This presentation covers ideas and issues related to the use of games and videogame technologies in crowdsourcing projects for productivity, education, citizen science, human computation, and more.
Crafting Interesting Worlds Inspirations from Gaming User ExperiencesAmit Pande
My presentation on Gaming Experiences at USID 2008, Bangalore conference. I spoke about inspirations that consumer and enterprise software User Experience designers can gain from Gaming Experiences and Game Design
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Crafting Interesting Worlds Inspirations from Gaming User ExperiencesAmit Pande
My presentation on Gaming Experiences at USID 2008, Bangalore conference. I spoke about inspirations that consumer and enterprise software User Experience designers can gain from Gaming Experiences and Game Design
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Introduction to Gamification (NJLA 2013)baldwind1976
This is a presentation prepared for the "Level Up @ Your Library" program presented at the 2013 NJLA Annual Conference. Co-presenter for this session is Megan Kiocelek. The presentation covers two approaches to gamification services, rewards based and meaning based. It also covers tips and examples of gamification in a variety of settings.
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.
Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a PurposeCUbRIK Project
2013, 08 July
Part 2 of the tutorial illustrated at ICWE 2013, by Luca Galli (Politecnico di Milano)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
Introduction to Gamification (NJLA 2013)baldwind1976
This is a presentation prepared for the "Level Up @ Your Library" program presented at the 2013 NJLA Annual Conference. Co-presenter for this session is Megan Kiocelek. The presentation covers two approaches to gamification services, rewards based and meaning based. It also covers tips and examples of gamification in a variety of settings.
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.
Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a PurposeCUbRIK Project
2013, 08 July
Part 2 of the tutorial illustrated at ICWE 2013, by Luca Galli (Politecnico di Milano)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
Keynote at the 2023 Annual Meeting of the Society for the Neuroscience of Cre...Rogelio E. Cardona-Rivera
This is the keynote I gave at the 2023 Annual Meeting of the Society for the Neuroscience of Creativity
Title:
Computational Game Design: A Frontier and Roadmap for AI-powered Artifactual Science
Abstract:
In this talk, I present a vision to systematize research into one form of creativity: game design. This vision, made operational through artificial intelligence, is concerned with the design, computer-implementation, and use of mathematical models that establish invariant properties of game design—those that relate the structures of virtual worlds, how these are communicated to people, and what mental effects manifest in them as a result. Through several examples drawn from my own research and a roadmap to continue this kind of work into the future, I aim to convince the audience that the value of asking the question “can a machine design?” is that it begs the corollary question “how do people design?”
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Translating In-Person Experiences to Online ToolsEnthiosys Inc
A talk by Luke Hohmann for BayChI about lessons learned moving Innovation Games from in-person to online format. Lo-fi prototypes, agile development, iterating the UI, and what went unexpectedly well / less well.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
AI in the Cloud: Use of Machine Learning in Games | George DolbierJessica Tams
Delivered at Casual Connect USA 2016. Machine Learning platforms like IBM's Watson are just now starting to make their way into games. Adding conversational interfaces, providing better player behavior modeling, or improving game design, ML platforms are going to make games more fun, engaging and natural to play. We’ll discuss 2 different case studies and show how ML platforms have been used in games, and the challenges of interfacing a game engine with an ML platform running in the cloud.
Case studies in Games, Machine Learning in the Cloud,George Dolbier
Can Machine Learning platforms like IBM's Watson make games more fun? Make games easier to produce? Provide new ways to interact. This presentation covers 3 case studies of companies in the games industry using Machine Learning in revolutionary new ways
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
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.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
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
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.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
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
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
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.
8. Language & Models
Games with a
Purpose
Citizen Science
Wisdom of
Crowds
Collective
Intelligence
Human
Computation
Crowdsourcing Crowdfunding
Game-based
Crowdsourcing
Distributed
Thinking
Participatory
Sensing
Multiplayer
Games
Social Games
13. Language?
• Games with a purpose
• game-based [crowdsourcing | human computation]
• Citizen science needs one definition across agencies
and fields
• gamification != games
• wisdom of crowds != collective intelligence
• crowdsourcing != crowdfunding
• Game-based crowdsourcing FOR citizen science
20. Gamification?
• “Game Layer” vs. Game
• Additive to game vs. additive to exercise
• Silo’d gamification
• Process of play vs. task rewarding
• Intrinsic vs. extrinsic motivation
21. Work to Date…
50+ projects, health heavy, university majority,
many CS experiments
22.
23. AI Collection
Puzzle/Challenge/Work!
Wisdom of Crowds!
(shared work)!
Puzzle/Challenge/Work!
Collective Intelligence!
(individual efforts)
Ideation, and Data
Collection
Summary
Players performance is
used to source new
forms of AI
Users share work and
build upon the
collective effort of
others
Individuals solve
puzzles on their own
and little is shared
between players
Players produce new
data from-scratch often
ideas, new forms of
rhetoric or
geographically located
data
Example Restaurant Game Tag Challenge Fraxinus World Without Oil
Uniqueness
Player is focused on
game objective and
computer observes
their performance vs.
other humans or
computer opponents
and learns from it.
Players work together
and share work
toward optimized
results they develop
by observing each
other
Players work
independently of each
other but the system
combines their
collective work into
higher-end results
Players produce
original work and
often judge each
others (or are subject
to independent human
judges) work in order
to play and arbitrate
the game
Core Uses
24. Core User Performance Summary Example
Creating Data
Game incentivizes players
to collect or generate new
data from sratch
Photocity
Transforming Data
Game presents data for
player to sort, match,
identify or otherwise
transform
Phylo
Augmenting Data
Player analyzes and
annotates it with additional
data and meta-data
Metadata Games
User Performance
25. CROWD MODEL VARIANT I VARIANT II VARIANT III Notes
Processing Human-in-Loop Human+Computer
Participatory for
Engagement
In human-in-loop processing, the human is necessary
to computation for specialized capabilities, for
machine donated resources crowdsourcing is used to
gain access to CPUs, power, and storage necessary
to crunch the large amount of data. Participatory for
engagement means that humans are helping process
data but not because the computer isn’t capable but
because there is a need to engage people in the
process for alternative outcomes.
Observable Gameplay
Semantics & Natural
Language Processing
Social Graph
Observable crowdsourcing means that the players
actions are observed and sourced as data toward a
higher-end outcome (e.g. AI opponents, language
parsers). Gameplay is useful especially for AI,
Semantics and Natural Language Processing gains
from human interactions (e.g. see Restaurant Game).
Finally observing social graphs can help gain
additional crowdsourced data.
Physical
Environmental/
Geolocation Data
Capture
Capture
Physiological Data
Capture Transactional
Data
Physical crowd models distinguish themselves by
capturing data that requires humans to produce or
capture. Environmental and geolocation data can
involve photos, flora/fauna samples, 1st person
observations, periodic mobile sensor readings, etc.
Physiological data is self-report, or sensor captured
biometrics and emotional health reports.
Transactional data while possibly captured through
computer networks still requires a real-world human
decision to initiate the underlying transaction.
Crowd Models
26. Type User Performance Crowd Model
Puzzle/Challenge/
Work
Processing Data Processing
Ideation / Data
Collection
Creating Data Physical
AI Collection Augmenting Data Observable
Crowd Models
27. Type Player Performance Crowd Model
Puzzle/Challenge/
Work
Transforming Data Processing
Ideation / Data
Collection
Creating Data Physical
AI Collection Augmenting Data Observable
Examples!
Puzzle/Challenge/Work→Augmenting Data→Processing
AI Collection→Creating Data→Physical
Ideation/Data Collection→Transforming Data→Observable
28. Roleplaying
Player takes on a specific role within a game world
which contributes to data capture & generation
Restaurant Game
Ideation
Ideas are generated and posted by players and
captured for later analysis
World Without Oil
Strategy &
Puzzles
Player performs in the game as designed which
enables capture of gameplay for generating better
AI for future players
Project Augur
Arcade &
Physical Play
Hand-eye coordination ???
Sensory Acuity
Often visual or audio based, player essentially is
using their sensory capabilities to perform a task
MalariaSpot
Assembly Player is “building” some structure ???
Game Genres & Activities
30. Talent Development
Attract people to a problem space
Cross-train their unique skills to other vertical
Motivate them to participate, and excel
Recruit
People Sourcing
31. Interesting…
• Humans as mobile sensors & cheaper robots
• Rhetorical systems, games that organize human
communication toward ideas, policies, and social
change (McGonigal)
• Lowering costs for production, and common problem
sets
• Identifying means to share communities
• Cross training as crowdsourcing need…
32. Human Joysticks
T U R N I N G R E A L - W O R L D H U M A N A C T I V I T Y &
D E C I S I O N S I N T O I N P U T S T H A T D R I V E G A M E S Y O U
P L A Y A S Y O U G O A B O U T Y O U R D A Y
Y O U R A C T I O N S A R E T H E J O Y S T I C K
35. Education & Skill
• How do we situate the player - what is their epistemic
frame? (Schaefer)
• Do we connect the actions in the game not just to the
story of science but the process as well?
• Do we purposely build games that can be done without
humans but use HC patterns to create new forms of
participatory science?
• Can we identify skills that might transfer to other
elements of life & economic activity?
36. Needs
• improving audience interaction & adherence
• discovery : beyond science geeks & especially
students
• better games and interfaces
37. Better games?
• Better games come from better projects with
experienced talent not from better templates!
• How can we bring together games industry with
science? This includes indies, top uni programs, jams,
etc.
• Are there engines and services we can define and
optimize?
• Process of play, interface, learning & immersion not
just productivity
38.
39.
40.
41. Recommendations
• Improve standard language
• Goal must be better game experiences!
• Identify common tools (especially game ones)
• Better include learning specialists
• Improve game-industry collaboration
• Identify means for problem holders to more easily
engage