The Big Question: What would it take to create the holodeck (in terms of storytelling)? Is it a technical or a creative breakthrough that we need?
(Videos are normally embedded, but are linked here instead.)
Interactive Storytelling in Games: Next StepsGail Carmichael
The document discusses interactive storytelling in games and some of the challenges of combining story and gameplay. It notes that stories are typically linear while games are non-linear, making it difficult to satisfy both. It proposes using a framework that arranges plot points dynamically based on player actions and quantifiable story elements to create a coherent emergent story with meaningful choices for the player. The goal is to find a balance between full player freedom and restricted choice.
This document discusses several topics related to video games including: the popularity of violent games in times of conflict and hate; how games can make procedural arguments through their systems and mechanics rather than through words or images; debates around narrative and medium specificity in game studies; designed identities in games and the types of stories typically told for different player identities; and how smaller, experimental games have more creative freedom than big budget titles. It also briefly summarizes several games and concepts including code as feminist act, different game development tools, and how one developer drew inspiration for a game about soothing a crying child from his own experiences as a parent.
Understanding Stories of Diversity, Inclusion, and Tolerance Through Games (F...Sherry Jones
February 21, 2017 - This presentation was shown at the University of Colorado Diverse Learners Week Conference: http://www.colorado.edu/diverselearners/schedule
About This Presentation:
In light of the current immigration and refugee crisis, we recommend a collection of digital games that can be assigned in the classroom to frame students’ perspective on the issues of immigration, the refugee crisis, race, diversity, inclusion, and tolerance.
The games will invite students to engage with social issues by interacting with the hypothetical playable histories and playable futures, and consider what is at stake for today’s world.
This document discusses the history of women's representation and participation in gaming industries such as video games, tabletop roleplaying games (RPGs), and wargaming. It provides statistics showing women remain underrepresented in video game industry jobs. It also discusses early involvement of women in tabletop RPGs and wargaming, including one of the first published D&D adventure modules co-authored by Judy Kerestan in 1976. Finally, it notes the new D&D Player's Handbook explicitly discusses gender diversity and fluidity in character creation.
This document discusses issues around gender and culture in programming, games, and electronic literature. It provides statistics showing gender disparities in various tech fields. It also examines the "brogrammer" stereotype and culture and how that can discourage women. Several passages discuss feminist approaches to coding and creating digital works, as well as debates around the purpose and history of tools like Twine. The document presents a variety of perspectives on these topics from scholars and creators in the field.
A brief review of who games, gaming statistics, myths & facts, plus information and tips on how to program a gaming event at your library.
Please email me for permission before using these slides.
This document discusses gender discrimination in geek culture and what libraries can do to help address the issue. It notes that as geek culture has become more mainstream, there has been backlash against new fans who are female. It provides examples of harassment and gatekeeping experienced by women in gaming communities. The document argues that libraries can help by creating inclusive spaces for all fans to explore interests like gaming and comics without fear of discrimination. Libraries already support these activities through collections, events and advocacy against censorship. Overall, the document calls for the geek community to embrace new fans of all backgrounds as interest in geek culture continues to grow more popular.
Interactive Storytelling in Games: Next StepsGail Carmichael
The document discusses interactive storytelling in games and some of the challenges of combining story and gameplay. It notes that stories are typically linear while games are non-linear, making it difficult to satisfy both. It proposes using a framework that arranges plot points dynamically based on player actions and quantifiable story elements to create a coherent emergent story with meaningful choices for the player. The goal is to find a balance between full player freedom and restricted choice.
This document discusses several topics related to video games including: the popularity of violent games in times of conflict and hate; how games can make procedural arguments through their systems and mechanics rather than through words or images; debates around narrative and medium specificity in game studies; designed identities in games and the types of stories typically told for different player identities; and how smaller, experimental games have more creative freedom than big budget titles. It also briefly summarizes several games and concepts including code as feminist act, different game development tools, and how one developer drew inspiration for a game about soothing a crying child from his own experiences as a parent.
Understanding Stories of Diversity, Inclusion, and Tolerance Through Games (F...Sherry Jones
February 21, 2017 - This presentation was shown at the University of Colorado Diverse Learners Week Conference: http://www.colorado.edu/diverselearners/schedule
About This Presentation:
In light of the current immigration and refugee crisis, we recommend a collection of digital games that can be assigned in the classroom to frame students’ perspective on the issues of immigration, the refugee crisis, race, diversity, inclusion, and tolerance.
The games will invite students to engage with social issues by interacting with the hypothetical playable histories and playable futures, and consider what is at stake for today’s world.
This document discusses the history of women's representation and participation in gaming industries such as video games, tabletop roleplaying games (RPGs), and wargaming. It provides statistics showing women remain underrepresented in video game industry jobs. It also discusses early involvement of women in tabletop RPGs and wargaming, including one of the first published D&D adventure modules co-authored by Judy Kerestan in 1976. Finally, it notes the new D&D Player's Handbook explicitly discusses gender diversity and fluidity in character creation.
This document discusses issues around gender and culture in programming, games, and electronic literature. It provides statistics showing gender disparities in various tech fields. It also examines the "brogrammer" stereotype and culture and how that can discourage women. Several passages discuss feminist approaches to coding and creating digital works, as well as debates around the purpose and history of tools like Twine. The document presents a variety of perspectives on these topics from scholars and creators in the field.
A brief review of who games, gaming statistics, myths & facts, plus information and tips on how to program a gaming event at your library.
Please email me for permission before using these slides.
This document discusses gender discrimination in geek culture and what libraries can do to help address the issue. It notes that as geek culture has become more mainstream, there has been backlash against new fans who are female. It provides examples of harassment and gatekeeping experienced by women in gaming communities. The document argues that libraries can help by creating inclusive spaces for all fans to explore interests like gaming and comics without fear of discrimination. Libraries already support these activities through collections, events and advocacy against censorship. Overall, the document calls for the geek community to embrace new fans of all backgrounds as interest in geek culture continues to grow more popular.
The document discusses how libraries can incorporate gaming to better serve patrons. It provides examples of successful gaming programs hosted at various libraries, including game nights, tournaments for games like Super Smash Bros. and Dance Dance Revolution. The document advocates that libraries should view games as just another format like books and find ways to support gaming culture and connect games to other materials.
Gaming to the Throne: Using Games to Engage TouristsElizabeth Lawley
The document discusses games and gamification in the context of tourism. It provides examples of games that have been used to encourage tourism exploration, such as a scavenger hunt game in Rochester using text messaging clues. The document also discusses an augmented reality game called Ingress that gets players to explore cities by claiming portals located around the world. It notes that games can make destinations more interesting for tourists and get them exploring parts of cities off the beaten path.
A brief introduction to some of the issues around ethics in Virtual and Augmented Reality. For developers and users, what are the ethical issues around the business, commercial and entertainment uses of VR/AR?
How to make serious stories shareable on social mediaEric Athas
We’ve heard this a lot lately: Fun stories, not serious stories, work on social media. But we’ve found otherwise. You can shape serious stories to make them shareable and more informative for the public.
9 Types of Local Stories That Cause EngagementEric Athas
The document discusses 9 types of local stories that generate engagement on social media: place explainers, crowd pleasers, curiosity stimulators, news explainers, major breaking news, feel-good smilers, topical buzzers, provocative controversies, and awe-inspiring visuals. It provides examples of each type of story and encourages picking a real local story and writing a headline that fits one of the 9 types for an assignment.
Death by chocolate-covered broccoli: A case where gamification killed gaming ...Independent
Cautionary tale about rewards and achievements and rankings, using the story of a WoW raid group and their implosion. :)
Presentation for Canadian Communication Association 2013
The document discusses how alternate realities (ARs) are being designed and used to make everyday life more engaging by embedding game dynamics and clear goals. AR designers see games as working better than reality and are "hacking" reality. The document outlines several examples of ARs being used and their effects, such as bringing people together and creating optimism. It's suggested that ARs will be more widely adopted by businesses in the next decade to create a better way of living and innovating.
This document discusses representation in video games. It addresses how genres can represent certain ideologies through main characters and influence audience impressions. It questions how and why representations are constructed, what messages they send, and who constructs them. Stereotypes and gender representation are discussed, as well as what viewpoints may be left out. Examples given include criticisms of how some games depict women as well as character analyses considering attributes like costume, expression, values and genre.
Consideration of current debates about gender in video games by examining 40 years of industry choices that marginalized female gamers. Focus on contemporary fragmentation and diversification in games that has lead to disruption of traditional markets.
Crafting satisfying narratives while preserving player freedom is a longstanding challenge for computer games. Many games use a quest structure, allowing players to experience content nonlinearly. However, this risks creating disjointed stories when side quests only minimally integrate with the main story. This talk introduces the problem of nonlinear storytelling in games and discusses our flexible, scene-based story system that reacts dynamically to the player’s actions.
Learn more at http://gailcarmichael.com/research/projects/emergentstories
Thesis Proposal: Creating Satisfying Game Experiences with Coherent Emergent ...Gail Carmichael
The document proposes techniques for creating more coherent and satisfying emergent stories in open-world games. It suggests a design philosophy using a low ratio of "kernels" (the core plot) to "satellites" (supplementary story elements). An algorithm is described to prioritize optional scenes based on story progression and player history. Methods are outlined to insert common threads between scenes to enhance coherence. The document also presents a way to visualize a story's development through quantifiable elements like themes and characters. Future work is noted developing storytelling prototypes and authoring tools to test the techniques.
While providing raw data in places like Data.gov is a great first step in opening up government, it is insufficient. Realizing the spirit of the Open Government Directive will require dramatic improvements in user experience. Concrete examples to demonstrate how government agencies can harness the power of information visualization to give the American people the insights they need (not just the data needed) to make informed decisions and dramatically improve interactions with the government.
Location-based-Storytelling stART11 conference session (english version)Doro Martin
With the explosion of the mobile internet market, location-based-storytelling is a storytelling method which is based on scavenger hunts, geocaching, using location-based-services.
In our session at stART11 conference in Duisburg 2011 we made a storytour through Duisburg Ruhrort, explained afterwards how we did it and what else is possible. This is the english version of our presentation.
Many video games let players create their own, unique stories and adventures. Alasdair Gray explores some of the techniques that game designers are using to create these experiences, and what we can learn from them.
The document discusses key elements of storytelling for games. It identifies storyline, having a point or purpose, character personality and development, an interesting game world to explore, backstory, and a satisfying ending as important elements. It provides examples from games like Metal Gear, Final Fantasy, Dark Souls, and Skyrim to illustrate how these elements can enhance a game's narrative. The conclusion states that combining these different elements is what allows some games to have memorable stories.
1. The document discusses alternate reality games and how they can be used to explore "what if" scenarios in a collaborative, participatory manner.
2. Examples of alternate reality games mentioned are World Without Oil, which explored a future without cheap oil, and Ruby's Bequest, which explored the future of caring.
3. These games allow thousands of people worldwide to contribute personal stories and collectively imagine possible futures.
Phil Spencer discusses building living and learning company cultures through worldbuilding in gaming. He describes how games like Ultima Online and interactions with fans sparked his interest in gaming's power to bring people together and impact lives. He emphasizes that worldbuilding serves storytelling and enables games to explore meaningful questions. Spencer argues that creating rich, compelling game worlds through language, traditions, relationships and more is some of the industry's most important work. Companies must also thoughtfully build their internal cultures to best support creative work.
The Politics of Worldbuilding (AdventureX 2017)Jess Haskins
All art is political, whether or not you intend to "make a statement." If you don't create with a clearly articulated perspective in mind, your work is likely to reinforce a host of tropes and implicit assumptions you hadn't even considered. Especially when you set out to build an entire world!
What values does your world embody? What culture does it create? Who is it for?
Drawing on examples from my work in game writing, design, and teaching, this talk examines the ways that worldbuilders can both draw upon and challenge traditional representations to captivate audiences with original, compelling, immersive worlds, while avoiding damaging tropes and cliches.
This document discusses various social impacts of videogames including violence, gender roles, addiction, and changes over time. It addresses early violent games from the 1970s, the controversy around Death Race, and the evolution of female protagonists from sexualized to strong characters. Examples are given of both positive social impacts like connecting families and negative impacts like potential for addiction or mimicking games in real violence.
Video Games & Online Simulations: Having Fun is a Good ThingGlenn Wiebe
The document discusses the educational benefits of games and argues they encourage collaboration, provide structured learning patterns, and engage students emotionally. It addresses common myths about gaming such as links to violence and claims they isolate players. Resources are provided for educational games and questions teachers should ask about integrating games and technology into their lessons.
Helen Keegan is a senior lecturer who discusses using creativity and engagement to create alternative media. She talks about topics like remix culture, memes, spreadability, and participatory culture. The document describes assigning students to create a mobile film project and experience an alternate reality game that engaged them through puzzles, codes, and an unexpected live reveal. The project inspired deep engagement and creativity in solving problems as a team.
The document discusses how libraries can incorporate gaming to better serve patrons. It provides examples of successful gaming programs hosted at various libraries, including game nights, tournaments for games like Super Smash Bros. and Dance Dance Revolution. The document advocates that libraries should view games as just another format like books and find ways to support gaming culture and connect games to other materials.
Gaming to the Throne: Using Games to Engage TouristsElizabeth Lawley
The document discusses games and gamification in the context of tourism. It provides examples of games that have been used to encourage tourism exploration, such as a scavenger hunt game in Rochester using text messaging clues. The document also discusses an augmented reality game called Ingress that gets players to explore cities by claiming portals located around the world. It notes that games can make destinations more interesting for tourists and get them exploring parts of cities off the beaten path.
A brief introduction to some of the issues around ethics in Virtual and Augmented Reality. For developers and users, what are the ethical issues around the business, commercial and entertainment uses of VR/AR?
How to make serious stories shareable on social mediaEric Athas
We’ve heard this a lot lately: Fun stories, not serious stories, work on social media. But we’ve found otherwise. You can shape serious stories to make them shareable and more informative for the public.
9 Types of Local Stories That Cause EngagementEric Athas
The document discusses 9 types of local stories that generate engagement on social media: place explainers, crowd pleasers, curiosity stimulators, news explainers, major breaking news, feel-good smilers, topical buzzers, provocative controversies, and awe-inspiring visuals. It provides examples of each type of story and encourages picking a real local story and writing a headline that fits one of the 9 types for an assignment.
Death by chocolate-covered broccoli: A case where gamification killed gaming ...Independent
Cautionary tale about rewards and achievements and rankings, using the story of a WoW raid group and their implosion. :)
Presentation for Canadian Communication Association 2013
The document discusses how alternate realities (ARs) are being designed and used to make everyday life more engaging by embedding game dynamics and clear goals. AR designers see games as working better than reality and are "hacking" reality. The document outlines several examples of ARs being used and their effects, such as bringing people together and creating optimism. It's suggested that ARs will be more widely adopted by businesses in the next decade to create a better way of living and innovating.
This document discusses representation in video games. It addresses how genres can represent certain ideologies through main characters and influence audience impressions. It questions how and why representations are constructed, what messages they send, and who constructs them. Stereotypes and gender representation are discussed, as well as what viewpoints may be left out. Examples given include criticisms of how some games depict women as well as character analyses considering attributes like costume, expression, values and genre.
Consideration of current debates about gender in video games by examining 40 years of industry choices that marginalized female gamers. Focus on contemporary fragmentation and diversification in games that has lead to disruption of traditional markets.
Crafting satisfying narratives while preserving player freedom is a longstanding challenge for computer games. Many games use a quest structure, allowing players to experience content nonlinearly. However, this risks creating disjointed stories when side quests only minimally integrate with the main story. This talk introduces the problem of nonlinear storytelling in games and discusses our flexible, scene-based story system that reacts dynamically to the player’s actions.
Learn more at http://gailcarmichael.com/research/projects/emergentstories
Thesis Proposal: Creating Satisfying Game Experiences with Coherent Emergent ...Gail Carmichael
The document proposes techniques for creating more coherent and satisfying emergent stories in open-world games. It suggests a design philosophy using a low ratio of "kernels" (the core plot) to "satellites" (supplementary story elements). An algorithm is described to prioritize optional scenes based on story progression and player history. Methods are outlined to insert common threads between scenes to enhance coherence. The document also presents a way to visualize a story's development through quantifiable elements like themes and characters. Future work is noted developing storytelling prototypes and authoring tools to test the techniques.
While providing raw data in places like Data.gov is a great first step in opening up government, it is insufficient. Realizing the spirit of the Open Government Directive will require dramatic improvements in user experience. Concrete examples to demonstrate how government agencies can harness the power of information visualization to give the American people the insights they need (not just the data needed) to make informed decisions and dramatically improve interactions with the government.
Location-based-Storytelling stART11 conference session (english version)Doro Martin
With the explosion of the mobile internet market, location-based-storytelling is a storytelling method which is based on scavenger hunts, geocaching, using location-based-services.
In our session at stART11 conference in Duisburg 2011 we made a storytour through Duisburg Ruhrort, explained afterwards how we did it and what else is possible. This is the english version of our presentation.
Many video games let players create their own, unique stories and adventures. Alasdair Gray explores some of the techniques that game designers are using to create these experiences, and what we can learn from them.
The document discusses key elements of storytelling for games. It identifies storyline, having a point or purpose, character personality and development, an interesting game world to explore, backstory, and a satisfying ending as important elements. It provides examples from games like Metal Gear, Final Fantasy, Dark Souls, and Skyrim to illustrate how these elements can enhance a game's narrative. The conclusion states that combining these different elements is what allows some games to have memorable stories.
1. The document discusses alternate reality games and how they can be used to explore "what if" scenarios in a collaborative, participatory manner.
2. Examples of alternate reality games mentioned are World Without Oil, which explored a future without cheap oil, and Ruby's Bequest, which explored the future of caring.
3. These games allow thousands of people worldwide to contribute personal stories and collectively imagine possible futures.
Phil Spencer discusses building living and learning company cultures through worldbuilding in gaming. He describes how games like Ultima Online and interactions with fans sparked his interest in gaming's power to bring people together and impact lives. He emphasizes that worldbuilding serves storytelling and enables games to explore meaningful questions. Spencer argues that creating rich, compelling game worlds through language, traditions, relationships and more is some of the industry's most important work. Companies must also thoughtfully build their internal cultures to best support creative work.
The Politics of Worldbuilding (AdventureX 2017)Jess Haskins
All art is political, whether or not you intend to "make a statement." If you don't create with a clearly articulated perspective in mind, your work is likely to reinforce a host of tropes and implicit assumptions you hadn't even considered. Especially when you set out to build an entire world!
What values does your world embody? What culture does it create? Who is it for?
Drawing on examples from my work in game writing, design, and teaching, this talk examines the ways that worldbuilders can both draw upon and challenge traditional representations to captivate audiences with original, compelling, immersive worlds, while avoiding damaging tropes and cliches.
This document discusses various social impacts of videogames including violence, gender roles, addiction, and changes over time. It addresses early violent games from the 1970s, the controversy around Death Race, and the evolution of female protagonists from sexualized to strong characters. Examples are given of both positive social impacts like connecting families and negative impacts like potential for addiction or mimicking games in real violence.
Video Games & Online Simulations: Having Fun is a Good ThingGlenn Wiebe
The document discusses the educational benefits of games and argues they encourage collaboration, provide structured learning patterns, and engage students emotionally. It addresses common myths about gaming such as links to violence and claims they isolate players. Resources are provided for educational games and questions teachers should ask about integrating games and technology into their lessons.
Helen Keegan is a senior lecturer who discusses using creativity and engagement to create alternative media. She talks about topics like remix culture, memes, spreadability, and participatory culture. The document describes assigning students to create a mobile film project and experience an alternate reality game that engaged them through puzzles, codes, and an unexpected live reveal. The project inspired deep engagement and creativity in solving problems as a team.
Canonical conceptions of narrative might find such a story-game equation problematic but the borders between the narrative and the ludic have always been fluid and allowed varying degrees of overlap between the two. With older games, this might not have been as obvious but with the sophisticated machinic narratives developing within and through computer games, it is clear that current conceptions about narrative have to take into account the ludic and the machinic nature of stories to be able to explain the functioning of problematic forms, like the narratives created within computer games. Such changing conceptions of narrative also need to address the participatory and constructive role that the reader has in the development of the narrative. In computer games, the narratives are formed within the game system (i.e. a base narrative) but through a complex identification with the in-game protagonists whose actions (and therefore the player’s) play the story into existence, thus establishing a constant interplay between playing and reading. Keeping the above in view, this paper will try to analyse the workings of narratives with reference to computer games and other new media as well as by identifying how older media also incorporate similar characteristics, hitherto ignored. It will therefore try to re-examine some key issues that inform essential conceptions of narratives and also show how Alice, in both kinds of texts, plays a videogame.
Soal Essay Fotosintesis Kelas 8. Online assignment writing service.Diana Hole
The document discusses the book Never Cry Wolf by Farley Mowat. It explores how the main character Farley Mowat journeys to study wolves in the Canadian tundra. Through his observations, he discovers that the widespread fear of wolves is unreasonable and not based on facts. Mowat learns that wolves are not the threat that folklore makes them out to be. The document argues that irrational fear often drives hatred of things that are misunderstood and can set mankind on a destructive path.
Keynote address for Re:Humanities digital humanities conference. Also published as a peer reviewed article in Hybrid Pedagogy. http://www.hybridpedagogy.com/journal/political-power-of-play/
This document discusses how storytelling can be used as an effective marketing tool. It explains that humans are hardwired to understand and relate to stories as they help make sense of the world. Well-structured stories that follow common narrative patterns like Freytag's pyramid or Campbell's monomyth are more compelling and memorable. The document also provides examples of brands like Johnny Walker and Coca-Cola that use storytelling techniques in their advertising to connect emotionally with consumers and position their product as the hero/solution. It emphasizes that an authentic brand narrative should reflect the reality of the brand's relationship with its audience.
Med122 digital games: narrative and playRob Jewitt
This document discusses debates around how digital games are understood and analyzed. It outlines the narratology and ludology approaches, where narratology focuses on games as storytelling media and ludology emphasizes games as systems of rules and player interaction. The document also discusses how games combine both narrative elements and principles of play, challenging the notion that these are mutually exclusive. It provides examples of games studied through each lens and debates around player agency, character design, and the relationship between gameplay and narrative.
The Lego Movie uses postmodern techniques like pastiche, intertextuality, and metafiction to tell a story that serves as a metaphor. It critiques strictly following rules at the expense of creativity and play. While at first seeming like commercial children's entertainment, it contains deeper messages about the balance between order and chaos, growing up, and not losing one's imagination. It advocates relaxing and having fun with toys instead of worrying how things are "supposed" to be.
This document discusses the benefits of video games and gaming for teens and libraries. It argues that gaming is a popular medium for teens that can reinforce new literacies and developmental assets. It provides examples of libraries that have successfully hosted gaming events and collections. It also offers recommendations for how libraries can better engage gamers, including using games for readers' advisory, hosting gaming events, and immersing themselves in gaming culture.
This document contains summaries of various online articles, videos, images and other media on a wide range of topics including travel, apps, design, games, photography, music, and more. The summaries range from descriptions of products and services to story summaries to artistic works. Overall the document highlights a diverse collection of creative and interesting media from across the internet.
The iPod Touch is an incredible tool in the classroom in the hands of our digital learners. Game-based learning is an up-and-coming area of interest in education. What if those two met?
The document discusses the Netflix show Squid Game. It describes how the show shocked the author by posing philosophical questions. It summarizes that the show's premise involves people competing in childhood games for money, but with deadly consequences for losing. Though the premise is dark, the author found the show surprisingly fun and fascinating, with charming characters. Each episode featured a different game and perspective on human nature.
Differences between online games and virtual worlds and how they come aboutMartin Oliver
This document discusses the differences between online games and virtual worlds. It explores definitions of games and the concept of the "magic circle." Games are rule-based systems with quantifiable outcomes, while the magic circle refers to the boundary between the game and real world. However, these boundaries are often ambiguous and permeable. Role-playing games in particular challenge definitions of games. The document uses the examples of World of Warcraft and Second Life to illustrate how online spaces can incorporate both game-like and world-like elements, and discusses related issues like managing multiple identities.
The document discusses different types of digital and video games that can be considered art forms. It provides examples of early art games from the 1990s and 2000s that subverted gaming conventions by focusing more on storytelling, exploration, and emotions rather than challenge or fun. It summarizes several experimental games that used gameplay to explore ideas around relationships, the passage of time, and the human experience.
This document provides an overview of alternate reality games (ARGs). It defines ARGs as interactive narratives that use the real world as a platform and involve player participation to help shape the story. Examples are described such as The Beast and I Love Bees that had millions of participants working together online to solve puzzles and advance the narrative. The document outlines key ARG elements like puppetmasters, the curtain, rabbitholes and trailheads. It also discusses the history and influences of ARGs as well as challenges facing the genre.
Similar to Interactive Storytelling (CUSEC 2013) (20)
A visualization of a recursion problem posed in Think Like a Programmer (V. Anton Spraul) that illustrates the difference between head and tail recursion.
The document introduces a mysterious creature that nobody has confronted because they are too afraid. It asks if the reader is brave enough to help uncover how strong the creature is. The story then has a back-and-forth dialogue where one person insists they are brave enough to face certain death while confronting the creature, while choosing a goddess sword or crossbow as their weapon. They are told to practice with their weapon through the night to prepare for the encounter.
The document describes how to make a deep copy of a ListNode object in memory without copying its nested ReadThis object. It involves creating a new ListNode, a new ReadThis, copying the ReadThis's string and integer properties, and pointing the new ListNode's data to the new ReadThis. This results in an independent deep copy of the original ListNode.
References in C++ are essentially pointers that are easier to use. They allow passing objects to functions by reference without needing to explicitly declare pointer parameters or dereference pointers within the function. References are initialized to refer to an object and cannot be reassigned to refer to a different object, making them behave similar to the object itself rather than a separate pointer variable.
The document defines and demonstrates how pointers in C++ work. It declares an integer variable myInt and a pointer variable myPointer. It then makes myPointer point to myInt by using the address-of operator & on myInt. This allows myPointer to access the memory location and value of myInt. Another pointer variable anotherPointer is then defined and made to point to the same location as myPointer, demonstrating that multiple pointers can reference the same memory address.
The document describes the function call stack when main() calls b(), which then calls a(). The call stack shows the order of function calls with main() at the top, then b(), and a() at the bottom, with each function activation stored on the stack.
The document describes the insertion sort algorithm sorting the array [15, 9, 9, 10, 12, 1, 11, 3, 9]. It works by taking each element from the unsorted part of the array and inserting it into the correct position in the sorted part. It iterates through the array, swapping elements if the current element is less than the element preceding it, until the subarray is sorted.
The document describes an algorithm to find the maximum value in an array. It initializes a current index and maximum value, then iterates through the array comparing each element to the maximum. Whenever a larger value is found, it updates the maximum. After iterating through the entire array, it outputs the final maximum value.
Understanding the Power of Augmented Reality for LearningGail Carmichael
What is it about augmented reality that makes it good for learning or even for general use? Learn more about this work here: http://gailcarmichael.com/research/projects/cognitivear
Global Context Descriptors for SURF and MSER Feature DescriptorsGail Carmichael
This document discusses adding global context descriptors to the SURF and MSER local feature descriptors to improve matching between images. For SURF features, nearby feature points are found and curvature values from a log-polar grid are appended to the original descriptor. For MSER features, shape, texture and curvature patches around the region are measured and appended. Preliminary matching results show the potential of global context descriptors to improve matching performance over the local descriptors alone. Future work includes exploring optimal neighboring region shapes and sizes.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
Salesforce Integration for Bonterra Impact Management (fka Social Solutions A...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on integration of Salesforce with Bonterra Impact Management.
Interested in deploying an integration with Salesforce for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Trusted Execution Environment for Decentralized Process MiningLucaBarbaro3
Presentation of the paper "Trusted Execution Environment for Decentralized Process Mining" given during the CAiSE 2024 Conference in Cyprus on June 7, 2024.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
Freshworks Rethinks NoSQL for Rapid Scaling & Cost-EfficiencyScyllaDB
Freshworks creates AI-boosted business software that helps employees work more efficiently and effectively. Managing data across multiple RDBMS and NoSQL databases was already a challenge at their current scale. To prepare for 10X growth, they knew it was time to rethink their database strategy. Learn how they architected a solution that would simplify scaling while keeping costs under control.
13. “Divergence from a story's path is
likely to make for a less satisfying
story; restricting a player's
freedom of action is likely to make
for a less satisfying game.”
Greg Costikyan
18. No preference
Interactive Traditional Storytelling
No story
Highly Player Driven
Storytelling
Branching Path Storytelling
Multiple-Ending Storytelling
Josiah Lebowitz and Chris Klug
28. label family:
scene bg beach2
with dissolve
"It wasn't long before Mary broke the silence, by
asking me a question."
show mary dark smiling
with dissolve
m "I told you a little about my family... but I
haven't asked you about yours yet. What's your family
like?"
p "When I'm on the island here, I live with my aunt
and uncle, but back home, I live with my mother, father,
and sister."
m "A sister? Is she older or younger?"
Ren’Py
32. Books
- Andrew Glassner’s Interactive Storytelling: Techniques for the
21st Century
- Chris Crawford’s Chris Crawford on Interactive Storytelling
- Josiah Lebowitz and Chris Klug’s Interactive Storytelling for
Games
- Mieke Bal’s Narratology: Introduction to the Theory of
Narrative
Other
- Greg Costikyan’s Games, Storytelling, and Breaking the String
- Pohjola M. 2004. “Autonomous Identities: Immersion as a Tool
for Exploring, Empowering and Emancipating Identities”. in
Montola M. and Stenros J. (eds.). Beyond Role and Play: tools,
toys and theory for harnessing the imagination. Ropecon ry,
Helsinki, 81-96.
Photos
http://www.flickr.com/photos/ramsd/7700670046/
http://www.flickr.com/photos/linnybinnypix/1189891134
http://www.flickr.com/photos/cuellar/517376451/
http://www.flickr.com/photos/chavals/2978360981/
http://www.flickr.com/photos/thomashawk/2316708463/