This is the Presentation delivered at ISDE 2013 in Kuching to raise awareness of the value of a gamification approach to engaging the public in active participation on environmental sustainab
Top 6 benefits of Gamification in eLearning - EI DesignEI Design
Today, Gamification is more than a buzz.Gamification in eLearning helps create an effective learning system that enables learners to rehearse real-life scenarios and challenges in a safe environment. It provides an extremely immersive, engaging learning approach. Read this article to gain insight on its benefits.
For More resource on Gamification in eLearning Please Visit - http://bit.ly/EID-Gamification
About EI Design
EI Design brings in 14 years of expertise servicing customers across 16 countries catering to their varied eLearning needs. We have delivered more than 6500 hours of eLearning development content (of which over 750 hours is for mobile learning). We also have a strong expertise in localising content in 26 global languages. Please visit - www.eidesign.net to know more.
What Is Bespoke eLearning? Featuring 6 Killer Examples - EI DesignEI Design
The edge that a bespoke or custom developed course has over off-the-shelf course is well established. This article illustrate the power of bespoke eLearning to create sticky learning through 6 examples. Chosen examples address varied training needs like compliance, application simulation, and professional skills.
For more resource on eLearning, mLearning, and Gamification Please Visit - http://bit.ly/learning-blogs-EID
About EI Design
EI Design brings in 14 years of expertise servicing customers across 16 countries catering to their varied eLearning needs. We have delivered more than 6500 hours of eLearning development content (of which over 750 hours is for mobile learning). We also have a strong expertise in localising content in 26 global languages. Please visit - www.eidesign.net to know more.
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. This paper examines 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.
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.
GAETSS Xmas 2017 Newsletter and Old Year Honours ListDavid Wortley
I wish you a very happy festive season and a healthy, peaceful and prosperous New Year. It is traditional at this time to look back on the highs and lows of the outgoing year and reflect the important things in life. When the New Year starts, it is traditional in the UK for the Queen to announce a “New Year’s Honours List” to those individuals who have made outstanding contributions to Society. As 2016 draws to a close, as well as looking back on the old year, I’d like to share my personal Honours List to recognise 12 individuals who have inspired and influenced me, often over many years. I apologise in advance for anyone I have missed off the list, but I salute those people who have brought much to my business life
This whitepaper offers an introduction to the world of Gamification. Containing theories and examples, it provides a framework with which the reader can start implementing Gamification in his own organization.
As usual, I suggest you download the full PowerPoint (PPTX) version of this talk to view the embedded animations and videos (which should enhance understandability). http://www.cs.umd.edu/~jonf/talks.html
---
In their State of Green Business report, the GreenBiz Group listed gamification as one of the top sustainable business trends of 2012, noting that game mechanics are increasingly used by companies to provide “rewards for making good, green choices” (Makower, 2012). In the last few years, we have seen a surge of interest in green gamification, which is beginning to touch upon nearly all aspects of our everyday life from cars that rank and reward fuel-efficient driving performance (e.g., the Nissan Leaf) to sanitation services that monitor and reward home recycling behavior (e.g., Recyclebank). As Ashok Kamal, the CEO of the green social media marketing company Bennu notes, this movement represents a “tidal wave of green gamification that is capturing the attention of the green community and the business community as a whole” (Cousteau, Kamal, Freeman, & Pank, 2012).
Given such vibrant enthusiasm surrounding “green gamification,” it is hard not to react with some degree of skepticism. Climate change, pollution, and other human-driven environmental ills are complex, multi-faceted problems—can gamification actually play a serious role in their solution? In this talk, I attempt to provide a partial answer by providing a teaser for my new chapter on gamifying green to come out this year in the book “The Gameful World” edited by Steffen P. Walz and Sebastian Deterding. To learn more, go here: www.gamefulworld.org.
Serious Games, Gamification and Enabling Technologies for Global Health Chall...David Wortley
Modern society faces many global health challenges with the prospect of restricted financial and human resources to tackle them. An ageing population, greater longevity and lifestyle related health conditions make it vital to develop solutions to improve the cost effectiveness of personal healthcare and management. David Wortley's presentation focuses on the growing contribution that serious games, Gamification and rapidly maturing enabling technologies can make to address these challenges and empower both citizens and healthcare providers with the tools and technologies for improved public health, wellbeing and independent living.
imaginary: serious games and gamificationimaginary srl
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
Research proposal:
How can we change people behaviours in order to make them more responsible towards energy saving through gamification and the social network sharing culture?
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.
Top 6 benefits of Gamification in eLearning - EI DesignEI Design
Today, Gamification is more than a buzz.Gamification in eLearning helps create an effective learning system that enables learners to rehearse real-life scenarios and challenges in a safe environment. It provides an extremely immersive, engaging learning approach. Read this article to gain insight on its benefits.
For More resource on Gamification in eLearning Please Visit - http://bit.ly/EID-Gamification
About EI Design
EI Design brings in 14 years of expertise servicing customers across 16 countries catering to their varied eLearning needs. We have delivered more than 6500 hours of eLearning development content (of which over 750 hours is for mobile learning). We also have a strong expertise in localising content in 26 global languages. Please visit - www.eidesign.net to know more.
What Is Bespoke eLearning? Featuring 6 Killer Examples - EI DesignEI Design
The edge that a bespoke or custom developed course has over off-the-shelf course is well established. This article illustrate the power of bespoke eLearning to create sticky learning through 6 examples. Chosen examples address varied training needs like compliance, application simulation, and professional skills.
For more resource on eLearning, mLearning, and Gamification Please Visit - http://bit.ly/learning-blogs-EID
About EI Design
EI Design brings in 14 years of expertise servicing customers across 16 countries catering to their varied eLearning needs. We have delivered more than 6500 hours of eLearning development content (of which over 750 hours is for mobile learning). We also have a strong expertise in localising content in 26 global languages. Please visit - www.eidesign.net to know more.
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. This paper examines 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.
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.
GAETSS Xmas 2017 Newsletter and Old Year Honours ListDavid Wortley
I wish you a very happy festive season and a healthy, peaceful and prosperous New Year. It is traditional at this time to look back on the highs and lows of the outgoing year and reflect the important things in life. When the New Year starts, it is traditional in the UK for the Queen to announce a “New Year’s Honours List” to those individuals who have made outstanding contributions to Society. As 2016 draws to a close, as well as looking back on the old year, I’d like to share my personal Honours List to recognise 12 individuals who have inspired and influenced me, often over many years. I apologise in advance for anyone I have missed off the list, but I salute those people who have brought much to my business life
This whitepaper offers an introduction to the world of Gamification. Containing theories and examples, it provides a framework with which the reader can start implementing Gamification in his own organization.
As usual, I suggest you download the full PowerPoint (PPTX) version of this talk to view the embedded animations and videos (which should enhance understandability). http://www.cs.umd.edu/~jonf/talks.html
---
In their State of Green Business report, the GreenBiz Group listed gamification as one of the top sustainable business trends of 2012, noting that game mechanics are increasingly used by companies to provide “rewards for making good, green choices” (Makower, 2012). In the last few years, we have seen a surge of interest in green gamification, which is beginning to touch upon nearly all aspects of our everyday life from cars that rank and reward fuel-efficient driving performance (e.g., the Nissan Leaf) to sanitation services that monitor and reward home recycling behavior (e.g., Recyclebank). As Ashok Kamal, the CEO of the green social media marketing company Bennu notes, this movement represents a “tidal wave of green gamification that is capturing the attention of the green community and the business community as a whole” (Cousteau, Kamal, Freeman, & Pank, 2012).
Given such vibrant enthusiasm surrounding “green gamification,” it is hard not to react with some degree of skepticism. Climate change, pollution, and other human-driven environmental ills are complex, multi-faceted problems—can gamification actually play a serious role in their solution? In this talk, I attempt to provide a partial answer by providing a teaser for my new chapter on gamifying green to come out this year in the book “The Gameful World” edited by Steffen P. Walz and Sebastian Deterding. To learn more, go here: www.gamefulworld.org.
Serious Games, Gamification and Enabling Technologies for Global Health Chall...David Wortley
Modern society faces many global health challenges with the prospect of restricted financial and human resources to tackle them. An ageing population, greater longevity and lifestyle related health conditions make it vital to develop solutions to improve the cost effectiveness of personal healthcare and management. David Wortley's presentation focuses on the growing contribution that serious games, Gamification and rapidly maturing enabling technologies can make to address these challenges and empower both citizens and healthcare providers with the tools and technologies for improved public health, wellbeing and independent living.
imaginary: serious games and gamificationimaginary srl
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
Research proposal:
How can we change people behaviours in order to make them more responsible towards energy saving through gamification and the social network sharing culture?
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.
imaginary: creative serious games and gamificationLucia Pannese
imaginary company presentation with 10 years of gamification and serious games based interactive experiences for training, learning and development, marketing and communication, ehealth, smart cities and societies, tourism: from concept to technology, storytelling and design. imaginary produce digital interactive technologies that collect and communicate data, share knowledge, change behaviour, raise awareness, train and assess staff and provide competitive advantage.
I have prepared a product document for the product challenge. It details the product vision, target audience, value prop, requirements, roadmap, UI, and learning plan. The product challenge about Garden management.
WEBINAR | THE MINIGRID GAME | Introduction and Case Studies - Ayu Abdullah, E...Smart Villages
Smart Villages/LCEDN webinar series
For more information, please go to e4sv.org
https://e4sv.org/events/webinar-minigrid-game
Minigrids. They're one of the most attractive models for remote community electrification. They're scalable, and flexible, and capable of supplying power at levels that really permit productive use to be made of the power. But at the same time, they raise alot of questions - what is the most appropriate structure, size, payment system etc for a particular local community. Getting these things wrong has led to systems failing, or not having the development impact they were intended to have.
To try to address some of these issues, Energy Action Partners have devised their Minigrid Game. This is a collaborative role-playing game built around a representation of a minigrid system, intended to be used as an educational and collaborative planning tool in designing a community-sized minigrid system. The game is designed to be used within a process that explores minigrid planning and operational decisions.
The Minigrid Game is a completely novel way for communities to develop workable solutions to the unique challenges of managing a community minigrid, such as system sizing, tariff-setting, and demand-side management. By playing as a group, the players can also improve their understanding of energy technology, practice negotiation and consensus-building skills, and most importantly, have fun.
Join us on Tuesday 15th to hear more about the game and its applications from Scott Kennedy, Executive Director and Ayu Abdullah, Southeast Asia Director of Enact Partners, and also for an opportunity for all partipants worldwide to play the game live during the webinar!
Unveiling the Future of Fun: Gamation Magazine's 2024 Odyssey into New Gaming...DIGITALCONFEX
Step into "Future Play: Emerging Technologies in Gaming and Animation" with the second volume of Gamation Magazine 2024. This volume is a celebration of the avant-garde, a testament to the relentless innovation that propels the gaming and animation industries forward. Here's what you can expect:
What's Inside?
• "Animation Studios and Video Game Companies: Revolutionizing Engagement through Animated Storytelling" by Miguel Angel Uriegas, a luminary in animated narratives from Fotosíntesis Media.
• "The Revolution of Mixed Reality and Spatial Computing in Games" by Rodrigo Mulinário Ramos, a trailblazer in extended reality from FITEC.
• "Level Up or Game Over The Impacts of Digital Disruption on Video Games" by Shawn Jahromi, a sage in management consulting and digital transformation.
• "Navigating the Metaverse Playground: Gaming, Emerging Technologies, and the Global Landscape" by Ajay Kumar, a strategist from Hero Vired, part of the esteemed Hero Group of companies.
Our Vision
We're not just observers; we're participants in the evolution of digital entertainment. Our mission is to connect those who are passionate about gaming and animation, fostering a community that thrives on the exchange of ideas and the spirit of innovation.
Why Gamation Magazine?
Gamation Magazine is your compass in the ever-evolving landscape of gaming and animation. It's not just about keeping up—it's about leading the charge into the "Future Play".
Join the Adventure
Embark with us as we navigate the expanse of gaming and animation. With Gamation, every discovery is a step towards the future.
Begin Your Journey
Let each page of Gamation Magazine transport you to realms where technology meets imagination, and every narrative leap is a glimpse into what lies ahead.
Immerse yourself in the second edition of Gamation Magazine, where each article is a portal to the future, beckoning you to play a part in the unfolding story of gaming and animation. ️
For an optimal viewing experience, we invite you to peruse Gamation Magazine in full screen mode at the following link: https://digitalconfex.com/gamation-magazine/
#GAMATIONMagazine #GameDev #AnimationArt #IndieGame #AnimationFilm #TechTrends #BePartOfTheStory #magazine #magazinelaunch
Technological innovations, such as smart devices and immersive and wearable technology, and their fast adoption, are impacting the way people seek entertainment, shop, behave and learn. Learn how Tata Interactive Systems uses 3D Virtual Worlds, Augmented Reality, Oculus Rift, Google Cardboard, Holograms, Digital Walls, Interactive Tables and Beacons to enhance user engagement and improve learning effectiveness using games and simulations.
Speaker: Manisha Mohan and Kshitij Nerurkar, Tata Interactive Systems
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
Similar to Gamification and Digital Earth Applications ISDE 2013 Presentation (20)
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...........
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.
360in360 Digital Heritage Workshop FormatsDavid Wortley
360-degree consumer technologies for capturing and sharing fully immersive 360-degree videos, images and sounds create an unprecedented opportunity to celebrate and share extraordinary people, places and experiences.
The 360in360IX workshops are designed to engage and empower users of all ages to apply these technologies to the business, social and leisure activities and to create commercial and non-commercial enterprises within local communities based, primarily, on cultural heritage, education and social and economic development.
The aim of every workshop is not only to train people how to get the best from these technologies but also to leave a legacy of creative immersive experiences in every community.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
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.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
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.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
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.
The whole of life and almost every human activity can be regarded as a game or can be turned into a game.
Every parent has used gamification to achieve an outcome e.g. Pretending that the mouth is a tunnel and the food on a spoon is a train.
Emerging immersive technologies, especially interfaces and sensors provide the means to transform spectators into players by making the game more accessible to everyone.
Floodsim was developed by Playgen and funded by UK Govt and Aviva – it was played by over 100k people and Climate Change is a BBC game developed by Red Redemption
When it comes to Digital Earth ad the Environment, the main challenge is to engage citizens in positive actions.
To illustrate how this is possible, I use an example from another domain where Society faces a growing problem – how to engage citizen in positive action to change behaviour. This is a picture of the presenter at the end of May 2013, weighing 106.7 kg – within the obese range
A chance look at a BBC website introduced me to the Jawbone UP bracelet with the technology to measure my physical activity and sleep patterns and track and measure many factors that influence my health and weight. It provided me with the tools and controls I needed to gamify my weight.
I used the device and its iPad applications to explore how I could lose weight and the result was a reduction of 15Kg in 10 weeks
This was possible because I not only had the motivation, I had the information in a form I could use to experiment and change behaviours – it gave me control
Sensors and visualisation technologies have matured a long way since the barometer which used to hang in the hallway at home.
Through the “Internet of Things” we now have the tools to visualise real world data at a granular level relevant to citizens
What is needed now is the vision and will to adopt gamification strategies that use these technologies to engage citizens and multi-sector partners in win-win relationships that sustain our future
If I am any example, the results can be very impressive
The answer lies in our hands and key policy makers need to set the vision and strategy
Finally, an example of how a UK company, Playmob is using crowd funding social network games to raise funds for global projects, engage citizens and track results on a map.