Games provoke powerful positive emotions -- like curiosity, optimism, determination, and a desire to achieve something extraordinary. What if we could bring those same emotions to the workplace? to innovation? to customer relationships? This five-year forecast looks at the opportunity to invent new work practices and business solutions that engage customers, consumers and employees as effectively as a good game.
Games as a Platform for Innovation - Financial Times Global Investment SeriesJane McGonigal
A view into how and why online games are becoming the most important platform for collaboration and innovation, and how games optimize human ability and harness the power of collective intelligence to solve real-world problems -- with a special focus on Canadian firms and the Canadian game development industry.
Public Interest Gaming by Alan GershenfeldRobin Alter
Here is a nice presentation by Alan Gershenfeld covering some the discussion points around public interest gaming which were discussed at the Game Developers Conference 2010 in San Francisco.
Interest is growing in gamification, the use of game techniques and mechanics to engage and motivate. Future predictions suggest that this interest will continue to grow especially in the use of games to change individual behavior. The challenge lies in creating a campaign that is engaging and personally relevant so audiences will voluntarily spend time with it. Humans have been playing games in various forms since the days of the caveman, and competition is deeply ingrained in the human psyche. Fast forward to the modern era with the significant free time that people have today, and gaming has become a hugely popular and tremendously profitable industry. With this wide acceptance of gaming and the emergence of the technology available through the internet, smart phones, and tablets people have become more open to game mechanics in other parts of their lives. Frequent flyer programs, Starbucks, and Nike+ iPod are just some examples of how people around the world are accruing points, leveling up, and earning rewards. As a result, gamification is becoming a powerful tool through which organizations teach, persuade, and motivate people.
Games as a Platform for Innovation - Financial Times Global Investment SeriesJane McGonigal
A view into how and why online games are becoming the most important platform for collaboration and innovation, and how games optimize human ability and harness the power of collective intelligence to solve real-world problems -- with a special focus on Canadian firms and the Canadian game development industry.
Public Interest Gaming by Alan GershenfeldRobin Alter
Here is a nice presentation by Alan Gershenfeld covering some the discussion points around public interest gaming which were discussed at the Game Developers Conference 2010 in San Francisco.
Interest is growing in gamification, the use of game techniques and mechanics to engage and motivate. Future predictions suggest that this interest will continue to grow especially in the use of games to change individual behavior. The challenge lies in creating a campaign that is engaging and personally relevant so audiences will voluntarily spend time with it. Humans have been playing games in various forms since the days of the caveman, and competition is deeply ingrained in the human psyche. Fast forward to the modern era with the significant free time that people have today, and gaming has become a hugely popular and tremendously profitable industry. With this wide acceptance of gaming and the emergence of the technology available through the internet, smart phones, and tablets people have become more open to game mechanics in other parts of their lives. Frequent flyer programs, Starbucks, and Nike+ iPod are just some examples of how people around the world are accruing points, leveling up, and earning rewards. As a result, gamification is becoming a powerful tool through which organizations teach, persuade, and motivate people.
“Using Games to Build Organizational Trust”
Global, social, technological, and demographic shifts alter the competitive landscape for businesses across the globe. The impact on organizational behavior is significant. At an organizational level, employees are pulled in every direction, asked to perform unreal acts, and pressured for new ideas at a level well beyond the greatest minds in history. Yet, high unemployment levels, globalization, offshoring, outsourcing, contract work, crowdsourcing and a burgeoning population mean uncertainty and insecurity for everyone. A lack of trust and uncertainty around job security inhibit creative undertakings by employees. How do we partner to foster creativity while maintaining a competitive edge? Productivity games and fun at work -- building trust and sparking creativity!
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
Playing can also be very good of your brain and give you useful skills. In this lecture we explore some of the elements of gamification and why you should don´t worry about playing computer games.
Have you ever imagined creating the next Mario Bros?
Are you passionate about developing games?
We found 11 awesome quotes about game design from some of our favorite authors.
Check out our latest app Word Hack:
http://www.wordhackapp.com/
Need a custom mobile app? Let's talk!
http://www.bluelabellabs.com/
Breaking Labels: Core, Casual, and Other Misconceptions -- Casual Connect Eur...emily_greer
As video games become more and more mainstream the industry labels of "core games" and "casual games" become less and less useful. I'll look at the forces that drove the categories, what's breaking them down, and how it changes how we should think about games.
Don't Call Them Whales: Free-to-Play Spenders & Virtual Value GDC 2015emily_greer
Individual large spenders -- so called "whales"-- form the foundation of the free-to-play business model that has overtaken the game industry in the last few years. This talk from GDC 2015 examines this phenomenon by looking at demographics, play and buying patterns for big spenders on the Kongregate web platform and mobile games, how expectations of game spending and value are formed, and how attitudes toward spenders and spending shape the whole industry -- not just free-to-play.
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
3 billion hours gaming a week: Is it worth it?Jane McGonigal
We think of games as escapist – as helping us forget about real lives – rather than as adding to our real lives. We think of games as something we play to forget about our problems – not to help us solve real problems. We think of games as fundamentally separate from reality – and I am here to say that this is not only completely wrong, it’s actually the most dangerous idea we have about games today.
Why is it a dangerous idea? Because the biggest obstacle to industry growth is the perception that games are a waste of time. Meanwhile, the biggest source of criticism of videogames is that they are addicting and a distraction from what really matters: real life.
The great challenge for the next decade of games is to battle this perception – AND to do a better job of making games that clearly and powerfully connect with our real lives.
“Using Games to Build Organizational Trust”
Global, social, technological, and demographic shifts alter the competitive landscape for businesses across the globe. The impact on organizational behavior is significant. At an organizational level, employees are pulled in every direction, asked to perform unreal acts, and pressured for new ideas at a level well beyond the greatest minds in history. Yet, high unemployment levels, globalization, offshoring, outsourcing, contract work, crowdsourcing and a burgeoning population mean uncertainty and insecurity for everyone. A lack of trust and uncertainty around job security inhibit creative undertakings by employees. How do we partner to foster creativity while maintaining a competitive edge? Productivity games and fun at work -- building trust and sparking creativity!
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
Playing can also be very good of your brain and give you useful skills. In this lecture we explore some of the elements of gamification and why you should don´t worry about playing computer games.
Have you ever imagined creating the next Mario Bros?
Are you passionate about developing games?
We found 11 awesome quotes about game design from some of our favorite authors.
Check out our latest app Word Hack:
http://www.wordhackapp.com/
Need a custom mobile app? Let's talk!
http://www.bluelabellabs.com/
Breaking Labels: Core, Casual, and Other Misconceptions -- Casual Connect Eur...emily_greer
As video games become more and more mainstream the industry labels of "core games" and "casual games" become less and less useful. I'll look at the forces that drove the categories, what's breaking them down, and how it changes how we should think about games.
Don't Call Them Whales: Free-to-Play Spenders & Virtual Value GDC 2015emily_greer
Individual large spenders -- so called "whales"-- form the foundation of the free-to-play business model that has overtaken the game industry in the last few years. This talk from GDC 2015 examines this phenomenon by looking at demographics, play and buying patterns for big spenders on the Kongregate web platform and mobile games, how expectations of game spending and value are formed, and how attitudes toward spenders and spending shape the whole industry -- not just free-to-play.
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
3 billion hours gaming a week: Is it worth it?Jane McGonigal
We think of games as escapist – as helping us forget about real lives – rather than as adding to our real lives. We think of games as something we play to forget about our problems – not to help us solve real problems. We think of games as fundamentally separate from reality – and I am here to say that this is not only completely wrong, it’s actually the most dangerous idea we have about games today.
Why is it a dangerous idea? Because the biggest obstacle to industry growth is the perception that games are a waste of time. Meanwhile, the biggest source of criticism of videogames is that they are addicting and a distraction from what really matters: real life.
The great challenge for the next decade of games is to battle this perception – AND to do a better job of making games that clearly and powerfully connect with our real lives.
Epic Win - Why Gaming is the Future of LearningJane McGonigal
Why doesn't the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we're playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you'll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it.
Dr. McGonigal is the Director of Game Research & Development at the Institute for the Future in Palo Alto, California.
Curso sobre la preparacion de porteros para entrenadores y jugadoresEducagratis
CURSO SOBRE LA PREPARACION DE PORTEROS PARA ENTRENADORES Y JUGADORES.
Mas información sobre este curso en: http://educagratis.cl/moodle/course/view.php?id=650
Te dejo invitado a este curso sobre la preparacion de porteros, en el podras encontrar todos los aspectos mas importantes de este puesto que hoy ya es mirado con otros ojos, encontraras desde las reglas del puesto hasta recomendaciones de entranamientos desde edad temprana, todo acompañado de distintas aristas ubicadas en la web, las cuales el creador del curso recomienda para un aprendizaje mas optimo ... TE INVITO A INDAGAR EN ESTA NUEVA AVENTURA!!!......Encuentra mas cursos en: http://educagratis.cl/moodle/
How do we inspire and empower as many people as possible to become truly engaged in achieving their own positive health outcomes? This talk explores the power of games to change how we participate in our own health.
We don't need no stinkin' badges: How to re-invent reality without gamificationJane McGonigal
(Slides from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day)
If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards.
The Power of Resilience - and how to get it through gameplayJane McGonigal
Games make us more resilient: able to become stronger in the face of challenges, rather than weaker. Find out how to harness the power of resilience through game design for work, innovation, and relationship building in this Blackberry DevCon 2011 featured talk by Jane McGonigal.
Gamification for Your Brand the Promises and The Pitfalls by Jon Barlow, Senior Creative Technologist, Capstrat from the Triangle AMA Digital Marketing Training Camp on Feb 29, 2012. www.triangleama.org
Is Gamification legit or a leap of faith? Presentation investigates whether (or not) there is real business value by looking at case studies, market data, enterprise use cases and best practices. Includes user adoption impact and potential to improve brand loyalty and brand visibility.
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
Introductory presentation by Kevin Werbach at the "Gamification: Practical Advice from Game Developers" event at the Wharton School in Philadelphia, October 3, 2011.
In this report, senior executives from five start-ups, ranging from beta-stage groundbreakers to multimillion-dollar darlings of venture capital, offer insights on the shape of things to come in mobile marketing.
Gamification: The reality of what it is and what it isn'tTNS
Kyle Findlay, TNS Global Brand Equity Centre, South Africa and Kirsty Alberts, TNS Global Brand Equity Centre, South Africa
"Gamification" is a buzzword currently reverberating across the internet - but how much of it is hype vs. reality? Sitting at the cross-roads between behavioural economics and video games, gamification brings behaviour change methodologies into the digital age by explicitly providing us with the mechanics to improve user engagement. In theory, "gamifying" any process, from filling in tax forms in the real world to shopping on Amazon.com, should increase user engagement and overall satisfaction. The presentation will test these claims. It will investigate just what gamification really is and what it is not. The presenters will highlight recent research they have conducted into this topic along with interviews with various members of some of the tech companies that are at the forefront of this trend.
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 :)
Gamify your business - Migliorare i processi di business giocandoStefano Besana
Migliorare i processi di business con la Gamification? Una sfida possibile? Le slide del mio intervento allo Young Digital Lab di Milano del 17 Novembre 2011.
Gamification: Fact or Fiction. Presentation delivered at the Content Strategy Forum 2011 in London to introduce Gamification and its relationship to Content Strategy/ists.
This is the full deck, I presented a subset at the conference. Agenda includes Description, Real World Use Cases, Market Overview, Strategy and Risks/Considerations.
Enjoy.
Similar to Games for Innovation: A Five Year Forecast (20)
Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 ADJane McGonigal
How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.
Design Intersections: How Games Can Help Us Solve the World's Biggest ProblemsJane McGonigal
Game design can be a platform for re-inventing reality and designing our future. Presented on March 18, 2010 at the Design Intersections Symposium on Disruptive Effects, at the University of Minnesota.
Games as a platform for city-scale collaborationJane McGonigal
If you're a city manager, how can you get more creative help to achieve your city's most urgent goals? How can you get massively more people involved in tackling your city's toughest challenges? An alternate reality game may be the solution -- and it may be easier to pull off than you think.
V Congreso Internacional de Educared - Games to make the futureJane McGonigal
Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
What might the world be like when launching a personal satellite is as easy as launching your own blog or website or social network today? Find out the initial results of our 3-day massively multiplayer thought experiment!
Reinventing Survival: A Keynote from ETech 2019Jane McGonigal
Can we invent the future and save the world, just by playing a game? Find out how forecasting games like the Institute for the Future's SUPERSTRUCT can help us harness participation bandwidth, solve hard problems, give more people work that actually matters, and turn us into Super Empowered Hopeful Individuals who are capable of re-inventing society,
Free Space: How to invent the future by playing in the Signtific LabJane McGonigal
When custom satellites are as easy to design and launch as your own website is today…
What will you study? What will you design? What will you make? Who will you collaborate with? How will your field change? How will daily life change? How will the world be different?
Here are the rules for playing the Free Space thought experiment.
Reality is Broken: GDC08 Rant by Jane McGonigalJane McGonigal
As game designers, we own more emotional bandwidth, we occupy more brain cycles, and we make more people happy than any other platform or content in the world. Reality is fundamentally broken, and we have a responsibility as game designers to fix it. We have a responsibility as the smartest people in the world, the people who understand how to make systems that make people feel engaged, successful, happy, and completely alive, and we have the knowledge and the power to invent systems that make reality work better. We have the responsibility to take what we’ve learned as an industry over the past 30 years and start making everyday life more like our games.
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
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.
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/
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
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.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
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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
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.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
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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.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
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9. GAMIFICATION Inventing new work and business practices that engage employees, customers and consumers as effectively as a good game
10. In the last 12 months… $10+ million in seed capital for a series of disruptive, gamificationstartups * $25+ millioncapital totraditional businesses betting big on gamification as a core customer strategy * a new $100 millionfunddedicated to gamification * * Venture Beat
11. Economic Forecasts 2011: $100 million in gamificationdevelopment * 2015: $1.6 billion * 2016: $2.8 billion ** * Bloomberg Business Week ** M2 Research
12. The Face Game Goal: Increase collaboration across departments to drive innovation.
20. Idea Street Goal: Engage employees of all grades, roles, and locations in decentralized innovation.
21. Post, find, vote or review an idea Join an idea team Build a reputation and become an expert Earn DW Peas Trade shares in an idea Buzz an idea Check the leaderboard
22. Impact Within the first 18 months… 4,500 usersgenerated 1,400 ideas … of which 63 were actually implemented (Project cost: $100K)
23. Winning ideas? Better audio support for filling in online forms A “get writing challenge” to help civil servants become published authors
24. Industry Forecasts 2014: Aprimary gamificationplatform will become as important as Facebook, eBay or Amazon * 2015: More than 50% of organizations that manage innovation processes will gamifythem * * Gartner Research & Analysis
25. Industry Forecasts 2016: Nearly 70% of Global 2000 organizations will have at least one gamifiedapplication. * * Gartner Research & Analysis
56. Fix #1: UNNECESSARY OBSTACLES Compared to games, reality is too easy. Games challenge us with voluntary obstacles that help us put our strengths to better use.
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62. Play Epic Win trailer http://www.youtube.com/watch?v=AmKwF_Si734
77. In 10 weeks, we enrolled 19,893 students in >130 countries
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79. Business Implications As gamification grows, the next five years will see rapid changes in management of the enterprise. What should you be looking for – and experimenting with today?
80. Core Goals higher levels of engagement, change behaviors and stimulate collaborative innovation
81. Practical Benefits more engaged customers a crowdsourcing platform that really works improvedemployeemotivation, satisfaction and performance
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83. Four Key Principals Accelerated feedback cycles. 2. Clear goals and rules of play. 3. A compelling narrative. 4. Group tasks that are challenging but achievable.
Idea Street encourages employees of all grades, roles and locations across an organisation to take part in what becomes essentially a decentralised innovation process. Staff are free to submit ideas on anything that may improve their day to day working lives, how their organization operates or serves its customers, stakeholders or suppliers.It is often front-line employees, who are closest to the customers and the work of delivering products and services, that have some of the freshest ideas and insights. Idea Street seeks to introduce a mechanism for their ideas, insights and innovative approaches to problems to be captured and properly evaluated.Additionally, as front-line staff are sometimes unfamiliar with the high level strategy and business plan of the organization, their ideas for change may not be adequately framed. Idea Street allows for the setting of broad corporate challenges in order to align the employees’ efforts with major strategic goals, encouraging quick and effective action toward these goals.
ESM tests show this to be true – we’re never more happy or satisfied than when we’re engaged whole-heartedly in hard work… as long as it’s self-motivated.
It’s because of how unnecessary obstacles make us feel.
When we’re depressed, according to the clinical definition, we suffer from two things: a pessimistic sense of inadequacy and a despondent lack of activity. If we were to reverse these two traits, we’d get something like this: an optimistic sense of our own capabilities and an invigorating rush of activity. There’s no clinical psychological term that describes this positive condition. But it’s an absolutely perfect description of the emotional state of gameplay. A game is the opportunity to focus our energy, with relentless optimism, at something we’re good at and enjoy. This is a crucial point, so I’ll repeat it: Gameplay is the direct emotional opposite of depression.
It’s because of how unnecessary obstacles make us feel.
Now partly, this is just good for us to get this boost of eustress. There are all kinds of mental and physical health benefits. And the emotions can spill over into real life– if we let them. This is one of the important skills we need to learn. Because when we’re putting our strengths to better use… we develop some extraordinary abilities.
Urgentevoke.com
. Accelerated feedback cycles. In the real world, feedback loops are slow (e.g., annual performance appraisals) with long periods between milestones. Gamification increases the velocity of feedback loops to maintain engagement.2. Clear goals and rules of play. In the real world, where goals are fuzzy and rules selectively applied, gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals.3. A compelling narrative. While real-world activities are rarely compelling, gamification builds a narrative that engages players to participate and achieve the goals of the activity.4. Tasks that are challenging but achievable. While there is no shortage of challenges in the real world, they tend to be large and long-term. Gamification provides many short-term, achievable goals to maintain engagement.
THAT’s how you know you’re making it gameful. THANK YOU.
. Accelerated feedback cycles. In the real world, feedback loops are slow (e.g., annual performance appraisals) with long periods between milestones. Gamification increases the velocity of feedback loops to maintain engagement.2. Clear goals and rules of play. In the real world, where goals are fuzzy and rules selectively applied, gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals.3. A compelling narrative. While real-world activities are rarely compelling, gamification builds a narrative that engages players to participate and achieve the goals of the activity.4. Tasks that are challenging but achievable. While there is no shortage of challenges in the real world, they tend to be large and long-term. Gamification provides many short-term, achievable goals to maintain engagement.