Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth and Care, Training and Education, Smart Cities and Communities where the transformational impact of these technologies and applications is now widely acknowledged.
imaginary: creative serious games and gamificationLucia Pannese
imaginary company presentation with 10 years of gamification and serious games based interactive experiences for training, learning and development, marketing and communication, ehealth, smart cities and societies, tourism: from concept to technology, storytelling and design. imaginary produce digital interactive technologies that collect and communicate data, share knowledge, change behaviour, raise awareness, train and assess staff and provide competitive advantage.
imaginary: serious games and gamificationimaginary srl
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
This presentation shows the newest games developed or under development by imaginary to target ehealth, patients' empowerment, and a way to address the challenge health needs to face today within an ageing society.
Gackenbach, J.I. (2014, June). Role of Dreaming in AI-Human Interactions (Presentation within symposium “Machine Dreaming “).Paper presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
How Games, Augmented and Virtual Reality are Disrupting Corporate Learning - ...SeriousGamesAssoc
Consumer experiences with games, virtual and augmented reality are shaping demand for a new generation of corporate digital learning. How do you develop a generation of learners who may have spent more time with video games than in school? How do you give your learners super power with augmented reality? How do you develop virtual reality “flight simulators” for any task that’s too dangerous, expensive or inconvenient to practice in real life? How do you leverage the popularity of mobile gaming to develop leadership skills?
Bold, tightly integrated digital learning strategies will determine the winners in the new landscape. The biggest payouts will go to the digital disruptors. In this session, you’ll learn how serious games, mobile microlearning, augmented and virtual reality is poised to forever change the way people learn and organizations teach. The session will show how leading Fortune 500 companies are:
• using virtual reality as “the ultimate empathy machine” to develop develop customer service and people skills,
• leveraging the two billion phones that were just turned into a magic lens of augmented reality to develop everything from on-boarding to performance support,
• developing skills with games that thrive on a sense of engagement, storytelling, character identification, immersion, problem solving, and accomplishment,
You will learn how industry leaders from healthcare, financial service and manufacturing are ushering in a new era of experiential and visceral learning with digital consumer media.
Learn how the Toy Recognition feature in the Qualcomm® Vuforia™ mobile vision platform, a product of Qualcomm Connected Expereiences, Inc., opens new opportunities in the toy industry by enabling a new class of physical-to-digital play experiences. Toy Recognition allows for the detection and tracking of 3D objects and gives developers a seamless way to add digital features to a toy.
Watch this presentation on YouTube: https://www.youtube.com/watch?v=s76aeq6rIlc&list=PLxeazpXYyqtNm2EnCbfSzy7aKOkHjiaSi&index=24
imaginary: creative serious games and gamificationLucia Pannese
imaginary company presentation with 10 years of gamification and serious games based interactive experiences for training, learning and development, marketing and communication, ehealth, smart cities and societies, tourism: from concept to technology, storytelling and design. imaginary produce digital interactive technologies that collect and communicate data, share knowledge, change behaviour, raise awareness, train and assess staff and provide competitive advantage.
imaginary: serious games and gamificationimaginary srl
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
This presentation shows the newest games developed or under development by imaginary to target ehealth, patients' empowerment, and a way to address the challenge health needs to face today within an ageing society.
Gackenbach, J.I. (2014, June). Role of Dreaming in AI-Human Interactions (Presentation within symposium “Machine Dreaming “).Paper presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
How Games, Augmented and Virtual Reality are Disrupting Corporate Learning - ...SeriousGamesAssoc
Consumer experiences with games, virtual and augmented reality are shaping demand for a new generation of corporate digital learning. How do you develop a generation of learners who may have spent more time with video games than in school? How do you give your learners super power with augmented reality? How do you develop virtual reality “flight simulators” for any task that’s too dangerous, expensive or inconvenient to practice in real life? How do you leverage the popularity of mobile gaming to develop leadership skills?
Bold, tightly integrated digital learning strategies will determine the winners in the new landscape. The biggest payouts will go to the digital disruptors. In this session, you’ll learn how serious games, mobile microlearning, augmented and virtual reality is poised to forever change the way people learn and organizations teach. The session will show how leading Fortune 500 companies are:
• using virtual reality as “the ultimate empathy machine” to develop develop customer service and people skills,
• leveraging the two billion phones that were just turned into a magic lens of augmented reality to develop everything from on-boarding to performance support,
• developing skills with games that thrive on a sense of engagement, storytelling, character identification, immersion, problem solving, and accomplishment,
You will learn how industry leaders from healthcare, financial service and manufacturing are ushering in a new era of experiential and visceral learning with digital consumer media.
Learn how the Toy Recognition feature in the Qualcomm® Vuforia™ mobile vision platform, a product of Qualcomm Connected Expereiences, Inc., opens new opportunities in the toy industry by enabling a new class of physical-to-digital play experiences. Toy Recognition allows for the detection and tracking of 3D objects and gives developers a seamless way to add digital features to a toy.
Watch this presentation on YouTube: https://www.youtube.com/watch?v=s76aeq6rIlc&list=PLxeazpXYyqtNm2EnCbfSzy7aKOkHjiaSi&index=24
We’ve highlighted five platforms for working towards Augmented Humanity in 2020. In each chapter we’ll cover evolving trends, key action points for businesses and brands and showcase best-in-class examples of these trends in action. The first four subsections within each theme are key action points, the fifth subsection is a nascent or emerging one-to-watch trend to explore in the coming years.
Virtual reality and augmented reality -Bournane AbdelkrimAbdelkrim Bournane
This is a presentation about virtual reality and augmented, it contains basics about the origin of VR and why does it work, and some application of AR and VR.
Potential of virtual worlds for tourismDavid Wortley
This workshop presentation was delivered in Bucharest for the J'Info Tourism Training company. It focused on the potential of virtual worlds for culture, heritage and tourism.
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
This presentation shows the newest games developed or under development by imaginary to target ehealth, patients' empowerment, and a way to address the challenge health needs to face today within an ageing society.
The GAETSS Gamification and Enabling Technologies Strategic Solutions July 2014 E Newsletter - Our ambitious aim is to establish GAETSS as a world leader in the understanding and use
of the fast emerging technologies which influence and shape the world we live in.
Our mission is to help shape the future of business and society
through the application of best practices for human development and motivation
Nexasoft Sdn Bhd is Malaysia’s leading IT Service Provider with a solid track record in providing In-house software and mobile app development services to various GLCs, private sectors, and universities. The company also specializes in VR/AR and Gamification.
Do visit our website at nexasoft.my and don't forget to follow our social media for get the updated info.
Facebook: https://www.facebook.com/nexasoft.my/
Twitter : https://twitter.com/nexasoft_my
LinkedIn : https://www.linkedin.com/company/nexasoft-sdn-bhd
Stefan colins - enhance the human experience in a new real worldStefan Colins
Presentation about how immersive technology (virtual, augmented, mixed reality) can help companies enhance their learning and training experiences and tools.
#TasteOfInspiration What's in the game? Enhanced human experience in a real w...The Learning Hub
Enhanced human experience in a real world. How can we create an Immersive Learning Environment by using game mechanics combined with VR and AR ? Part of the Taste of Inspiration seminar organised by The Learning Hub in Technopolis on the 19th of May 2017.
Creative Tools for Engagement in the Public Sector (Gamification)
21-22-23 March 2017, Novotel Canberra, Australia
http://www.arkgroupaustralia.com.au/events/gamificationpublicsector/ http://tinyurl.com/znz6pdx
A Two Day Fully Encompassed Forum, Case Studies, Interactive Mini-Workshops and Strategies
Plus, TWO Half-Day Post Forum Workshops
Join Gamification Australia on LinkedIn: https://www.linkedin.com/groups/Gamification-Australia-6987896/about
The Government and Public Sector is serious business, so can we really expect them to play games.
If it’s one of the most valuable tools they can use now in engaging communities and staff for both learning and communication, then “YES” would be the answer.
Sharing insights and learnings through case study, workshop and strategic presentations are:
Laureate Australia
Department of Employment
Curtin University
Health Education and Training Institute
Camp Quality
Tim Little, ChangeGeek.org & former Senior Change Management Specialist with the Australian Federal Police, Department of Veterans’ Affairs and Department of Immigration
ThinkPlace
Code for Australia
RMIT Games Programs
University of Wollongong
Workshop A: Changing the Game: Using Gamification in your Organisation to Engage and Motivate
Dr. Zac Fitz-Walter, Gamification Consulting & App Development,Eat More Pixels, Gamification Geek
Workshop B: Taking Gamification in the Public Sector to the Next Level
Kerstin Oberprieler, Executive Designer, ThinkPlace, Lead Gamification Designer, PentaQuest
Virtual Reality VR is a computer technology that generates realistic images, sounds and other sensations that simulate a users physical presence in a virtual or imaginary environment. The proposed system nurtures personal traits of an individual which plays a major role in every sector. The system helps to improve an individuals social, personal, and language skills as well as cures phobia of standing in front of audience. With advancement in technology, we are developing a system on Unreal Engine for creation of various environments as well as 3ds Max for creating Virtual Objects which are been placed. The learner is supposed to be in an environment where he she is been judged while appearing for various rounds. Further, video is captured and uploaded on the system and trainers does the evaluation. Trainers are supposed to suggest area of improvement by commenting on the parameters defined. Regular usage of software enhances skills of the user. The proposed system is a VR based verbal non verbal interactive system for enhancing communication skills based on predefined and planned of greeting scenario. Results in each stage are compared and analyzed to get the clear idea of where the person is lacking. The outcome of this practice test leads to improvement in individuals personality, difficulties raised in each environment results in upgradation of selfdom. Tejas Sayankar | Insiyah Kanchwala | Nikita Mahajan | Sayali Mahajan ""Communication Skills Improving Assistance"" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-4 , June 2019, URL: https://www.ijtsrd.com/papers/ijtsrd23748.pdf
Paper URL: https://www.ijtsrd.com/engineering/computer-engineering/23748/communication-skills-improving-assistance/tejas-sayankar
MIRROR presentation at Leicester Games FestivalLucia Pannese
These slides present the seriousgames developed within the MIRROR project www.mirror-project.eu to support reflective learning as well as a game for introducing autistic people into some jobs and they give a taste of the new Rehab@Home project to transform post-stroke patients' homes into engaging rehabilitation environments where they have a good quality of life, where medical protocols are safely monitored and where they are socially included.
We’ve highlighted five platforms for working towards Augmented Humanity in 2020. In each chapter we’ll cover evolving trends, key action points for businesses and brands and showcase best-in-class examples of these trends in action. The first four subsections within each theme are key action points, the fifth subsection is a nascent or emerging one-to-watch trend to explore in the coming years.
Virtual reality and augmented reality -Bournane AbdelkrimAbdelkrim Bournane
This is a presentation about virtual reality and augmented, it contains basics about the origin of VR and why does it work, and some application of AR and VR.
Potential of virtual worlds for tourismDavid Wortley
This workshop presentation was delivered in Bucharest for the J'Info Tourism Training company. It focused on the potential of virtual worlds for culture, heritage and tourism.
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
This presentation shows the newest games developed or under development by imaginary to target ehealth, patients' empowerment, and a way to address the challenge health needs to face today within an ageing society.
The GAETSS Gamification and Enabling Technologies Strategic Solutions July 2014 E Newsletter - Our ambitious aim is to establish GAETSS as a world leader in the understanding and use
of the fast emerging technologies which influence and shape the world we live in.
Our mission is to help shape the future of business and society
through the application of best practices for human development and motivation
Nexasoft Sdn Bhd is Malaysia’s leading IT Service Provider with a solid track record in providing In-house software and mobile app development services to various GLCs, private sectors, and universities. The company also specializes in VR/AR and Gamification.
Do visit our website at nexasoft.my and don't forget to follow our social media for get the updated info.
Facebook: https://www.facebook.com/nexasoft.my/
Twitter : https://twitter.com/nexasoft_my
LinkedIn : https://www.linkedin.com/company/nexasoft-sdn-bhd
Stefan colins - enhance the human experience in a new real worldStefan Colins
Presentation about how immersive technology (virtual, augmented, mixed reality) can help companies enhance their learning and training experiences and tools.
#TasteOfInspiration What's in the game? Enhanced human experience in a real w...The Learning Hub
Enhanced human experience in a real world. How can we create an Immersive Learning Environment by using game mechanics combined with VR and AR ? Part of the Taste of Inspiration seminar organised by The Learning Hub in Technopolis on the 19th of May 2017.
Creative Tools for Engagement in the Public Sector (Gamification)
21-22-23 March 2017, Novotel Canberra, Australia
http://www.arkgroupaustralia.com.au/events/gamificationpublicsector/ http://tinyurl.com/znz6pdx
A Two Day Fully Encompassed Forum, Case Studies, Interactive Mini-Workshops and Strategies
Plus, TWO Half-Day Post Forum Workshops
Join Gamification Australia on LinkedIn: https://www.linkedin.com/groups/Gamification-Australia-6987896/about
The Government and Public Sector is serious business, so can we really expect them to play games.
If it’s one of the most valuable tools they can use now in engaging communities and staff for both learning and communication, then “YES” would be the answer.
Sharing insights and learnings through case study, workshop and strategic presentations are:
Laureate Australia
Department of Employment
Curtin University
Health Education and Training Institute
Camp Quality
Tim Little, ChangeGeek.org & former Senior Change Management Specialist with the Australian Federal Police, Department of Veterans’ Affairs and Department of Immigration
ThinkPlace
Code for Australia
RMIT Games Programs
University of Wollongong
Workshop A: Changing the Game: Using Gamification in your Organisation to Engage and Motivate
Dr. Zac Fitz-Walter, Gamification Consulting & App Development,Eat More Pixels, Gamification Geek
Workshop B: Taking Gamification in the Public Sector to the Next Level
Kerstin Oberprieler, Executive Designer, ThinkPlace, Lead Gamification Designer, PentaQuest
Virtual Reality VR is a computer technology that generates realistic images, sounds and other sensations that simulate a users physical presence in a virtual or imaginary environment. The proposed system nurtures personal traits of an individual which plays a major role in every sector. The system helps to improve an individuals social, personal, and language skills as well as cures phobia of standing in front of audience. With advancement in technology, we are developing a system on Unreal Engine for creation of various environments as well as 3ds Max for creating Virtual Objects which are been placed. The learner is supposed to be in an environment where he she is been judged while appearing for various rounds. Further, video is captured and uploaded on the system and trainers does the evaluation. Trainers are supposed to suggest area of improvement by commenting on the parameters defined. Regular usage of software enhances skills of the user. The proposed system is a VR based verbal non verbal interactive system for enhancing communication skills based on predefined and planned of greeting scenario. Results in each stage are compared and analyzed to get the clear idea of where the person is lacking. The outcome of this practice test leads to improvement in individuals personality, difficulties raised in each environment results in upgradation of selfdom. Tejas Sayankar | Insiyah Kanchwala | Nikita Mahajan | Sayali Mahajan ""Communication Skills Improving Assistance"" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-4 , June 2019, URL: https://www.ijtsrd.com/papers/ijtsrd23748.pdf
Paper URL: https://www.ijtsrd.com/engineering/computer-engineering/23748/communication-skills-improving-assistance/tejas-sayankar
MIRROR presentation at Leicester Games FestivalLucia Pannese
These slides present the seriousgames developed within the MIRROR project www.mirror-project.eu to support reflective learning as well as a game for introducing autistic people into some jobs and they give a taste of the new Rehab@Home project to transform post-stroke patients' homes into engaging rehabilitation environments where they have a good quality of life, where medical protocols are safely monitored and where they are socially included.
Interactive gaming technology is hugely popular amongst young people today: The vision of rePlay is to use this technology as a mean of motivating young people into a better awareness of how and why they behave the way they do and encourage them to...
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.
Resuscitation Game: the game for neonatal resuscitation staff trainingimaginary srl
Neonatal Resuscitation Training Game is a 3D game-based simulated learning tool, targeted to healthcare professionals, that allows learning by trial-and-error in a risk-free environment, while keeping a high level of realism.
Resuscitation game: il nuovo training game per la rianimazione neonatale imaginary srl
Resuscitation Game permette di tagliare drasticamente i costi della formazione delle equipe specialistiche e di offrire ai professionisti una formazione efficace e all’avanguardia:
- un nuovo corso di formazione, coinvolgente e unico, nel rispetto degli standard formativi suggeriti dagli organismi internazionali.
- un ambiente virtuale immersivo per sperimentare in modo realistico le procedure di lavoro in ambito protetto, senza rischi.
- la possibilità di giocare/formarsi sempre e ovunque
MyCyFAPP: il game per i bambini con fibrosi cistica. imaginary srl
MyCyFAPP fornisce indicazioni per un’alimentazione e uno stile di vita sani, fondamentali nella gestione di questa malattia.
Con MyCyFAPP i bambini apprendono:
- la distinzione tra i principali macronutrienti (carboidrati, proteine e grassi) e le loro sottocategorie (ad esempio: grassi di origine animale e di origine vegetale);
- la quantità di grassi contenuta nei cibi;
- l’importanza di idratarsi frequentemente durante tutto l’arco della giornata;
- l’importanza dell’attività sportiva.
MyCyFAPP è l’app che, attraverso il gioco, fornisce indicazioni per un’alimentazione e uno stile di vita sani, aspetti fondamentali nella gestione della fibrosi cistica.
Rehab@Home Milan Showcase: User Trials at Fondazione Don Carlo Gnocchiimaginary srl
This is the presentation by Johanna Jonsdottir from Fondazione Don Carlo Gnocchi ONLUS at the Rehab@Home showcase held in Milan last March 25th 2014.
Fondazione Don Carlo Gnocchi ONLUS used the serious games developed by imaginary with some patients and presented the results they had.
Rehab@Home Milan Showcase: User Trials at NTGBimaginary srl
This is the presentation by Wolfhard Klein from Neurologisches Therapiezentrum at the Rehab@Home showcase held in Milan last March 25th 2014.
Neurologisches Therapiezentrum used the serious games developed by imaginary with some patients and presented the results they had.
CRe-AM: a bridge between ICT and Creative Industries - Games Communityimaginary srl
CRe-AM is a community where ARTS and TECHNOLOGY meet! Experiences are shared and future trends are discussed.
This is a short description of the Games group within CRe-AM. We have also activities around design, music, new media etc. JOIN US! http://www.cre-am.eu
Serious Games: la formazione diventa socialimaginary srl
In queste slide, presentate da imaginary in occasione della Conferenza Serigamex 2013 organizzata da MIMOS a Roma lo scorso 21 marzo, si indaga l'utilizzo dei serious games nella digitalizzazione e condivisione virtuale dell’esperienza formativa. In particolare si presentano tre case studies: i serious games in 3D realizzati per il progetto MIRROR, il mobile game di SUPERHUB e il simulatore di dialoghi interpersonali in contesti multiculturali progettato e realizzato per il progetto ImREAL.
This is the presentation of the ImREAL project which aim is to develop a novel conceptual framework and innovative semantic-enhanced intelligent services to
augment existing simulated environments with adaptive meta-cognitive scaffolding in a costeffective way.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Designing Great Products: The Power of Design and Leadership by Chief Designe...
imaginary: Serious Games and Gamification
1. Serious Games and Gamification
for eHealth and Care, Training and Education, Smart Cities and Communities
Winter 2015 - 2016
2. About imaginary
Founded in 2004, imaginary's multi-disciplinary team has been developing innovative but
practical solutions in areas such as simulations, serious games and digital interactive
technologies that collect and communicate data, share knowledge, change behaviour,
raise awareness, train, assess and empower staff to provide competitive advantage and build a
sustainable future.
3. The world around us
Energy efficiency,
green mobility and
economic growth in
urban environments
need
to be fostered.
Society is ageing and
costs of care for the
elderly are increasing.
Training and education
need to be more
motivating, inclusive,
social and easily
connected to real life
situations.
The latest generation of
“digital natives” demand
engagement and
interactivity in every aspect
of their lives.
4. In such a demanding environment, imaginary’s multi-disciplinary team
produce applications which engage and empower all generations of
users.
Our value proposition
imaginary develop solutions that address the
challenges of the attention economy through the
innovative use of immersive technologies,
simulations, serious games and the latest
gamification strategies[ ]
5. The benefits of simulations and Serious Games
Engagement and interactivity
Versatility of design
Rich experiences
Spontaneous action
Immediate feedback
Support for reflection
Immediate use of knowledge gained
7. eHealth and care
Smart cities and communities
Application areas
The solutions described in the examples that follow can be developed
for and/or re-used in many different application areas.
Education and training
8. RehAbility: physical and cognitive rehabilitation
eHEALTH
and CARE
A series of games integrated into a virtual environment allows
patients affected e.g. by stroke or multiple sclerosis to do
physical and cognitive rehabilitation exercises at home.
The medical staff will choose and set up those exercises that are
most appropriate for each specific case, according to the progress
of the whole rehabilitation process. A reporting area stores details
and results of every session.
WATCH THE VIDEO
9. A new children-friendly version is
informing clinical evaluation.
RehAbility KID: children’s version
eHEALTH
and CARE
10. A set of applications for the tablet/PC which, through various motivational
techniques, supports senior citizens to maintain a healthy lifestyle by a
constructive interaction between mind, body and social engagement.
Agegym: a suite for active ageing
www.doremi-fp7.eu
This product was built through:
eHEALTH
and CARE
11. Fit4Life: healthy lifestyle for teenagers
www.pegasof4f.eu
This product was built through
A mobile social game designed specifically for teenagers to sensitize them
and modify their lifestyle habits by encouraging physical movement and
healthy nutrition to avoid obesity and resulting health problems.
eHEALTH
and CARE
12. This serious game is targeted at people affected by autistic
spectrum disorders and their families.
Through 3 different scenarios: an office, a minimarket and a
gardening centre, the virtual working environment offers users
the opportunity to prepare themselves for job interviews, and so
acquire the necessary know-how to deal with critical situations
in the workplace.
iSpectrum: social interactions for people affected by Autism
WATCH THE VIDEO
Trainers said: it was really useful.
It affected users emotions and
their learning process.
ASD users said: it showed me
important aspects of ‘how an office
works in reality’.
TRAINING
13. An interactive, gamified 3D hospital where, following an proven learning
methology, a surgeon can interact with game-based medical content,
navigate environments, access e-learning lessons and learn interactively with
peers.
Smart e-HOSPITAL: the innovative way to design e-learning
TRAINING
14. CLinIC and Think Better Care:
immersive training for nurses and carers
Set in a 3D virtual Hospital and in a 3D virtual Care Home these 2 games
aim to train nurses and carers to cope with complex dialogues and stressful
situations.
A virtual tutor accompanies the user during the whole game experience,
giving feedback and helping to manage specific situations
WATCH THE VIDEO
60% of the healthcare staff
who tested the game
evaluated it as a positive
method to experience new
working situations they
could encounter.
3D Virtual Care Home scenario 3D Virtual Hospital scenario
TRAINING
15. Set in a 3D virtual hospital which was damaged by an earthquake, this
game is designed to offer training for emergency volunteers dealing with
stressful situations and applying procedural knowledge.
A virtual tutor accompanies the user during the whole game experience,
giving feedback and helping to manage specific situations in a better way.
Rescue League: managing emergency situations
70% of the volunteers who
tested the game stated it
helped them to better
understand the working
procedures they have to
follow.
TRAINING
16. Designed for self-regulated learning this simulation targets
multiculturalism and increases awareness of cultural differences in
3 business scenarios: job interview, business dinner, appointment
at the airport.
Through an integrated social network users are encouraged to
share their experiences with each other.
ImREAL: educating to multiculturalism
1, 2WATCH THE VIDEO
TRAINING
17. Hazards and risks can be reduced by training engineers in a virtual
construction site. The game unfolds using ordinary activities and
unexpected, urgent accidents in a farm under renovation.
YARD IN PROGRESS: safety construction site
EDUCATION
18. Like Factory is a game explaining Von Neumann’s computer
architecture starting from very common and well known
operations such as «liking» a post in Facebook.
Like Factory: technology for everyone
EDUCATION
19. e-VITA forward to the past: from storytelling to games
These 4 games give the younger generation the chance to virtually
experience life in 20th century Europe captured through the stories
and memories of people who lived before the European Union was
established.
CLICK ON THE IMAGES TO PLAY
About 100 users plus a panel
of experts demonstrated the
overall applicability and the
effectiveness of the e-VITA
serious games for
intergenerational learning.
EDUCATION
20. SmartSociety is a gamified city environment bringing together different
local and touristic services that citizens can use and contribute to
actively.
The first gamified service is SmartShare, the new app for car pooling.
SmartSociety: a suite for a smarter society
WATCH THE VIDEO
www.smart-society-project.eu
virtual
gamified city
environment
This product was built through:
SMART CITIES
and COMMUNITIES
Smart
Share
app
21. A mobile game designed to raise citizen awareness of green mobility.
The game is based on a mechanism of rewards and shared experience:
virtual missions make you explore and move in the real world alone or
with the help of other users.
ECO-DEALERS: move in green
WATCH THE VIDEO
SMART CITIES
and COMMUNITIES