combining verb, noun and adjective cards. Overall the game-based tools were found to be inspiring and fun to use, generating many new game ideas. However, some tools were more complex and inefficient than others. Future work could involve refining tools and exploring their use at different stages of the game design process.
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?
Talk about serious games and game-like simulations design given at the Laboratory of Computer Science of the Massachusetts General Hospital (Boston, USA).
The Educational Game development approach used for developping different games in the medical domain is presented.
This is exemplified with the first-aid game, the educ@ONT project with the National Transplant Organization in Spain (ONT) and the Surgical Checklist game.
Some final ideas about Learning Analytics and how this can be used for evaluation and for integrating heterogeneus information in a Learning Record Store are presented.
Presentation från Programmeringsinspirationskväll den 18 oktober 2016 i Sjöbo. Vad är Makey Makey och vilka material kan man använda? Exempel på hur man kan använda Makey Makey i skolan (teknik, idrott, berättande, tillsammans med Scratch). Innan presentationen provade deltagarna Makey:n på tre olika stationer. Efter presentationen testade alla att koppla ihop krokodilklämmor med Makey:n, kopllat till metall, lera, ledande färg, osv.
The document summarizes a workshop on digital game-based learning. The workshop covers introducing learning through digital games, choosing and using games in lessons, and game design basics. Participants will discuss games they play, how games can be used in class, and game design. Key topics include the learning potential of games, serious games designed for purposes beyond entertainment, and analyzing and designing games. The agenda includes introducing games for learning, principles of game design, and developing game concepts using paper prototyping.
Using games with students.
What are the best games for classroom use?
This presentation includes links to several existing free or online games that could be used by educators. It includes some ideas about how to use games with students, benefits, assessment, and 3 ways to obtain games: use an existing game, students make games, the instructor makes a game.
Using Analytical Game Design to make datasets ‘playable’ in the classroomStefan Werning
The paper was presented at the symposium “Games for Learning: Moving Goal Posts in Educational Game Design”, organized by the focus area Game Research at Utrecht University and held at the Academiegebouw Utrecht on March 15, 2018. It outlines a technique based on Analytical Game Design to analyze and teach datasets through play in academic classroom contexts.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
User Experiences of Game Idea Generation Gamesaakoo
The document summarizes research on using game-based idea generation tools and techniques to help game developers come up with new game ideas. Several workshops were held where tools like card games were tested. The most popular tool allowed combining verb, noun and adjective cards. Overall the game-based tools were found to be inspiring and fun to use, generating many new game ideas. However, some tools were more complex and inefficient than others. Future work could involve refining tools and exploring their use at different stages of the game design process.
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?
Talk about serious games and game-like simulations design given at the Laboratory of Computer Science of the Massachusetts General Hospital (Boston, USA).
The Educational Game development approach used for developping different games in the medical domain is presented.
This is exemplified with the first-aid game, the educ@ONT project with the National Transplant Organization in Spain (ONT) and the Surgical Checklist game.
Some final ideas about Learning Analytics and how this can be used for evaluation and for integrating heterogeneus information in a Learning Record Store are presented.
Talk 2017 Respawn / Devcom - Social Network Analysis in Games and Communities Johanna Pirker
This document discusses social network analysis in games and communities. It begins with an introduction of the presenter, Johanna Pirker, and her background in computer science, virtual realities, and data analysis. It then discusses using social network analysis to understand player behavior in games, identifying communities, influential players, and social dynamics. Examples of analyzing social networks in the game Destiny and the Global Game Jam community are provided. The presentation concludes with potential applications of social network analysis to improve player engagement and retention.
Downtown, A Subway Adventure: Using Learning Analytics to Improve the Develop...Ana Rus Cano Moreno
In this paper we analyze the process of designing and developing a Serious Game intended to train people with intellectual disabilities in moving around a city using the public transportation system. The first step in our investigation is to understand the cognitive, psychological and motor abilities of our users and their specific needs. Secondly, we translated the characteristics of the players into user requirements, with adapted mechanics to improve the understanding and to increase the probability for the user to be able to carry out the tasks to perform in the video game. Finally, due to the specific characteristics of our final users a Learning Analytics module has been included in the game to collect relevant information about how users are actually playing and to infer how the learning process of every user is occurring. We also discuss the next steps in our research and the future work related with it: design a range of experimental tests to verify the adequacy of the video game as a learning tool for this type of users
Playing to Learn: Using Games and Simulations in the Classroom 07-19-11Andy Petroski
Playing to Learn: Games and Simulations in the Classroom
12:30 PM - 3:30 PM
Promote active learning, impact student motivation and improve learning outcomes through the use of games and simulations in the classroom. Technology expands the opportunities for learning through games by increasing the interaction, expanding the audience and tracking the results. This session provides an overview of using games and simulations for learning, including an exploration of the impact of games and simulations, the types of games and simulations and considerations for using games and simulations in the classroom. Off-the-shelf games and game templates that can be implemented immediately will be reviewed and simple tools for creating your own games will also be explored.
This document discusses the participatory scaling of the ARIS mobile learning platform. ARIS allows educators and students to create augmented reality games for learning without programming. It has grown organically from small projects to thousands of games worldwide through sustained use, frequent engagement of user-designers, and an open source community model. Examples are given of ARIS games created at the University of New Mexico and University of Wisconsin to enhance place-based learning in various courses. The goal is for mobile technologies like ARIS to become integrated into education through grassroots adoption by educators and students.
Methods, History, and Impact - Directions in Game Design ResearchMirjam Eladhari
Panel discussion at The International Conference on the Foundations of Digital Games (FDG), 7 - 10 August, Malmö, Sweden.
Panel guests: Hartmut Koenitz, Elisa Mekler, Christian Roth, Staffan Björk, Petri Lankoski, Annakaisa Kultima, Mirjam Eladhari and Ben Medler.
We all prepared a few slides in advance, here are mine.
Abstract:
Research into the design aspect of games has proliferated since the early 2000s. Currently, early historical overviews appear and categorical divisions within the field become more pronounced. It is therefore timely to reflect on the development until today, take stock of the current landscape, and consider future topics. This panel does so by bringing together seasoned and emerging scholars, as well as practitioners and industry insiders. Together, they will consider which topics are already engaged, and what new ones might be necessary. In addition, the panel will discuss the relationship between game design research and independent/industry practices as well as implications for game design education.
MPI Presentation on Gameification DeMarleAnn DeMarle
This document discusses how to use game principles and mechanics to increase engagement for meetings and events. It covers how games create meaningful experiences through assigned roles, rewards systems, and levels of participation and difficulty. The goal is to motivate behaviors that support the event by defining what players should accomplish and driving participation through badges, points, leaderboards and status levels. Mechanics like ongoing updates help sustain long-term engagement in the online community built for the event.
This document outlines the syllabus and weekly schedule for a course on gaming and media design for learning, including assignments such as designing a digital game, analyzing existing educational games, and discussing how games can be incorporated into classroom instruction. It introduces concepts like digital game-based learning and Bloom's Digital Taxonomy, and provides examples of existing educational games that teach various subjects in an engaging way through gameplay.
Video Games, Virtual Environments & EducationJoanna Robinson
This document discusses the potential educational benefits of using video games and virtual environments in higher education. It provides examples of games being used to train skills like surgery and investigatory work. Researchers found games help develop strategic thinking, planning, and teach valuable cognitive and teamwork skills. However, negatives include potential for addiction, isolation, or reinforcing harmful stereotypes. The document advocates that games should be viewed beyond entertainment and have untapped potential for teaching when designed appropriately.
Play and engage: practical ways to gamify your contentJames Offer
For the past few years, gamification has been widely touted as the answer to
everything. Can gamification really help your content work and play?
The answer is yes, no and maybe. Turning your content into a game isn't
quite the answer. Instead we need to open up the gaming toolbox and see how
we can use some of these techniques to create content that is more engaging
and insightful for your users -- whether it's product information or data
visualisation.
Designing Social Network Games with SoPlay HeuristicsRojola
SoPlay workshop presentation given in MindTrek 2010 conference. During the workshop the participants designed social games concepts based on the structure shown in the presentation. More information: http://soplayproject.wordpress.com
This document discusses how games can be used for learning. It defines what a game is, noting they have set rules and provide interactive feedback. Game mechanics like challenges, problem solving, and failure can motivate learning. The document advocates using games to create flexible learning that supports different learner types and perspectives. Games provide a safe practice environment, consolidate relevant resources, and encourage cooperation among players.
This document discusses using games and simulations in the classroom. It defines games as structured activities with rules where participants compete for an objective, and simulations as operational models of real or hypothetical processes. Benefits of games and simulations include improved learning outcomes and teaching effective 21st century skills. They can be used for formative assessment and to develop soft skills. Different genres and categories of games and simulations are outlined for different types of learning. Research shows games and simulations are at least as effective as conventional instruction and can improve student engagement through challenge and skill development.
This document outlines a project called "Talk and Play for Interactive Learning Playground". The project aims to develop interactive games for school-aged children using a Kinect motion sensor and projector. It will cover subjects like colors, light, words, math, and geometry. The team consists of 3 members and 2 advisors. They plan to research motion detection devices, related learning theories, and potential platforms/tools. They will design games, interfaces, and test a simulated module in the first term, with the goal of creating an interactive learning experience for children through gesture-based games.
This document discusses the differences and potential connections between social computer simulation and serious gaming. It explores how simulation can benefit from elements of gaming like interaction and real-time elements, while gaming can learn from the realism of simulation models. Two case studies are presented: an agent-based simulation of Beijing's population and a simulation of barge transportation strategies. While simulations provide realism, gaming adds elements of play and interaction that can engage participants. The key is finding the right balance of realism, meaning, and play.
Three examples of building for play in data science.Sam Pottinger
Exploration of how to apply game design principles to invite more voices into the design and use of machine learning / data science systems. Picture credit: https://unsplash.com/photos/gFFhJPuERII.
Alternative Approaches to Educational ExperiencezSpace
Alternative Approaches to Educational Experience
Introduction and History
Motivation: The Problem
Development of Gaming Environments for STEM education
Educational Game Development
Current Status of Game Systems for Education
Forthcoming Design and Development
Research on Effectiveness of Game Environments
Recap and Next Steps
Educational Gaming W200 Iupui Spring 09guestef9387
The document discusses the need for more research on educational games and how to make them both fun and relevant for students. While some classrooms already use computer games, more research is needed, especially at the primary and secondary levels. Educational games need reward systems not tied to academics and need to engage student interest over testing performance. Most have been made without a learning theory or research background.
This presentation was given by Peter Shea and Jim Grenier at the Northeast Regional Computing Program (NERCOMP) conference on March 23, 2016 in Providence, RI.
Hur startade Geek Girl Mini? Varför behövs Geek Girl Mini? Aktivitetstips från geekgirlmini.se. Slides från föreläsning och workshop i Växjö 7 december 2016. En del av seminarieserien "Det funkar – IT works!", som är ett samarbete mellan Linnéuniversitetet och AV-Media Kronoberg. Workshoppen bestod av några aktiviteter från geekgirlmini.se, bl a Makertjejs ljushängen och en unplugged sorteringsalgoritm.
Vi berättar om hur roligt det är att fixa en Geek Girl Mini-träff. Under våren har vi medel från Internetfonden och delar aktivitetsbeskrivningar och arrangemangstips på geekgirlmini.se.
Talk 2017 Respawn / Devcom - Social Network Analysis in Games and Communities Johanna Pirker
This document discusses social network analysis in games and communities. It begins with an introduction of the presenter, Johanna Pirker, and her background in computer science, virtual realities, and data analysis. It then discusses using social network analysis to understand player behavior in games, identifying communities, influential players, and social dynamics. Examples of analyzing social networks in the game Destiny and the Global Game Jam community are provided. The presentation concludes with potential applications of social network analysis to improve player engagement and retention.
Downtown, A Subway Adventure: Using Learning Analytics to Improve the Develop...Ana Rus Cano Moreno
In this paper we analyze the process of designing and developing a Serious Game intended to train people with intellectual disabilities in moving around a city using the public transportation system. The first step in our investigation is to understand the cognitive, psychological and motor abilities of our users and their specific needs. Secondly, we translated the characteristics of the players into user requirements, with adapted mechanics to improve the understanding and to increase the probability for the user to be able to carry out the tasks to perform in the video game. Finally, due to the specific characteristics of our final users a Learning Analytics module has been included in the game to collect relevant information about how users are actually playing and to infer how the learning process of every user is occurring. We also discuss the next steps in our research and the future work related with it: design a range of experimental tests to verify the adequacy of the video game as a learning tool for this type of users
Playing to Learn: Using Games and Simulations in the Classroom 07-19-11Andy Petroski
Playing to Learn: Games and Simulations in the Classroom
12:30 PM - 3:30 PM
Promote active learning, impact student motivation and improve learning outcomes through the use of games and simulations in the classroom. Technology expands the opportunities for learning through games by increasing the interaction, expanding the audience and tracking the results. This session provides an overview of using games and simulations for learning, including an exploration of the impact of games and simulations, the types of games and simulations and considerations for using games and simulations in the classroom. Off-the-shelf games and game templates that can be implemented immediately will be reviewed and simple tools for creating your own games will also be explored.
This document discusses the participatory scaling of the ARIS mobile learning platform. ARIS allows educators and students to create augmented reality games for learning without programming. It has grown organically from small projects to thousands of games worldwide through sustained use, frequent engagement of user-designers, and an open source community model. Examples are given of ARIS games created at the University of New Mexico and University of Wisconsin to enhance place-based learning in various courses. The goal is for mobile technologies like ARIS to become integrated into education through grassroots adoption by educators and students.
Methods, History, and Impact - Directions in Game Design ResearchMirjam Eladhari
Panel discussion at The International Conference on the Foundations of Digital Games (FDG), 7 - 10 August, Malmö, Sweden.
Panel guests: Hartmut Koenitz, Elisa Mekler, Christian Roth, Staffan Björk, Petri Lankoski, Annakaisa Kultima, Mirjam Eladhari and Ben Medler.
We all prepared a few slides in advance, here are mine.
Abstract:
Research into the design aspect of games has proliferated since the early 2000s. Currently, early historical overviews appear and categorical divisions within the field become more pronounced. It is therefore timely to reflect on the development until today, take stock of the current landscape, and consider future topics. This panel does so by bringing together seasoned and emerging scholars, as well as practitioners and industry insiders. Together, they will consider which topics are already engaged, and what new ones might be necessary. In addition, the panel will discuss the relationship between game design research and independent/industry practices as well as implications for game design education.
MPI Presentation on Gameification DeMarleAnn DeMarle
This document discusses how to use game principles and mechanics to increase engagement for meetings and events. It covers how games create meaningful experiences through assigned roles, rewards systems, and levels of participation and difficulty. The goal is to motivate behaviors that support the event by defining what players should accomplish and driving participation through badges, points, leaderboards and status levels. Mechanics like ongoing updates help sustain long-term engagement in the online community built for the event.
This document outlines the syllabus and weekly schedule for a course on gaming and media design for learning, including assignments such as designing a digital game, analyzing existing educational games, and discussing how games can be incorporated into classroom instruction. It introduces concepts like digital game-based learning and Bloom's Digital Taxonomy, and provides examples of existing educational games that teach various subjects in an engaging way through gameplay.
Video Games, Virtual Environments & EducationJoanna Robinson
This document discusses the potential educational benefits of using video games and virtual environments in higher education. It provides examples of games being used to train skills like surgery and investigatory work. Researchers found games help develop strategic thinking, planning, and teach valuable cognitive and teamwork skills. However, negatives include potential for addiction, isolation, or reinforcing harmful stereotypes. The document advocates that games should be viewed beyond entertainment and have untapped potential for teaching when designed appropriately.
Play and engage: practical ways to gamify your contentJames Offer
For the past few years, gamification has been widely touted as the answer to
everything. Can gamification really help your content work and play?
The answer is yes, no and maybe. Turning your content into a game isn't
quite the answer. Instead we need to open up the gaming toolbox and see how
we can use some of these techniques to create content that is more engaging
and insightful for your users -- whether it's product information or data
visualisation.
Designing Social Network Games with SoPlay HeuristicsRojola
SoPlay workshop presentation given in MindTrek 2010 conference. During the workshop the participants designed social games concepts based on the structure shown in the presentation. More information: http://soplayproject.wordpress.com
This document discusses how games can be used for learning. It defines what a game is, noting they have set rules and provide interactive feedback. Game mechanics like challenges, problem solving, and failure can motivate learning. The document advocates using games to create flexible learning that supports different learner types and perspectives. Games provide a safe practice environment, consolidate relevant resources, and encourage cooperation among players.
This document discusses using games and simulations in the classroom. It defines games as structured activities with rules where participants compete for an objective, and simulations as operational models of real or hypothetical processes. Benefits of games and simulations include improved learning outcomes and teaching effective 21st century skills. They can be used for formative assessment and to develop soft skills. Different genres and categories of games and simulations are outlined for different types of learning. Research shows games and simulations are at least as effective as conventional instruction and can improve student engagement through challenge and skill development.
This document outlines a project called "Talk and Play for Interactive Learning Playground". The project aims to develop interactive games for school-aged children using a Kinect motion sensor and projector. It will cover subjects like colors, light, words, math, and geometry. The team consists of 3 members and 2 advisors. They plan to research motion detection devices, related learning theories, and potential platforms/tools. They will design games, interfaces, and test a simulated module in the first term, with the goal of creating an interactive learning experience for children through gesture-based games.
This document discusses the differences and potential connections between social computer simulation and serious gaming. It explores how simulation can benefit from elements of gaming like interaction and real-time elements, while gaming can learn from the realism of simulation models. Two case studies are presented: an agent-based simulation of Beijing's population and a simulation of barge transportation strategies. While simulations provide realism, gaming adds elements of play and interaction that can engage participants. The key is finding the right balance of realism, meaning, and play.
Three examples of building for play in data science.Sam Pottinger
Exploration of how to apply game design principles to invite more voices into the design and use of machine learning / data science systems. Picture credit: https://unsplash.com/photos/gFFhJPuERII.
Alternative Approaches to Educational ExperiencezSpace
Alternative Approaches to Educational Experience
Introduction and History
Motivation: The Problem
Development of Gaming Environments for STEM education
Educational Game Development
Current Status of Game Systems for Education
Forthcoming Design and Development
Research on Effectiveness of Game Environments
Recap and Next Steps
Educational Gaming W200 Iupui Spring 09guestef9387
The document discusses the need for more research on educational games and how to make them both fun and relevant for students. While some classrooms already use computer games, more research is needed, especially at the primary and secondary levels. Educational games need reward systems not tied to academics and need to engage student interest over testing performance. Most have been made without a learning theory or research background.
This presentation was given by Peter Shea and Jim Grenier at the Northeast Regional Computing Program (NERCOMP) conference on March 23, 2016 in Providence, RI.
Similar to Data games presenation at øredev 2013 (20)
Hur startade Geek Girl Mini? Varför behövs Geek Girl Mini? Aktivitetstips från geekgirlmini.se. Slides från föreläsning och workshop i Växjö 7 december 2016. En del av seminarieserien "Det funkar – IT works!", som är ett samarbete mellan Linnéuniversitetet och AV-Media Kronoberg. Workshoppen bestod av några aktiviteter från geekgirlmini.se, bl a Makertjejs ljushängen och en unplugged sorteringsalgoritm.
Vi berättar om hur roligt det är att fixa en Geek Girl Mini-träff. Under våren har vi medel från Internetfonden och delar aktivitetsbeskrivningar och arrangemangstips på geekgirlmini.se.
Presentation på MINC i Malmö 3 juni 2015.
Presentationen ger en kort översikt av vad som menas med öppna data, följt av exempel på hur öppna data kan användas i undervisning. Under hösten kommer mer material på detta tema att tas fram som en del av ett Vinnova-finansierat projekt. Projektet har potential att nå ut till en grupp möjliga nyttjare av öppna data – lärare och elever – som hittills använder öppna data i liten omfattning, men där nyttan av användande skulle vara stor, bl a genom att ökad förståelse för de data som samhället samlar in och ökad förståelse för data och statistik. Läs mer om projektet på oppnadataiskolan.se.
Presentationen handlar om grundläggande datalogiskt tänk och hur viktigt det är med förståelsen för programmering och varför den skall höra till allmänbildningen i framtiden. Vad kan vi göra för att tillsammans öka andelen kvinnor som programmerar för oss själva och för våra barn.
http://geekgirlmeetup.com/oresund/2014/11/21/grundlaggande-datalogiskt-tank-och-hur-viktigt-det-ar-med-forstaelse-for-programmering/
The document discusses open data and how it can be used to understand the world. It describes how open government data and open data in general can increase transparency and create value when more people can access and utilize data. The document outlines possible paths for organizations to publish open data, factors for success, and how to ensure quality. It also discusses combining data from different sources and using standards to better integrate and link open data.
Providing open data is of interest for its societal and commercial value, for transparency, and because more people can do fun things with data. There is a growing number of initiatives to provide open data, from, for example, the UK government and the World Bank. However, much of this data is provided in formats such as Excel files, or even PDF files. This raises the question of
- How best to provide access to data so it can be most easily reused?
- How to enable the discovery of relevant data within the multitude of available data sets?
- How to enable applications to integrate data from large numbers of formerly unknown data sources?
One way to address these issues to to use the design principles of linked data (http://www.w3.org/DesignIssues/LinkedData.html), which suggest best practices for how to publish and connect structured data on the Web. This presentation gives an overview of linked data technologies (such as RDF and SPARQL), examples of how they can be used, as well as some starting points for people who want to provide and use linked data.
The presentation was given on August 8, at the Hacknight event (http://hacknight.se/) of Forskningsavdelningen (http://forskningsavd.se/) (Swedish: “Research Department”) a hackerspace in Malmö.
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.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
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Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
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.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
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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.
7. Data games
Games that allow the player to freely play
with real-world data so as to explore and
learn from it.
With some automatic conversion of data
from external sources into a form suitable
for playing with (precedural content
generation).
12. Next steps
• Further develop prototypes so that they
can be evaluated, to learn who enjoys
playing them, what they learn, etc.
• Look at automatic integration of data from
new sources as well as how to transform
data to be playable, interesting and possible
to learn about.
• Find more partners!
13. data-games.org
Marie Gustafsson Friberger
Julian Togelius
Malmö University
IT University, Copenhagen
marie.friberger@mah.se
julian@togelius.com
@mariegus
@togelius
Thanks to students who have developed data games:
Andrew Borg Cardona, Michele Ermacora, Anders Mousten, Martin
Møller Jensen,Virgil-Alexandu Tanase and Ulrik Brøndsted