Gackenbach, J.I. (2009, June). Dreams and Video Game Play. Planary Session paper presented at Toward a Science of Consciousness : Investigating Inner Experience – Brain, Mind, Technology, Hong Kong, China
Emerging implications of virtual reality video game play on dreamsjgackenb
Gackenbach, J.I., Rai, N. & Wagner, B. (2019, June). Emerging Implications of Virtual Reality Video Game Play on Dreams. Paper presented at the International Association for the Study of Dreams, Kerkrade, The Netherlands.
Gackenbach, J.I. (2016, June). Gaming Allows Expression of Archetypes. Paper presented at the International Association for the Study of Dreams, Rolduc, Netherlands. Abstract published in the International Journal of Dream Research, 9(supplement 1), July 2016, Retrieved https://journals.ub.uni-heidelberg.de/index.php/IJoDR/article/view/32382/pdf
Dissertation Defense:
" Mining and Analyzing Subjective Experiences in User Generated Content "
By Lu Chen
Tuesday, April 9, 2016
Dissertation Committee: Dr. Amit Sheth, Advisor, Dr. T. K. Prasad, Dr. Keke Chen, Dr. Ingmar Weber, and Dr. Justin Martineau,
Pictures: https://www.facebook.com/Kno.e.sis/photos/?tab=album&album_id=1225911137443732
Video: https://youtu.be/tzLEUB-hggQ
Lu's Home page: http://knoesis.wright.edu/researchers/luchen/
ABSTRACT
Web 2.0 and social media enable people to create, share and discover information instantly anywhere, anytime. A great amount of this information is subjective information -- the information about people's subjective experiences, ranging from feelings of what is happening in our daily lives to opinions on a wide variety of topics. Subjective information is useful to individuals, businesses, and government agencies to support decision making in areas such as product purchase, marketing strategy, and policy making. However, much useful subjective information is buried in ever-growing user generated data on social media platforms, it is still difficult to extract high quality subjective information and make full use of it with current technologies.
Current subjectivity and sentiment analysis research has largely focused on classifying the text polarity -- whether the expressed opinion regarding a specific topic in a given text is positive, negative, or neutral. This narrow definition does not take into account the other types of subjective information such as emotion, intent, and preference, which may prevent their exploitation from reaching its full potential. This dissertation extends the definition and introduces a unified framework for mining and analyzing diverse types of subjective information. We have identified four components of a subjective experience: an individual who holds it, a target that elicits it (e.g., a movie, or an event), a set of expressions that describe it (e.g., "excellent", "exciting"), and a classification or assessment that characterize it (e.g., positive vs. negative). Accordingly, this dissertation makes contributions in developing novel and general techniques for the tasks of identifying and extracting these components.
We first explore the task of extracting sentiment expressions from social media posts. We propose an optimization-based approach that extracts a diverse set of sentiment-bearing expressions, including formal and slang words/phrases, for a given target from an unlabeled corpus. Instead of associating the overall sentiment with a given text, this method assesses the more fine-grained target-dependent polarity of each sentiment expression. Unlike pattern-based approaches which often fail to capture the diversity of sentiment expressions due to the informal nature of language usage and writing style in social media posts, the proposed approach is capable of identifying sentiment phrase
The Virtual Hero: the influence of narrative on affect and presence in a VR gameSonia Qurashi
Abstract. Entertainment media, such as video-games, often make use of a narrative to invoke an emotional reaction and draw people into the experience. A narrative can add layers of emotional complexity to even quite simple forms of game-play. In immersive virtual reality people are surrounded by the game environment, making their sense of presence and immersion highly salient to the perceived quality of the game.
This pilot study investigates how game performance, satisfaction, arousal and sense of presence are affected when a pre-game background story is introduced to a virtual reality zombie shooter game. Several trends were observed, indicating that people might be more involved in the
game-world and more prepared for the virtual experience. Participants who were exposed to a short pre-game back-story tended to achieve higher game scores and experience a higher sense of presence, although these differences were not significant. We examine the measurements used in this study and theorize how affect and presence interact with respect to the use of narrative devices in virtual reality games.
Emerging implications of virtual reality video game play on dreamsjgackenb
Gackenbach, J.I., Rai, N. & Wagner, B. (2019, June). Emerging Implications of Virtual Reality Video Game Play on Dreams. Paper presented at the International Association for the Study of Dreams, Kerkrade, The Netherlands.
Gackenbach, J.I. (2016, June). Gaming Allows Expression of Archetypes. Paper presented at the International Association for the Study of Dreams, Rolduc, Netherlands. Abstract published in the International Journal of Dream Research, 9(supplement 1), July 2016, Retrieved https://journals.ub.uni-heidelberg.de/index.php/IJoDR/article/view/32382/pdf
Dissertation Defense:
" Mining and Analyzing Subjective Experiences in User Generated Content "
By Lu Chen
Tuesday, April 9, 2016
Dissertation Committee: Dr. Amit Sheth, Advisor, Dr. T. K. Prasad, Dr. Keke Chen, Dr. Ingmar Weber, and Dr. Justin Martineau,
Pictures: https://www.facebook.com/Kno.e.sis/photos/?tab=album&album_id=1225911137443732
Video: https://youtu.be/tzLEUB-hggQ
Lu's Home page: http://knoesis.wright.edu/researchers/luchen/
ABSTRACT
Web 2.0 and social media enable people to create, share and discover information instantly anywhere, anytime. A great amount of this information is subjective information -- the information about people's subjective experiences, ranging from feelings of what is happening in our daily lives to opinions on a wide variety of topics. Subjective information is useful to individuals, businesses, and government agencies to support decision making in areas such as product purchase, marketing strategy, and policy making. However, much useful subjective information is buried in ever-growing user generated data on social media platforms, it is still difficult to extract high quality subjective information and make full use of it with current technologies.
Current subjectivity and sentiment analysis research has largely focused on classifying the text polarity -- whether the expressed opinion regarding a specific topic in a given text is positive, negative, or neutral. This narrow definition does not take into account the other types of subjective information such as emotion, intent, and preference, which may prevent their exploitation from reaching its full potential. This dissertation extends the definition and introduces a unified framework for mining and analyzing diverse types of subjective information. We have identified four components of a subjective experience: an individual who holds it, a target that elicits it (e.g., a movie, or an event), a set of expressions that describe it (e.g., "excellent", "exciting"), and a classification or assessment that characterize it (e.g., positive vs. negative). Accordingly, this dissertation makes contributions in developing novel and general techniques for the tasks of identifying and extracting these components.
We first explore the task of extracting sentiment expressions from social media posts. We propose an optimization-based approach that extracts a diverse set of sentiment-bearing expressions, including formal and slang words/phrases, for a given target from an unlabeled corpus. Instead of associating the overall sentiment with a given text, this method assesses the more fine-grained target-dependent polarity of each sentiment expression. Unlike pattern-based approaches which often fail to capture the diversity of sentiment expressions due to the informal nature of language usage and writing style in social media posts, the proposed approach is capable of identifying sentiment phrase
The Virtual Hero: the influence of narrative on affect and presence in a VR gameSonia Qurashi
Abstract. Entertainment media, such as video-games, often make use of a narrative to invoke an emotional reaction and draw people into the experience. A narrative can add layers of emotional complexity to even quite simple forms of game-play. In immersive virtual reality people are surrounded by the game environment, making their sense of presence and immersion highly salient to the perceived quality of the game.
This pilot study investigates how game performance, satisfaction, arousal and sense of presence are affected when a pre-game background story is introduced to a virtual reality zombie shooter game. Several trends were observed, indicating that people might be more involved in the
game-world and more prepared for the virtual experience. Participants who were exposed to a short pre-game back-story tended to achieve higher game scores and experience a higher sense of presence, although these differences were not significant. We examine the measurements used in this study and theorize how affect and presence interact with respect to the use of narrative devices in virtual reality games.
Video game play and nightmare protection hypothesisjgackenb
Gackenbach, J.I. (2015, June). Video Game Play and Nightmare Protection Hypothesis: A Cross Cultural Analysis. Paper presented at the Towards a Science of Consciousness conference, Helsinki, Finland.
Dreaming about movies and tv & other media associations to various individual...jgackenb
Gackenbach, J.I. (2018, June). Dreaming about Movies and TV Associations to Various Individual Difference Variables. Paper presented at the International Association for the Study of Dreams, Phoenix, AZ.
This is a presentation made at the annual meeting of the Canadian Game Studies Association. A version of it will also be presented at the International Association for the Study of Dreams later in June.
An inquiry into the lack of nightmare protection associated with video game p...jgackenb
Boyes, A. & Gackenbach, J.I. (2015, May). An Inquiry into the Lack of Nightmare Protection Associated with Video Game Play by Female Gamers, Paper presented at Digital Diversity: Writing, Feminism and Culure, Edmonton, AB.
Gackenbach, J.I., Darlington, M. & Ferguson, M. (2012, April). Video Game Play as Nightmare Protection. Paper presented at the biannual Towards a Science of Consciousness conference, Tucson, AZ.
This is a presentation by Gackenbach which summarizes her work. It was given at the annual meeting of the International Association for the Study of Dreams in June of 2018.
Nightmare protection hypothesis and female gamersjgackenb
Boyes, A. & Gackenbach, J.I. (2014, June). Nightmare Protection Hypothesis and Female Gamers. Paper presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
Individual differences in dreams and video game play 2018jgackenb
This is a paper presentation to both The Canadian Game Studies meeting and the International Association for the Study of Dreams meeting. Both were in 2018.
Experts versus trained dream coders does it make a differencejgackenb
Gackenbach, J.I., Ferguson, M., Darlington, M., Flockhart, C., Swanson, D. & Ahlswede, S. (2012, June). Experts versus trained dream coders: Does it make a difference? Poster presented at the annual meeting of the International Association for the Study of Dreams, Berkeley, CA.
China and canada a comparison of media use and dream intensityjgackenb
Gackenbach, J.I., Lee, M., Zhou, Z. & Yu, G. (2015, June). China and Canada: A Comparison of Media Use and Dream Intensity. Paper presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
Morning After Dreams of Video Game Play versus Meditation/Prayerjgackenb
Swanston, D. & Gackenbach, J.I. (2011, June). Morning After Dreams of Video Game Play versus Meditation/Prayer. Paper presented at the annual meeting of the International Association for the Study of Dreams, The Netherlands.
Nightmare protection as motivation to play video gamesjgackenb
Gackenbach, J.I. (2013, June). Nightmare protection as motivation to play video games. Paper presented at the preconference of the game studies division of the International Communication Association, London, England.
Dream Incorporation of Video Game Play: Interactivity, Fidelity and Presence. jgackenb
Rosie, M., Gackenbach, J.I., Bown, J. & Sample, T. (2010, June). Dream Incorporation of Video Game Play: Interactivity, Fidelity and Presence. Poster presented at the annual meeting of the International Association for the Study of Dreams, Ashville, North Carolina.
Gackenbach, J.I. & Guthrie, G. (2016, June). Contemplative Practice versus Gaming. Paper presented at the International Association for the Study of Dreams, Rolduc, Netherlands. Abstract published in the International Journal of Dream Research, 9(supplement 1), July 2016, Retrieved https://journals.ub.uni-heidelberg.de/index.php/IJoDR/article/view/32382/pdf
Video game play as nightmare protection a preliminary inquiry on military gam...jgackenb
Gackenbach, J.I., Hall, C. & Ellerman, E. (2011, June). Video Game Play as Nightmare Protection: A Preliminary Inquiry on Military Gamers. Paper presented at the annual meeting of the International Association for the Study of Dreams, The Netherlands.
These are the slides from my invited address on Dreams and Art given at the annual conference of the International Association for the Study of Dreams, Ashland, OR, June 2023. It is a first person account of a seven year dream diary and art journal using both quantitative and qualitative methods.
Cognitive Evaluation of Video Games: Players' Perceptions jgackenb
Gackenbach, J.I. & Rosie, M. (2009, May). Cognitive Evaluation of Video Games: Players Perceptions. Poster presented at Future Play 2009, Vancouver, BC.
Video game play and nightmare protection hypothesisjgackenb
Gackenbach, J.I. (2015, June). Video Game Play and Nightmare Protection Hypothesis: A Cross Cultural Analysis. Paper presented at the Towards a Science of Consciousness conference, Helsinki, Finland.
Dreaming about movies and tv & other media associations to various individual...jgackenb
Gackenbach, J.I. (2018, June). Dreaming about Movies and TV Associations to Various Individual Difference Variables. Paper presented at the International Association for the Study of Dreams, Phoenix, AZ.
This is a presentation made at the annual meeting of the Canadian Game Studies Association. A version of it will also be presented at the International Association for the Study of Dreams later in June.
An inquiry into the lack of nightmare protection associated with video game p...jgackenb
Boyes, A. & Gackenbach, J.I. (2015, May). An Inquiry into the Lack of Nightmare Protection Associated with Video Game Play by Female Gamers, Paper presented at Digital Diversity: Writing, Feminism and Culure, Edmonton, AB.
Gackenbach, J.I., Darlington, M. & Ferguson, M. (2012, April). Video Game Play as Nightmare Protection. Paper presented at the biannual Towards a Science of Consciousness conference, Tucson, AZ.
This is a presentation by Gackenbach which summarizes her work. It was given at the annual meeting of the International Association for the Study of Dreams in June of 2018.
Nightmare protection hypothesis and female gamersjgackenb
Boyes, A. & Gackenbach, J.I. (2014, June). Nightmare Protection Hypothesis and Female Gamers. Paper presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
Individual differences in dreams and video game play 2018jgackenb
This is a paper presentation to both The Canadian Game Studies meeting and the International Association for the Study of Dreams meeting. Both were in 2018.
Experts versus trained dream coders does it make a differencejgackenb
Gackenbach, J.I., Ferguson, M., Darlington, M., Flockhart, C., Swanson, D. & Ahlswede, S. (2012, June). Experts versus trained dream coders: Does it make a difference? Poster presented at the annual meeting of the International Association for the Study of Dreams, Berkeley, CA.
China and canada a comparison of media use and dream intensityjgackenb
Gackenbach, J.I., Lee, M., Zhou, Z. & Yu, G. (2015, June). China and Canada: A Comparison of Media Use and Dream Intensity. Paper presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
Morning After Dreams of Video Game Play versus Meditation/Prayerjgackenb
Swanston, D. & Gackenbach, J.I. (2011, June). Morning After Dreams of Video Game Play versus Meditation/Prayer. Paper presented at the annual meeting of the International Association for the Study of Dreams, The Netherlands.
Nightmare protection as motivation to play video gamesjgackenb
Gackenbach, J.I. (2013, June). Nightmare protection as motivation to play video games. Paper presented at the preconference of the game studies division of the International Communication Association, London, England.
Dream Incorporation of Video Game Play: Interactivity, Fidelity and Presence. jgackenb
Rosie, M., Gackenbach, J.I., Bown, J. & Sample, T. (2010, June). Dream Incorporation of Video Game Play: Interactivity, Fidelity and Presence. Poster presented at the annual meeting of the International Association for the Study of Dreams, Ashville, North Carolina.
Gackenbach, J.I. & Guthrie, G. (2016, June). Contemplative Practice versus Gaming. Paper presented at the International Association for the Study of Dreams, Rolduc, Netherlands. Abstract published in the International Journal of Dream Research, 9(supplement 1), July 2016, Retrieved https://journals.ub.uni-heidelberg.de/index.php/IJoDR/article/view/32382/pdf
Video game play as nightmare protection a preliminary inquiry on military gam...jgackenb
Gackenbach, J.I., Hall, C. & Ellerman, E. (2011, June). Video Game Play as Nightmare Protection: A Preliminary Inquiry on Military Gamers. Paper presented at the annual meeting of the International Association for the Study of Dreams, The Netherlands.
These are the slides from my invited address on Dreams and Art given at the annual conference of the International Association for the Study of Dreams, Ashland, OR, June 2023. It is a first person account of a seven year dream diary and art journal using both quantitative and qualitative methods.
Cognitive Evaluation of Video Games: Players' Perceptions jgackenb
Gackenbach, J.I. & Rosie, M. (2009, May). Cognitive Evaluation of Video Games: Players Perceptions. Poster presented at Future Play 2009, Vancouver, BC.
Dream and Blog Content Analysis of a Video Gamers Long Term Diary jgackenb
Gackenbach, J.I., Sample, T., Mandel, G., Tomashewsky, M., Kuchinsky, M. & Masliuk, K. (2010, June). Dream and Blog Content Analysis of a Video Gamers Long Term Diary. Poster presented at the annual meeting of the the International Association for the Study of Dreams, Ashville, North Carolina.
Dream use in various courses to various cultural groupsjgackenb
Gackenbach, J.I. (2010, June). Dream Use in Various Courses to Various Cultural Groups. Paper presented at the annual meeting of the International Association for the Study of Dreams, Ashville, North Carolina.
Long term online dream diary of an OCD gamerjgackenb
Gackenbach, J.I., Masiuk, K. & Sample, T. (2010, June). Long Term Online Dream Diary of an OCD Individual. Paper presented as part of a symposium Research into the Dreams of Several Clinical Groups, at the annual meeting of the International Association for the Study of Dreams, Ashville, North Carolina.
History of gaming and gaming daily activities associated with nightmaresjgackenb
Gackenbach, J.I., Ferguson, M., Mathewson, K., & Darlington, M. (2012, June). History of gaming and daily activities as predictors of nightmares. Poster presented at the annual meeting of the International Association for the Study of Dreams, Berkeley, CA.
Threat and central image in dreams student and soldier gamersjgackenb
Gackenbach, J.I., Darlington, M., & Ferguson, M. (2012, June). Threat and Central Image in Dreams: Student and Soldier Gamers. Paper presented at the annual meeting of the International Association for the Study of Dreams, Berkeley, CA.
Gackenbach, J.I. (2012, April). Video Game Play and Consciousness. Presentation in the form of a talk and two posters at the biannual Towards a Science of Consciousness conference, Tucson, AZ.
Gackenbach, J.I. (2014, June). Role of Dreaming in AI-Human Interactions (Presentation within symposium “Machine Dreaming “).Paper presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
From lucid to gaming dreams: So what is the fabric of reality?jgackenb
Gackenbach, J.I. (2014, June). From Lucid to Gaming Dreams: So What Is the Fabric of Reality? (Presentation within symposium “Being Transformed by Lucid Dreaming Research”). Paper presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
Self-Construal, Media Use and Dreams between Canadians of Differing Cultural ...jgackenb
Gahr, S. & Gackenbach, J.I. (2014, June). Self-Construal, Media Use and Dreams between Canadians of Differing Cultural Backgrounds. Poster presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
Video Game Nightmare Protection: An Experimental Inquiry. jgackenb
Flockhart, C. Gackenbach, J.I. & Ditner, A. (2014, June). Video Game Nightmare Protection: An Experimental Inquiry. Poster presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
Culture media use and dreams china and canadajgackenb
Gackenbach, J.I. (2015, May). Culture, Media Use and Dreams: China and Canada. Paper presented at Digital Diversity: Writing, Feminism and Culture, Edmonton, Alberta.
Relationship between Presence in Virtual Reality Game Play and Dreamsjgackenb
Sinyard, A., Gackenbach, J.I., Yu, Y. & Hakopdjanian, S. (2015, June). Relationship between Presence in Virtual Reality Game Play and Dreams. Paper presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
Oculus Rift Effects on Presence and Dreams: Replication and Extensionjgackenb
Boopalan, A., White, E. & Gackenbach, J.I. (2016, June). Oculus Rift Effects on Presence and Dreams: Replication and Extension. Paper presented at the International Association for the Study of Dreams, Rolduc, Netherlands. Abstract published in the International Journal of Dream Research, 9(supplement 1), July 2016, Retrieved https://journals.ub.uni-heidelberg.de/index.php/IJoDR/article/view/32382/pdf
Nightmare protection an experimental inquiryjgackenb
Flockhart, C., Gackenbach, J.I., & Ditner, A. (2015, June). Nightmare protection: An experimental inquiry. Paper presented at the Towards a Science of Consciousness conference, Helsinki, Finland.
Video game play and nightmare protection hypothesis a cross cultural analysis.jgackenb
Ditner, A. Gackenbach, J.I., & Hakopdjanian, S. (2015, June). Video Game Play and Nightmare Protection Hypothesis: A Cross Cultural Analysis. Poster presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
A hall and van de castle analysis of chinese versus canadian dreams as a func...jgackenb
Gahr, S., Ditner, A., Gackenbach, J.I., & Yue, Y. (2015, June). A Hall and Van de Castle Analysis of Chinese versus Canadian Dreams as a Function of Sex and Video Game Play. Poster presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
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.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
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/
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
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.
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.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...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.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
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Dreams and video game play
1. Dreams and Video Game Play
Jayne Gackenbach
MacEwan College
Gackenbach, J.I. (2009, June). Dreams and Video
Game Play. Planary Session paper presented at
Toward a Science of Consciousness : Investigating
Inner Experience – Brain, Mind, Technology, Hong
Kong, China
6. Hard Core Gamer
• Play video games on average several times a
week
• Typical playing session more than 2 hours
• Been playing video games since before grade
three
• Played 50 or more video games over your
lifetime
8. Lucid – Control Dreams
• Gackenbach, J.I. (2006). Video game play and lucid
dreams: Implications for the development of
consciousness. Dreaming, 16(2), 96-110.
• Gackenbach, J.I. & Kuruvilla, B. (2008). Video game
play effects on dreams: Self-evaluation and content
analysis. Eludamos. Journal for Computer Game
Culture. 2(2), 169-186.
• Gackenbach, J.I. (2009). Video Game Play and
Consciousness Development: A Replication and
Extension. International Journal of Dream Research,
2(1), 3-11.
9. Control Dreaming
In Class Data Collection
2.05
2.1
2.15
2.2
2.25
2.3
2.35
2.4
2.45
2.5
Low Video
Game Play
Medium Video
Game Play
High Video
Game Play
ControlDreaming
2=
rarely
3=
sometimes
10. In Class Data Collection
2.3
2.35
2.4
2.45
2.5
2.55
2.6
2.65
2.7
2.75
Low Video
Game Play
Medium Video
Game Play
High Video
Game Play
LucidDreamingFrequency
Lucid Dreaming
2=
rarely
3=
sometimes
12. Background
• previous studies showing lucid dreams
associated with video game play
• Based on reflections on dream history
• Need recent dream reports
• Video game play only one form of
electronic media in wide use today
13. Online Questionnaire
• Dream report and when
• Normal sleep length and rested amount
• Questions on media use history and media
used the day before dream
• Questions reflecting about dream reported
• Dreams for analysis were chosen if:
– Last night
– Rested (had typical amount of sleep)
– N = 152
14. 1 2 3 4 5
Clarity of dream
-.001 -.446 -.104 .162 .699
Lucidity
.391 -.469 -.292 .208 -.143
Type of Observer (hi=3rd per)
.121 -.259 .293 .611 -.494
Control .527 -.303 -.495 -.088 .064
Nightmare
.185 -.262 .575 .397 .285
Electronic media
.025 .531 -.393 .574 -.013
mean of audio only media
(phone, radio, CD/mp3)
.436 .257 .551 -.200 .114
mean of audio and video
media (TV/DVD, movie)
.413 .518 -.105 .291 .288
mean of interactive media
(computer/internet, vid gm) .718 .208 .069 -.110 .056
gamer groups (0 = non-
gamer, 1 = low, 2 = mod, 3 = .653 -.103 -.004 -.231 -.273
Extraction Method: Principal Component Analysis.Last night, rested
dreams, N = 152
15. Parallels video gaming/lucidity
• Video game Play
1. video games
technologically
constructed
alternative realities
2. Video gaming has been
associated with
improved spatial skills
3. Low motion sickness
needed to play a lot
4. High absorption is
reported by players
• Lucid/control dreams
1. Dream worlds
biologically constructed
alternative realities
2. Lucid dreamers show
better spatial skills
3. Lucid dreamers have
better vestibular
systems (not susceptible
to motion sickness)
4. Meditation is highly
associated with lucidity
and is training in
developing one pointed
absorption
16. Hard Core Gamer Interviews
• Gackenbach, J.I., Matty, Ian, Kuruvilla, Beena,
Samaha, Ashley Nicole Zederayko, Alexis &
Olischefski, Jordan, (in press). Video game play:
Waking and dreaming consciousness. Stanley
Krippner (Ed.), Perchance To Dream, Nova.
• Gackenbach, J.I., Matty, Ian, Kuruvilla, Beena,
Samaha, Ashley Nicole Zederayko, Alexis, &
Olischefski, Jordan (in submission). Video Game Play:
Waking and dreaming consciousness explored
through interviews of hard core players. International
Journal of Dream Research.
17. Participants
• Solicited through on campus posters and
emails in early 2006
• 25 men and two women interviewed
• 85% were 25 years of age or younger
• Hour interviews asking
– Experiences of self during play
– Dreams of gaming
– Altered States of consciousness related to play
• Collected 56 dreams
18. The interview
• absorption, bodily sense, time
“You’ve probably seen people play video games and they’re moving
their whole body along with the controller, with the screen, I think
there is that where you’re put in the game and you’re obviously
more concerned with the movements on the screen than with your
own sense of being, so yeah I would definitely say that the focus
shifts to movement on the game and within the game” – s16
“People will say things to me and I just don’t respond, or it will take
me longer to notice that I’m tired or hungry or have to pee or
whatever, all I can say is that you get the blinders on, like I’m really
focused on what I’m doing in the game
and it totally outweighs what’s going on around you” – s16
19. Factor Analysis
Variables 1 2 3 4
words in dream (hi is lot) .071 .789 .283 .095
palpable recoded (hi is lot) .187 .669 -.115 -.517
balance emotions (hi is lot) .889 .045 .213 .096
video game dreams (hi is lot) -.454 .306 .517 -.121
media dreams (hi is lot) .203 -.124 .785 .003
lucid dreams (hi is lot) -.079 .714 .027 .262
sense of self location in dream (hi is watcher & lo is
self in body)
.026 .206 -.131 .869
emotions of watcher in dream (hi neutral) .945 .076 -.048 -.156
mean of control variables ((hi is lot) -.016 .377 .659 -.096
20. Hall &Van de Castle Coding System
• Frequency equals intensity
• High inter-rater reliability
• Well developed norms
• Uses categories which are pertinent to waking
concerns that may influence dreaming.
•Character (Number, Gender, Identity,
Age)
•Social Interactions (Aggression,
Friendliness, Sexual)
•Activities (Movement, Verbal activity,
Visual activity)
•Striving (Success, Failure)
•Misfortune/Good Fortune
(Sickness, Falling, Winning)
•Emotions (Apprehension, Confusion,
Happiness)
•Physical Surroundings (Settings
and Objects)
•Descriptive Elements (Color, Size,
Velocity)
27 gamers
56 dreams
males norms
21. Significant Differences
from Male Norms
Fewer friends (16% vs
31%) yet more dead or
imaginary characters
appearing in dream
reports (21% vs 0%).
Why be human in a
game? They have fewer
powers than other types
of creatures.
22. Dead or Imaginary Characters
Subject 001- Dream 11
“I dreamt I was a character is Underworld 2, it was a
werewolf character and then I became a 3rd person. It
was the two main characters, it was the vampire girl
and a hybrid werewolf character and I was another
werewolf character beside them and we went into a
vampire coven and we got to the weapons section of
the vampire coven and then I woke up”
• Later looked at bizarreness due
to this finding
23. Dream Aggression
• Smaller number of
dreams with
aggression (32% vs
47%)
• yet more intense
aggression (namely
physical aggression,
86% vs 50%) in
those dreams that did
contain it.
24. Dream Aggression Example
Subject 002- Dream 6
“…so I went outside with my cat and shot these
criminals that were trying to eat my dad and they were
on top of my dad trying to eat his arms and he was
fighting them off, and they were trying to hold him
down and bite his shoulders and there was blood and
stuff. And it was a very graphic shootout for a dream; it
was very blood and guts ya know? And when I ran out
of ammunition there was like pistol whipping and stuff
going on and that one sticks out in my mind because it
was very graphic…”.
25. Dream Misfortunes Fewer
Misfortunes
(7% vs 36%)
Fewer Bodily
Misfortunes
(0% vs 29%)
Thus less victim /more control
Aggression and
misfortune
findings lead to
threat simulation
and nightmare
questions
26. Dream Bizarreness
• Gackenbach, J.I., Kuruvilla, B. & Dopko, R. (in
submission). Video game play and dream
bizarreness. Dreaming.
• Dopko, R. & Gackenbach, J.I. (2009, June).
Video Game Play, Dream Bizarreness and
Creativity. Paper to be presented at the
annual meeting of the International
Association for the Study of Dreams, Chicago,
ILL.
27. • Domhoff – 2007 meta-
analysis
– dreams are more coherent,
patterned and thoughtful
than previously suggested
– still some bizarreness in
adult dreams
– far less than what was
expected based
Illusion of Dream Bizarreness
28. Methods
• Study 1: Recent Dreams
–Self reported dream questions
–Various media use information
• Study 2: Two Week Online Dream Diary
–Features that were bizarre for subject
–Various media use information
– Torrance Test of Creative Thinking (TTCT)
• Verbal and the figural tests
30. Covariates: sex, # words in dream, & # of hours of media use day before
Unusual
(subject)
Bizarre
(judges)
Nonbizarre
(judges)
Low Game Group High Game Group
31. Example of High Judges Dream
Bizarreness Rating for Gamer
• “I remember being in a room with my brother and his
friend, the room was filled with soft triangular blocks
of different colors. They were transparent, and we
talked about how the blocks might represent each of
us. They thought i would be the orange blocks, though
I though I was the green ones. I thought my brother
was the blue blocks. We started throwing the blocks
out the window, and I remember looking out the
window. The yard outside resembled a construction
site which I had worked on over the summer, and I
could see the blocks we threw out the window. They
were now opaque and white, and blew in the wind like
styrofoam..” Response 35(Subject 48, High gamer).
33. Verbal TTCT Example
• Given an improbable situation- Clouds had
strings attached to them which hang down to
earth. What would happen?
– Low originality (Low Game Group):
• People would climb up to the clouds
• The strings would get tangled from the wind
– High originality (High Game Group):
• People would use the strings to pull teeth- just tie
and yank
• Farmers could tie rain clouds over their crops
34. Results: Torrance Test of Creative
Thinking (TTCT)
• No significant difference for verbal test
–Sex difference
• Significant differences for figural test
favoring high gamer group
–Overall mean score
–Index score for entire test
–Other subscale differences
35. 1 2 3 4 5 6
gamer group (1=lo;2=hi) .411 -.534 .251 .215 .394 -.019
sex of subject (1=M;2=F) -.287 .683 -.337 -.123 .024 .196
Discontinuous bizarre mean
.369 .562 .448 -.003 .140 -.332
Vague bizarre mean .252 .021 .451 -.466 .065 .580
Distorted incongrous bizarre mean
.036 .803 .052 .180 .024 -.214
Exotic incongrous bizarre mean
.709 .207 .320 -.207 -.211 -.043
Impossible incongrous bizarre
mean
.567 -.148 .608 .028 -.141 -.144
Nonbizarre mean -.005 .771 .279 .221 .101 .161
average of sums of unusual
elements in dreams .766 .082 -.542 -.231 .011 .077
average of sums of attributions of
unusual elements in dreams due
to all media
.766 .082 -.542 -.231 .011 .077
average media use thought to be
in dream
.161 .026 -.387 -.161 .621 -.401
sum all media use predream
(includes other) .168 .134 -.069 .459 .471 .498
verbal creativity sum .331 .071 -.392 .401 -.579 .028
Figural creativity sum .410 -.148 -.042 .709 .005 .037
36. Nightmares & Threat Simulation
• Gackenbach, J.I. & Kuruvilla, B. (2008). The
relationship between video game play and
threat simulation dreams. Dreaming, 18(4),
236-256.
37. Threat Simulation Theory
• dreaming is an adaptive process with an
evolutionary foundation (Revonsuo, 2000).
• dreaming allows us to simulate threatening
situations in the safety of a virtual
environment of dreams.
• continued practice would allow an individual
to better prepare for these possibly dangerous
instances, were they to arise in the waking
world
38. Dreams Collected
• Online Questionnaires
• night before dreams only,
– average hours since dream to recollection being
under one hour
• minimum word count of 40 words
• 98 participants/dreams
– 35 males
– 63 females
39. 1 2 3 4 5 6 7
sex of subject: Male=1; female=2 -.011 -.589 .024 .501 .243 .104 .006
Z-score for gamer type -.015 .453 .268 -.356 -.419 .336 .120
mean objective rating of video game .040 .901 -.033 .057 .243 -.121 -.003
percent of maximum length of play score .047 .817 -.041 .089 .277 -.290 .135
type of game sum favorite + current -.029 .458 -.208 .235 -.234 .443 -.411
Mean for TV violence rating .368 .132 .352 .388 -.392 .136 .300
Mean movie violence rating .333 .189 -.059 .446 -.475 -.077 .425
threat simulation present=2, absent=1 .917 -.090 .135 -.101 -.092 -.040 -.172
nature of threat recoded no harm to aggressive .903 -.060 .152 -.057 -.010 -.126 -.228
sum of the number of threats from target threat .936 -.080 .084 .015 -.040 -.037 -.148
severity of threat recoded, none to life threat .908 -.097 .087 -.071 -.117 -.070 -.138
dream .119 .085 .131 .818 .264 -.051 -.101
lucidity in dream -.062 .129 .770 .103 .264 .262 -.094
Observer point of view in dream .137 -.074 .575 -.219 .119 -.426 .345
control in dream .143 .054 .512 -.176 .401 .469 .091
Was dream a nightmare .690 -.023 -.416 -.083 .141 .272 .312
dream scariness .526 -.034 -.470 -.069 .419 .300 .417
40. Nightmares versus Bad Dreams
• Le, H. & Gackenbach, J. (2009). Nightmares of
Video Game Players: What do They Look Like?
Paper to be presented at the annual meeting
of the International Association for the Study
of Dreams, Chicago, ILL.
41. Method
• Participants
– 231 low- and 222 high end gamers
• Instruments
– Media usage questionnaire
– Impactful dreams questionnaire (Lucid,
Nightmares, Mystical, and Bad dreams)
• Content Analysis
– Hall and Van de Castle’s method for content
analysis (HVDC)
42. HVDC Aggression Sum Score
Gaming Groups (1=low; 2=high)
2.001.00
EstimatedMarginalMeans
1.75
1.50
1.25
1.00
0.75
2.00
1.00
1=bad 2=ntmr
Estimated Marginal Means of aggression sum
Nightmares
Bad Dreams
Low Game Group High Game Group
43. Example for the Aggression Score
1. I used to play World of Warcraft extensively. Recently, I
deactivated my subscription and quit playing. In my dream, my
younger brother was on my computer, playing my character,
exploring the changes in the world since I had last participated. I
attempted to force him off the computer, and he acquiesced after
some minor violence. I am the stronger of the two of us by some
degree, and this is a frequent occurence. However, as I was
preparing to play, I felt his hands grip me around the throat, which
then turned my body to face him. He was looming over me, my
throat was in his vice like hands, and I could not escape. He was
whispering to me "Now with a flick of my fingers I fling your life
away." I was terrified, and jerked awake. (Subject 534:
Nightmare; High Gamer)
44. HVDC Misfortune Sum Score
Gaming Groups (1=low; 2=high)
2.001.00
EstimatedMarginalMeans
0.3
0.25
0.2
0.15
0.1
2.00
1.00
1=bad 2=ntmr
Estimated Marginal Means of misfortune body
Bad Dreams
Nightmares
Low Game Group High Game Group
45. Judge Rated Emotionality (HVDC)
• Consistent
findings with
previous
research
• Nightmares were
more
pronounced with
negative
emotions than in
bad dreams
• Interaction not
significant
(p=.136)
Gaming Groups (1=low; 2=high)
2.001.00
EstimatedMarginalMeans
0.7
0.6
0.5
0.4
0.3
2.
1.
1=bad 2=
Estimated Marginal Means of emotion negative
Bad Dreams
Nightmares
Low Game Group High Game Group
46. Self-Rated Emotionality Scale of
Dream
• Self rated emotions: anger, awe, sexual
arousal, anxiety, fear, guilt, frustration,
sadness, hatred, happiness, jealousy, and
embarrassment
• Negative emotions (anxiety, frustration, and
fear) were found to be higher in bad dreams
for high-end gamers
• While positive emotions (sexual arousal and
happiness) were found to be greater in
nightmares for high end gamers!!!
47. Gaming Groups (1=low; 2=high)
2.001.00
EstimatedMarginalMeans
2.25
2
1.75
1.5
1.25
2.00
1.00
1=bad 2=ntmr
Estimated Marginal Means of Emotion & Intensity: anxiety
Gaming Groups (1=low; 2=high)
2.001.00
EstimatedMarginalMeans
4.2
4
3.8
3.6
3.4
3.2
3
1=bad
Estimated Marginal Means of Emotion & Intensity: happiness
Self Reported Emotions: Sample Subscales
Bad Dreams
Nightmares
Bad Dreams
Nightmares
Low Game
Group
High Game
Group
Low Game
Group
High Game
Group
Anxiety Happiness
48. Participant - Observer Gamer
Opinion of how video games
enter into dreams
• Lucidity, bizarreness, yes.
Aggression, sometimes.
• nightmares very rare
• 3rd person
“I’ve just noticed that sometimes I’m just there as a hovering
spirit watching things go on and I don’t really have a role … I
don’t even pop up in my dreams, it’s just like I’m watching a
movie … I feel emotion definitely regardless of whether or not
I’m the person involved” – s16
49. Conclusions & Implications
• Lucidity/control
– Do these preliminary results imply that
lucid/control dreaming will become widespread
given the saturation of media?
• Bizarreness
– Are gamers semantic networks more diverse?
• Aggression/Threat Simulation
– What is happening to gamers nightmares?