This document is the Gamification and Immersive Technology Strategies December 2013 E-Newsletters with updated information on Gamification, Recent Events, New models and theories and Upcoming events
This presentation attempts to place virtual worlds and immersive games within the larger metaverse, provide a look at the planning and pedagogy behind their use and then provides examples of pedagogy in action in virtual worlds. Let me know if you think it succeeded. If you plan to embed or use this at a presentation, please let me know in the comments.
Potential of virtual worlds for tourismDavid Wortley
This workshop presentation was delivered in Bucharest for the J'Info Tourism Training company. It focused on the potential of virtual worlds for culture, heritage and tourism.
This presentation attempts to place virtual worlds and immersive games within the larger metaverse, provide a look at the planning and pedagogy behind their use and then provides examples of pedagogy in action in virtual worlds. Let me know if you think it succeeded. If you plan to embed or use this at a presentation, please let me know in the comments.
Potential of virtual worlds for tourismDavid Wortley
This workshop presentation was delivered in Bucharest for the J'Info Tourism Training company. It focused on the potential of virtual worlds for culture, heritage and tourism.
Academic presentation - Future Skill Force DevelopmentSenthilkumar R
Future Skills Grant Program for Post-Pandemic Recovery Assistance
EON Reality’s grant program provides academic institutions and governmental organizations with support to fund the launch of new XR programs in the post-pandemic world. Based on decades of experience working with governments and intergovernmental agencies, EON Reality helps to identify and locate grants to cover a significant amount of the cost of a new XR Center for qualifying partners.
Presentation hosted by Dr. Cynthia Calongne, aka Lyr Lobo for the World Association for Academic Doctors (WAAD) 2020 Conference on Oct. 21-22, 2020. The conference is sponsored by Colorado Technical University, Conference Chair Dr. Rae Denise Madison.
People have created and modified tools to address their needs since prehistoric times. But since a few generations we simply buy the tools we need and use them in the way they have been designed. With the current pervasive presence of digital technology, these digital 'tools' are increasingly defining how we live, communicate, learn and work.
Many think of this as nauseating and constraining. We feel that we are forced to live the way big corporations have designed it for us. We feel no longer free to do what we want.
Why can't we design our own tools anymore? Is it really true that corporations always know better what we want? What about those people who fall outside of the mainstream, and have needs and contexts of life that require special tools, that these people can design themselves better than anyone else? And are we not all sometimes out of the mainstream?
In fact, we are increasingly becoming tech tinkerers, adapting our digital tools to a great variety of human needs.
This phenomenon has only just started. The open source hardware revolution has hardly kicked off, also due to the fact that digital technology that surrounds us is not always easy to modify.
But what would our world be like if technology was easy to modify? Would there be more empowerment? Innovation? Democracy? Participation? What could be in it for business? What could this all mean for people in emerging markets and for the future web of things?
Multimedia Courses in Melbourne is designed for participants with little or no knowledge of Adobe Premiere Pro CC. It is assumed the students have a basic knowledge of video editing experience.
Have you ever visualized anything which has an amalgamation of many technological verticals? Have you ever experienced a reality, which arrives with a twist? No Right.
Bringing to you Metaverse, a concept of virtual and augmented reality. It is a highly immersive virtually encrypted world where people from different societies and background gather, socialize, have fun, and grow together.
Want to know more about this? Get this highly informative cryptocurrency-based info-graphic into your tab and know more MetaVerse.
Want to know more about it. Scroll this through.
Presentation for the launch of launch of a creative industries strategy and signing of a partnership agreement between Macedonian Government bodies in Skopje.
The 5 Biggest Virtual, Augmented, And Mixed Reality Trends In 2022Bernard Marr
With the hype around the metaverse, there are a lot of things happing in the extended reality (XR) world. Here we explore the five biggest trends in VR, AR, and MR for 2022 including new headsets, 5G, as well as applications in retail and education.
Fjord CEO Olof Schybergson spoke at Marketforce's Future of Broadcasting conference in London in June 2011 on the changing media landscape. Learn more about Fjord at www.fjordnet.com. Follow us on Twitter @fjord
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
Slides from Seminar on entrepreneurship in Virtual worlds in Nov 2011: http://nordicworlds.net/2011/10/31/seminar-on-entrepreneurship-in-virtual-worlds-november-3/.
While the entry cost of the device can be quite high, many of the applications can be obtained for a low cost or free of charge. Some of this applications are allowing individuals to express themselves in new ways. Are these new forms of expressions contributing to the informal learning of individuals and to what extent? Will this growing market provide for an increasingly personalized learning experience and what will that look like? A presentation to encourage further discussion.
The GAETSS Gamification and Enabling Technologies Strategic Solutions July 2014 E Newsletter - Our ambitious aim is to establish GAETSS as a world leader in the understanding and use
of the fast emerging technologies which influence and shape the world we live in.
Our mission is to help shape the future of business and society
through the application of best practices for human development and motivation
Academic presentation - Future Skill Force DevelopmentSenthilkumar R
Future Skills Grant Program for Post-Pandemic Recovery Assistance
EON Reality’s grant program provides academic institutions and governmental organizations with support to fund the launch of new XR programs in the post-pandemic world. Based on decades of experience working with governments and intergovernmental agencies, EON Reality helps to identify and locate grants to cover a significant amount of the cost of a new XR Center for qualifying partners.
Presentation hosted by Dr. Cynthia Calongne, aka Lyr Lobo for the World Association for Academic Doctors (WAAD) 2020 Conference on Oct. 21-22, 2020. The conference is sponsored by Colorado Technical University, Conference Chair Dr. Rae Denise Madison.
People have created and modified tools to address their needs since prehistoric times. But since a few generations we simply buy the tools we need and use them in the way they have been designed. With the current pervasive presence of digital technology, these digital 'tools' are increasingly defining how we live, communicate, learn and work.
Many think of this as nauseating and constraining. We feel that we are forced to live the way big corporations have designed it for us. We feel no longer free to do what we want.
Why can't we design our own tools anymore? Is it really true that corporations always know better what we want? What about those people who fall outside of the mainstream, and have needs and contexts of life that require special tools, that these people can design themselves better than anyone else? And are we not all sometimes out of the mainstream?
In fact, we are increasingly becoming tech tinkerers, adapting our digital tools to a great variety of human needs.
This phenomenon has only just started. The open source hardware revolution has hardly kicked off, also due to the fact that digital technology that surrounds us is not always easy to modify.
But what would our world be like if technology was easy to modify? Would there be more empowerment? Innovation? Democracy? Participation? What could be in it for business? What could this all mean for people in emerging markets and for the future web of things?
Multimedia Courses in Melbourne is designed for participants with little or no knowledge of Adobe Premiere Pro CC. It is assumed the students have a basic knowledge of video editing experience.
Have you ever visualized anything which has an amalgamation of many technological verticals? Have you ever experienced a reality, which arrives with a twist? No Right.
Bringing to you Metaverse, a concept of virtual and augmented reality. It is a highly immersive virtually encrypted world where people from different societies and background gather, socialize, have fun, and grow together.
Want to know more about this? Get this highly informative cryptocurrency-based info-graphic into your tab and know more MetaVerse.
Want to know more about it. Scroll this through.
Presentation for the launch of launch of a creative industries strategy and signing of a partnership agreement between Macedonian Government bodies in Skopje.
The 5 Biggest Virtual, Augmented, And Mixed Reality Trends In 2022Bernard Marr
With the hype around the metaverse, there are a lot of things happing in the extended reality (XR) world. Here we explore the five biggest trends in VR, AR, and MR for 2022 including new headsets, 5G, as well as applications in retail and education.
Fjord CEO Olof Schybergson spoke at Marketforce's Future of Broadcasting conference in London in June 2011 on the changing media landscape. Learn more about Fjord at www.fjordnet.com. Follow us on Twitter @fjord
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
Slides from Seminar on entrepreneurship in Virtual worlds in Nov 2011: http://nordicworlds.net/2011/10/31/seminar-on-entrepreneurship-in-virtual-worlds-november-3/.
While the entry cost of the device can be quite high, many of the applications can be obtained for a low cost or free of charge. Some of this applications are allowing individuals to express themselves in new ways. Are these new forms of expressions contributing to the informal learning of individuals and to what extent? Will this growing market provide for an increasingly personalized learning experience and what will that look like? A presentation to encourage further discussion.
The GAETSS Gamification and Enabling Technologies Strategic Solutions July 2014 E Newsletter - Our ambitious aim is to establish GAETSS as a world leader in the understanding and use
of the fast emerging technologies which influence and shape the world we live in.
Our mission is to help shape the future of business and society
through the application of best practices for human development and motivation
Inspiration Tours and Factfinding Missions 2023.pdfNiki Skene
Silicon Valley Inspiration Tours was established in 2012 and has conducted over 160 Inspiration Tours and Factfinding Missions in Silicon Valley, New York, London, Berlin, Vienna, Tel Aviv, Dubai, Mumbai and Hongkong.
The 5* rated program is the best experience, money can buy to inspire future leaders.
Y&R once again sent some of its brightest minds to the interactive portion of the annual event and here’s what they had to say about the trends at the intersection of technology and advertising, and what they mean for brands today.
GAETSS Gamification and Enabling Technologies August 2014 NewsletterDavid Wortley
In GAETSS August Newsletter
• UKTI Digital Gaming International Festival - Liverpool
• The CRe-AM Creative Industries Community Project
• propels Diabetes Study – Education and Exercise Tracking
• APAN Healthcare Webcast on Enabling Technologies to Empower the Disabled
• i-CREATe 2014 Singapore Conference on Assistive Technologies
• Global Health Education TimeTag TV Portal
• BBC Radio Leicester Interview on Lifestyle Technology and Gamification Institute
• PERA LEAP Programme for Funding Innovation
• World Innovation Summit on Education (WISE) Accelerator Initiative
• BankTech Asia 2014
• IFTTT Applications and the Internet of Things
• Upcoming Conferences and Seminars Listing
• Slideshare Archives
Our #dmexco18 Recap. From Content and Technology to cultural Topics such as agilty & diversity. Enjoy your read and let us know what you think about or experienced at the dmexco.
13 Trends of 2013 - by Eduardo Mapa Jr, Executive Partner at Havas Media OrtegaHavas Media
Havas Media Ortega Managing Partner Eduardo Mapa Jr. presented '13 Trends of 2013' during the Philippine Association of National Advertisers (PANA)'s General Members Meeting at Hard Rock Cafe, Glorietta, Makati Philippines.
"Ignited” is sharing the knowledge and experience embedded within Salford Business School in a way that is accessible and relevant.
Presented as a range of short pieces from colleagues within the School this collection of insights proves that the future is:
complex
connected
international and
most definitely exciting!
Business is changing rapidly and just “keeping up” is a very real challenge for us all. Supporting our stakeholders to remain relevant and fully aware of the changing landscape of business is an integral part of our mission, our contribution to business and a reflection of the impact that we have on our local, national and international communities.
http://blogs.salford.ac.uk/business-school/2015-the-year-of-connected-business/
In our ninth annual report, we see how consumers are both welcoming and resisting technology's growing omnipresence in our lives. For many, technology serves as a gateway to opportunity and an enabler of hyper-efficient lifestyles, but those who are most immersed are starting to question its effect on their lives and their privacy. One result is that more people are trying to find a balance and lead more mindful, in-the-moment lives.
Our forecast also puts a spotlight on the growth of immersive experiences; the accelerating shift to a visual vocabulary; the new appeal of imperfection; and the rise of telepathic technology, which will enable brands to better understand minds and moods and react in a very personalized way.
The full report-in which we cover each trend in detail, highlighting what's driving the shift, how it's manifesting and what it means for brands-is available at www.jwtintelligence.com
In this issue of WIN World Insights, we bring you the basics of the latest technological trends. Because, when you begin to understand them, you realize how they will hugely
impact our businesses, our lives and our future.
Similar to Dec 2013 Gamification and Immersive Technology Strategies E newsletter (20)
ISDM February 2022 E-Newsletter
Digital Therapeutics, AI, Virtual Reality, Nutrition and Healthy Ageing
Digital Therapeutics and Immersive Technologies
Digital Health, Nutrition and Healthy Ageing
Tripp Digital Therapeutics Virtual Reality
CAR-T Therapies Webinar
How AI is Enhancing Personal Development IORMA Webinar
Hospitals, Technology and the Patient IORMA Webinar
Strengthening Health Systems in Africa Zenith Global Health Conference
Royal Society of Medicine Upcoming Webinars
Digital Medicine Journal Special Edition
Future Events Program and Speaker Invitations
As we are approaching an end to the restrictions associated with COVID-19, it seems a good time to reflect on the disruptions and focus on how technology might be applied to avoid the same situation happening again. It is almost inevitable, in my opinion, that our pre-COVID lifestyles and travel/mobility will almost certainly lead to future pandemics and whilst the lessons learnt in fast-tracking clinical research and development of new drugs and vaccines will help to mitigate the situation, it does not alter the pressing need to shift focus from cure to prevention.
Digital Health and Digital Therapeutics technologies can help to protect the future sustainability of public health services through personal physical and mental health management whilst Digital Medicine will enable early detection of clinical problems and a range of innovative new solutions for cures.
This month’s E-Newsletter includes details of previous and upcoming events where the focus has been on addressing some of the challenges of preventative healthcare, especially in the area of the Ageing Society. Links to archived presentations and future events are included and we hope you will enjoy the past presentations and register for some of the upcoming events.
Digital therapeutics and immersive technologies Bournemouth UniversityDavid Wortley
Digital therapeutics is a fast growing area of digital medicine. In this presentation, Vice President of the International Society of Digital Medicine (ISDM), David Wortley, sets out the current challenges to global health sustainability and the importance of shifting the focus from cure to prevention, especially in the use of digital technologies for personal health management and therapeutics.
The presentation includes examples of digital therapeutic applications for neuro- rehabilitation, gamified exercise using consumer VR devices and support for dementia sufferers through digital memories.
The presentation was delivered at the new Faculty for Health and Social Sciences at Bournemouth University.
VR & Immersive Technologies in Healthcare WebinarsDavid Wortley
The Future of VR and Immersive Technologies in Healthcare Track due to be streamed at GIANT Health 2020 has been rescheduled because of some unresolved technical issues.
I have managed to reschedule the planned sessions in Zoom and, subject to the speaker availability, these sessions will go ahead and will be free of charge to register
The Future of Digital Medicine in the Aging SocietyDavid Wortley
Global Health and sustainable improvements in the
well‑being of humans are seriously threatened by two
societal phenomena.
The aging society
Across the globe, falling birth rates and increased life
expectancies have led to significant increases in the
percentage of citizens aged over 65 years compared
to the younger working population. The increased
life expectancies have, at least in part, been a result of
improvements in health care, and the diagnosis and
treatment of diseases and medical conditions that have
traditionally caused premature death.
Impact of lifestyle and medical advances on
causes of death
Medical advances have all but eradicated many of the traditional
causes of death from communicable diseases with a
consequent growth in morbidity resulting from lifestyle
choices and behaviors.
The issue with lifestyle‑related conditions is the behaviors
such as sedentary lifestyles and poor diets adopted early
in life have a major and cumulative effect in later life
resulting in diabetes and cardiovascular problems which
require often expensive interventions and high levels of
cost to public health services.
The role of digital technologies in medicine,
health, and well‑being
Digital technologies have undoubtedly had a major
impact on medicine both in diagnostics and treatment.
Modern digital scanning, artificial intelligence, big
data analytics, human‑computer interfaces, robotics,
and 3D visualization technologies have all helped to
not only increase our understanding of the physiology
of the human body and enabled early detection of
medical conditions but also they have contributed
to increasingly more targeted and personalized
interventions.
However, set against these positive benefits of digital
medicine and health technologies is the impact of
technologies which reduce the daily physical and cognitive
challenges that have throughout history constantly
exercised our bodies and minds and in the process, given
us the active lifestyles needed to maintain health and
well‑being...........
Gamified immersive learning experiences masterclass the coronavirus game ch...David Wortley
A slide presentation from the webinar masterclass showing how to design, build and play a rapid prototype immersive experience game to target coronavirus and influence the behaviours of the general public.
Digital medicine comes of age - ISDM E-Newsletter Feb 2020David Wortley
Consumer digital technologies such as wearables and VR/AR are now being applied to diagnose, treat and manage clinical conditions. The ISDM Feb 2020 E-Newsletter shows some examples
Digital Health Applications and Hospitals of the FutureDavid Wortley
The National Healthcare Expo 2019 Conference was held in late November in Milton Keynes. In my presentation in the eHealth Track (presentation and video links included in this article), I outlined 3 points to think about when looking at the future of Digital Technologies in Healthcare and Medicine.
The digital technologies which will have the biggest impact on global health will not have been designed by or for medical professionals
Consumer technologies, sometime referred to as “general” technologies are being applied across almost all sectors of business and society for purposes which were not originally envisaged or intended. The health sector is a good example in which all of the technologies shown below are now being applied for health and well-being :-
• Smartphones
• Fitness Trackers
• Whatsapp and WeChat
• Virtual Reality Headsets
• Panoramic Cameras
• Artificial Intelligence
• Sensors
With the possible exception of fitness trackers, none of these technologies were developed by or for medical professionals. There are some profound implications, not only for the future of healthcare but also for the roles and responsibilities of health professionals and citizens. The graph below shows how digital technologies for health are shifting from expensive, stand-alone, proprietary technologies to smart, connected, consumer technologies.
Smart Augmented VR for Health - Celtic-Next proposalDavid Wortley
This is the latest version of my Celtic pitch for building a consortium to bid for Eureka funding. It includes details of a webinar to be held on Sept 12th at 11:30 am CET
Gamification is NOT all about Badges, Points and Rewards
Gamification is gaining increasing amounts of attention and credibility as a concept that can be applied to achieve goals and objectives in many “non play/entertainment” sectors. Much of what is being offered as “Gamification Strategies” focuses on the use of badges, points and rewards, giving the impression that successful Gamification is about offering rewards, incentives and recognition. This document is intended to challenge that notion and to offer a more comprehensive understanding of how and why Gamification is so significant in today’s digital age.
Gamification has been described as the use of game mechanics in non-game contexts. This makes the assumption that there is some differentiation between games and other everyday activities. Whilst the above definition seems intuitively understandable because it somehow implies that games allow “risk-free, trial and error” development that is missing in work or other situations, I believe that every human activity should be viewed as a game if we are to develop the skills and understanding to apply Gamification strategies successfully.
The first point to make in the argument that games are an essential part of every human activity is that we frequently use the words “games” and “players” in “non-game” contexts. Examples include “BP is a major player in the oil industry” or “He/she is playing mind-games”. I have heard the expression “benign manipulation” used to describe gamification but the reality is that we all use gamification skills every day of our lives in order to have some control or influence over our lives.
Transforming healthcare through innovation ISDM e-newsletter June 2019David Wortley
Transforming Healthcare Through Innovation – Our Dorset
AI in Healthcare Conference Salford
Medilink Diagnostics for Health and Wellbeing Seminar
Medtech Innovation Expo
EBME – Electronic and Biomedical Engineering Expo 2019
Virtual Reality Developments in Digital Medicine
2nd World Summit on Hospital & Healthcare Management 2019
Upcoming Events Calendar.
Welcome to the June 2019 edition of the ISDM E-Newsletter. This month I will be sharing information about an exciting integrated healthcare project in Dorset and reviewing a number of conferences, exhibitions and seminars I have recently attended, including the AI in Healthcare Conference which took place at the University of Salford Manchester in April, the Medilink Seminar at the Open University on Diagnostics for Health and Wellbeing and the Medtech Innovation Conference at the Birmingham NEC held in May. I will also share my thoughts and recent experiences of development in the use of virtual reality in digital medicine.
Digital Behaviours and Preventative HealthcareDavid Wortley
This presentation was delivered at the Wearable Tech Show held at the Business Design Centre in Islington London. It looks at the opportunities and challenges presented by disruptive digital technologies being developed for the health sector. It concludes that digital technologies which support preventative healthcare and personal health management are vital for the sustainability of public health services which are globally threatened by lifestyle related conditions such as obesity, diabetes and dementia. It highlights the dangers of over-dependence on technologies such as artificial intelligence and an unreasonable expectation that technologies can absolve us the need to take personal responsibility for our own health management.
The impact of disruptive digital technologies on education, medicine, health ...David Wortley
This is the keynote presentation delivered on Day 2 of the European Conference on Technology Enabled Learning (EC-TEL 2018) held at the University of Leeds on Sept 6th 2018. It looks at Technologies enhance learning in the period 1950 to 2048.
360in360 Immersive Experiences August NewsletterDavid Wortley
This newsletter covers a spectrum of recent activities, news and offerings and includes :-
Oculus GO Review
Virtual Reality and 360 Technologies Masterclass Workshops
360 Degree Video Applications
Virtual Tours
Google StreetView Trusted Pro Programme
Immersive Technologies and Serious Games
Virtual Reality and Heritage/Tourism
7th International Conference on Cartography Live 360 Stream
ISAGA 2018 Conference Review
Next generation games based learning with virtual reality and 360 camera tech...David Wortley
This is a presentation covering Gamification, Storytelling and the role of 360 degree imaging technologies to develop gamified learning experiences and tools for debriefing.
DIT Asean Trade Mission KL Masterclass on 360 Immersive Learning TechnologiesDavid Wortley
This is the Powerpoint presentation used for the Storytelling, Gamification and 360 Immersive Learning Technologies workshop held at the Doubletree by Hilton Conference Centre in Kuala Lumpur and organised by Training Gateway in partnership with DIT and the local Britis Embassy
Immersive Technologies and Location-based Social and Economic DevelopmentDavid Wortley
This is a copy of the presentation delivered at the 7th International Conference on Cartography & GIS held in Sozopol in Bulgaria. It charts the disruptive impact of 360 degree technologies on Map Making and Geographical Information Systems
Transfer to immortality - A Sustainable Singularity Solution ?David Wortley
I delivered this presentation at the Sci-Fi 2018 conference organised by Eurosis and taken place at the Novotel in Bruges. It considers the potential reality of Singularity and the option of immortality through a human/machine blend. The presentation describes legislation to protect environmental resources in which humans have to be put to sleep on their 100th birthday in a scenario which combines transfer of all your human experiences, relationships, traits and knowledge into an avatar who is paired with the chosen "love of your life" by a mixture of AI, your emotions and a global audience who can share your life memories and feelings and vote for a person. It challenges by example to imagine what memories the audience would retrieve on their last day.
360in360 Partnership, Sponsorship and Investment OpportunitiesDavid Wortley
With a planned start date of April 2018 for the 360in360 Digital Heritage Roadshow Workshops, 360in360 Immersive Experiences is pleased to announce plans for strategic partnerships, sponsorships and investment opportunities for identified stakeholders in a digital heritage ecosystem built around multiple win-win relationships enabled by digital technologies.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
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!
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdfPeter Spielvogel
Building better applications for business users with SAP Fiori.
• What is SAP Fiori and why it matters to you
• How a better user experience drives measurable business benefits
• How to get started with SAP Fiori today
• How SAP Fiori elements accelerates application development
• How SAP Build Code includes SAP Fiori tools and other generative artificial intelligence capabilities
• How SAP Fiori paves the way for using AI in SAP apps
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
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
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
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.
UiPath Test Automation using UiPath Test Suite series, part 5
Dec 2013 Gamification and Immersive Technology Strategies E newsletter
1. Welcome to the December 2013 Gamification and Immersive Technology Strategies Newsletter. I would like to take this
opportunity to wish everyone a very happy and peaceful festive season and a successful coming year.
In this Newsletter
Gamification Developments and Insights
Horizon 2020 Conference Review
ImReal Final Workshop
Oman Competitiveness Forum Review
Gamification and Profiling
Gamification for Health
Calls for Papers
Upcoming Conferences and Seminars
Slideshare Archives
Gamification Developments and Insights
Xbox One and PS4 Head to Head
December is a traditional time of peace and goodwill to all men – unless you happen to be competing head to head in the race for
the usual Christmas present buying race. This year it brings together Microsoft and Sony in the battle for hearts, minds and wallets
with Microsoft opting for a strategy which positions Xbox One as a flexible multi-functional home entertainment solution which
could open up multiple opportunities in a wide range of application areas whilst Sony seems to be targeting hard-core gamers with
the ultimate in high fidelity games console experience. Both companies are arguably adopting high risk strategies although I
suspect that both products will do extremely well and could benefit from their product differentiation in the sense that, with
different target users, they will not be involved in a “winner takes all” contest.
The continued and accelerating pace of “smart” technologies designed to make life as easy as possible for the consumer, giving us
supposedly more control over our lives with ever more choice of increasingly personalised online services worries me. These
emerging technologies are what we demand to enrich our lives but the embedding of human intelligence in technology inevitably
reduces the demand on and/or opportunity for the use of our own problem solving skills. Over the last month I have listened to a
number of people in a range of different contexts express similar concerns. Most recently, in a break-out session during the Oman
Competitiveness Forum, a delegate criticised the lack of challenge in his child’s education and drew a parallel with his lack of
opportunity to diagnose and fix faulty air conditioning in his home because the manufacturers make it cheaper to replace the
whole unit. In Vilnius a few weeks earlier I had listened to the inventor of the Raspberry Pi explain that his motivation for
developing the Pi was to provide children with the same excitement and challenge he had experienced with the very basic BBC
Micro rather than just picking up a phone or tablet so intuitive that there is little scope for challenge or problem solving.
Bread and Circuses
These comments and similar remarks expressed with increasing frequency and nostalgia for “the good old days” makes me
convinced that human beings need constant challenge in their lives to grow and develop and that this basic human need provides
some explanation for the explosion in demand for games. We live in a paradoxical world where we simultaneously need both
security and risk. Throughout history, civilisations have recognised this. In Roman times, the expression “bread and circuses” was
used to describe the politics of the time and today the same metaphors can still be applied to describe how we still respond to this
paradoxical mix of basic needs and excitement. I do not wish to make any political points in making this observation except to say
that my worry is that we are coming to rely too heavily on technology to provide today’s “bread and circuses”. Although the
technology train has now left the station and cannot be stopped, we should be more concerned with our humanity and take steps
to defend the characteristics of human nature that have brought us thus far.
Horizon 2020 Conference Review
Horizon 2020 opening plenary session
2. The Horizon 2020 conference took place in Vilnius, Lithuania. It was a massive event with very large exhibition area and a
bewildering array of parallel break-out sessions and delegate-organised events, all of which were designed to not only launch the
new Horizon 2020 strategy but also create new partnership opportunities between delegates. There were over 3,000 attendees
from across Europe and beyond and I was very pleased to see that a substantial part of the EU’s budget for new projects will be
focused on addressing societal challenges and that gamification is also included in the upcoming calls for proposals.
You can download the Horizon 2020 Work Programme from https://ec.europa.eu/digital-agenda/sites/digitalagenda/files/H2020%20LEIT-ICT%20WP%202014-15%20-%2031%2010%202013.pdf#!
I will be looking to become involved in funding bids related to serious games, gamification and societal challenges so if you are
interested in working with me, contact me on david@davidwortley.com
ImReal Final Workshop
ImReal Final Workshop at the University of Leeds
The final event of the ImReal FP7 European Project took place at the University of Leeds last month and took the form of a series
of presentations by the project partners followed by an exhibition and demonstrations of some of the applications developed. I
have been involved in ImReal in supporting the serious games developer, Milan-based Imaginary at some of the events and
through some dissemination of ImReal’s activities.
The conference in Leeds was very well attended. The ImReal projects is based on the concept of “Augmented Virtuality” and seeks
to provide blended connections between virtual or online learning applications and real world experiences. There were a number
of applications presented including some serious games that support reflective learning with tools to add new content based on
user experiences so that the learning content does not remain static but is continuously informed by new insights.
Oman Competitiveness Forum Review
Oman Competitiveness Forum Opening Plenary
The Oman Competitiveness Forum OCF 2013 took place at the Al Bustan hotel in Muscat at the Beginning of December. I was one
of a number of invited international guests to take part in various thematic plenary and break-out sessions designed to explore
and debate how Oman could take steps to develop its international competitiveness and exploit its natural strengths. The
thematic discussion areas included National Identity and Vision (Branding), Enterprise, Learning, Sustainable Growth and Smart
Communities. I was one of a handful of guests who had previously visited Oman and so knew something of their culture and
infrastructure.
As well as taking part in the panel session and facilitating a break-out session, I was also invited to visit Knowledge Oasis Muscat
(KOM) to see their Incubation centre and National Business Centre. In addition, myself and my colleagues from the Smart
Communities session had private dinner and breakfast meetings with the Dr Salim Al Ruzaiqi of ITA, Oman’s Telecomms Agency.
My conclusion from the Forum was that Oman is like a jewel in the desert waiting to discover itself. I observed many of the
elements that are needed to compete in a global society. They have a strong visionary leader, a peaceful and positive society,
many indicators of distinct identity and some important regulatory standards such as National ID cards. Oman is a beautiful
country with very warm and welcoming people who are proud of their heritage.
Whilst there are still some infrastructure strategies that need adjustment, I came away from Oman believing that they have the
potential to occupy an important competitive position in the Middle East with a distinct brand identity. The most important
requirement is to for them to understand their competitive strengths and for a catalyst to stimulate innovative and creative
thinking in education and business.
Gamification and Profiling
The Gamification Profiling Model
The Gamification Profiling Model is a new concept designed to analyse and explore the use of gamification for the profiling of both
activities and human personalities. It is a 3 dimensional model whose axes are Level of Engagement/Motivation, Balance of
Reward Mechanisms (Intrinsic or Extrinsic) and Balance of Locus of Control (External or Internal). My belief is that all human
beings adopt different roles in this model according to the activity and their general personality. If this is true, then not only could
the model be used to profile personality but also shape activities through the use of gamification to change attitudes and
behaviour to achieve an objective.
Gamification could then be understood as a process by which attitudes, behaviours and possibly even personality traits can be
shaped by using the principles, psychologies and methodologies of games.
3. Gamification for Health
Jawbone UP Nutrition Display
I continue to explore the use of my Jawbone UP bracelet for managing my weight and my health. The screenshot above shows a
nutrition display based on the food I ate. Having now reached my target weight, I am concentrating on improving my general
health, but as well as the extra well-being that comes from the satisfaction of losing weight, I have also noticed some additional
effects on my health that were unexpected. Amongst these benefits are improved sleep patterns which in turn lead to more
energy and a sharper mind. Since I have been using the UP bracelet I have gone from regularly interrupted sleep with several visits
to the bathroom to almost sleeping through the whole night with over 50% of my sleep categorised as “deep”.
The developments in the area of health and environmental sensors I can see mas truly transforming society, most importantly in
not only giving citizens more control over their health but, with appropriate public health and environmental policies, more
responsibility for looking after their health and local environment.
Call for Papers
First International Symposium on
Simulation and Serious Games
The International Symposium on Simulation & Serious Games 2014 will take place from 23 – 24 May 2014 at the Kintex Convention
Centre in South Korea.
Organised by the Korea Games Society (KGS), The International Symposium on Simulation and Serious Games is a platform to
gather researchers and academics working with simulation and games technology. Our mission is to foster engagement of
communities so as to be able to make a positive impact that would enrich the lives of communities within the international
education and healthcare landscape. Our theme for the conference is:
"Bridging Communities, Harnessing Technologies and Enriching Lives."
All accepted papers published in the proceedings will be indexed at CrossRef* with DOI.
Accepted papers will also be indexed in ISI Thomson (Web of Science).
*CrossRef is an independent membership association, founded and directed by publishers. CrossRef’s mandate is to connect users
to primary research content, by enabling publishers to work collectively. CrossRef is also the official DOI® link registration agency
for scholarly and professional publications. Our citation-linking network today covers tens of millions of articles and other content
items from thousands of scholarly and professional publishers.
The conference website is at: www.seriousgamesconference.org
The conference welcomes submissions in the following topics, but are not limited to:
A. Learning Pedagogy, Methodologies and
Assessment
D. Computer Games, Multimedia
Relearning via games
Learning analytics
Evaluation of game-based learning
B. Serious Games Applications
Banking and finance
Community engagement
Education curriculum design and
development
Government agencies
Healthcare and wellness
Human resource training and
development
Patient rehabilitation and
physiotherapy
Senior citizens
C. Game Designs, Studies and Theories
Game and gamer psychology
Game storyboarding
Game addiction and prevention
methods
Game gender, age and violence
issues
Gaming and prevention of ageing
diseases
Games for family bonding
Social and Collaborative Games
Games Simulations and Dynamic
Models
Interactive Simulations
Tools and Systems for Games and
Virtual Reality
Intelligent Agents and Gamebots
Gaming – Hardware and
Accessories
Graphics & Visualisation
Texture and Shader Programming
Stereographics in Real Time
Cinematography
Audio Techniques for Racing Games
Interactive Dynamic Response for
Games
Mapping the Mental Space of Game
Genres
Cultural and Media Studies on
Computer Games
Experiential Spatiality in Games
Game Development Contract
Outsourcing
Project Funding and Financing
Social/Humanities Aspects of
Games
Mobile and Multiuser Games
Learning to Play or Learning
through Play
Game Security
Games and Intellectual Property
Rights
Laws, Regulations, Certifications
and Policies for Gaming
Censorship of Video Games Content
4.
Artificial Intelligence in the Context
of Gaming
Art, Design and New Media
Education, Training, and
Edutainment Technologies
Human Factors of Games
3D Geometric models
KINTEX is located next to Ilsan, a newly
developed township within Goyang City,
Gyeonggi Province. There are many things
to do in Goyang City. Deogi-dong Fashion
Town located at Deoki-dong, Ilsan Seo-gu.
About 230 famous brand shops of
the outlet sell various cloths at prices
discounted by 30-70% around the year. Also
atHwajeong Rodeo Street, there are lots of
famous brands selling at prices with
discounts from 30-70%. People come here
for shopping not only from Ilsan but also
from
Seoul.
Take this opportunity to visit Korea!
Upcoming Conferences
Below is a list of forthcoming conferences – also accessible at http://www.davidwortley.com/events.html
Date
Event Name / Description
Location
Web URL
Feb 3-5
2014
MESM 2014 - Middle Eastern
Simulation and Modelling
Conference
Muscat, Oman
http://www.eurosis.org/cms/ ?q=node/2713
Feb 6-7
2014
2014 Technology, Knowledge and
Society Conference
Madrid, Spain
http://techandsoc.com/the-conference/
Mar 10- ASTEC 2014 - GAME ON’ ASIA - 5th
12 2014 Asian GAME On Conference
Singapore
http://www.eurosis.org/cms/ ?q=node/2632
Mar 17- SCWS2014 - Science Centre World
19 2014 Summit - Public Engagement for a
Better World
Mechelen, Brussels,
Belgium
http://www.scws2014.org
Mar 19- ABSEL 2014 - Association for
Orlando, Florida, USA http://absel2011.wordpress.com/2012/04/03/absels21 2014 Business Simulation and Experiential
40th-annual-meeting-march-6-8-2013/
Learning
Mar 23- EKnow 2014 - Sixth International
27 2014 Conference on Information, Process
and Knowledge Management
Barcelona, Spain
http://www.iaria.org/confere
nces2014/eknow2014.html
Mar 24- CGAT 2014 - Computer Games and
25 2014 Allied Technologies
Singapore
http://www.cgames.com.sg/ #sthash.gcLLW3fc.dpbs
Mar 30 - Thaisim 2014 - 6th International
Apr 1
Thaisim Conference - Learning with
2014
Simulations and Games
Bangkok, Thailand
http://www.thaisim.org/ts14/
May 23- 1st International Symposium on
24 2014 Simulation and Serious Games
Goyang City, South
Korea
www.seriousgamesconference.org
Jul 5 –
Oregon Youth Jamboree
21 2014
Oregon, USA
http://oregonhibbs.com/2013/09/10/eugene-youthjamboree-faq/
Archived Presentations, Images and Videos
I am archiving as many of my previous presentation, videos and event images as possible. You can access these from my web site
at :- http://www.davidwortley.com/conferences.html or visit my Slideshare page at :- http://www.slideshare.net/dwortley/
If you would like any presentations, videos or documents circulated to my network, I am happy to provide this service free of
charge for any material relevant to readers of this newsletter. If you are interested, contact me at david@davidwortley.com.
Best Regards
David Wortley FRSA
Founder of Immersive Technology Strategies
Email : mailto:david@davidwortley.com?subject=General Enquiry
Skype: davidwortley
Second Life : Hobson Hoggard
Web: http://www.davidwortley.com
New Book: www.gadgetstogodbook.com
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