Introductory presentation by Kevin Werbach at the "Gamification: Practical Advice from Game Developers" event at the Wharton School in Philadelphia, October 3, 2011.
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
Chi2013 jk gamification_panel_for_uploadJanaki Kumar
This document discusses a panel on gamification at work. Gamification involves applying game design principles to non-game environments. The panel will discuss trends in gamification, including predictions that 40% of large companies will use gamification by 2015 but 80% of current applications will fail due to poor design. The panelists will share their experiences with enterprise gamification projects, challenges, and lessons learned. The audience can then ask questions during a 30 minute Q&A session.
This document discusses how optimizing websites goes beyond usability to incorporate an understanding of psychology and decision making. While usability is still important, decision making is influenced more by subconscious feelings and emotions, resulting in sometimes irrational behaviors. To optimize websites, quantitative and qualitative research methods should be used to understand what influences a target audience. Principles of decision making psychology, like social proof, scarcity, and urgency, can then be incorporated into the design to positively influence decisions when implemented and tested appropriately.
Survival of the Fittest: The Biggest "Game" Will Win (Gamification)Ralph J. Davila, APR
Oklahoma City Public Relations Society of America Chapter Professional Development presentation on #Gamification and how to integrate this relatively new technique into marketing, advertising and PR campaigns to drive user behavior and actions through engaging experiences.
By: Ralph J. Davila, APR
Netex Webinar | Engage your learners with Stories and Challenges [EN]Netex Learning
Mike Byrne presented on next generation learning platforms. He discussed the power of storytelling to engage learners and applying game-like elements through gamification. The importance of user experience design was also covered. learningPlay was introduced as a platform that utilizes gamification, storytelling, rich interactive content, tracking reports, and is compatible with mobile devices without needing a separate learning management system.
Matmi is a creative agency that specializes in games, apps, and digital solutions to engage audiences. They have over 15 years of experience working with brands to create playful experiences that educate and amaze. Matmi believes that play is important for people of all ages and that games can change the world for the better when used to drive awareness, share stories, and motivate behaviors.
This document summarizes 7 key learnings from Social Media Day 2016. The learnings include: focusing on interactivity over video on Facebook; combining demographic and behavioral data for targeting; moving past calculating Facebook's value; expecting trends to change rapidly; large tech companies building virtual countries through devices and services; older generations having more buying power for connected devices; and the importance of content, context, connection, and conversion on social media.
Introductory presentation by Kevin Werbach at the "Gamification: Practical Advice from Game Developers" event at the Wharton School in Philadelphia, October 3, 2011.
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
Chi2013 jk gamification_panel_for_uploadJanaki Kumar
This document discusses a panel on gamification at work. Gamification involves applying game design principles to non-game environments. The panel will discuss trends in gamification, including predictions that 40% of large companies will use gamification by 2015 but 80% of current applications will fail due to poor design. The panelists will share their experiences with enterprise gamification projects, challenges, and lessons learned. The audience can then ask questions during a 30 minute Q&A session.
This document discusses how optimizing websites goes beyond usability to incorporate an understanding of psychology and decision making. While usability is still important, decision making is influenced more by subconscious feelings and emotions, resulting in sometimes irrational behaviors. To optimize websites, quantitative and qualitative research methods should be used to understand what influences a target audience. Principles of decision making psychology, like social proof, scarcity, and urgency, can then be incorporated into the design to positively influence decisions when implemented and tested appropriately.
Survival of the Fittest: The Biggest "Game" Will Win (Gamification)Ralph J. Davila, APR
Oklahoma City Public Relations Society of America Chapter Professional Development presentation on #Gamification and how to integrate this relatively new technique into marketing, advertising and PR campaigns to drive user behavior and actions through engaging experiences.
By: Ralph J. Davila, APR
Netex Webinar | Engage your learners with Stories and Challenges [EN]Netex Learning
Mike Byrne presented on next generation learning platforms. He discussed the power of storytelling to engage learners and applying game-like elements through gamification. The importance of user experience design was also covered. learningPlay was introduced as a platform that utilizes gamification, storytelling, rich interactive content, tracking reports, and is compatible with mobile devices without needing a separate learning management system.
Matmi is a creative agency that specializes in games, apps, and digital solutions to engage audiences. They have over 15 years of experience working with brands to create playful experiences that educate and amaze. Matmi believes that play is important for people of all ages and that games can change the world for the better when used to drive awareness, share stories, and motivate behaviors.
This document summarizes 7 key learnings from Social Media Day 2016. The learnings include: focusing on interactivity over video on Facebook; combining demographic and behavioral data for targeting; moving past calculating Facebook's value; expecting trends to change rapidly; large tech companies building virtual countries through devices and services; older generations having more buying power for connected devices; and the importance of content, context, connection, and conversion on social media.
The document describes a board game called "World of Communities" that is used to simulate cooperation and decision making in local communities. The game was created by Mykhailo Voitovych and Taras Tymchuk to replace boring approaches to community development with an engaging simulation. It targets students, volunteers, politicians, and entrepreneurs to help them develop skills like leadership, social awareness, and group decision making. Players work through scenarios around democracy, local business, infrastructure, and strategic planning. Facilitators guide the 3-6 hour game and subsequent reflection to potentially reveal new community leaders and more inclusive decision making. Over 100 Ukrainian communities have played, and surveys found increased motivation to engage civically.
This presentation provides a comprehensive overview on emerging global gamification market. It also covers all the areas where the technology is being used and explores the future trends in business applications. Apart from projecting present and future trends in Gamification market, this presentation covers fundamental applications of game design and idea applications adapted from movie making concepts those used in story development practices.
The document discusses the concept of gamification. It defines gamification as using game mechanics and thinking in non-game contexts to engage users and solve problems. It then discusses key aspects of gamification including common tactics used in games like badges, points, leaderboards and challenges. It also discusses strategies used in game design based on psychological motivations. The summary provides an overview of the document.
eent
EDUCATION ABOUT ENTREPRENEURSHIP AND NEW TECHNOLOGIES
@JaumeTeixi
12/07/2011
Social Games
(a little introduction)
Player Types
All Games Are Social?
Definition
Innovations
Microtransactions with Virtual Goods
Zynga and the Big Operators
Design Copycats
Near Future
Innovations
F2P - Free to Play
Virtual Goods - Microtransactions
Casual Gamers
Social Graph’s Spam/Gameplay
MVP – Minimum Viable Product
Pivoting, A/B Tests, Metrics 4 All
BVG – Branded Virtual Goods
Gamification on Branding
Gamification Opportunity
Drive » Real Customer Loyalty
Differentiate » Your Brand
@ElisavaBCN
Master Branding ELISAVA Barcelona
29-05-2012
This document provides 12 quotes from a 2012 social media marketing conference on topics such as the high ROI of 615% for the Angry Birds Facebook page, how brands should not try to build their own communities but rather engage existing communities of shared interests, how Facebook pages are not true communities, that Google+ is a lasting platform, over half of top brands having a Pinterest presence, and how social media allows for virtual "window shopping" of creative content like on Pinterest. It also addresses how few people actually visit Facebook pages, how 30% of Facebook fans miss brand posts because they are mobile users, and how social media success depends on quality of content and measurement of both sales and cost savings.
Innovation Through Gamification: New Ways to Masiffy the Mobile PaymentsAndré Cavero Rodríguez
Have you heard about "Gamification"? Well you can actually use it to attract new customers and engage them. I gave this speak in the Mobile Money Americas 2013 that took place in Mexico DF.
This document provides information about a lab on advertising and public relations at Panteion University in Greece. It discusses the course "Social Media and Entrepreneurship" and covers topics like gamification, how games can affect people's lives, examples of gamification in travel and tourism, and game dynamics. It also lists some forbidden students and instructors.
Nsm marketing in a billion channel universeJeremy Epstein
This document discusses marketing strategies in today's digital landscape where there are billions of channels. It recommends focusing on building a remarkable brand, being a good storyteller, cultivating a community-driven marketing culture, and nurturing a community that cares. Specific tactics include being authentic, helping customers tell their own brand stories, turning facts into engaging stories, empowering all employees to be marketers, acknowledging community members, curating valuable content for them, and connecting people to build relationships. The goal is to implement a perpetual beta marketing approach and community-driven marketing strategies for long term success.
Game Design for Product Ideas and UI Design: we consider game design as a tool for design. Not as as an "add on" (= gamification), but a deep analysis tool.
Mind Of The Millenial: Beyond the SelfieRyan Slack
This document discusses key characteristics and life experiences of Millennials born after 1980. It notes that Millennials have been shaped by experiences like the Great Recession during their formative years, which has led to high student debt loads and financial insecurity. Data presented shows trends in unemployment, poverty rates, and personal income that declined significantly from 2005-2014. The document suggests that these experiences have made Millennials more pragmatic shoppers who are focused on getting good deals.
This media kit describes a game development studio established in 2007 in Singapore that pioneers game experimentation and training. It has a diverse team of 8-20 developers with 4-20 years of experience. The studio creates games to enhance education, raise awareness, improve lives, and engage brands. It has won numerous awards for games like CarneyVale Showtime and One Upon Light. The studio has worked on projects with education institutes, partners to promote active living and technology adoption, and the Singapore National Research Foundation.
This document discusses using game design principles and gamification to influence behaviors. It begins with an overview of game history from 1940-2005 and principles of game design like progression, aesthetics, and realism. Core concepts in gamification like points, badges, and leaderboards are introduced. The document then discusses applying game elements to non-gaming contexts with a focus on human motivation. Various frameworks for gamification are presented, including Octalysis, which identifies 8 core motivational drivers. The document emphasizes using games to facilitate subconscious learning in a safe environment. Different types of gamification are explored for behaviors like motivation, training, and awareness.
The document describes a board game called "World of Communities" that is used to simulate cooperation and decision making in local communities. The game was created by Mykhailo Voitovych and Taras Tymchuk to replace boring approaches to community development with an engaging simulation. It targets students, volunteers, politicians, and entrepreneurs to help them develop skills like leadership, social awareness, and group decision making. Players work through scenarios around democracy, local business, infrastructure, and strategic planning. Facilitators guide the 3-6 hour game and subsequent reflection to potentially reveal new community leaders and more inclusive decision making. Over 100 Ukrainian communities have played, and surveys found increased motivation to engage civically.
This presentation provides a comprehensive overview on emerging global gamification market. It also covers all the areas where the technology is being used and explores the future trends in business applications. Apart from projecting present and future trends in Gamification market, this presentation covers fundamental applications of game design and idea applications adapted from movie making concepts those used in story development practices.
The document discusses the concept of gamification. It defines gamification as using game mechanics and thinking in non-game contexts to engage users and solve problems. It then discusses key aspects of gamification including common tactics used in games like badges, points, leaderboards and challenges. It also discusses strategies used in game design based on psychological motivations. The summary provides an overview of the document.
eent
EDUCATION ABOUT ENTREPRENEURSHIP AND NEW TECHNOLOGIES
@JaumeTeixi
12/07/2011
Social Games
(a little introduction)
Player Types
All Games Are Social?
Definition
Innovations
Microtransactions with Virtual Goods
Zynga and the Big Operators
Design Copycats
Near Future
Innovations
F2P - Free to Play
Virtual Goods - Microtransactions
Casual Gamers
Social Graph’s Spam/Gameplay
MVP – Minimum Viable Product
Pivoting, A/B Tests, Metrics 4 All
BVG – Branded Virtual Goods
Gamification on Branding
Gamification Opportunity
Drive » Real Customer Loyalty
Differentiate » Your Brand
@ElisavaBCN
Master Branding ELISAVA Barcelona
29-05-2012
This document provides 12 quotes from a 2012 social media marketing conference on topics such as the high ROI of 615% for the Angry Birds Facebook page, how brands should not try to build their own communities but rather engage existing communities of shared interests, how Facebook pages are not true communities, that Google+ is a lasting platform, over half of top brands having a Pinterest presence, and how social media allows for virtual "window shopping" of creative content like on Pinterest. It also addresses how few people actually visit Facebook pages, how 30% of Facebook fans miss brand posts because they are mobile users, and how social media success depends on quality of content and measurement of both sales and cost savings.
Innovation Through Gamification: New Ways to Masiffy the Mobile PaymentsAndré Cavero Rodríguez
Have you heard about "Gamification"? Well you can actually use it to attract new customers and engage them. I gave this speak in the Mobile Money Americas 2013 that took place in Mexico DF.
This document provides information about a lab on advertising and public relations at Panteion University in Greece. It discusses the course "Social Media and Entrepreneurship" and covers topics like gamification, how games can affect people's lives, examples of gamification in travel and tourism, and game dynamics. It also lists some forbidden students and instructors.
Nsm marketing in a billion channel universeJeremy Epstein
This document discusses marketing strategies in today's digital landscape where there are billions of channels. It recommends focusing on building a remarkable brand, being a good storyteller, cultivating a community-driven marketing culture, and nurturing a community that cares. Specific tactics include being authentic, helping customers tell their own brand stories, turning facts into engaging stories, empowering all employees to be marketers, acknowledging community members, curating valuable content for them, and connecting people to build relationships. The goal is to implement a perpetual beta marketing approach and community-driven marketing strategies for long term success.
Game Design for Product Ideas and UI Design: we consider game design as a tool for design. Not as as an "add on" (= gamification), but a deep analysis tool.
Mind Of The Millenial: Beyond the SelfieRyan Slack
This document discusses key characteristics and life experiences of Millennials born after 1980. It notes that Millennials have been shaped by experiences like the Great Recession during their formative years, which has led to high student debt loads and financial insecurity. Data presented shows trends in unemployment, poverty rates, and personal income that declined significantly from 2005-2014. The document suggests that these experiences have made Millennials more pragmatic shoppers who are focused on getting good deals.
This media kit describes a game development studio established in 2007 in Singapore that pioneers game experimentation and training. It has a diverse team of 8-20 developers with 4-20 years of experience. The studio creates games to enhance education, raise awareness, improve lives, and engage brands. It has won numerous awards for games like CarneyVale Showtime and One Upon Light. The studio has worked on projects with education institutes, partners to promote active living and technology adoption, and the Singapore National Research Foundation.
This document discusses using game design principles and gamification to influence behaviors. It begins with an overview of game history from 1940-2005 and principles of game design like progression, aesthetics, and realism. Core concepts in gamification like points, badges, and leaderboards are introduced. The document then discusses applying game elements to non-gaming contexts with a focus on human motivation. Various frameworks for gamification are presented, including Octalysis, which identifies 8 core motivational drivers. The document emphasizes using games to facilitate subconscious learning in a safe environment. Different types of gamification are explored for behaviors like motivation, training, and awareness.
William Orlando Butler held many government jobs and ran as vice president against Zachary Taylor and Millard Fillmore. He graduated from multiple colleges and law school and served in the war, despite not wanting war, displaying courage and intelligence throughout his career.
This magazine cover uses large images and bold text to highlight the main artists and attract readers' attention. The background color adds a professional look. Images give a sense of the genre and target audience. The obscured title hints at popularity and longevity. Bold text and capitalization for the title and artist names ensure visibility and emphasis on the featured acts. Overall the cover effectively promotes the content and vibe through visual elements that stand out and draw the eye.
Lisa gregory introduction powerpoint pres.gregory355
In 3 sentences or less:
This student is introducing their last class at Ashford University after completing 2 years of study. They reflect that it feels good to be finishing their time at the university. In summary, the document briefly mentions the student finishing their final class after 2 years of study.
La Alcalá antigua tenía tres barrios: el barrio cristiano en torno a la iglesia de San Justo y Pastor, el barrio musulmán documentado desde el siglo XII, y el barrio judío entre las calles de Santiago y Escritorios con la calle Mayor como eje principal.
En el siglo XIII, Alcalá de Henares tenía tres barrios separados: un barrio judío alrededor de la calle mayor, un barrio cristiano en torno a la catedral, y un barrio musulmán entre la calle Santiago y frente a la muralla norte, donde vivían seguidores de las tres principales religiones monoteístas de la época.
El directorio de la escuela Elbira Zipitria invita a los miembros del consejo escolar a proponer fechas y horarios para una reunión antes de fin de mes para aprobar el plan anual de la escuela y constituir un nuevo consejo escolar, teniendo en cuenta que la reunión debe ser fuera del horario escolar de los estudiantes, generalmente después de las 16:30 o los miércoles después de las 13:15.
This collection of fairy tales promises to transport readers to fantastical worlds with old-world charm and mysticism. It includes many free tales for kids, with pictures, from KidsGen which aims to be a top site for new age kids to enjoy stories and lose themselves in far away fantasies or feel nostalgia.
This is a slideshow sended to me by my partner Esneda Arias form Apia-Risaralda. I do not know who did it but I want to share it with all of you because I think is beautiful and usefull for our activities.
This document discusses incidental teaching and appropriate play. Incidental teaching is a naturalistic teaching method where new behaviors are taught during typical everyday events and activities. Examples of when incidental teaching can be used include during structured play, outside, mealtimes, and transitions. Verbal prompts that can be used include asking the child to label objects, actions, colors. Incidental teaching can also be used during mastered tasks by getting multiple learning opportunities from preferred items and toys. Appropriate play means a child engages with toys, activities, and others in age-appropriate ways such as pretend play and interacting with peers.
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.
Luis de Marcos Ortega from the University of Alcalá gave a presentation on gamifying applications to motivate users and encourage engagement. He discussed how games can be used as learning tools and outlined elements of gamification like points, badges, and leaderboards. Examples of gamified apps like Foursquare and Nike+ were presented. The presentation covered the gamification process, focusing on understanding player styles and intrinsic motivation. While gamification has potential, it also faces criticism like replacing meaningful engagement with meaningless points systems. Overall, gamification aims to find fun in tasks by involving players and focusing on autonomy, competence and relatedness.
Gamification Strategies How to solve problems, motivate and engage people th...Karl Kapp
This document discusses gamification strategies and how games can be used to solve problems, motivate people, and engage learners. It provides examples of why games appeal to people through elements like storyline, characters, and music. Games can create an emotional connection and be used in learning and instruction. The document also discusses how gamification can increase engagement and motivation for learners through elements like points, badges, and leaderboards. Specific examples are provided of companies that have successfully used gamification in their marketing and customer engagement strategies.
Gamification: Your Secret Weapon Against Zombie LearnersGrowth Engineering
A lack of learner engagement is the single biggest issue within the learning and development landscape. Luckily, we've got the perfect solution: Gamification. To find out the 'How?', 'What?' and 'Why?', take a look at our brand new presentation: 'Gamification: Your Secret Weapon Against Zombie Learners'.
Gamification: a silver bullet for e-learning?Litmos Heroes
We’re all familiar with the gamification trend, with many already delivering learning games in their organisations. However, many are losing sight of why gamification became popular in the first place: to improve learning outcomes. Many are seeing gamification as the silver bullet of e-learning, but are leaving critical instructional design theories behind in the process. Join Dr. Richard Hyde, CEO at Mind Click, as he discusses:
How to deliver gamification successfully, without compromising on the learning
Appropriate and applicable training contexts for gamification
Trends and myths of gamification, where it’s headed
What good instructional design looks like in learning games
Examples of where gamification has provided real impact to organisations, when done well
Gamifiying information systems: How to motivate users with game elementsLuis de-Marcos Ortega
Gamification is the use of game elements in non-game contexts to foster participation and motivate action. This lecture presents the philosophical and learning basis for including game elements in information systems. Game elements, examples of gamification and its variations are then presented. The process to gamify applications is introduced emphasizing on the underlying psychological theories. The lecture concludes with criticism to gamification.
Gamification for Marketing and to Build LoyaltyIdea to IPO
This document discusses gamification in marketing and loyalty programs. It provides background on gamification, including definitions, purposes, and examples of gamified apps. Statistics are presented on the growth of gamification software market. Game design elements and theories of motivation and player types are overviewed. The document promotes an enterprise gamification consultancy and provides resources for further learning.
Gamification involves using elements of game play to improve user adoption, engagement, and retention. It has been shown to increase metrics by 2-10 times. Games immerse users in "blissful productivity" and can motivate them to solve problems. Case studies demonstrate how gamification increased average driving speeds and recycling participation. Successful gamification considers goals, achievements, social aspects, and tasks to guide user behavior rather than just winning and losing. Both amateurs and professionals are using gamification, which involves designing game elements, testing prototypes, and developing for mobile and social platforms. Gamification shows potential in areas like education, health, and finance.
Gamification involves using elements of game play to improve user adoption, engagement, and retention. It has been shown to increase metrics by 2-10 times. Games immerse users in "blissful productivity" and can motivate them to solve problems. Case studies demonstrate how gamification increased average driving speeds and recycling participation. Successful gamification considers goals, achievements, social aspects, and tasks to guide user behavior rather than just winning/losing. Both amateurs and professionals are using gamification, which often involves designing concepts, prototypes, and testing to create engaging experiences across mobile, social, and other platforms. Gamification has opportunities in education, health, and finance.
Gamification: The Next Trend in User Engagement - David Perkins (Managing Dir...Klyp
This document discusses gamification, which is using game elements and design techniques in non-game contexts to address real-world challenges and change behaviors. Gamification can be used for marketing, sales, customer and employee engagement. It works by motivating people to overcome hurdles and form habits, drawing on lessons from psychology, game design and what makes games fun. The use of gamification is expected to grow significantly in businesses as a standard practice for engagement and productivity. While often associated with games and fun, gamification is really about understanding human motivation and designing systems to influence behaviors.
Badges hier, Punkte sammeln da, die gesamte Onlinewelt wird "spielifiziert".
Ist das mal wieder nur so eine billige Marketingmasche um User mit Psychotricks zu überlisten noch mehr Produkte zu kaufen die sie gar nicht haben wollen, oder bringt das Hype Thema auch Positives mit sich?
Meine Session auf dem Barcamp Hamburg 2011 handelte von Sinn und Unsinn von Gamification
Gamification talk I gave at LOGIN April 2011. Could also be titled: Doing Gamification the Right Way.
A couple months later, Gartner made it official and put gamifiaction on their hype cycle curve. They were a little more generous than I was.
This document provides an overview of gamification and how it can be used to improve user retention on websites. It defines key elements of games and gamification, explaining that gamification aims to harness intrinsic motivation to motivate users to complete goals. A case study of TOMS' rewards program is presented, along with analysis of user data from the travel site Border Tramp. The document proposes applying gamification principles such as achievements, leaderboards, and charitable donations to Border Tramp in order to increase user engagement and retention.
The document discusses gamification and its applications. Gamification is defined as using game mechanics and elements to motivate and engage people. It can be used in education, healthcare, enterprise, and other domains to make activities more fun and encourage behaviors. The document provides several examples of how gamification has been successfully applied, such as to incentivize cooperation at McDonald's and make workplaces more engaging.
This document summarizes two case studies that used gamification to increase desired behaviors and learning outcomes. In the first case study, an insurance company used a gamified system to increase sales activity logging by over 250% and improve data in their salesforce system. The second case study discusses how a car company gamified an existing sales training program, which led to a 417% increase in site usage and exceeding the previous year's traffic volume within three months. Both cases illustrate how gamification can effectively promote learning and behavior change in organizational settings.
Gamification 101 - Why games are becoming a key marketing toolCrayon
Gamification is a marketing technique that uses game mechanics and structures to engage customers and influence their behaviors. It takes advantage of people's natural tendency to engage with games. Common game elements used in gamification include levels, points, rewards, and challenges to motivate behaviors like shopping more, completing surveys, or visiting websites more frequently. Effective gamification follows the four M's of game design: mystery, mastery, membership, and meaning to create engaging experiences for customers.
#BR4041UL is a Broadening programme looking at Social Media for the Social Good. This is a background lecture on gamification, from definitions to criticisms to design considerations.
This document discusses gamification, which is using game mechanics and thinking in non-game contexts to engage users and solve problems. It notes that gamification can increase efficiency, loyalty, and draw from fields like behavioral economics, game theory, and behavioral sciences. It also provides statistics on the growing use of gamification, such as 70% of large companies having at least one gamified application by 2014 and 50% of companies using it for innovation.
Similar to Gamification - Learning in the Corporate Environment (20)
Conversational agents, or chatbots, are increasingly used to access all sorts of services using natural language. While open-domain chatbots - like ChatGPT - can converse on any topic, task-oriented chatbots - the focus of this paper - are designed for specific tasks, like booking a flight, obtaining customer support, or setting an appointment. Like any other software, task-oriented chatbots need to be properly tested, usually by defining and executing test scenarios (i.e., sequences of user-chatbot interactions). However, there is currently a lack of methods to quantify the completeness and strength of such test scenarios, which can lead to low-quality tests, and hence to buggy chatbots.
To fill this gap, we propose adapting mutation testing (MuT) for task-oriented chatbots. To this end, we introduce a set of mutation operators that emulate faults in chatbot designs, an architecture that enables MuT on chatbots built using heterogeneous technologies, and a practical realisation as an Eclipse plugin. Moreover, we evaluate the applicability, effectiveness and efficiency of our approach on open-source chatbots, with promising results.
AppSec PNW: Android and iOS Application Security with MobSFAjin Abraham
Mobile Security Framework - MobSF is a free and open source automated mobile application security testing environment designed to help security engineers, researchers, developers, and penetration testers to identify security vulnerabilities, malicious behaviours and privacy concerns in mobile applications using static and dynamic analysis. It supports all the popular mobile application binaries and source code formats built for Android and iOS devices. In addition to automated security assessment, it also offers an interactive testing environment to build and execute scenario based test/fuzz cases against the application.
This talk covers:
Using MobSF for static analysis of mobile applications.
Interactive dynamic security assessment of Android and iOS applications.
Solving Mobile app CTF challenges.
Reverse engineering and runtime analysis of Mobile malware.
How to shift left and integrate MobSF/mobsfscan SAST and DAST in your build pipeline.
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
High performance Serverless Java on AWS- GoTo Amsterdam 2024Vadym Kazulkin
Java is for many years one of the most popular programming languages, but it used to have hard times in the Serverless community. Java is known for its high cold start times and high memory footprint, comparing to other programming languages like Node.js and Python. In this talk I'll look at the general best practices and techniques we can use to decrease memory consumption, cold start times for Java Serverless development on AWS including GraalVM (Native Image) and AWS own offering SnapStart based on Firecracker microVM snapshot and restore and CRaC (Coordinated Restore at Checkpoint) runtime hooks. I'll also provide a lot of benchmarking on Lambda functions trying out various deployment package sizes, Lambda memory settings, Java compilation options and HTTP (a)synchronous clients and measure their impact on cold and warm start times.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Connector Corner: Seamlessly power UiPath Apps, GenAI with prebuilt connectorsDianaGray10
Join us to learn how UiPath Apps can directly and easily interact with prebuilt connectors via Integration Service--including Salesforce, ServiceNow, Open GenAI, and more.
The best part is you can achieve this without building a custom workflow! Say goodbye to the hassle of using separate automations to call APIs. By seamlessly integrating within App Studio, you can now easily streamline your workflow, while gaining direct access to our Connector Catalog of popular applications.
We’ll discuss and demo the benefits of UiPath Apps and connectors including:
Creating a compelling user experience for any software, without the limitations of APIs.
Accelerating the app creation process, saving time and effort
Enjoying high-performance CRUD (create, read, update, delete) operations, for
seamless data management.
Speakers:
Russell Alfeche, Technology Leader, RPA at qBotic and UiPath MVP
Charlie Greenberg, host
inQuba Webinar Mastering Customer Journey Management with Dr Graham HillLizaNolte
HERE IS YOUR WEBINAR CONTENT! 'Mastering Customer Journey Management with Dr. Graham Hill'. We hope you find the webinar recording both insightful and enjoyable.
In this webinar, we explored essential aspects of Customer Journey Management and personalization. Here’s a summary of the key insights and topics discussed:
Key Takeaways:
Understanding the Customer Journey: Dr. Hill emphasized the importance of mapping and understanding the complete customer journey to identify touchpoints and opportunities for improvement.
Personalization Strategies: We discussed how to leverage data and insights to create personalized experiences that resonate with customers.
Technology Integration: Insights were shared on how inQuba’s advanced technology can streamline customer interactions and drive operational efficiency.
This talk will cover ScyllaDB Architecture from the cluster-level view and zoom in on data distribution and internal node architecture. In the process, we will learn the secret sauce used to get ScyllaDB's high availability and superior performance. We will also touch on the upcoming changes to ScyllaDB architecture, moving to strongly consistent metadata and tablets.
Must Know Postgres Extension for DBA and Developer during MigrationMydbops
Mydbops Opensource Database Meetup 16
Topic: Must-Know PostgreSQL Extensions for Developers and DBAs During Migration
Speaker: Deepak Mahto, Founder of DataCloudGaze Consulting
Date & Time: 8th June | 10 AM - 1 PM IST
Venue: Bangalore International Centre, Bangalore
Abstract: Discover how PostgreSQL extensions can be your secret weapon! This talk explores how key extensions enhance database capabilities and streamline the migration process for users moving from other relational databases like Oracle.
Key Takeaways:
* Learn about crucial extensions like oracle_fdw, pgtt, and pg_audit that ease migration complexities.
* Gain valuable strategies for implementing these extensions in PostgreSQL to achieve license freedom.
* Discover how these key extensions can empower both developers and DBAs during the migration process.
* Don't miss this chance to gain practical knowledge from an industry expert and stay updated on the latest open-source database trends.
Mydbops Managed Services specializes in taking the pain out of database management while optimizing performance. Since 2015, we have been providing top-notch support and assistance for the top three open-source databases: MySQL, MongoDB, and PostgreSQL.
Our team offers a wide range of services, including assistance, support, consulting, 24/7 operations, and expertise in all relevant technologies. We help organizations improve their database's performance, scalability, efficiency, and availability.
Contact us: info@mydbops.com
Visit: https://www.mydbops.com/
Follow us on LinkedIn: https://in.linkedin.com/company/mydbops
For more details and updates, please follow up the below links.
Meetup Page : https://www.meetup.com/mydbops-databa...
Twitter: https://twitter.com/mydbopsofficial
Blogs: https://www.mydbops.com/blog/
Facebook(Meta): https://www.facebook.com/mydbops/
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
3. GAMIFICATION VS
GAME-BASED LEARNING VS
SERIOUS GAMING
The first 2 are essentially the same as the tasks are about
finding meaning, engaging and improving. The main
difference is in the proportion of game elements.
Serious gaming is the larger superset which includes game
technology, non-human interactions (i.e. simulations and
models using game engines)
7. POPULAR GAME MECHANICS
• Achievements
• Appointments
• Blissful Productivity
• Cascading Information Theory
• Bonuses
• Community Collaboration
• Epic Meaning
• Quests / Challenges