Gamification, Pandemics, Appropriate Technologies, Classroom Strategies, Rapid Games Prototyping, Data Visualisation, Pattern Recognition, Robot Trust and Big Data Analytics
Welcome to the GAETSS August 2015 E-Newsletter. This newsletter is a mixed bag of new presentations, ideas and opportunities that have arisen over the last month during a trip to Asia for 3 conference events.
Immersive Learning Environments White PaperDavid Wortley
IMMERSIVE LEARNING AND CORPORATE STAFF DEVELOPMENT
WHAT, HOW, WHEN, WHERE, WHY AND WHO?
This white paper explores the role of the latest developments in Immersive Learning practices and technologies in the context of current staff development strategies for corporate environments. It aims to define what Immersive Learning Environments (ILEs) are, how they can and are being used, when and where they can be deployed, why they are important today and who is developing and/or using them.
Immersion in a learning activity is fundamental to its effectiveness. There is a direct correlation between how immersed a learner is and their motivation to develop their skills and competences. Immersion is not necessarily dependent on technology but today, in any crowded place anywhere in the world, you will find human beings fixated with their mobile phones and tablets, oblivious to their surroundings, all of whom are inevitably learning and developing in some way. This phenomenon is symptomatic of the role that technology is playing in revolutionising human learning and development. It is therefore vital to understand how this explosive trend can be harnessed to support corporate learning and development strategies in the most cost effective way.
Unity in the Classroom for Creating VR Sims and EdugamesSeriousGamesAssoc
David Renton, Upper School Computer Science Teacher / Technology Integrator | Porter-Gaud School
Unity in the Classroom for Creating VR Sims and Edugames
The session will cover how Unity and C# can be used in the classroom to teach coding and digital design via the creation of games (including edugames) and Virtual Reality simulations. The presenter will share how he has used it in the past 2 years in the classroom and give examples of student work. He will also go over the hardware and software requirements, including how he has used the cheaper Mixed Reality headsets, from Microsoft partners such as HP and Lenovo, to develop for SteamVR, meaning the VR simulations will also run on HTC Vive. He will also have at least one Mixed Reality headset with him so that attendees can try out some of the student developed VR simulations at the end.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Connecting to learners means connecting to the tools of their everyday world. Therefore, video games, now ubiquitous among two full generations, must be considered when examining curriculum and instruction. In this session, participants will deconstruct the learning and design concepts behind video games, examine how these concepts align with research-based classroom practice, and explore ways in which gaming should be incorporated into the definition of what it means to be literate in society today.
This is a synthesis of the Chapter 9 of Curtis Bonk's book "The World is Open". The title is Alternative Reality learning and deals with the burgeoning popularity of the Second Life.
Immersive Learning Environments White PaperDavid Wortley
IMMERSIVE LEARNING AND CORPORATE STAFF DEVELOPMENT
WHAT, HOW, WHEN, WHERE, WHY AND WHO?
This white paper explores the role of the latest developments in Immersive Learning practices and technologies in the context of current staff development strategies for corporate environments. It aims to define what Immersive Learning Environments (ILEs) are, how they can and are being used, when and where they can be deployed, why they are important today and who is developing and/or using them.
Immersion in a learning activity is fundamental to its effectiveness. There is a direct correlation between how immersed a learner is and their motivation to develop their skills and competences. Immersion is not necessarily dependent on technology but today, in any crowded place anywhere in the world, you will find human beings fixated with their mobile phones and tablets, oblivious to their surroundings, all of whom are inevitably learning and developing in some way. This phenomenon is symptomatic of the role that technology is playing in revolutionising human learning and development. It is therefore vital to understand how this explosive trend can be harnessed to support corporate learning and development strategies in the most cost effective way.
Unity in the Classroom for Creating VR Sims and EdugamesSeriousGamesAssoc
David Renton, Upper School Computer Science Teacher / Technology Integrator | Porter-Gaud School
Unity in the Classroom for Creating VR Sims and Edugames
The session will cover how Unity and C# can be used in the classroom to teach coding and digital design via the creation of games (including edugames) and Virtual Reality simulations. The presenter will share how he has used it in the past 2 years in the classroom and give examples of student work. He will also go over the hardware and software requirements, including how he has used the cheaper Mixed Reality headsets, from Microsoft partners such as HP and Lenovo, to develop for SteamVR, meaning the VR simulations will also run on HTC Vive. He will also have at least one Mixed Reality headset with him so that attendees can try out some of the student developed VR simulations at the end.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Connecting to learners means connecting to the tools of their everyday world. Therefore, video games, now ubiquitous among two full generations, must be considered when examining curriculum and instruction. In this session, participants will deconstruct the learning and design concepts behind video games, examine how these concepts align with research-based classroom practice, and explore ways in which gaming should be incorporated into the definition of what it means to be literate in society today.
This is a synthesis of the Chapter 9 of Curtis Bonk's book "The World is Open". The title is Alternative Reality learning and deals with the burgeoning popularity of the Second Life.
What if, in the future…
• “We”go on to live for a long time, and become our own future? There are no children?
• We forget what a “child”is?
• Children are no longer ‘born’ but manufactured? A child becomes a technological marvel?
• All the beauty inside (and outside) can be fabricated, can be artificially modified,and can be quantified?
Our latest report explores the future of children. We look forward to hear your comments, views and opinions.
Gamification: Playful Teaching for Generation-X/-Y/-Z/...Alexandru Iosup
A primer on gamification in higher education, that is, the use of elements commonly found in gaming to create and deliver higher-education units (courses).
Digital literacy - a new language for disruptionJoyce Hostyn
To achieve the digital enterprise, you need a workforce that embraces new ways of working. One in which they’re able to harness the power of information, collaboration, and communities to get their jobs done. This requires treating digital as a new language. One with a different grammar and syntax from what people are used to. And learning a new language isn't easy. How can we empower people through digital literacy to work smarter, treating digital as a language to use to express ideas and create magical experiences that people choose to participate in and, as a consequence, change their behavior? How can we get people dreaming in digital?
Derived from the Latin term for “enslaved by” or “bound to”, Addictions primarily lead to cravings, dependence and uncontrollable use with negative consequences. Today, Addictions are being recognized as chronic diseases that alter both the structure as well as the function of the brain. With the evolution of humans and technology, addictions and compulsions are undergoing a constant metamorphosis and ave evolved from substance, behavioral and impulse controlled disorders to territories around Social media, electronics and applied science.
In partnership with the Macquarie ICT Innovation Centre, three Year 3 teachers and one Year 10 teacher will develop and design a transmedia story with their students to share with the other project classes to investigate the question: In what ways might transmedia storytelling allow teachers to re-imagine how they currently engage their class in an immersive literacy environment through the process of collaborative design?
The project will examine the potential value of transmedia storytelling for literacy development by investigating the worth of the ‘Weaving a StoryWorld Web’ framework, a teaching and learning model developed by MacICT’s research advisor to support the design, development and creation of transmedia storyworld. The project will particularly focus on the professional learning of the teachers, examining if transmedia story telling is an engaging and effective way to meet the ICT elements in the Australian Curriculum: English.
Find out more at www.macict.edu.au
Gamification and Wearable Lifestyle TechnologiesDavid Wortley
Gamification is the use of game mechanics and methodologies in non-game contexts so that, in the health sector, these wearable devices and mobile applications will provide targets or goals as a mechanism to motivate users to develop the habits that will lead to better well-being.
.
Wearable lifestyle technologies will also increasingly use artificial intelligence and “crowd-sourcing” of knowledge to provide a personalised program of lifestyle habits for exercise, sleep and eating based on what has been proven to work for other users with similar profiles. The consequence of all of this is that each individual will have a stored personal profile and DNA record backed up by a history of behaviours and activities that could be used in many different contexts to the benefit of the citizen e.g. health insurance, job applications and even dating.
This presentation was delivered at the London Futurists Event on June 20th at Birbeck College and was one of a number of presentations by contributing authors to the Future of Business Book due to be launched on June 23rr.
The Role of Gamification and Enabling Technologies in the Future of Commerce ...David Wortley
IORMA’s recent strategic agreement with IBM reminded me of the important role that IBM played in shaping the future direction of my career and my involvement in the technologies and strategies I anticipate will shortly have a very disruptive impact on business and commerce in an OMNI world.
BACK TO THE FUTURE GAETTS August E-NewletterDavid Wortley
BACK TO THE FUTURE
Welcome to the GAETSS August 2016 E-Newsletter. I have given this newsletter a “BACK TO THE FUTURE” title because so many of the pieces included this month have a historical context, especially the archived “Radio with Pictures Show” recordings which, considering that they were produced 14 years ago, would still be regarded today as pushing the boundaries of communication technology in the seamless combination of radio, telephony and web conferencing.
This mail version of the Newsletter is a text only version and I recommend viewing the full version of the newsletter at http://www.davidwortley.com/16-08%20GAETSS%20Newsletter.pdf
Pokemon and Mixed Reality, Ian Livingstone Academies,
Radio with Pictures Show Community Media Archives,
Thaisim 2016 Games and Simulations for Learning,
Revolutionary Learning 2016, Blockchains and BitCoins in Education
Drones and 360 degree Video, Impact of Machine Learning and AI on Society,
World of Health IT Conference and European Chapter of ISDM,
The Future of Digital Medicine in the Aging Society, Upcoming Events.
What if, in the future…
• “We”go on to live for a long time, and become our own future? There are no children?
• We forget what a “child”is?
• Children are no longer ‘born’ but manufactured? A child becomes a technological marvel?
• All the beauty inside (and outside) can be fabricated, can be artificially modified,and can be quantified?
Our latest report explores the future of children. We look forward to hear your comments, views and opinions.
Gamification: Playful Teaching for Generation-X/-Y/-Z/...Alexandru Iosup
A primer on gamification in higher education, that is, the use of elements commonly found in gaming to create and deliver higher-education units (courses).
Digital literacy - a new language for disruptionJoyce Hostyn
To achieve the digital enterprise, you need a workforce that embraces new ways of working. One in which they’re able to harness the power of information, collaboration, and communities to get their jobs done. This requires treating digital as a new language. One with a different grammar and syntax from what people are used to. And learning a new language isn't easy. How can we empower people through digital literacy to work smarter, treating digital as a language to use to express ideas and create magical experiences that people choose to participate in and, as a consequence, change their behavior? How can we get people dreaming in digital?
Derived from the Latin term for “enslaved by” or “bound to”, Addictions primarily lead to cravings, dependence and uncontrollable use with negative consequences. Today, Addictions are being recognized as chronic diseases that alter both the structure as well as the function of the brain. With the evolution of humans and technology, addictions and compulsions are undergoing a constant metamorphosis and ave evolved from substance, behavioral and impulse controlled disorders to territories around Social media, electronics and applied science.
In partnership with the Macquarie ICT Innovation Centre, three Year 3 teachers and one Year 10 teacher will develop and design a transmedia story with their students to share with the other project classes to investigate the question: In what ways might transmedia storytelling allow teachers to re-imagine how they currently engage their class in an immersive literacy environment through the process of collaborative design?
The project will examine the potential value of transmedia storytelling for literacy development by investigating the worth of the ‘Weaving a StoryWorld Web’ framework, a teaching and learning model developed by MacICT’s research advisor to support the design, development and creation of transmedia storyworld. The project will particularly focus on the professional learning of the teachers, examining if transmedia story telling is an engaging and effective way to meet the ICT elements in the Australian Curriculum: English.
Find out more at www.macict.edu.au
Gamification and Wearable Lifestyle TechnologiesDavid Wortley
Gamification is the use of game mechanics and methodologies in non-game contexts so that, in the health sector, these wearable devices and mobile applications will provide targets or goals as a mechanism to motivate users to develop the habits that will lead to better well-being.
.
Wearable lifestyle technologies will also increasingly use artificial intelligence and “crowd-sourcing” of knowledge to provide a personalised program of lifestyle habits for exercise, sleep and eating based on what has been proven to work for other users with similar profiles. The consequence of all of this is that each individual will have a stored personal profile and DNA record backed up by a history of behaviours and activities that could be used in many different contexts to the benefit of the citizen e.g. health insurance, job applications and even dating.
This presentation was delivered at the London Futurists Event on June 20th at Birbeck College and was one of a number of presentations by contributing authors to the Future of Business Book due to be launched on June 23rr.
The Role of Gamification and Enabling Technologies in the Future of Commerce ...David Wortley
IORMA’s recent strategic agreement with IBM reminded me of the important role that IBM played in shaping the future direction of my career and my involvement in the technologies and strategies I anticipate will shortly have a very disruptive impact on business and commerce in an OMNI world.
BACK TO THE FUTURE GAETTS August E-NewletterDavid Wortley
BACK TO THE FUTURE
Welcome to the GAETSS August 2016 E-Newsletter. I have given this newsletter a “BACK TO THE FUTURE” title because so many of the pieces included this month have a historical context, especially the archived “Radio with Pictures Show” recordings which, considering that they were produced 14 years ago, would still be regarded today as pushing the boundaries of communication technology in the seamless combination of radio, telephony and web conferencing.
This mail version of the Newsletter is a text only version and I recommend viewing the full version of the newsletter at http://www.davidwortley.com/16-08%20GAETSS%20Newsletter.pdf
Pokemon and Mixed Reality, Ian Livingstone Academies,
Radio with Pictures Show Community Media Archives,
Thaisim 2016 Games and Simulations for Learning,
Revolutionary Learning 2016, Blockchains and BitCoins in Education
Drones and 360 degree Video, Impact of Machine Learning and AI on Society,
World of Health IT Conference and European Chapter of ISDM,
The Future of Digital Medicine in the Aging Society, Upcoming Events.
The GAETSS Gamification and Enabling Technologies Strategic Solutions July 2014 E Newsletter - Our ambitious aim is to establish GAETSS as a world leader in the understanding and use
of the fast emerging technologies which influence and shape the world we live in.
Our mission is to help shape the future of business and society
through the application of best practices for human development and motivation
This presentation attempts to place virtual worlds and immersive games within the larger metaverse, provide a look at the planning and pedagogy behind their use and then provides examples of pedagogy in action in virtual worlds. Let me know if you think it succeeded. If you plan to embed or use this at a presentation, please let me know in the comments.
The maker revolution is here. Everyone can be a maker. Children are creating all sorts of STEAM projects. Teachers from all levels are being trained to integrate maker-based projects in their classrooms. It is the Gold Rush of micro-prototyping technologies, robotics, 3D printing, laser cutting, electronic embroidery and embedded wearables. This is partly driven by the open-source electronic market emerging from Shenzhen, online DYI communities, data sharing over the Internet, but mostly by the worldwide movement driven by the 4th industrial revolution.
The next workforce will be faced with the new demands of a ubiquitous, mobile and ambient Internet of connected objects fed by AI and machine learning (Schwab, 2016). By 2025, the World Economic Forum (2015) predicts several technological tipping points, namely 10% of people wearing clothes connected to the internet, 1 trillion sensors also connected to the internet, the first robotic pharmacist, the first 3D printed car in production, and the first implantable mobile phone available commercially. This will bring unprecedented changes because they will arrive at a speed that will affect all our systems in all continents. They will force us to revise the nature of how we live, how we interact with each other and how we work.
Maker education is part of the solution to prepare the next generation workforce because it confronts learners to programming languages, robotics, additive manufacturing, prototyping, the internet of things and the sensing environment. More than just knowledge about these topics, learners have to develop competencies that will prepare them for a complex and ever-changing world that even experts cannot yet imagine. In this talk, I will present the global context for maker education and an operationalized definition of how to develop competencies in this context. I will also present results of several studies on this topic. More specifically, I will discuss fundamental maker knowledge, attitudes, resources, and how to design activities to mobilize competencies to complete multi-faceted projects or solve complex problems.
Visualisation and Simulation for teaching, learning and assessmentdebbieholley1
Session two of a series of keynotes talks at the University of the Sunshine Coast
Visualisation and Simulation:
“The future is human, and the future of learning is immersive. In the future, learning will take the shape of a story, a play, a game; involving multiple platforms and players; driven by dialogue and augmented with technology, an interplay of immersive experiences, data, and highly social virtual worlds” State of XR and Immersive Learning Outlook Report (2021 p 21)
Debbie contributed to the Delphi study above, , and to the updated with findings due this June. This session will consider the opportunities afforded by Visualisation and Simulation; and discuss ways in which educators can draw upon both lo-tec and hi-tech solutions in a range of disciplinary contexts; and consider what digital futures may offer us as educators, as well as those we educate, our students.
Dec 2013 Gamification and Immersive Technology Strategies E newsletterDavid Wortley
This document is the Gamification and Immersive Technology Strategies December 2013 E-Newsletters with updated information on Gamification, Recent Events, New models and theories and Upcoming events
Maddie is Online' is aimed for teachers and parents,
who lack accessible resources or time to educate
young children about the challenges and
opportunities of online connectivity. 'Maddie is
Online' is an engaging and fun digital literacy skills
cartoon video resource, supported by state-of-theart
research, workshops and digital lesson plans.
They can be used in different subjects (Personal
and Social Education, English, ICT, Health and
Wellbeing) at school or at home in an accessible
way, empowering young people with skills that help
them deal with challenging phenomena in their
digital lives.
Project Blog: https://maddiesonline.blogspot.com/
Playlists: bit.ly/2LwnE6T
Twitter: @MaddiesOnline
Email: k.martzoukou@rgu.ac.uk
The road to innovation requires special behaviors and skills, we will explore both of them in this presentation. We will also follow a few innovative bread crumbs on the way.
Creative Tools for Engagement in the Public Sector (Gamification)
21-22-23 March 2017, Novotel Canberra, Australia
http://www.arkgroupaustralia.com.au/events/gamificationpublicsector/ http://tinyurl.com/znz6pdx
A Two Day Fully Encompassed Forum, Case Studies, Interactive Mini-Workshops and Strategies
Plus, TWO Half-Day Post Forum Workshops
Join Gamification Australia on LinkedIn: https://www.linkedin.com/groups/Gamification-Australia-6987896/about
The Government and Public Sector is serious business, so can we really expect them to play games.
If it’s one of the most valuable tools they can use now in engaging communities and staff for both learning and communication, then “YES” would be the answer.
Sharing insights and learnings through case study, workshop and strategic presentations are:
Laureate Australia
Department of Employment
Curtin University
Health Education and Training Institute
Camp Quality
Tim Little, ChangeGeek.org & former Senior Change Management Specialist with the Australian Federal Police, Department of Veterans’ Affairs and Department of Immigration
ThinkPlace
Code for Australia
RMIT Games Programs
University of Wollongong
Workshop A: Changing the Game: Using Gamification in your Organisation to Engage and Motivate
Dr. Zac Fitz-Walter, Gamification Consulting & App Development,Eat More Pixels, Gamification Geek
Workshop B: Taking Gamification in the Public Sector to the Next Level
Kerstin Oberprieler, Executive Designer, ThinkPlace, Lead Gamification Designer, PentaQuest
Arts and Technology: A Creative Alliance (ECAWA 2004)Kim Flintoff
I did a spate of presentations that were all quite similar and this is one of them, The emphasis shifts a litle but draws on similar stimulus materials.
ISDM February 2022 E-Newsletter
Digital Therapeutics, AI, Virtual Reality, Nutrition and Healthy Ageing
Digital Therapeutics and Immersive Technologies
Digital Health, Nutrition and Healthy Ageing
Tripp Digital Therapeutics Virtual Reality
CAR-T Therapies Webinar
How AI is Enhancing Personal Development IORMA Webinar
Hospitals, Technology and the Patient IORMA Webinar
Strengthening Health Systems in Africa Zenith Global Health Conference
Royal Society of Medicine Upcoming Webinars
Digital Medicine Journal Special Edition
Future Events Program and Speaker Invitations
As we are approaching an end to the restrictions associated with COVID-19, it seems a good time to reflect on the disruptions and focus on how technology might be applied to avoid the same situation happening again. It is almost inevitable, in my opinion, that our pre-COVID lifestyles and travel/mobility will almost certainly lead to future pandemics and whilst the lessons learnt in fast-tracking clinical research and development of new drugs and vaccines will help to mitigate the situation, it does not alter the pressing need to shift focus from cure to prevention.
Digital Health and Digital Therapeutics technologies can help to protect the future sustainability of public health services through personal physical and mental health management whilst Digital Medicine will enable early detection of clinical problems and a range of innovative new solutions for cures.
This month’s E-Newsletter includes details of previous and upcoming events where the focus has been on addressing some of the challenges of preventative healthcare, especially in the area of the Ageing Society. Links to archived presentations and future events are included and we hope you will enjoy the past presentations and register for some of the upcoming events.
Digital therapeutics and immersive technologies Bournemouth UniversityDavid Wortley
Digital therapeutics is a fast growing area of digital medicine. In this presentation, Vice President of the International Society of Digital Medicine (ISDM), David Wortley, sets out the current challenges to global health sustainability and the importance of shifting the focus from cure to prevention, especially in the use of digital technologies for personal health management and therapeutics.
The presentation includes examples of digital therapeutic applications for neuro- rehabilitation, gamified exercise using consumer VR devices and support for dementia sufferers through digital memories.
The presentation was delivered at the new Faculty for Health and Social Sciences at Bournemouth University.
VR & Immersive Technologies in Healthcare WebinarsDavid Wortley
The Future of VR and Immersive Technologies in Healthcare Track due to be streamed at GIANT Health 2020 has been rescheduled because of some unresolved technical issues.
I have managed to reschedule the planned sessions in Zoom and, subject to the speaker availability, these sessions will go ahead and will be free of charge to register
The Future of Digital Medicine in the Aging SocietyDavid Wortley
Global Health and sustainable improvements in the
well‑being of humans are seriously threatened by two
societal phenomena.
The aging society
Across the globe, falling birth rates and increased life
expectancies have led to significant increases in the
percentage of citizens aged over 65 years compared
to the younger working population. The increased
life expectancies have, at least in part, been a result of
improvements in health care, and the diagnosis and
treatment of diseases and medical conditions that have
traditionally caused premature death.
Impact of lifestyle and medical advances on
causes of death
Medical advances have all but eradicated many of the traditional
causes of death from communicable diseases with a
consequent growth in morbidity resulting from lifestyle
choices and behaviors.
The issue with lifestyle‑related conditions is the behaviors
such as sedentary lifestyles and poor diets adopted early
in life have a major and cumulative effect in later life
resulting in diabetes and cardiovascular problems which
require often expensive interventions and high levels of
cost to public health services.
The role of digital technologies in medicine,
health, and well‑being
Digital technologies have undoubtedly had a major
impact on medicine both in diagnostics and treatment.
Modern digital scanning, artificial intelligence, big
data analytics, human‑computer interfaces, robotics,
and 3D visualization technologies have all helped to
not only increase our understanding of the physiology
of the human body and enabled early detection of
medical conditions but also they have contributed
to increasingly more targeted and personalized
interventions.
However, set against these positive benefits of digital
medicine and health technologies is the impact of
technologies which reduce the daily physical and cognitive
challenges that have throughout history constantly
exercised our bodies and minds and in the process, given
us the active lifestyles needed to maintain health and
well‑being...........
Gamified immersive learning experiences masterclass the coronavirus game ch...David Wortley
A slide presentation from the webinar masterclass showing how to design, build and play a rapid prototype immersive experience game to target coronavirus and influence the behaviours of the general public.
Digital medicine comes of age - ISDM E-Newsletter Feb 2020David Wortley
Consumer digital technologies such as wearables and VR/AR are now being applied to diagnose, treat and manage clinical conditions. The ISDM Feb 2020 E-Newsletter shows some examples
Digital Health Applications and Hospitals of the FutureDavid Wortley
The National Healthcare Expo 2019 Conference was held in late November in Milton Keynes. In my presentation in the eHealth Track (presentation and video links included in this article), I outlined 3 points to think about when looking at the future of Digital Technologies in Healthcare and Medicine.
The digital technologies which will have the biggest impact on global health will not have been designed by or for medical professionals
Consumer technologies, sometime referred to as “general” technologies are being applied across almost all sectors of business and society for purposes which were not originally envisaged or intended. The health sector is a good example in which all of the technologies shown below are now being applied for health and well-being :-
• Smartphones
• Fitness Trackers
• Whatsapp and WeChat
• Virtual Reality Headsets
• Panoramic Cameras
• Artificial Intelligence
• Sensors
With the possible exception of fitness trackers, none of these technologies were developed by or for medical professionals. There are some profound implications, not only for the future of healthcare but also for the roles and responsibilities of health professionals and citizens. The graph below shows how digital technologies for health are shifting from expensive, stand-alone, proprietary technologies to smart, connected, consumer technologies.
Smart Augmented VR for Health - Celtic-Next proposalDavid Wortley
This is the latest version of my Celtic pitch for building a consortium to bid for Eureka funding. It includes details of a webinar to be held on Sept 12th at 11:30 am CET
Gamification is NOT all about Badges, Points and Rewards
Gamification is gaining increasing amounts of attention and credibility as a concept that can be applied to achieve goals and objectives in many “non play/entertainment” sectors. Much of what is being offered as “Gamification Strategies” focuses on the use of badges, points and rewards, giving the impression that successful Gamification is about offering rewards, incentives and recognition. This document is intended to challenge that notion and to offer a more comprehensive understanding of how and why Gamification is so significant in today’s digital age.
Gamification has been described as the use of game mechanics in non-game contexts. This makes the assumption that there is some differentiation between games and other everyday activities. Whilst the above definition seems intuitively understandable because it somehow implies that games allow “risk-free, trial and error” development that is missing in work or other situations, I believe that every human activity should be viewed as a game if we are to develop the skills and understanding to apply Gamification strategies successfully.
The first point to make in the argument that games are an essential part of every human activity is that we frequently use the words “games” and “players” in “non-game” contexts. Examples include “BP is a major player in the oil industry” or “He/she is playing mind-games”. I have heard the expression “benign manipulation” used to describe gamification but the reality is that we all use gamification skills every day of our lives in order to have some control or influence over our lives.
Transforming healthcare through innovation ISDM e-newsletter June 2019David Wortley
Transforming Healthcare Through Innovation – Our Dorset
AI in Healthcare Conference Salford
Medilink Diagnostics for Health and Wellbeing Seminar
Medtech Innovation Expo
EBME – Electronic and Biomedical Engineering Expo 2019
Virtual Reality Developments in Digital Medicine
2nd World Summit on Hospital & Healthcare Management 2019
Upcoming Events Calendar.
Welcome to the June 2019 edition of the ISDM E-Newsletter. This month I will be sharing information about an exciting integrated healthcare project in Dorset and reviewing a number of conferences, exhibitions and seminars I have recently attended, including the AI in Healthcare Conference which took place at the University of Salford Manchester in April, the Medilink Seminar at the Open University on Diagnostics for Health and Wellbeing and the Medtech Innovation Conference at the Birmingham NEC held in May. I will also share my thoughts and recent experiences of development in the use of virtual reality in digital medicine.
Digital Behaviours and Preventative HealthcareDavid Wortley
This presentation was delivered at the Wearable Tech Show held at the Business Design Centre in Islington London. It looks at the opportunities and challenges presented by disruptive digital technologies being developed for the health sector. It concludes that digital technologies which support preventative healthcare and personal health management are vital for the sustainability of public health services which are globally threatened by lifestyle related conditions such as obesity, diabetes and dementia. It highlights the dangers of over-dependence on technologies such as artificial intelligence and an unreasonable expectation that technologies can absolve us the need to take personal responsibility for our own health management.
The impact of disruptive digital technologies on education, medicine, health ...David Wortley
This is the keynote presentation delivered on Day 2 of the European Conference on Technology Enabled Learning (EC-TEL 2018) held at the University of Leeds on Sept 6th 2018. It looks at Technologies enhance learning in the period 1950 to 2048.
360in360 Immersive Experiences August NewsletterDavid Wortley
This newsletter covers a spectrum of recent activities, news and offerings and includes :-
Oculus GO Review
Virtual Reality and 360 Technologies Masterclass Workshops
360 Degree Video Applications
Virtual Tours
Google StreetView Trusted Pro Programme
Immersive Technologies and Serious Games
Virtual Reality and Heritage/Tourism
7th International Conference on Cartography Live 360 Stream
ISAGA 2018 Conference Review
Next generation games based learning with virtual reality and 360 camera tech...David Wortley
This is a presentation covering Gamification, Storytelling and the role of 360 degree imaging technologies to develop gamified learning experiences and tools for debriefing.
DIT Asean Trade Mission KL Masterclass on 360 Immersive Learning TechnologiesDavid Wortley
This is the Powerpoint presentation used for the Storytelling, Gamification and 360 Immersive Learning Technologies workshop held at the Doubletree by Hilton Conference Centre in Kuala Lumpur and organised by Training Gateway in partnership with DIT and the local Britis Embassy
Immersive Technologies and Location-based Social and Economic DevelopmentDavid Wortley
This is a copy of the presentation delivered at the 7th International Conference on Cartography & GIS held in Sozopol in Bulgaria. It charts the disruptive impact of 360 degree technologies on Map Making and Geographical Information Systems
Transfer to immortality - A Sustainable Singularity Solution ?David Wortley
I delivered this presentation at the Sci-Fi 2018 conference organised by Eurosis and taken place at the Novotel in Bruges. It considers the potential reality of Singularity and the option of immortality through a human/machine blend. The presentation describes legislation to protect environmental resources in which humans have to be put to sleep on their 100th birthday in a scenario which combines transfer of all your human experiences, relationships, traits and knowledge into an avatar who is paired with the chosen "love of your life" by a mixture of AI, your emotions and a global audience who can share your life memories and feelings and vote for a person. It challenges by example to imagine what memories the audience would retrieve on their last day.
360in360 Partnership, Sponsorship and Investment OpportunitiesDavid Wortley
With a planned start date of April 2018 for the 360in360 Digital Heritage Roadshow Workshops, 360in360 Immersive Experiences is pleased to announce plans for strategic partnerships, sponsorships and investment opportunities for identified stakeholders in a digital heritage ecosystem built around multiple win-win relationships enabled by digital technologies.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
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.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Le nuove frontiere dell'AI nell'RPA con UiPath Autopilot™UiPathCommunity
In questo evento online gratuito, organizzato dalla Community Italiana di UiPath, potrai esplorare le nuove funzionalità di Autopilot, il tool che integra l'Intelligenza Artificiale nei processi di sviluppo e utilizzo delle Automazioni.
📕 Vedremo insieme alcuni esempi dell'utilizzo di Autopilot in diversi tool della Suite UiPath:
Autopilot per Studio Web
Autopilot per Studio
Autopilot per Apps
Clipboard AI
GenAI applicata alla Document Understanding
👨🏫👨💻 Speakers:
Stefano Negro, UiPath MVPx3, RPA Tech Lead @ BSP Consultant
Flavio Martinelli, UiPath MVP 2023, Technical Account Manager @UiPath
Andrei Tasca, RPA Solutions Team Lead @NTT Data
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.
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.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
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/
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
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.
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/
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdf
GAETSS August 2015 Newsletter
1. August 2015
Gamification, Pandemics, Appropriate Technologies, Classroom Strategies, Rapid Games
Prototyping, Data Visualisation, Pattern Recognition, Robot Trust and Big Data Analytics
Welcome to the GAETSS August 2015 E-Newsletter. This newsletter is a mixed bag of new presentations, ideas and opportunities
that have arisen over the last month during a trip to Asia for 3 conference events.
Gamification is Child’s Play
Gamification and the Development of Appropriate Technologies
Gamification and Pandemics Webinar
The Education Game – Gamification inside and outside the Classroom
Gamification and Rapid Serious Games Prototyping – 3D Hive and Data Analytics
Featured Recent Events
Thaisim 2015
Singapore Serious Games Conference SGC2015
Malaysia HFEM Seminar – Humanising the Future
Featured Upcoming Events
Sept 7-9iED 2015 Immersive Education Initiative Conference Paris
October 5-9 Digital Earth 2015
October 8-9 The 9th
European Conference on Games Based Learning ECGBL 2015
Oct 20 Westminster Forum on Video Games Industry
Calls for Papers
Recent Articles and Presentations
Future Events Listing
Gamification is Child’s Play
Kids gamifying a train journey in Malaysia
Whilst I was in Malaysia for the HFEM Seminar on Humanising the Future, I had a practical demonstration of gamification
delivered by 2 young children in my carriage. The KTM train from Serdang to KL Sentral is a 25 minute journey only punctuated by
the occasional buzz of conversation on the more crowded peak time trains but my attention was caught by shrieks and screams
from the end of the carriage where 2 young children were using the carriage as a playground. Their uninhibited behaviour without
any interventions from their parents or disapproving passengers reminded me that we are all born with an instinct to play and to
find entertaining ways to explore the world around us.
These two young children gamified their train journey into a fun experience by “repurposing” the support rails as climbing poles
and the strap hangers as an adventure playground. I was fascinated to watch how they watched each try new games that tested
their abilities and built their relationships with each other and the world around them.
It reminded me of a presentation that I saw at the Gaminomics Conference in London earlier this year when a presenter used the
film Mary Poppins to bring home the point that “fun” can be injected into every human activity with a little bit of imagination. I
would perhaps replace “fun” with “emotional engagement” in my approach to “serious” gamification applications but the
principle is the same. Robert Louis Stevenson said “It is better to travel hopefully than to arrive” meaning that the human spirit
always needs new goals and destinations to strive for.
There is also a Taoist saying that “the journey is the reward” and the intrinsic motivation in gamifying every activity in our lives
brings this philosophy to reality – for these 2 children, the journey was the rewards – it was child’s play for them but most adults
either forget how to gamify their lives or are too inhibited to risk trying.
You can watch a short video of the children gamifying the journey at http://www.slideshare.net/dwortley/gamification-is-childs-
play
Gamification and the Development of Appropriate Technologies
I have been collaborating with Professor Chung Won Cho on the writing of various articles on Gamification and the bridging of Arts
and Science. Most recently I have written a piece about the synergistic relationship between Gamification and the development of
Appropriate Technologies. Below is an extract from the article which is expected to be published next year :-
……………………………………………………………………………..
Gamification and Appropriate Technologies
Driving Human Development and Societal Change
“If you want to build a ship, don’t drum up the men to gather wood, divide the work, and give orders. Instead, teach
them to yearn for the vast and endless sea.”
― Antoine de Saint-Exupéry
Abstract
This paper discusses the synergistic relationship between Gamification and Appropriate Technologies as a combinatorial approach
to solving societal and business problems. It tries to break down the constituent components of Gamification and demonstrate
how Gamification can drive the development of appropriate technologies and how appropriate technologies can amplify the
effectiveness of Gamification strategies.
Introduction and Background
Gamification is a relatively new word being used to describe the process of applying games psychology and mechanics to real
world non-game situations and problems. Gamification is a life skill which can be applied to influence attitudes, behaviours and
motivation and thereby create an ecosystem of win-win relationships that help to sustain the achievement of desired outcomes
and objectives.
The mechanics of the Gamification Cycle encourage the development of appropriate technologies to solve problems or achieve
objectives whilst appropriate technologies can also enhance the effectiveness of Gamification elements and thus create a
synergistic virtuous circle that can sustain these processes.
2. …………………………………………………………..
Gamification and Pandemics Webinar
Webinar Screenshot and example initiatives to tackle serious pandemic problems
Whilst I was at the Thaisim conference in Bangkok, I was invited to talk about serious games for Pandemics as part of a webinar
organised by the APAN network on the problems encountered in Korea by the MERS virus. Frequent international travellers will
have noticed that in many airports in Asia there are video cameras and notices about pandemics like Ebola and MERS. This
webinar was put together to use web conferencing technologies to bring subject matter experts from across Asia together to
share ideas an experiences.
The Vidyo Desktop platform web conferencing software allowed participants across Asia to connect via an audio/video link and
share presentation files. The agenda for the event included the following speakers :-
1. Sung-il Cho (Korea): “2015 MERS epidemic and public health response in Korea”
2. David Wortley (UK): “Serious games, Simulations and Gamification Solutions and Trends for Viruses and Epidemics”
3. Ji-Young An (Korea): “A Model Explaining and Predicting Information and Communication Technology Acceptance by
Healthcare Consumers”
4. Jeonghoon Moon (Korea): “Collaborative platform service for medical healthcare”
5. Joey Kwong (China): “Cochrane, Evidence-Based Medicine, and the Evolution of Health Care Practice”
It was interesting to me to listen to Sung-il Cho talking about the spread of MERS within Korea, its morbidity rates and the
difficulties in containing the spread of the disease. My presentation looked at the potential of gamification strategies and role
playing games to spread awareness and influence behaviours. By coincidence, I also came across a public awareness campaign in
Kuala Lumpur designed to prevent the spread of Dengue. Gamification strategies based on games psychology and mechanics have
the potential to significantly improve the cost effectiveness of such campaigns by focusing on the Gamification Cycle of Challenge,
Response, Measurement and Feedback.
My presentation can be downloaded at http://www.slideshare.net/dwortley/serious-games-for-pandemics
The Education Game – Gamification Inside and Outside the Classroom
Modern Classroom Education faces many unprecedented challenges and opportunities as a result of rapid developments in digital
communication technologies since the birth of the Internet in the early 1990s. Since that time, the generation of students known
as "Digital Natives" have been born into a world where desktop and home computers are commonplace, video games are
available in homes as well as arcades and mobile phones are becoming ubquitous. As a consequence, for the first time in history,
children have access to electronic devices which they can explore and interact with, sharing their experiences and problems with
their peers.
The culture in Thailand and across the ASEAN region views the teachers as important figures in society and my keynote
presentation on the Education Game looked at the impact of technology on knowledge professionals such as teachers and asked
the question “Are Teachers an Endangered Species?” because of the fast moving world we live in and the ready access to facts and
information via internet and mobile technologies. I made the argument that simple use of Gamification both within and outside
the classroom can help teachers to shift their role from “Sage on the Stage” to “Mentor in the Middle”.
This paper and presentation examine the impact of digital technologies on teaching roles and practices in the classroom and
illustrates how the concept of "Gamification" can provide a modern day solution to traditional teaching best practices.
My presentation is available for download at http://www.slideshare.net/dwortley/the-education-game and the associated paper
can also be downloaded from http://www.slideshare.net/dwortley/the-education-game-paper
Gamification and Rapid Serious Games Prototyping – 3D Hive and Data Analytics
3D Hive is a serious games rapid prototyping platform developed by Playware Studios in Singapore. It is similar in principle to the
Thinking Worlds Platform in that it is designed to enable any to develop their own short “Gamelet” applications without any
games development or programming skills through the use of “Drag and Drop”. 3D Hive is free to download for both Windows and
Mac platform and includes a library of content assets such as 3D worlds, objects and characters. Games can be developed and
played on the same machine free of charge but there are charges for publishing and hosting games for multiple users.
I have seen 3D Hive in use at 2 events over recent months and have been impressed by what can be achieved with 3D hive in
relatively short timescales. In the Asian Eco-Challenge finals in Korea earlier this year, young students between 11 and 16 years old
were given the challenge of designing a game to teach other children about water resource management. They only had 2 days to
design and develop the gameplay and demonstration with impressive results. A similar contest took place in Singapore at the
Serious Games Conference held at Nanyang Technological University where the contestant were teams from the medical
profession tasked to design, develop and present a health related game in 2 days, again with impressive results.
The other very significant benefit of a 3D Hive Playware hosted solution is that the data can be captured from the gameplay in
order to both assess player competencies and behaviours as well as providing feedback on the learning outcomes.
If you would like to know more about 3D Hive, please email me at Send me information about 3D Hive
Featured Recent Events
Thaisim 2015
3. Delegates and Presenters at Thaisim2015
The Thaisim annual conference on games and simulations in education is one of the most anticipated events in my calendar
because, apart from the warmth and hospitality of my hosts in Thailand, it always brings new ideas and insights from the
organisers, presenters and participants. This year, in Bangkok, Thaisim 2015 proved no exception. The conference itself had been
preceded by an ISAGA workshop in which participants across the ASEAN region developed their own learning games and tested
them out amongst each other. The day before the conference was a special “respect” ceremony in which hundreds of students
took part in a ritual to welcome new students to Thonburi University and pay respect to both teachers and mothers.
The conference began with a “Games Jam” organised by David Crookall of Nice University who engaged the delegates in playing a
game based on Lego bricks which required collaboration, negotiation, critical thinking and teamwork. David used the game to
illustrate the importance of Debriefing in the learning process. David’s opening session was followed by Willy Kriz, the driving force
behind ISAGA. His fascinating presentation was an appreciation of the role of Play in Human development and illustrated how the
principles behind many well-known games such as “Snakes and Ladders” are really a mirror of life.
I have posted images from the conference, including shots of some presentation slides at
https://www.flickr.com/photos/davidwortley/albums/72157657019255111
Singapore Serious Games Conference SGC 2015
Images from the SGC 2015 Conference
The Singapore Serious Games Conference SGC 2015 took place at Nanyang Technological University and ran concurrently with the
ICORR Rehablilitation Robotics Conference, the i-CREATe International Convention on Rehibilitation Engineering and Assistive
Technology and a showcase exhibition of both commercial and student solutions to health management. This exhibition and
showcase included live demonstrations of Imaginary’s “Rehab@Home” application on the Taggle Platform. The exhibition was
graced by the Princess of Thailand on the last afternoon and she showed a keen interest in all the assistive technology solutions.
The Serious Games Conference began with a Plenary Session from Peter Ho, Senior Fellow from the Civil Service College in
Singapore. Peter spoke about the importance of Pattern Recognition in shaping our behaviours and responses to situations.
Games and Gamification supported by big data capture, analytics and visualisation can play a major role in identifying the patterns
which shape our behaviour and using feedback mechanisms to create more effective learning and development of better pattern
recognition. This idea fits very well with role playing games such as those designed to tackle pandemics because the players are
exposed to the key patterns they need to recognise and respond to in an emergency. Peter also presented the awards for the best
3D game development in three categories that used the 3D Hive platform.
The Plenary Lectures on Day Two of the conference came from Scott Nicholson via a skype connection with his home in Canada.
Scott specialises in Participatory Games Design and he illustrated his talk with case study examples of different types of
participatory games design. David Gibson from Curtin University spoke about the role of Serious Games in Harness Big Data and
discussed the exciting project at Curtin University in Australia designed to use the Internet of Things and Big Data to personalise
education for the masses. Big Data capture and analytics will be used to develop a deep understanding of student behaviours and
profiles so that the best possible education experience is achieved.
My presentation was on Gamification and Wearable Technologies in Healthcare and can be downloaded from
http://www.slideshare.net/dwortley/gamification-and-wearable-technologies.
I have posted images from the conference, including shots of some presentation slides at
https://www.flickr.com/photos/davidwortley/albums/72157654884579354
Malaysia HFEM Seminar – Humanising the Future
Images from the HFEM Ergonomics Seminar – “Humanising for the Future”
My trip to Asia concluded with participation in an Ergonomics seminar held near Kuala Lumpur and organised by my friends
Professor Halimahtun Khalid and Fauzi Yahaya from MIMOS. There were some excellent presentation which included a talk by
Professor Ravi Goonetilleke from the Hong Kong University of Science and Technology. He spoke about the challenge of big data
visualisation and how artistic creativity and an understanding of human perception can affect our understanding and response to
data. Prof Ravi showed some insightful examples of airport departure displays which illustrated the benefit of organising the data
display and improving the impact and effectiveness. His presentation linked very well with Peter Ho’s presentation an games and
pattern recognition and also David Gibson’s presentation on games and big data.
Prof Halimahtun Khalid talked about her recent research project award to study the influence of Trust in Human-Robot
interactions and once again the notion of the use of games technologies like the Microsoft Kinect to recognise patterns in facial
expressions and postures and determine their influence on trust.
I have posted images from the conference, including shots of some presentation slides at
https://www.flickr.com/photos/davidwortley/albums/72157657397163582
Featured Upcoming Events
September 7-10 iED Immersive Education Initiative 2015, Paris
iED Paris Conference
Building on the success of the previous 9 years of Immersive Education (iED) conferences, the world's leading experts in
immersion convene September 7-10 in Paris for IMMERSION 2015. Hosted by Paris-Sorbonne University ("the Sorbonne") in
collaboration with the Smithsonian Institution and the global Immersive Education Initiative, IMMERSION 2015 has a special
focus on Arts & Culture.
IMMERSION 2015 addresses the personal and cultural impact of immersive technologies such as Virtual Reality (e.g., Oculus Rift,
4. Samsung Gear VR, Google Cardboard), augmented reality (AR), holograms and holography (e.g., Microsoft HoloLens), wearable
computing (e.g., Google Glass, Samsung Gear, Apple Watch), mechanical and neural brain interfaces, cybernetics, affective
computing (systems that can recognize, interpret, process, and simulate human feelings and emotions), neuro-gaming
technologies that are used to create adaptive and radically compelling game experiences, 3D printing, personal robotics,
telepresence, virtual worlds, simulations, game-based learning and training systems, and fully immersive environments such as
caves and domes.
As a special event that is open to the public, the first two days of IMMERSION 2015 will feature general-interest keynote
addresses, talks, panel discussions and exhibits. The event concludes with hands-on workshops and a 2 day technical (research)
conference specifically for researchers, academics, teachers and corporate trainers.
For only the second time since its inception the global iED Summit features an exciting new module-based conference format and
price structure. The IMMERSION 2015 modules are: The Age of Immersion, Arts & Culture, Forms and Functions of
Immersion, Bringing the Past to Life, Immersive Education and Business & Law. - See more at:
http://summit.immersiveeducation.org
October 5-9 Digital Earth 2015, Halifax, Nova Scotia
TowardsaOne-WorldVisionfortheBluePlanet
Digital Earth concerns the integrated use of digital technologies to monitor, map, model, and manage our planet’s environments.
The Digital Earth vision was first proposed by Al Gore in 1998, and has evolved to keep pace with rapid developments in earth-
sensing, cloud computing, and Big Data. ISDE now espouses a more dynamic view of Digital Earth as the digital nervous system of
the globe, using sensor networks and situation-aware systems to inform in real-time about events on or close to the Earth’s
surface.
The ISDE Video Competition for Young People
The 9th
International Symposium for Digital Earth is running a competition for young people :-
The Video competition is organized by the ISDE Young Scientist Committee. We will start the 1st competition in 2015 and the winners will be
announced in Canada, during the 9th ISDE Symposium.
Aim: We wish to promote the creative representation of the Digital Earth in virtual form by young people, in order topublicize and
promote the vision and capabilities of Digital Earth. We aim to involve more young people in Digital Earthactivities, and
thereby increase the popularity of the ISDE. The best videos will be distributed by electronic media to everybody interested in the
development of the ISDE.
Award: The ISDE will award the winner(s) every two years, during the ISDE Symposium.
For more details visit http://www.digitalearth-isde.org/news/744
At Digital Earth 2015 up to 1,000 scientists, engineers, technologists, and environmental managers from around the world will
meet to share concepts, research findings, technologies, and practical applications relating to the Digital Earth vision. Our
conference will include themes from the entire spectrum of the Digital Earth vision, and will highlight applications related to Nova
Scotian expertise in ocean and atmospheric sciences.
Register for ISDE 2015 at http://digitalearth2015.ca/
October 8-9 The 9th
European Conference on Games Based Learning ECGBL 2015
At ECGBL this year we want to learn more about games and the effectiveness of learning activities.
What games are best suited to different subjects and what works within the context of different learning environments?
How can games and game based technology help us give a better and more profound learning experience?
Who are the gamers of today?
What games do they play?
What can we learn from the games that they play?
How can we bring this knowledge into the learning context?
The technology is available, but is the knowledge within the educational sector good enough to exploit the possibilities of
games for better learning experiences?
To learn more about the conference, go to http://academic-conferences.org/ecgbl/ecgbl2015/ecgbl15-home.htm
October 20th
Westminster Forum Briefing on Video Games Industry, London, UK
The UK video games industry: technology, policy priorities and new avenues for growth
TUESDAY, 20TH
OCTOBER 2015
CENTRAL LONDON
THIS EVENT IS CPD CERTIFIED
Following further investment announced in the recent budget, delegates will discuss priorities for policy to build on growth in the
UK industry - including issues of funding, tax incentives and ensuring the UK skills base continues to develop. Further sessions
examine technological developments, including opportunities created by the rollout of virtual reality games consoles. The agenda
will also examine the commercial opportunities for large businesses and SMEs, at a time of growth in mobile gaming, convergence
between devices and increasing extension of franchises into new mediums, including films and television.
To learn more, visit http://www.westminsterforumprojects.co.uk/forums/event.php?eid=1079
Calls for Papers
Below is a selection of current calls for Papers, Posters and Articles that may be of interest :-
………….……………..
GALA (Games and Learning Alliance) Conference 2015 in Rome, Italy. The Games and Learning Alliance conference (GALA 2015) is
an international conference dedicated to the science and application of serious games. The conference aims at bringing together
researchers, developers, practitioners and stakeholders. The goal is to share the state of the art of research and market, analysing
the most significant trends and discussing visions on the future of serious games. See http://www.galaconf.org/
……………………………
The 1st ICA European Symposium on Cartography (EuroCarto 2015), which will take place in Vienna on November 10-12, 2015.
EuroCarto 2015 aims to bring together cartographers, GI scientists and those working in related disciplines with the goal of
offering a platform of discussion, exchange and stimulation of research and joined projects.
The call for papers is currently open. The deadline for Full paper submissions is June 1, 2015, and work in progress submissions is
June 29, 2015. High-quality submissions are intended to be published in the International Journal of Cartography and in a book of
5. the series Lecture Notes on Geoinformation and Cartography by Springer. More information can be found at
http://eurocarto.org/.
……………………………………
Second Call for Abstracts and Special Sessions 9th Symposium of the International Society for Digital Earth
DIGITAL EARTH 2015 "Towards a One-World Vision for the Blue Planet"
Halifax, NS, CANADA, October 5-9
Interested contributors should submit their abstract or proposal for a special session by April 17. Submission details can be found
under the Program menu tab at digitalearth2015.ca. Abstracts and proposals will be promptly considered by the Scientific
Program Committee
………………………………………………………..
Recent Articles and Papers
A comprehensive list of archived articles, presentations and videos can be accessed at my website –
http://www.davidwortley.com/listing.html
The most recent updates are shown below :-
Date Article/Presentation Title Comments
August 2015 Singapore Serious Games Conference
Presentation on Wearable Lifestyle Technologies
View Presentation
This slide presentation was delivered at the Singapore
Serious Games Conference. It looks at the implications for
business and society of the rapid development of disruptive
technologies such as wearable devices, big data analytics
and artificial intelligence
August 2015
2015
Gamification and Pandemics Slide Presentation
View Presentation
The slide presentation was delivered as part of an APAN
network webinar to discuss the impact of MERS in Korea and
the potential of Gamification and enabling technologies to
address these challenges
August 2015
2015
The Education Games – Using Gamification in
the Classroom
View Presentation
View Conference Paper
This presentation and paper were prepared for the Thaisim
2015 conference in Bangkok. It seeks to explain the role of
gamification in the classroom and provides some simple
examples that can be used by any teacher or educator.
Upcoming Events Listing
Below is a list of forthcoming conferences – also accessible at http://www.davidwortley.com/events.html
Date Event Name /
Description
Location Web URL
Sep 5 London Futurists -
Digital Disruption
within Education
London, UK http://www.meetup.com/London-Futurists/events/223622855/
Sept 7-
10
IED 2015 – Immersive
Education Initiative
Paris, France http://immersiveeducation.org/events
Sep 8 Next Steps for
Creative Industries in
Scotland
Edinburgh,
Scotland
http://www.scotlandpolicyconferences.co.uk/forums/agenda/creative-scotland-
agenda.pdf
Sep 8-
9
EEE 2015 2nd
International
Conference on E-
Commerce, E-
Business and E-
Service
Singapore http://www.eee-conf.net/
Sep
16-18
SG 2015 Serious
Games Conference
Novedrate,
Italy
http://sgamesconf.org/2015/show/home
Sep
24-25
Immersive
Technologies and
Learning Session at
CEEC 2015
Colchester,
Essex
http://immersivelrn.org/ilrn-essex-ceec-2015
Sep
24-25
Innovation in
environmental
education: ICT and
intergenerational
learning
Firenze, Italy http://involenconference.com/
Oct 1-
2
7th International
Conference on
Science in Society
Chicago, USA http://science-society.com/the-conference
Oct 5-
9
DIGITAL EARTH
2015 "Towards a
One-World Vision for
the Blue Planet"
Halifax, Nova
Scotia
http://digitalearth2015.ca/
Oct 8-
9
9th European
Conference on
Games Based
Learning ECGBL 2015
Steinkjer,
Norway
http://academic-conferences.org/ecgbl/ecgbl2015/ecgbl15-home.htm
Oct 20 Westminster Forum -
Conference on UK
video games: policy,
funding, technology,
skills and areas for
growth
London, UK http://www.westminsterforumprojects.co.uk/forums/book_event.php?eid=1079
Oct
26-28
29TH EUROPEAN
SIMULATION AND
MODELLING
CONFERENCE -
ESM'2015
Leicester, UK http://www.eurosis.org/cms/?q=taxonomy/term/368
Nov 2-
3
Games for Health
Europe
Utrecht,
Netherlands
http://www.gamesforhealtheurope.org/conference
Nov 3-
5
WISE 2015 - World
Innovation Summit
on Education
Doha, Qatar http://www.wise-qatar.org/apply-attend
Nov
10-11
SAI Intelligent
Systems Conference
2015 (IntelliSys 2015)
-
London, UK http://saiconference.com/IntelliSys2015/
Nov 26 Media for the
Millennials: youth
audience insights,
content innovations
and strategic
priorities
London, UK http://www.westminsterforumprojects.co.uk/forums/agenda/media-millennials-
2015-agenda.pdf
6. Dec 2-
4
GAMEON'2015, the
16th annual
GAMEON Conference
on Simulation and AI
in Computer Games
Amsterdam,
Netherlands
http://www.vu.nl/en/
Dec 3-
5
Segamed 2015 Nice, France https://segamed.wordpress.com/editions/2015-2/edition-2015/
Dec
11-12
GALA - Games and
Learning Alliance
Conference
Rome, Italy http://www.galaconf.org/
Jan 26-
27
iLearning Forum Paris, France http://www.ilearningforum.org/en
Feb
18-19
2016
Twelfth International
Conference on
Technology,
Knowledge, and
Society
Buenos
Aires,
Argentina
http://techandsoc.com/the-conference
If you would like any presentations, videos or documents circulated to my network, I am happy to provide this service free of
charge for any material relevant to readers of this newsletter. If you are interested, contact me at david@davidwortley.com.
Best Wishes for a Better Future for all Mankind
David Wortley FRSA
Founder and CEO
GAETSS – Gamification and Enabling Technologies Strategic Solutions
Shaping the Future of Business and Society through Human Development and Motivation
Mobile Phone : +447896659695 (UK)
Email : david@gaetss.com
Skype: davidwortley
Web: http://www.gaetss.com
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