Museums are seeking new ways to attract and engage audiences in a crowded digital landscape with a lot of competition for online time and attention. Games allow a fresh approach to museum interpretation and learning with the potential to reach large, traditionally hard-to-reach audiences. Player participation can also be harnessed to create benefits for museums and their audiences through games that help provide improve the quality of collection data, while encouraging a new type of audience engagement.
How can we use games in the classroom? Don't use them because they're "cool with the kids" (that's a recipe for chocolate coated brocolli), instead used them because they're sophisticated, challenging digital simulations.
Case studies of several game-based learning projects developed, used in classrooms and evaluated in New Zealand.
Presented by Stephen Knightly, MD of InGame and Chairperson of the NZ Game Developers Association at the EdTech Leaders Summit, Auckland, New Zealand in July 2016.
How can we use games in the classroom? Don't use them because they're "cool with the kids" (that's a recipe for chocolate coated brocolli), instead used them because they're sophisticated, challenging digital simulations.
Case studies of several game-based learning projects developed, used in classrooms and evaluated in New Zealand.
Presented by Stephen Knightly, MD of InGame and Chairperson of the NZ Game Developers Association at the EdTech Leaders Summit, Auckland, New Zealand in July 2016.
Ever wondering how to structure your Kickstarter pledges? Here's a short analysis of what worked for other, successful campaigns. Hope you'll find these statistics useful.
InGame's Stephen Knightly presented to learning and development managers about some uses of gamification and game-based learning in New Zealand businesses.
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://shellyterrell.com/playgrounds
A #MW2013 workshop run by Sharna Jackson of Tate and Danny Birchall of Wellcome Trust. The workshop discusses how museums and galleries can create digital games and toys.
A presentation for the HACC Information Literacy Symposium on May 14, 2009 in Harrisburg, PA. The presentation focuses on the use of home-made instructional games in the college library classroom.
Completed for a video gaming course at UWM, Dec. 07 taught by Terrence Newell, "Video Gaming and Information Literacy. Assignment was to critique a video game from an educator\'s viewpoint.
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
The Golden Gamers: A 65+ Library Gaming GroupJohn Pappas
"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
Oplæg fra Netværksdagen "Game On" d. 13.9.11
SÆT DIT BIBLIOTEK PÅ SPIL
Simon Egenfeldt-Nielsen, PhD og Direktør for Serious Games Interactive. Simon Egenfeldt-Nielsen har i mange år beskæftige sig med computerspils læringspotentiel og mulighederne i game-baseret læring.
Hvordan kan vi, som biblioteker, gør brug af principperne i Gamification og få mere ”spil” i vores og brugernes hverdag?
Ever wondering how to structure your Kickstarter pledges? Here's a short analysis of what worked for other, successful campaigns. Hope you'll find these statistics useful.
InGame's Stephen Knightly presented to learning and development managers about some uses of gamification and game-based learning in New Zealand businesses.
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://shellyterrell.com/playgrounds
A #MW2013 workshop run by Sharna Jackson of Tate and Danny Birchall of Wellcome Trust. The workshop discusses how museums and galleries can create digital games and toys.
A presentation for the HACC Information Literacy Symposium on May 14, 2009 in Harrisburg, PA. The presentation focuses on the use of home-made instructional games in the college library classroom.
Completed for a video gaming course at UWM, Dec. 07 taught by Terrence Newell, "Video Gaming and Information Literacy. Assignment was to critique a video game from an educator\'s viewpoint.
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
The Golden Gamers: A 65+ Library Gaming GroupJohn Pappas
"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
Oplæg fra Netværksdagen "Game On" d. 13.9.11
SÆT DIT BIBLIOTEK PÅ SPIL
Simon Egenfeldt-Nielsen, PhD og Direktør for Serious Games Interactive. Simon Egenfeldt-Nielsen har i mange år beskæftige sig med computerspils læringspotentiel og mulighederne i game-baseret læring.
Hvordan kan vi, som biblioteker, gør brug af principperne i Gamification og få mere ”spil” i vores og brugernes hverdag?
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
Rethink research, illuminate history with the British LibraryMia
Join Dr Mia Ridge, Digital Curator for Western Heritage Collections at the British Library, to discover how research and technology can create a richer picture of our past. Living with Machines is a collaborative project between the Alan Turing Institute, universities and the British Library – home to the world’s most comprehensive research collection. Together, they are using data science and digital history methods to analyse millions of historical documents and understand the impact of mechanisation in the 19th century. Their initial approach has focused on specific regions like Yorkshire that will help tell us the story of industrialisation in Britain.
The 'Living with machines' project is a collaboration between the British Library and the Alan Turing Institute for Data Science and Artificial Intelligence. This presentation introduces the project and highlights some early explorations and work.
Festival of Maintenance talk: Apps, microsites and collections online: innova...Mia
Talk for the Festival of Maintenance in Liverpool https://festivalofmaintenance.org.uk/ My talk notes http://www.openobjects.org.uk/2019/09/festival-of-maintenance-talk-apps-microsites-and-collections-online-innovation-and-maintenance-in-digital-cultural-heritage/
Hopes, dreams and reality: crowdsourcing and the democratisation of knowledge...Mia
Crowdsourcing projects have generated millions of data points through volunteer contributions of classifications, tags and other information about cultural heritage and scientific collections. However, to what extent have crowdsourcing and citizen science projects democratised knowledge about the past within 'official' collections and knowledge management systems? And how would infrastructures and policies in cultural heritage organisations need to change to allow deeper integration with knowledge captured through citizen science projects?
Infrastructural Tensions: Infrastructure, Implementation, Policies
The event is a collaboration between Digital Humanities Uppsala, Uppsala University Library, the Department of Archives, Museums and Libraries (ALM), and Uppsala Forum on Democracy, Peace and Justice.
In search of the sweet spot: infrastructure at the intersection of cultural h...Mia
A short paper for a panel on 'Data Science & Digital Humanities: new collaborations, new opportunities and new complexities' at Digital Humanities 2019, Utrecht.
Living with Machines at The Past, Present and Future of Digital Scholarship w...Mia
Short paper on the Living with Machines project for a panel at the Digital Humanities 2019 conference in Utrecht, Netherlands. Living with Machines is a research project using data science with historical sources and questions at scale to rethink the impact of technology on the lives of ordinary 19thC people
Enabling digital scholarship through staff training: the British Library's ex...Mia
A talk at the DH Lab at the University of Exeter in February 2019.
The British Library's Digital Scholarship Training Programme provides colleagues with the space and support to
develop the necessary skills and knowledge to support emerging areas of modern scholarship. Their familiarity with the foundational concepts, methods and tools of digital scholarship in turn helps promote a spirit of innovation and creativity, encouraging digital initiatives within the Library and with external partners. Finally, the programme of events helps nourish and sustain an internal digital scholarship community of interest/practice.
In this talk, Digital Curator Dr. Mia Ridge will share some of the lessons the team have learnt about delivering Digital Scholarship training in a library environment since it began several years ago, and some of the challenges they still face.
A modest proposal: crowdsourcing in cultural heritage benefits us all.Mia
Projects like In the Spotlight http://playbills.libcrowds.com encourage people to pay close attention to historic playbills while transcribing text to help make them more discoverable. Crowdsourcing cultural heritage tasks can create new relationships between cultural organisations and the public, while creating moments of curiosity that help people understand the past and present. Isn't it time you tried crowdsourcing?
A provocation for the British Library Labs 'Building Library Labs around the world' event, with folk from national, state and university libraries with existing or planned digital 'Labs-style' teams.
Crowdsourcing at the British Library: lessons learnt and future directionsMia
Digital Humanities Congress, University of Sheffield, September 2018.
The British Library has been experimenting with crowdsourcing since it launched the Georeferencer (http://www.bl.uk/georeferencer/) in 2012. It launched an updated platform for crowdsourcing in late 2017. Currently the platform supports two projects, In the Spotlight (http://playbills.libcrowds.com/, transcribing information from the Library's historic collection of theatre playbills) and Convert-a-Card (https://www.libcrowds.com/collection/convertacard, converting printed card catalogues into digital records).
This presentation will provide a case study of the implementation of this crowdsourcing platform, considering how the design of behind-the-scenes processes such as metadata workflow, and visible outputs such as the user experience and conversations with participants, were informed by lessons learnt from past projects. The platform is integrated with new Library infrastructure that publishes images in IIIF (International Image Interoperability Framework, http://iiif.io/about/) and has pioneered the use of web annotations for crowdsourced data.
It will discuss how and why In the Spotlight was designed with a balance between productivity (the number of tasks completed) with enjoyment and opportunities for engagement (whether discussing interesting playbills on the forum or social media, or investigating aspects of theatre history) in mind. It will also look at the integration of crowdsourced data into the Library's catalogues, and how the project has changed in response to requests and feedback from participants.
The presentation will include a progress update on the project, and discuss how we applied best practices like usability testing and Europeana's Impact model (https://pro.europeana.eu/what-we-do/impact). It will finish with a preview of future plans for the platform, including the ability for library staff to build their own projects with digitised collections in compatible formats. Reducing the technical overhead for launching a pilot project could be immensely valuable - but how will we ensure that anyone starting a project understands that crowdsourcing is more about people than it is about technology?
Crowdsourcing 'In the Spotlight' at the British LibraryMia
Presentation for Discovery/Participation Panel: User Generated & Institutional Data Transcription projects at EuropeanaTech https://pro.europeana.eu/page/europeanatech-2018-programme
A talk for the CILIP MMIT group at their 'The wisdom of the crowd? Crowdsourcing for information professionals' event, Heritage Quay, University of Huddersfield, March 2018
Museums+Tech conference 2017: Museums and tech in a divided world, Imperial War Museum London
Friday November 3 2017
http://museumscomputergroup.org.uk/events/museumstech-2017/
Historical thinking in crowdsourcing and citizen history projectsMia
The TL;DR version: repeated exposure and active attention to primary materials can develop some historical skills; more learning happens through observing and participating in discussion.
Presentation for Creating Historical Knowledge Socially: New Approaches, Opportunities and Epistemological Implications of Undertaking Research with Citizen Scholars
Washington DC, October 2017
Abstract: This 20-minute presentation examines the extent to which crowdsourcing and 'citizen history' projects and discussion platforms enable and encourage the practice of historical thinking. It takes the definitions of historical thinking set out by scholars and institutional bodies and the American Historical Association's 'core competencies' for students in history courses and degree programs as cues for an extensive trace-ethnographic analysis of participant discourse on crowdsourcing and digital community history platforms. This analysis found evidence for the development of historical thinking, situated learning and collective knowledge creation through participation in online communities of practice. Crowdsourcing project forums support many of the behaviours considered typical of communities of practice, including problem solving, requests for information, seeking the experience of past behaviours, coordinating actions, documenting shared knowledge and experiences, and discussing developments. This paper draws on research undertaken for my 2015 PhD, Making digital history: The impact of digitality on public participation and scholarly practices in historical research, in which I explored the ways in which some crowdsourcing projects encourage deeper engagement with history or science, and the role of communities of practice in citizen history.
Cross-sector collaboration for digital museum and library projectsMia
I provide some examples of cross-sector collaboration from the UK, and include some examples of different models for international collaboration. Invited presentation for the Chinese Association of Museums, Taipei, Taiwan, August 2017
Connected heritage: How should Cultural Institutions Open and Connect Data?Mia
Keynote for the International Digital Culture Forum 2017, Taichung, Taiwan, August 2017
I approach the question by describing the mechanisms organisations have used to open and connect data, then I look at some of the positive outcomes that resulted from their actions. This is not a technical talk about different acronyms, it's about connecting people to our shared heritage.
Wish upon a star: making crowdsourcing in cultural heritage a realityMia
Keynote for the Digikult 2017 conference. The success of crowdsourcing projects that have transcribed, categorised, linked and researched millions of cultural heritage and scientific records has inspired others to try it their own organisations. We can look to 'star' projects for ideas, but what it's really like to run a crowdsourcing project?
For Beyond the Black Box, University of Edinburgh, February 2017
As the datasets used by humanists become ever larger and more readily accessible, the ability to render and interpret overwhelmingly large amounts of information in graphically literate ways has become an increasingly important part of the researcher’s skillset. In this workshop, participants will be introduced to the core principles of scholarly data visualisation and shown how to use a variety of visualisation tools.
Visualisations may sound like the opposite of a black box, as they display the data provided. However, aside from 'truthiness' of things on a screen, lots of invisible algorithmic decisions affect what appears on the screen. Data used in visualisations is increasingly generated algorithmically rather than manually. What choices is software making for you, and whose world view do they reflect? Algorithms are choices - if you can't read the source code or access the learned model, how can you understand them?
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
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/
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
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.
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.
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.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
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.
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.
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:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
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.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024
Everyone wins: crowdsourcing games and museums
1. Everyone wins: crowdsourcing games and museums Slides at http://www.slideshare.net/miaridge/ Mia Ridge, Open University @mia_out http://openobjects.blogspot.com Museum Next, Edinburgh, May 26-27, 2011
3. First, some definitions a magic circle (but puppies aren't very good at casual games like Solitaire or Angry Birds and they're hopeless at metadata games like Pictionary)
6. Gamification? Beware pointsification: “taking the thing that is least essential to games and representing it as the core of the experience” “ a short-term sugar rush of engagement followed by a crash” “ emphasizes the shallow, dumb, non-interesting tasks, and it decreases motivation for interesting tasks that might be intrinsically motivated.”
7. Museum metadata games - 'difficult' objects: technical, near-duplicate, poorly catalogued or scantily digitised 'toy' model steam engines, Powerhouse Museum
9. Mind the (semantic) gap… Why does he look sad? Because the ordinary reader can’t tell why this object is significant (It’s a model of a giant sun dial built in India in the 1720s; the largest stone observatory in the world)
13. …crowdsourcing works galaxy zoo zooinverse has 425,000 volunteers #beyond2011 yesterday via web, alastairdunning
14.
15. … games for crowdsourcing e.g. correcting OCR for libraries with DigitalKoot, Finland, one month after launch: 'over 2 million individual tasks, totalling 100,000 minutes, or 1,700 hours, of work'; Games with a purpose, 2008: 50 million verified tags
16. … games for crowdsourcing 20 million people in the UK play casual games; 250 million people play social games
17. One Facebook status update asking for players: 180 turns (176 tagging turns, 4 fact turns), 1179 tags and 4 facts about 145 objects from 26 players in c. 6 hours (avg 10 minutes and over 8 pages per visit)
18.
19.
20. invoke the magic circle make participating instant and easy clear task
Mia Ridge @mia_out Games: http://museumgam.es/ Blog: http://openobjects.blogspot.com
We're going to go on a journey, looking at the problems encountered by many museums, finding solutions and dealing with the challenges they bring…[In summary:crowdsourcing can help digitise your collections and make them more accessible;crowdsourcing games help people have fun interactions and deeper engagement while creating useful content about your collectionsa well-designed crowdsourcing game acts as a 'participation engine']
The magic circle is a useful concept – it's 'the boundary that divides ideas and activities that are meaningful in the game from those that are meaningful in the real world. The magic circle is entered into when the player decides to play. After some research, I made 'casual' games. Casual games work well for crowdsourcing because they are designed to be easy to pick up and play, and can be enjoyed in two minutes or played for hours. Casual game genres include puzzles, word games, board games, card games or trivia games. Angry Birds and Solitaire are casual games you’ve probably heard of, even if you don’t think of yourself as a ‘gamer’.Metadata games are games that play with words. For example, you might have to name the thing that I'm describing or drawing or acting out in a game like Pictionary, Taboo or Charades. Image source: http://www.allfunnystuff.com/funny-stuff/4591/puppy-circle.html
Flow (Csikszentmihalyi, 1990) is a useful concept for game design (and everyday life). It's that state of total focus when the world falls away and hours pass like minutes. In this diagram, it’s the ‘channel’ where your skill and the challenges you face are matched – if your skills are greater than the challenge, you're bored; but if you don't have the skills for the challenge then you feel anxiety.
Flow can occur in games or in work, but it requires a clear goal, immediate feedback on the success of your attempts to reach that goal, and a good match between skills and challenges. Supporting flow helps keep players engaged with a game, and therefore helps create more content for you. For crowdsourcing games, the trick is increasing the challenge without compromising the quality of data, and providing ways for skills and mastery to grow.
Unlike art objects, which are more accessible - even non-experts can describe them in terms of colour, the things they depict, mood or individual emotional response - everyday and technical historical objects can be less accessible to non-experts.Social history collections can contain tens or hundreds of similar objects, including technical items, reference collections, objects whose purpose may not be immediately evident from their appearance, and objects whose meaning may be obscure to the general visitor. So my project asked whether metadata games could help people have fun with creating useful content about difficult objects. How many versions of almost identical telescopes could people bear to see? And could the public give us useful information about our telescopes?The results of the project were 'Dora', a tagging game; and 'Donald', an experimental 'trivia' game that explored emergent game-play around longer forms of content, including things we might not know about our own collections. The code was designed to be re-usable by other museums, libraries and archives, contact me if you’re interested in making games for your organisation.Image sources: Powerhouse Museum
Ok, so onto the first problem… Museums invested in putting collections online but collections sites not as engaging for general audiences; also not discoverable in google. There's a 'semantic gap' between everyday language of audiences and the language of catalogues.Image source: http://museumgam.es/content-added-so-far/?obj_ID=268 (Science Museum object)
So what can we do? Add more content with information about the objects - explain its significance in everyday language, contextualise it with themes, links and media, use folksonomies of tags to make the content more discoverable and help people make connections.
Ok, that's a problem.
Crowdsourcing! We've heard from Shelley about the potential of the crowd…Crowdsourcing is using 'the spare processing power of millions of human brains'. For museums, libraries and archives, where there's too much work for us to do by ourselves, crowdsourcing creates the possibility of opening up the task of creating or improving content about collections to the whole world.
A tweet from yesterday - imagine having that many volunteers working with you… http://twitter.com/alastairdunning/statuses/73747433238183937
Problem: now that everyone knows crowdsourcing can help solve big problems, you're competing in a participation economy. How do you attract people to your project?
Crowdsourcing games should produce meaningful, accurate metadata as a side effect of enjoyable game play". Careful design also reduces the risk of disaster. Scaffold the experience - build player requirements into the start of the game; build tutorials for new skills into gameplay at the point where its needed; provide good feedback on actionsYou can make a virtue of the randomness or nicheness of your contentPeople like helping out - crowdsourcing games validate procrastination - so show them how their data is used
Crowdsourcing games should produce meaningful, accurate metadata as a side effect of enjoyable game play". Careful design also reduces the risk of disaster. Scaffold the experience - build player requirements into the start of the game; build tutorials for new skills into gameplay at the point where its needed; provide good feedback on actionsYou can make a virtue of the randomness or nicheness of your contentPeople like helping out - crowdsourcing games validate procrastination - so show them how their data is used
The activities listed are based on a review of general and museum-specific crowdsourcing projects and games, and of the designs proposed for this project. They can be mapped to typical game challenges, and built into games (in iterative design and play-testing phases) as game rules and themes applied to the objects from a particular museum collection. The type of data input required will depend on the collection and 'distinctiveness' of the object. There's more in the MW2011 paper, or get in touch to discuss. Tagging (e.g. simple worlds, also structured tagging/categorisation)Debunking (e.g. flagging content for review and/or researching and providing corrections).Recording a personal story (e.g. oral histories; eyewitness accounts)Linking (e.g. linking objects with other objects, objects to subject authorities, objects to related media or websites; e.g. MMG Donald).Stating preferences (e.g. choosing between two objects e.g. GWAP Matchin; voting on or 'liking' content). Categorising (e.g. applying structured labels to a group of objects, collecting sets of objects or guessing the label for or relationship between given sets of objects).Creative responses (e.g. write an interesting fake history for a known object or purpose of a mystery object.) Image source: http://www.flickr.com/photos/robotconscience/2261650044/
What about people adding bad data? Or finding the excellent records among the good? Or different types of participants?
Solution: an ecosystem of games.An ecosystem of linked games lets you build for different types of participant skills, knowledge, experience; and build for different levels of participation from liking, to tagging, finding facts and links. Use data from one game as input into other games e.g. Use stats from tagging games to reduce the number of repetitive objects in higher-level gamesIt could help resolve some of the difficulties around validating specialist tags or long-form, more subjective content by circulating content between games for validation and ranking for correctness and 'interestingness' by other players. In this model, content is created about objects in the game; the content is validated; a game-dependent value (score) is assigned to the content; and the player is rewarded. The value of a piece of content may also be validated (e.g. for 'interestingness') when other players show preferences for it. At this point, the object and the new content about it can be used in a new game or presented on a collections page. For some content types, the content may be validated by players in another game after a default value has been calculated but this introduces tricky design issues around delayed responses to actions. The evaluation for Donald suggested that future prototypes with more clearly defined tasks would increase participation rates - matching specific tasks to appropriate objects is a perfect job for crowdsourcing within an ecosystem of games. Image source: http://www.flickr.com/photos/henrikj/5720059319/sizes/o/
Problem: Ok, but what about dodgy data? And what about different types of people?
Dealing with problem data is not such a big problem, just build it into the ecosystem. This is Brooklyn Museum’s ‘Freeze Tag!’, a game that cleans up data added in a tagging game.Image source: http://www.brooklynmuseum.org/opencollection/freeze_tag/start.phpe.g. Brooklyn Museum tag cleaning game.
More win - how to make crowdsourcing games even better...
Good feedback (eg rewards based on quality, not quantity of tags) is importantFun is personal - design for a target persona based on skills, abilities, motivations, types of fun and demographics; test with the target audience as early and as often as possibleEcosystem helps with these
Varying the levels of challenge and increasing the skills required provides some tension and release, keeps the game more interestingInterestingly hard challenges make for a better game. Meaningful choices mean there must be a possibility of failure. Failure is also part of mastering new skills.
Extension: not perfect yet, but keep experimenting, designing, testing, and share what you learn.
Games benefit from iterative development, with designs tailored for particular core audiences (motivation, abilities etc ###)
In summary, crowdsourcing games are a fun way for people to engage with your collections, and the content they generate can make your collections more accessible for other users. They might even tell you things you didn't know about your own collections.
All images icanhascheezburger.com unless otherwise credited.