Workshop I co-teach on video gaming for libraries. basic intro to equipment as well as basic stats on who games and what a big business it is. And it's hands-on, we bring in Wii, iPad, DS, iPhones, etc. Funnest class ever! This presentation was edited via the Keynote app on an iPad. (Version - January 2012)
The State of the Casual Games Industry in 2009: Market Trends and OpportunitiesAlawar Entertainment
The document summarizes developments in the casual games industry in 2008-2009. It discusses the growth of casual games from downloadable PC games (Casual 1.0) to multi-platform games including online play (Casual 2.0). Key trends included expanding to new platforms like mobile phones, price wars lowering costs, and growing markets in Eastern Europe and Asia. The top distributors and developers established offices worldwide and pursued new platforms like iPhone and Facebook.
A quick presentation I put together for "Invest in Games 2011" in Stockholm(Sep 6):
1) Intro to King.com
2) Accidental Gamers & Facebook
3) Mobile & Tablet Gaming
4) Investing in Accidental Gaming
The document provides sales and demographic data about the computer and video game industry from 2010. It summarizes that in 2010, 67% of American households played games, with the average gamer being 34 years old. The top-selling video game genres were sports, action, and shooter games. The top-selling titles were Call of Duty: Modern Warfare 2 and New Super Mario Bros. Wii. Combined computer and video game sales totaled $10.5 billion in 2009.
The document provides demographic data and sales figures for the computer and video game industry in 2009-2010. It finds that 67% of American households play games, with the average gamer being 34 years old. The top-selling games of 2009 were Call of Duty: Modern Warfare 2 on multiple platforms. U.S. computer and video game sales totaled $10.5 billion in 2009. The ESA expects 41% of Americans to purchase games in 2010.
The computer and video game industry has grown substantially over the past few decades from a niche market to a mainstream, $67 billion industry in the United States alone in 2011. The average gamer is now 37 years old, and nearly half of all gamers are women. The industry employs over 120,000 people and has experienced significant growth rates even as the overall economy struggled in recent years. Mobile gaming, an older demographic of gamers, and more female gamers represent opportunities for continued growth in the gaming market.
This document provides sales, demographic, and usage data about the computer and video game industry from 2008. It includes information on who plays games and their ages/genders. Sales data is presented on top-selling games and genres in 2007. Statistics are given on online and wireless game play as well as parents' views on games. Recent and historical sales figures from 1996-2007 are shown in both dollars and units.
The document discusses the evolution of online and multiplayer games from the 1970s to the present. It describes early multiplayer games that allowed players to connect over networks and dial-up services, as well as the development of massively multiplayer online role-playing games (MMORPGs) in the late 1990s and 2000s. Popular MMORPGs like EverQuest and World of Warcraft are discussed in detail. The document also covers emerging genres like augmented reality games and pervasive/alternate reality games that blend digital and physical worlds.
The State of the Casual Games Industry in 2009: Market Trends and OpportunitiesAlawar Entertainment
The document summarizes developments in the casual games industry in 2008-2009. It discusses the growth of casual games from downloadable PC games (Casual 1.0) to multi-platform games including online play (Casual 2.0). Key trends included expanding to new platforms like mobile phones, price wars lowering costs, and growing markets in Eastern Europe and Asia. The top distributors and developers established offices worldwide and pursued new platforms like iPhone and Facebook.
A quick presentation I put together for "Invest in Games 2011" in Stockholm(Sep 6):
1) Intro to King.com
2) Accidental Gamers & Facebook
3) Mobile & Tablet Gaming
4) Investing in Accidental Gaming
The document provides sales and demographic data about the computer and video game industry from 2010. It summarizes that in 2010, 67% of American households played games, with the average gamer being 34 years old. The top-selling video game genres were sports, action, and shooter games. The top-selling titles were Call of Duty: Modern Warfare 2 and New Super Mario Bros. Wii. Combined computer and video game sales totaled $10.5 billion in 2009.
The document provides demographic data and sales figures for the computer and video game industry in 2009-2010. It finds that 67% of American households play games, with the average gamer being 34 years old. The top-selling games of 2009 were Call of Duty: Modern Warfare 2 on multiple platforms. U.S. computer and video game sales totaled $10.5 billion in 2009. The ESA expects 41% of Americans to purchase games in 2010.
The computer and video game industry has grown substantially over the past few decades from a niche market to a mainstream, $67 billion industry in the United States alone in 2011. The average gamer is now 37 years old, and nearly half of all gamers are women. The industry employs over 120,000 people and has experienced significant growth rates even as the overall economy struggled in recent years. Mobile gaming, an older demographic of gamers, and more female gamers represent opportunities for continued growth in the gaming market.
This document provides sales, demographic, and usage data about the computer and video game industry from 2008. It includes information on who plays games and their ages/genders. Sales data is presented on top-selling games and genres in 2007. Statistics are given on online and wireless game play as well as parents' views on games. Recent and historical sales figures from 1996-2007 are shown in both dollars and units.
The document discusses the evolution of online and multiplayer games from the 1970s to the present. It describes early multiplayer games that allowed players to connect over networks and dial-up services, as well as the development of massively multiplayer online role-playing games (MMORPGs) in the late 1990s and 2000s. Popular MMORPGs like EverQuest and World of Warcraft are discussed in detail. The document also covers emerging genres like augmented reality games and pervasive/alternate reality games that blend digital and physical worlds.
The document discusses the potential for using games and gamification in education in the Dominican Republic. It notes several recent technological developments in the country that could help enable this, such as the Cyberpark of Santo Domingo and increased cellular connectivity. However, it also identifies areas needing improvement, such as the education system and developing more open educational resources and comprehensive ICT policies. The document advocates leveraging games and simulations to provide interactive, engaging learning experiences for Dominican students.
These slides presented at "Replaying Japan 2015" on 22th May explains the characteristics of Doujin Game developers in Japan, by analyzing interviews with 76 Doujin game developers.
In the past, video games were played mostly by teenage boys and men using physical copies on home PCs or consoles like Nintendo. Games were single-player only unless others were present. Today, the average gamer is 35 and half of gamers play multiplayer games weekly on various devices like smartphones. Popular games include League of Legends with 67 million monthly players. In the future, gaming audiences will become more diverse in both gender and age as games are increasingly accessed through mobile devices and multi-platform downloads. Most games will be available digitally across all devices and interactive multiplayer games will grow in popularity, providing new income sources for gaming companies.
1) Video games have historically underrepresented women and minorities in both character representations and marketing. Female characters have often been limited to tropes like the damsel in distress.
2) More recent games have provided more options for customizing avatars and their race/gender, but stereotypes still persist in both character designs and player interactions. For example, most black male characters are athletes.
3) Massively multiplayer online role-playing games in particular can reinforce real-world biases through the social interactions between globally connected players. Representations in games both shape and reflect societal views.
This document provides a summary of the history and evolution of computer games. It discusses early experimental games in the 1940s-1960s, the rise of arcade games and consoles like Pong, Atari 2600, and Nintendo Entertainment System in the 1970s-1980s, the growth of PC gaming and genres like interactive fiction, and the modern gaming market dominated by consoles like PlayStation, Xbox and Nintendo Switch. It also covers topics like the impact of games, genres like casual/social games, monetization strategies, and debates around using games and gamification to solve problems and improve intelligence and skills.
The document summarizes the structure and history of the visual novel game industry in Japan. It finds that visual novel games have a uniquely large narrative volume for their production cost compared to other media like novels and manga. Many visual novel game developers started as doujin (hobbyist) groups, and the industry serves as a talent pool for other media. The visual novel format is well-suited for producing epic stories at low cost.
When the entertainment software industry partners with government agencies and nonprofit entities, they encourage the use of video games as tools to strengthen our society and improve our lifestyle. Erik Huey of the Entertainment Software Association discussed this during the State of the Industry session.
Speaker:
Erik Huey - Senior Vice President for Government Affairs, Entertainment Software Association
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
WiG 2007 The Big Game - Shaun Lawson & Thomas ChesneyEmma Westecott
Shaun Lawson &
Thomas Chesney
Virtual pets: great for the games industry
but what’s really in it for the owners?
University of Lincoln & Nottingham University Business School
Mobile games can leverage social interactions to increase engagement and monetization. Games are inherently social objects that connect players, and mobile is uniquely positioned to facilitate social interactions due to its personal and always-on nature. To be successful, mobile games should provide avenues for social engagement in-game, such as leaderboards, challenges between friends, and rewards that activate players' passion and turn them into fanatics who promote the game to others. This social context can then be leveraged for effective cross-promotion and monetization when done in a relevant way.
Social games have become very popular, with over 300 million active players spending $6 billion on virtual goods in 2011. When social media and social games are combined, they see increased loyalty and monetization. Currently, Facebook is the top place to play social games, with games like Farmville and Cityville very popular. Most social gamers are women over age 40 who play on desktop computers. Looking ahead, Facebook will remain a top platform while social games evolve to be more like traditional video games. Mobile devices will also become the dominant way to access social games.
Game design is a process that involves imagining a game, defining how it works, and describing its elements. It passes this information to the team that will produce the game. Key game components include core mechanics, the challenges and actions; the interface for player interaction; and the immersive storytelling engine. Games are now the third largest entertainment industry in the world, behind only weapons and automobiles. Advertising in games has grown significantly and is a strategy used by many brands to market through in-game placements and sponsored games.
A world without (new) drugs – play it before you live itJonas Boström
Gamification has proven successful in motivating behavior change. Examples like Nike+ have engaged millions to improve fitness. Games like "Zombies, Run!" use audio narratives and mission-based gameplay to motivate running. Crowdsourcing projects have harnessed gamers' collaborative skills, as seen when over 20,000 British citizens investigated MPs' expenses claims through an online game. Some examples apply gamification in medicine for patient adherence or cognitive training. Computational protein folding games like Foldit engage players in scientific problem-solving. However, drug discovery could better leverage gamification through more collaborative and intuitive software that captures elements of serious gaming.
A game designer's perspective on the future of collaboration - and 10 ways to...Jane McGonigal
The document discusses how alternate realities and games are influencing society and could shape the future. It argues that networked games meet gamers' standards for happiness by providing clear goals, feedback, responsive environments, and a sense of community and purpose. Alternate realities could harness gamers' talents for collaboration and provide insights into how to engage them. In the future, more organizations may adopt customized alternate realities to reach gamers and do business in a radically better way.
1. The document discusses pervasive games, which blur the lines between games and real life by deploying digital content into everyday spaces and activities.
2. Examples are provided of successful alternate reality games (ARGs) like The Beast and I Love Bees that engaged thousands of players by hiding puzzles across websites and real world locations.
3. Both grassroots and commercial ARGs are discussed, noting the importance of community collaboration, dynamic storytelling, and managing player expectations.
This document summarizes Erik Huey's presentation on the state of the video game industry and its role in impact games. It discusses how the video game industry has grown tremendously in recent years to become a $66 billion global industry. It also outlines several initiatives the Entertainment Software Association is involved in to promote impact and learning games, such as partnerships with government agencies and challenges focused on health, STEM, and using games for social good.
David Hayward of Pixel-Lab gave this keynote on games culture at Under The Mask. Most images licensed by creative commons, link to credits on last slide.
Little World Gifts offers an investment opportunity seeking £150,000 in exchange for 10% equity in the business. The company is positioned in high growth digital goods and mobile markets, turning over £2m in the first year with 50% profit. With a valuation of £2m based on first year profits, this early stage investment represents an opportunity for significant returns in dynamic, leading edge sectors.
The document discusses the potential for using games and gamification in education in the Dominican Republic. It notes several recent technological developments in the country that could help enable this, such as the Cyberpark of Santo Domingo and increased cellular connectivity. However, it also identifies areas needing improvement, such as the education system and developing more open educational resources and comprehensive ICT policies. The document advocates leveraging games and simulations to provide interactive, engaging learning experiences for Dominican students.
These slides presented at "Replaying Japan 2015" on 22th May explains the characteristics of Doujin Game developers in Japan, by analyzing interviews with 76 Doujin game developers.
In the past, video games were played mostly by teenage boys and men using physical copies on home PCs or consoles like Nintendo. Games were single-player only unless others were present. Today, the average gamer is 35 and half of gamers play multiplayer games weekly on various devices like smartphones. Popular games include League of Legends with 67 million monthly players. In the future, gaming audiences will become more diverse in both gender and age as games are increasingly accessed through mobile devices and multi-platform downloads. Most games will be available digitally across all devices and interactive multiplayer games will grow in popularity, providing new income sources for gaming companies.
1) Video games have historically underrepresented women and minorities in both character representations and marketing. Female characters have often been limited to tropes like the damsel in distress.
2) More recent games have provided more options for customizing avatars and their race/gender, but stereotypes still persist in both character designs and player interactions. For example, most black male characters are athletes.
3) Massively multiplayer online role-playing games in particular can reinforce real-world biases through the social interactions between globally connected players. Representations in games both shape and reflect societal views.
This document provides a summary of the history and evolution of computer games. It discusses early experimental games in the 1940s-1960s, the rise of arcade games and consoles like Pong, Atari 2600, and Nintendo Entertainment System in the 1970s-1980s, the growth of PC gaming and genres like interactive fiction, and the modern gaming market dominated by consoles like PlayStation, Xbox and Nintendo Switch. It also covers topics like the impact of games, genres like casual/social games, monetization strategies, and debates around using games and gamification to solve problems and improve intelligence and skills.
The document summarizes the structure and history of the visual novel game industry in Japan. It finds that visual novel games have a uniquely large narrative volume for their production cost compared to other media like novels and manga. Many visual novel game developers started as doujin (hobbyist) groups, and the industry serves as a talent pool for other media. The visual novel format is well-suited for producing epic stories at low cost.
When the entertainment software industry partners with government agencies and nonprofit entities, they encourage the use of video games as tools to strengthen our society and improve our lifestyle. Erik Huey of the Entertainment Software Association discussed this during the State of the Industry session.
Speaker:
Erik Huey - Senior Vice President for Government Affairs, Entertainment Software Association
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
WiG 2007 The Big Game - Shaun Lawson & Thomas ChesneyEmma Westecott
Shaun Lawson &
Thomas Chesney
Virtual pets: great for the games industry
but what’s really in it for the owners?
University of Lincoln & Nottingham University Business School
Mobile games can leverage social interactions to increase engagement and monetization. Games are inherently social objects that connect players, and mobile is uniquely positioned to facilitate social interactions due to its personal and always-on nature. To be successful, mobile games should provide avenues for social engagement in-game, such as leaderboards, challenges between friends, and rewards that activate players' passion and turn them into fanatics who promote the game to others. This social context can then be leveraged for effective cross-promotion and monetization when done in a relevant way.
Social games have become very popular, with over 300 million active players spending $6 billion on virtual goods in 2011. When social media and social games are combined, they see increased loyalty and monetization. Currently, Facebook is the top place to play social games, with games like Farmville and Cityville very popular. Most social gamers are women over age 40 who play on desktop computers. Looking ahead, Facebook will remain a top platform while social games evolve to be more like traditional video games. Mobile devices will also become the dominant way to access social games.
Game design is a process that involves imagining a game, defining how it works, and describing its elements. It passes this information to the team that will produce the game. Key game components include core mechanics, the challenges and actions; the interface for player interaction; and the immersive storytelling engine. Games are now the third largest entertainment industry in the world, behind only weapons and automobiles. Advertising in games has grown significantly and is a strategy used by many brands to market through in-game placements and sponsored games.
A world without (new) drugs – play it before you live itJonas Boström
Gamification has proven successful in motivating behavior change. Examples like Nike+ have engaged millions to improve fitness. Games like "Zombies, Run!" use audio narratives and mission-based gameplay to motivate running. Crowdsourcing projects have harnessed gamers' collaborative skills, as seen when over 20,000 British citizens investigated MPs' expenses claims through an online game. Some examples apply gamification in medicine for patient adherence or cognitive training. Computational protein folding games like Foldit engage players in scientific problem-solving. However, drug discovery could better leverage gamification through more collaborative and intuitive software that captures elements of serious gaming.
A game designer's perspective on the future of collaboration - and 10 ways to...Jane McGonigal
The document discusses how alternate realities and games are influencing society and could shape the future. It argues that networked games meet gamers' standards for happiness by providing clear goals, feedback, responsive environments, and a sense of community and purpose. Alternate realities could harness gamers' talents for collaboration and provide insights into how to engage them. In the future, more organizations may adopt customized alternate realities to reach gamers and do business in a radically better way.
1. The document discusses pervasive games, which blur the lines between games and real life by deploying digital content into everyday spaces and activities.
2. Examples are provided of successful alternate reality games (ARGs) like The Beast and I Love Bees that engaged thousands of players by hiding puzzles across websites and real world locations.
3. Both grassroots and commercial ARGs are discussed, noting the importance of community collaboration, dynamic storytelling, and managing player expectations.
This document summarizes Erik Huey's presentation on the state of the video game industry and its role in impact games. It discusses how the video game industry has grown tremendously in recent years to become a $66 billion global industry. It also outlines several initiatives the Entertainment Software Association is involved in to promote impact and learning games, such as partnerships with government agencies and challenges focused on health, STEM, and using games for social good.
David Hayward of Pixel-Lab gave this keynote on games culture at Under The Mask. Most images licensed by creative commons, link to credits on last slide.
Little World Gifts offers an investment opportunity seeking £150,000 in exchange for 10% equity in the business. The company is positioned in high growth digital goods and mobile markets, turning over £2m in the first year with 50% profit. With a valuation of £2m based on first year profits, this early stage investment represents an opportunity for significant returns in dynamic, leading edge sectors.
A presentation introducing students to the concept of Games and their importance in modern life. Non-technical, and suitable for use in a 'soft skills' module.
This was a presentation that I gave to a group of librarians here at SDSU. It was an opportunity to present my arguments why I believe that the library needs to seriously consider games and gaming technology.
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
This document discusses social casino games and whether they constitute gambling. It summarizes that while social casino games incorporate elements of chance like real gambling, they differ in that players do not risk anything of real-world value, can only win virtual currency to continue playing, and have no means of cashing out winnings. Though the lines are blurred, social casino games are intended for entertainment rather than the pursuit of real-world prizes through monetary risk, and are regulated differently than real-money gambling apps.
This document provides an overview of video game history and the Assassin's Creed franchise. It discusses the evolution of video game consoles across generations from the 1970s to present. It then focuses on Ubisoft as a major video game publisher and the Assassin's Creed franchise, highlighting Assassin's Creed III: Liberation as the first game in the franchise to feature a female protagonist of color, Aveline de Grandpré, set in 18th century New Orleans. The document examines how this broadened the franchise's audience and responded to criticisms of underrepresentation in the industry.
C1SB Assassin's Creed III Liberation and video game industryKBucket
This document provides an overview of video game history and the Assassin's Creed franchise. It discusses the evolution of video game consoles across generations from the 1970s to present. It then focuses on Ubisoft as a major video game publisher and the Assassin's Creed franchise, highlighting Assassin's Creed III: Liberation as the first game in the franchise to feature a female protagonist of color, Aveline de Grandpré, set in 18th century New Orleans. The document examines how this broadened the franchise's audience and responded to criticisms of underrepresentation in the industry.
The evolution of computer games and its impactnetty1053
This document discusses the evolution of video games from their inception in 1958 to their current state as a $54 billion global industry. It outlines key developments in gaming technology and competition between gaming companies. It defines gamers and different types, such as casual and hardcore gamers. The document also notes that as gaming has developed and become more addictive, some gamers have experienced issues with social behavior like withdrawing from social life and problems forming relationships. Massively multiplayer online games can enable social interaction through virtual communities but also contribute to addiction and isolation for some gamers.
The electronic gaming market is estimated to be worth $27 billion in 2005 and growing at an average annual rate of 7.7%. The US market accounts for 30% and is growing at 3.7% annually. In 2005, the US gaming market was bigger than the movie and DVD markets. Growth is coming from consoles, which account for 82.3% of gaming units sold. Significant opportunities for Philippine game developers include art outsourcing, localization, serious games, advergaming, and cultural games.
The document discusses the rise of touchscreen technology and apps, and how various ecosystems and consolidation in the media industry are impacting copyright and content distribution. It notes the downsides of changes to the first sale doctrine and increased DRM and licensing controls, but also the upside of content being more widely available across different devices at lower costs. Sources of additional information on these topics are provided.
This document discusses using iOS devices like iPads, iPhones, and iPod Touches for e-readers. It notes that these devices run the iOS operating system and can access ebooks through the OverDrive app without needing to sync to a computer. However, it also mentions some downsides like the costs of the devices and that they are single-user rather than multi-user products.
The document provides step-by-step instructions for how to use the OverDrive service to browse, check out, and read ebooks and audiobooks on iPads, iPhones, and iPod Touches. It explains starting from the library's OverDrive website, browsing titles, checking a book out using a patron barcode, downloading the book, navigating and bookmarking pages, creating an Adobe ID if needed, and getting help from various support resources.
Gadgets, Digital Media and your Library.Scott Kehoe
This document provides an overview of digital media trends and their relevance to libraries. It discusses the shift from physical to digital formats for music, books, newspapers and video. Mobile devices like smartphones and e-readers are becoming popular platforms for accessing digital content. Apps are the new software for delivering content and services on these devices. The document outlines trends in e-books, video games, virtual worlds and more. It also provides resources for keeping up with new technologies and digital media developments.
My Feb. 2010 incarnation of my talk on digital media and libraries. [Whoa, I sure tried to cover a lot here, fun to look back on the good olde days ;-)]
Used as part of panel pitting Windows 7 vs. Ubuntu vs. Snow Leopard, OS Smack-Down! NELA 2009, Hartford, CT. [An oldy, but a goody and most of still true 3 years later, although the pricing has started to slide more to Apple's favor and iPads have sure added to the mix too.]
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
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.
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.
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
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.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
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.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
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Gaming and Your Library
1. Gaming & your Library
Scott Kehoe, Advisor - Technology Specialist
Massachusetts Library System (MLS), Marlborough, Mass.
866-627-7228 x308 / scott@masslibsystem.org / www.masslibsystem.org
IM me on AIM - scottatmls
revised: 01/11/12 1
1
2. Gaming
not just for kids!
• increased popularity across all ages
• gaming generation is in the work force! ...and librarians
• libraries circulating games, check WorldCat.org!
• explosion of Mobile / Casual gaming = Angry Birds
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3. 42% of all adults
own a console
Almost 2/3 of adults
18-46 own a console
Data from:
Pew Research Center -
Internet & American Life
Project, Feb. 2011
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4. Who’s got Game?
Pew Internet & American Life Surveys
Report, Sept. 2008 & Data Memo, December 2008
• Gamer Profile:
55% male
56% urbanites
57% college educated
62% annual income $50,000+
no significant ethnic differences among game players
• 53% of all American adults play video games
• 81% of 18-29 year olds play video games
• 21% adult gamers play every day
• 36% of age 65+ gamers play everyday
• 76% teens play online games
• 66% of parents with children under 18 play games
• 2% of gamers overall / 11% teens visit virtual worlds (e.g. Second Life)
• 9% of gamers overall / 21% teens play MMOGs
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(Massive Multiplayer Online Games: World of Warcraft, Lord of the Rings, Star Wars)
4
5. Who’s got Game?
The Gaming Industry Story
Entertainment Software Assoc. (ESA) - http://www.theesa.com/
• 2010, 26% over 50 play video games, an increase from 9% in 1999
• 67% of U.S. households play computer/video games
• Average age of gamers = 34 (26% over 50 / 49% 18-49)
• 64% gamers play with others in person
• 42% gamers play on wireless devices (smart/cell phones, iPads)
• 48% of parents play video games w/ kids weekly
• 73% of parent-gamers are regular voters
• 93% of gamers read books or newspapers on a daily basis
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6. Gaming Industry
fun facts
• U.S. computer and video game sales generated $15.9 billion in 2010
• Over 273 million video games sold in U.S. for 2009
• Average salary for gaming employees is $90,000 (2010)
• Massachusetts = top 5 states for employment in video game industry (4,600+)
figures above taken from ESA Essential Facts 2010
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7. $equel = $$$
★ FPS - First Person Shooters & RPG - Role Playing Games
★ Call of Duty / Halo / Battlefield / Half-Life / Dragon Age / Sims
Grand Theft Auto / Portal / Gears of War / Crysis / Mass Effect
★ Exclusive Platform Franchises
★ Wii - Mario games
★ XBox - Halo
★ PC - WoW
★ World of Warcraft
(MMORPG = massively multiplayer online role-playing game)
★ World’s biggest MMORPG -12 million subscribers
★ ...after buying the game ($20+), monthly fee to play, $13-$15 per
month + in-game upgrades /add-ons
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8. CALL OF $$$
★ Call of Duty franchise - Activision / Infinity Ward
★ Modern Warfare 3 = 6.5 million copies sold in first 24 hours grossing $400 million (Oct. 2011)
★ MW3 grossed $1 billion throughout the world in 16 days of availability, beating Avatar’s
record of 17 days.
★ Black Ops = 5.6 million copies sold in first 24 hours (Nov. 2010) / $1 billion by mid-Dec.'2010 /
25 million sold (Aug‘2011)
★ Black Ops earns $360 million in first 24 hours (Harry Potter & the Deathly Hallows $154 million
opening weekend)
★ Predecessor, Modern Warfare 2, Generates $1 Billion in 2 months
(Academy Award winning Titanic generates $1 billion in 3 months)
★ MW2 = “largest 'army' of players in the world” 8 million players in first 5 days / 25 million+
currently
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9. "Ca$ual" gaming
• FarmVille & CityVille = Facebook = breakout hits!
• Monthly users =147+ million
• Words with Friends - smartphone app = iPhone & Android
• John Mayer tweets on October 5 2009 that Words With Friends “is the new
Twitter”
• 10 million downloads to date (Aug. 2011)
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10. $how me the "bird$"
• Angry Birds - Rovio
•Released Dec'09 for iOS only (iPhone / iPod Touch)
• sales 1st yr = 50mil / 12mil iOS / 10mil Android
• worldwide downloads = 500 million (Nov. 2011)
• 125 active players monthly (Aug. 2011)
• sell 1 million plush toys per month at $13+ each (Aug. 2011)
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11. Video Game Ratings!?
Schwarze ne gger v.
ti on
En te rt ai nmen t Merch an ts Ass oc ia
U.S. Su preme Co urt, Fa ll 2010
---
st ores
Th e law wou ld im po se $1,000 fi ne s on N r
th at se ll vi olen t vide o games to pe1op le un de
W
18. It de fi
D O
ne d vi olen t games Nas0 th os e “i n
E
2
1
U ai la bl e to a
av
w hich th e ra nge of op ti onRs, J
pl
C K U
T
ayer in cl udes ki lli ng , m aiCO ing, di sm
m em be ri ng
EM im ag e of a hu m an
E
or se xu al ly as saul ti ngRan
U SU “p at en tl y of fe ns iv e,”
P
be ing” in a way thU.S. is
R at
ap pe al s to mTin ors’ “dev ia nt or mor bid
T H
E
in S
te re st s” an d lack s “s er io us literar y,
BY arti st ic,
po lit ic al or sc ie nt if ic va lue.”
[Adam Lip tak , N.Y. Times 11/2/10]
Schwarzenegger v. Entertainment Merchants Association
U.S. Supreme Court, argued Nov. 2010, ruling June 2011.
wikipedia.org/wiki/Schwarzenegger_v._Entertainment_Merchants_Association
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12. Gaming consoles
get your exercise!
➡ Nintendo Wii
➡ Microsoft XBox 360
➡ Sony PlayStation 3 / PlayStation 2
➡ Library games
➡ Dance, Dance, Revolution
➡ Guitar Hero
➡ Wii Sports
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13. Nintendo DS Lite - DSi - DS-XL - 3DS
• Sales: U.S.= 49+ million / Worldwide= 136+ million / 400,000+ 3DS in first week April 2011
• WiFi
• touch-screen
• built-in microphone
• games for all ages
• memory building games for grown-ups (Big Brain Academy & Brian Age)
• relatively affordable device & games
• shop for used!
• Library Programming:
• Nintendogs
• Super Mario Brothers
• MarioKarts
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14. Nintendo Wii
• WiFi
• wireless controllers / wired(!) sensor bar
• games for all ages & interests
• getting cheaper, new model in late 2011?
• Library Programing:
• WiiSports (golf, bowling, tennis, baseball)
• MarioKarts team racing
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15. SITES FOR MORE INFO
Library Success Wiki - libraries share ideas that work!
http://www.libsuccess.org/index.php?title=Gaming
Pew Internet & American Life Project - non-partisan research foundation
http://pewinternet.org/topics/Gaming.aspx
Machinima - 3rd largest web channel on YouTube (after Vevo & WB music videos):
17 million uniques visitors / month, equivalent to number of Pandora users (WSJ, 8/29/11)
ESA - Gaming Industry - http://www.theesa.com/
ESRB - Ratings - http://www.esrb.org/
Board Game Geeks - everything about every board game ever:
http://www.boardgamegeek.com
MLS links for this workshop and more @: delicious.com/bibliotechy/gaming
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Editor's Notes
show current Steam activitywww.steampowered.com\n\n\n
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Video games good for girls / WSJ (Feb '11)\nhttp://blogs.wsj.com/juggle/2011/02/01/why-videogames-are-good-for-girls/#\n\n"The research found that girls ages 11 to 16 years old who played videogames with a parent behaved better, felt more connected to their families and had better mental health than girls who played with friends or on their own."\n
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Guitar Hero (Activision) - no longer being developed\n
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\nRise of "Casual" games - Facebook & smart phones \n-Zynga - FarmVille / CityVille\n-Rovio Mobile - Angry Birds - Released Dec'09 (iOS)\n--sales 1st yr = 50mill / 12mill iOS / 10mill Android\n\n
show Angry Birds on Chrome \nhttp://chrome.angrybirds.com/\n\nit’s all about the merch = merchandise\n
half dozen other states have bills pending in state legislature\n\n
half dozen other states have bills pending in state legislature\n\n
half dozen other states have bills pending in state legislature\n\n