#1NLab15: Classically Trained … in 30 MinutesOne North
One North Art Director Jessica DeJong walks us through six lessons she learned from her Masters Program on Human-Computer Interaction. That, and a whole lot of cat gifs.
From the 2015 Experience Lab: Digital Working in Concert. To watch the video from the presentation, visit: https://youtu.be/1_ru1FK3rxc
Playing with Constraints: The value of interactive prototypes in driving the ...haiyan
Interactive prototypes allow you to work with the constraints of technology, and discover new design opportunities through playing with these constraints.
#1NLab15: Classically Trained … in 30 MinutesOne North
One North Art Director Jessica DeJong walks us through six lessons she learned from her Masters Program on Human-Computer Interaction. That, and a whole lot of cat gifs.
From the 2015 Experience Lab: Digital Working in Concert. To watch the video from the presentation, visit: https://youtu.be/1_ru1FK3rxc
Playing with Constraints: The value of interactive prototypes in driving the ...haiyan
Interactive prototypes allow you to work with the constraints of technology, and discover new design opportunities through playing with these constraints.
Presentation for the Cognitive Control course (DGCN25) of the Research Master Cognitive Neuroscience at Radboud University on the topic of Cognitive Modeling
Examining learner-computer interactions: advanced lab-based research methods
Jonathan P. San Diego of King's College London presented an approach to examining learner-computer interactions using strategy as a unit of analysis developed within his PhD. He showed some of the data collection and analysis techniques that include capturing attention via eye-tracking, capturing sketches via tablet computers, integrating the analysis of multiple video feeds, and using strategy as a unit of analysis. Jonathan also gave some of his reflections on potential future uses of these research techniques.
Experimental Game Prototyping and Play Testing using Iterative DesignMirjam Eladhari
Lecture "Experimental Game Prototyping and Play Testing using Iterative Design" by Mirjam P Eladhari, given 2010 at the course International Game Production Studies at Gotland University.
Mastering Prototyping: How to Quickly Playtest Your Game Ideas | Ron RejwanJessica Tams
Delivered at Casual Connect Tel Aviv 2016. For many developers game creation is a process initiated and implemented based on feelings and instincts. Jelly Button games believes there is a way to validate your instincts by playtesting your game at early stages. We will discuss the reasons for game prototyping, how prototyping is executed, and best practices for effective prototyping.
User Experience 6: Qualitative Methods, Playtesting and InterviewsMarc Miquel
This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
AI Based Game Design - Teaching how to expand designers' artistic palette wit...Mirjam Eladhari
Talk given at the Game Developers Conference (GDC) in San Francisco on the 3rd of March 2015.
One approach to game design innovation is AI-based game design (AIGD), in which the game mechanics are inspired and enabled by AI systems. This case study describes AIGD as an educational approach along with best practices of using it in teaching, illustrated by example student games demonstrating both design and technical innovation. Teaching AI and design in tandem enables students to take a role where they can use different technological approaches as part of their artistic palette as game developers.
The role of ai in social games eladhari2011 uppsalauniMirjam Eladhari
Keynote at PhD course at Uppsala University in August 2011.
Outline:
•What does ”AI” and ”social” mean anyway?
•Social actions in terms of operational logics
•AI based game design
•Research prototype(s)
•A recipe
Slides for a session at LAST Conference, 27 July 2012. Melbourne, Australia.
Practical ways that you can incorporate UX techniques into your development and design to increase shared understanding, and gain ideas from all members of a team.
We looked at a Melbourne cinema’s website and used techniques to improve its usefulness for its users.
We looked at a Melbourne cinema’s website and trying to improve its usefulness for its users.
Presentation for the Cognitive Control course (DGCN25) of the Research Master Cognitive Neuroscience at Radboud University on the topic of Cognitive Modeling
Examining learner-computer interactions: advanced lab-based research methods
Jonathan P. San Diego of King's College London presented an approach to examining learner-computer interactions using strategy as a unit of analysis developed within his PhD. He showed some of the data collection and analysis techniques that include capturing attention via eye-tracking, capturing sketches via tablet computers, integrating the analysis of multiple video feeds, and using strategy as a unit of analysis. Jonathan also gave some of his reflections on potential future uses of these research techniques.
Experimental Game Prototyping and Play Testing using Iterative DesignMirjam Eladhari
Lecture "Experimental Game Prototyping and Play Testing using Iterative Design" by Mirjam P Eladhari, given 2010 at the course International Game Production Studies at Gotland University.
Mastering Prototyping: How to Quickly Playtest Your Game Ideas | Ron RejwanJessica Tams
Delivered at Casual Connect Tel Aviv 2016. For many developers game creation is a process initiated and implemented based on feelings and instincts. Jelly Button games believes there is a way to validate your instincts by playtesting your game at early stages. We will discuss the reasons for game prototyping, how prototyping is executed, and best practices for effective prototyping.
User Experience 6: Qualitative Methods, Playtesting and InterviewsMarc Miquel
This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
AI Based Game Design - Teaching how to expand designers' artistic palette wit...Mirjam Eladhari
Talk given at the Game Developers Conference (GDC) in San Francisco on the 3rd of March 2015.
One approach to game design innovation is AI-based game design (AIGD), in which the game mechanics are inspired and enabled by AI systems. This case study describes AIGD as an educational approach along with best practices of using it in teaching, illustrated by example student games demonstrating both design and technical innovation. Teaching AI and design in tandem enables students to take a role where they can use different technological approaches as part of their artistic palette as game developers.
The role of ai in social games eladhari2011 uppsalauniMirjam Eladhari
Keynote at PhD course at Uppsala University in August 2011.
Outline:
•What does ”AI” and ”social” mean anyway?
•Social actions in terms of operational logics
•AI based game design
•Research prototype(s)
•A recipe
Slides for a session at LAST Conference, 27 July 2012. Melbourne, Australia.
Practical ways that you can incorporate UX techniques into your development and design to increase shared understanding, and gain ideas from all members of a team.
We looked at a Melbourne cinema’s website and used techniques to improve its usefulness for its users.
We looked at a Melbourne cinema’s website and trying to improve its usefulness for its users.
The introduction of Computational Thinking. What is the Computational Thinking? How to apply it into the real educational environment? You can find the solution in this slide.
Distrust your intuition! The principles popularized by Kahneman’s “Thinking, Fast and Slow” apply to game designers as much as anyone. What to look out for and how to mitigate the effect of these pervasive biases.
User Experience 7: Quantitative Methods, Questionnaires, Biometrics and Data ...Marc Miquel
This presentation introduces the most important quantitative research methods: questionnaires, biometrics and data analysis. It discusses several case studies in which these methods are employed.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Similar to Design for Results - Considerations for experimental prototyping and play testing using iterative game design (20)
Talk given at Interactive Narrative Design Think Tank, Nederlands Film Festival September 29, 2019.
Overview:
1. AI for Games/Interactive Narrative
2. Developments, past decade
3. Tech at our finger tips:
Procedural Content Generation
Machine learning
4. Opportunities, Challenges and wish lists
Four ways game research field approach narrativeMirjam Eladhari
Slides for presentation at NECS Conference Gdansk, 14.6.2019
"Four ways game research field approach narrative"
by Mirjam P Eladhari and Hartmut Koenitz
TOG: An Innovation Centric Approach to teaching Computational Expression and ...Mirjam Eladhari
Slides presenting the paper
TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design
by Mirjam P Eladhari
at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan.
Constructive Alignment in Teaching Game Research in Game Development Bac...Mirjam Eladhari
Slides for presentation of paper
"Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme"
by Petri Lankoski and Mirjam P Eladhari
at TEACHING GAMES: PEDAGOGICAL APPROACHES - DIGRA 2019 PRE- CONFERENCE WORKSHOP (TGPA:DIGRA2019) AUGUST 6 2019, KYOTO, JAPAN.
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?
Ludocriticism - Steps Towards a Critical Framework for Games Mirjam Eladhari
Presentationslides for paper
Ludocriticism - Steps Towards a Critical Framework for Games
by Hartmut Koenitz and Mirjam P Eladhari
Presented at DiGRA 2019 Conference, Ritsumeikan University, Kyoto, Japan, 9 August 2019
2019 08-09-digra19-ludocriticsm 3
Re-Tellings: The Fourth Layer of Narrative as an Instrument for CritiqueMirjam Eladhari
Slides (without speaker notes) presenting the paper at the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018.
DOI: 10.1007/978-3-030-04028-4_5
In book: Interactive Storytelling
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...Mirjam Eladhari
Slides (with speaker-notes) presenting the paper at the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018.
DOI: 10.1007/978-3-030-04028-4_5
In book: Interactive Storytelling
This talk describes game design challenges considered in the ongoing development of a tabletop game where players bring their real life problems into a the framed safe-space of a play session. The game, tentatively called Mind Shadows, is a game for two or three players who trust each other. The main aim of the design is to create play situations where players in cooperation better can understand situations in their everyday lives that are emotionally complex or difficult, and by this understanding find ways to cope with the situations.
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018.
Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.
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.
Computational narrative and narrative systemsMirjam Eladhari
Talk given at Computational modelling in games at BIRS, Banff, Canada in May 2016. Michael Mateas and Andy Nealen who organised the event had provided me with an abstract to use as a starting point:
“What are the different representational areas/aspects of narrative systems (e.g. dialog, story progression, etc.) and what kinds of formalisms support modeling these areas? What are the authoring tradeoffs that arise with different commitments to computational representations of narrative? For combinatorial narrative systems, how can player-perceived qualities of the narrative be modeled for guiding the combinatorial space? What might the design space look like for different approaches for player interaction with narrative systems?”
I started out making a talk where each of the questions were adressed in a section. It became a quite long and arid deck of slides. Then it struck me that
1. many of the creators of the systems I would talk about would be in the very same room, and
2. the talk was supposed to be inspirational and seed conversations for the workshop.
So I re-made the talk. I started out listing the challenges for computational narrative that we came up with at a similar seminar, one that was held in Dagstuhl in 2012. Interestingly, a lot has happened in those 4 years, much as an effect that the literacy in building expressive systems has dramatically increased - I can’t see another explanation for that there has been so many really good and ambitious - successfully ambitions - projects released lately. I’m thinking of IceBound, Blood and Laurels, and 80 Days among others. At the same time, there is the notion that the field of computational narrative has harped on unceccessfvlly hopping into rabbit holes, fighting wind-mills and chased impossible grails. In the talk, I made the argument that the field of computational narrative can only seen has having failed (illustrated by a screenshot from wikipedia) if you have a very fixed and narrow image of what the grail that is being chased actually look like. If you instead look at what is actually out there, both in terms of novels coming alive, games with high quality narrative, and story making games - well the reality speaks for itself. Computational narrative is thriving.
The talk was video-taped, and is accessible here: http://www.birs.ca/events/2016/5-day-workshops/16w5160/videos/watch/201605161034-Eladhari.html
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
May 2012
Mini-talk at Dagstuhl Seminar 12191, "Artificial and Computational Intelligence in Games"l
Mirjam P Eladhari, with help from Richard Evans and Michael Mateas
Welcome to the Workshop on Research Prototyping in Games (WRPG 2012)Mirjam Eladhari
Welcome to the Workshop on Research Prototyping in Games (WRPG 2012).
Presentation of scope and schedule for the WRPG workshop, held the 29th of May Raleigh, North Carolina. The workshop was co-located with the Foundations for Digital Games Conference (FDG), and associated with the Association for Computing Machinery (ACM).
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOMirjam Eladhari
This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players.
The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents.
The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, ”Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”.
The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series.
http://game.itu.dk/index.php/Game_Lectures
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
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.
Enhancing Performance with Globus and the Science DMZGlobus
ESnet has led the way in helping national facilities—and many other institutions in the research community—configure Science DMZs and troubleshoot network issues to maximize data transfer performance. In this talk we will present a summary of approaches and tips for getting the most out of your network infrastructure using Globus Connect Server.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
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:
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
The Metaverse and AI: how can decision-makers harness the Metaverse for their...Jen Stirrup
The Metaverse is popularized in science fiction, and now it is becoming closer to being a part of our daily lives through the use of social media and shopping companies. How can businesses survive in a world where Artificial Intelligence is becoming the present as well as the future of technology, and how does the Metaverse fit into business strategy when futurist ideas are developing into reality at accelerated rates? How do we do this when our data isn't up to scratch? How can we move towards success with our data so we are set up for the Metaverse when it arrives?
How can you help your company evolve, adapt, and succeed using Artificial Intelligence and the Metaverse to stay ahead of the competition? What are the potential issues, complications, and benefits that these technologies could bring to us and our organizations? In this session, Jen Stirrup will explain how to start thinking about these technologies as an organisation.
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.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Le nuove frontiere dell'AI nell'RPA con UiPath Autopilot™UiPathCommunity
In questo evento online gratuito, organizzato dalla Community Italiana di UiPath, potrai esplorare le nuove funzionalità di Autopilot, il tool che integra l'Intelligenza Artificiale nei processi di sviluppo e utilizzo delle Automazioni.
📕 Vedremo insieme alcuni esempi dell'utilizzo di Autopilot in diversi tool della Suite UiPath:
Autopilot per Studio Web
Autopilot per Studio
Autopilot per Apps
Clipboard AI
GenAI applicata alla Document Understanding
👨🏫👨💻 Speakers:
Stefano Negro, UiPath MVPx3, RPA Tech Lead @ BSP Consultant
Flavio Martinelli, UiPath MVP 2023, Technical Account Manager @UiPath
Andrei Tasca, RPA Solutions Team Lead @NTT Data
3. Motivation Toolbox Discussion Scope ‘if game studies is limited to analysing existing games and design spaces, it can be problematic to imagine or theorise about potential game features outside of these design spaces. Models about the nature of games and their features run the risk of being incomplete or wrong, simply because certain design spaces have not yet been explored” navigational aid in the wicked problem-space of game design
10. Example of a Production Cycle(for a digital prototype) consideration of type of prototypes needed depending on research question; early design (design process continuing throughout iteration cycles) -- body storming, video scenarios; collect feedback, redesign; physical/mixed prototyping and scenario design; play test; data analysis; interpretation and potential dissemination; reiteration of design for software prototype; implementation of software prototype; quality assurance of prototype; design of test scenarios; play test; data analysis; interpretation and potential dissemination.
This paper is concerned with development of experimental research prototypes, sometimes also called demonstrators. A commonly used development method is iterative design which, as described by Salen and Zimmerman shortcite{Salen2001}, is a play-based design process. A prototype is extit{``played, evaluated, adjusted and played again, allowing the designer or design team to base decisions on the successive extit{iterations} or versions of the game. Iterative design is a cyclic process that alternates between prototyping, play-testing, evaluation, and refinement.''}
it must be stressed that the iterations can and should happen even inside the early prototype development, and in some cases, between the test sessionsfootnote{For instance, test the prototype with the first participant, fix existing problems and develop further promising new ideas, and test the evolved version of the same prototype with participant two, and so on.}: The traditional waterfall model cite{waterfallmodel} proposes a process where the design, implementation, and evaluation follows each other in a linear manner. The iterative design process for games see, e.g. cite{fullerton04,Salen2001}, emphasizes on iterations where the game is designed, tested, and evaluated continuously during the process and developed further. There has been some criticism that even this kind of process would not be iterative enough cite{Fallman} and that design, implementation, and evaluation should be done tightly together.
OUR VIEW; IF U CANT DO IDEAL TEST EARLY, U SHOULD STILL DO QUICK AND DIRTY TESTING AND DO IT A LOT. BUT DO NOT EXPECT IT TO PROVIDE PERFECT DATA
Filled in by research question.easy to fall into a frame of mind where one aims to produce a good game, loosing focus of obtaining research material.The very reason for the development of research prototypes is to find methods, features or approaches that can be used in other games, games which are specifically made to be fun, challenging and perhaps carry a message. The researcher needs to approach the design of the prototype both as a researcher and as a game designer.Practicality. Resources, time etc – and ideology regarding validation. Own and projected.
Jorgensen also talked about video commentaries. So maybe another arrow still under: “feedback” -> after the game. “”video commentary model, Jorgensen”.