Good news for Oculus VR and Facebook! New research from Dubit shows kids not only love to use Oculus Rift but they want to see it used in schools and other areas outside of gaming.
This document is a summary of the findings from a series of focus groups conducted with children on their experiences and expectations for Oculus Rift and virtual reality.
This presentation aims to help IP owners assess how children of today want to experience heritage brands in the digital space. Using models developed by Dubit we look at how children are consuming heritage IPs and how this can influence digital adaptations.
The presentation was presented by Dubit in 2013 at the iKids conference in New York, Sheffield's Children's Media Conference and Digital Kids in San Francisco where we were joined by Brad Jashinsky, Director of Digital Media for Summertime Entertainment - the team behind the forthcoming film Legends of Oz: Dorothy's Return.
Virtual Reality: Is this the final frontier for children's entertainment? | @...Dubit
Dubit's Bobby Thandi presented at the Bookseller Children’s Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"
At Dubit we research, build, and launch digital experiences for kids brands.
Whether it’s a book, movie, toy or your secret idea that’s going to take over the world, we can help bring your brand to life online.
Find out more about how we do all in this in this presentation.
Dubit's Casual Connect Presentation: Kids and Virtual RealityDubit
An abridged version of Dubit's 'Casual Connect' presentation - "Immersed in Play and Learning: Kids and Virtual Reality."
For a copy of the full presentation, contact stephanie.whitley@dubitlimited.com
It’s stating the obvious to note that kids now have almost infinite ways in which they can consume content, and their favorite brands can be consumed in multiple ways.
The good news is that, if you’re lucky enough to be one of their favorites, kids engage more deeply than ever with the favorite brands and they’ll follow you or chase you across platforms, consume your content voraciously, and share it with others.
So, yes, content is king...but discovery is the keys to the kingdom, and without it you may as well abdicate.
The concept of work-life balance today is obsolete. This conference took a deeper look at people, projects, products, and services that we can all leverage to try to LIVE, WORK, and PLAY BETTER.
This presentation aims to help IP owners assess how children of today want to experience heritage brands in the digital space. Using models developed by Dubit we look at how children are consuming heritage IPs and how this can influence digital adaptations.
The presentation was presented by Dubit in 2013 at the iKids conference in New York, Sheffield's Children's Media Conference and Digital Kids in San Francisco where we were joined by Brad Jashinsky, Director of Digital Media for Summertime Entertainment - the team behind the forthcoming film Legends of Oz: Dorothy's Return.
Virtual Reality: Is this the final frontier for children's entertainment? | @...Dubit
Dubit's Bobby Thandi presented at the Bookseller Children’s Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"
At Dubit we research, build, and launch digital experiences for kids brands.
Whether it’s a book, movie, toy or your secret idea that’s going to take over the world, we can help bring your brand to life online.
Find out more about how we do all in this in this presentation.
Dubit's Casual Connect Presentation: Kids and Virtual RealityDubit
An abridged version of Dubit's 'Casual Connect' presentation - "Immersed in Play and Learning: Kids and Virtual Reality."
For a copy of the full presentation, contact stephanie.whitley@dubitlimited.com
It’s stating the obvious to note that kids now have almost infinite ways in which they can consume content, and their favorite brands can be consumed in multiple ways.
The good news is that, if you’re lucky enough to be one of their favorites, kids engage more deeply than ever with the favorite brands and they’ll follow you or chase you across platforms, consume your content voraciously, and share it with others.
So, yes, content is king...but discovery is the keys to the kingdom, and without it you may as well abdicate.
The concept of work-life balance today is obsolete. This conference took a deeper look at people, projects, products, and services that we can all leverage to try to LIVE, WORK, and PLAY BETTER.
A 7-minute presentation given by Laura Seargeant Richardson, Principal Designer, frog design at ToyCon 2009, on the topic: "We Are All Designers of Play." Introduces the core attributes of: Reinvent, Rejuvenate, Reflect for toy companies to consider when designing next generation products.
Hyper! Hyper!! How to deal with trends, fads and constant changeRupert Platz
The digital industry is subject to permanent change, and its thought leaders constantly keep predicting even more major shifts. Time and again, new processes, roles, methods, usage patterns, platforms, work fields, tools etc. are declared the „next hot big thing“. Some of these eventually do affect our work as UX Designers in a major way, others turn out to be just temporary fads or premature concepts. How do we deal with all the trends and hypes without freaking out or getting lost chasing shiny objects? (Talk held at UX Camp Europe / june 2017, Berlin)
Euro IA Closing Plenary - What I'm Curious About…Stephen Anderson
What are you curious about? What do you want to know more about by this time next year?
Here's my answer to that question (c. 2012) and why I believe Curiosity is core to everything we do as a profession.
We studied the Kids' section of the App Store to see which price points and monetisation strategies are the most successful. Do games have to be free to be a success?
slide2:OVERVIEW
WHAT IS VIRTUAL REALITY?
TYPES OF VIRTUAL REALITY
DEVICES USED IN VIRTUAL REALITY
ARCHITECTURE
APPLICATIONS
WHO IS DOING IT NOW?
WHAT’S SO UNIQUE?
VRML
ADVANTAGES &DISADVANTAGES
FUTURE
CONCLUSION
slide3:What is virtual reality?
Virtual reality or virtual realities (VR), which can be referred to as immersive multimedia or computer-simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world. Virtual realities artificially create sensory experiences, which can include sight, touch, hearing, and smell.
slide4:TYPES OF VIRTUAL REALITY
VR Systems can be divided into three groups:
1)NON-IMMERSIVE SYSTEMS(like workstations)
“through-the-window”
Large display,but doesn’t surround the user.
Desktops,LCD TV’s
Ex:Playstation
slide5:
2)Augmented reality
HYBRID SYSTEMS(graphics on top of realworld)
also called:AUGMENTED REALITY Systems
AR integrate the computer-generated virtual objects into the physical world. Stay in real world,but see simulated objects.
This involves literally augmenting reality with
virtual information.
slide6:
3) IMMERSIVE SYSTEMS(like HMD or CAVE)
See simulated world and “be”
in that simulated world.
It basically is an artificial reality that projects
you into a 3D space generated by the
computer.
slide7:DEVICES USED IN VIRTUAL REALITY
HMD,DATA GLOVES,DATA SUIT,CAVE
slide8:ARCHITECTURE OF A VR SYSTEM
slide9:Applications
ARCHITECTURE
TRAINING
MEDICINE
ENGINEERING AND DESIGN
E-COMMERCE
ENTERTAINMENT
MANUFACTURING
slide11:Who is doing it now?
slide12:What's so Unique?
slide13:Vr in programming language:
virtual reality modelling language(VRML)
slide14:ADVANTAGES&DISADVANTAGES
slide15:Future of VR
slide16:CONCLUSION
The Rift is a virtual reality head-mounted display developed by Oculus VR. It was initially proposed in a Kick starter campaign, during which Oculus VR.
The simulation aspect of the Oculus Rift can be put to use as a tool for training. It's one of the more obvious non-gaming applications for the device, mostly because non-VR simulations already exist in many fields, but the quality of simulation is what's important here.
Jelly Splash: Puzzling your way to the top of the App Stores - GDC 2014Wooga
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
Our team of MBA students at Terry College of Business developed this a website (https://sites.google.com/site/wyatterpsmartclothing/) as a definitive overview and analysis of Smart Clothing.
This slide show introduces what we present on this site - the underlying ideas, challenges/bottlenecks, application architectures, application domains, and commercial prospects (including critical success factors) of this emerging technology.
This site was developed as a team project for Dr. Tiwana's MIST 6090 (Spring '11)class for the Terry College of
This power point presentation is about the future technology.
Effect of virtual reality in todays world.
Here now we are gona show u whats gona be in our future.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
A 7-minute presentation given by Laura Seargeant Richardson, Principal Designer, frog design at ToyCon 2009, on the topic: "We Are All Designers of Play." Introduces the core attributes of: Reinvent, Rejuvenate, Reflect for toy companies to consider when designing next generation products.
Hyper! Hyper!! How to deal with trends, fads and constant changeRupert Platz
The digital industry is subject to permanent change, and its thought leaders constantly keep predicting even more major shifts. Time and again, new processes, roles, methods, usage patterns, platforms, work fields, tools etc. are declared the „next hot big thing“. Some of these eventually do affect our work as UX Designers in a major way, others turn out to be just temporary fads or premature concepts. How do we deal with all the trends and hypes without freaking out or getting lost chasing shiny objects? (Talk held at UX Camp Europe / june 2017, Berlin)
Euro IA Closing Plenary - What I'm Curious About…Stephen Anderson
What are you curious about? What do you want to know more about by this time next year?
Here's my answer to that question (c. 2012) and why I believe Curiosity is core to everything we do as a profession.
We studied the Kids' section of the App Store to see which price points and monetisation strategies are the most successful. Do games have to be free to be a success?
slide2:OVERVIEW
WHAT IS VIRTUAL REALITY?
TYPES OF VIRTUAL REALITY
DEVICES USED IN VIRTUAL REALITY
ARCHITECTURE
APPLICATIONS
WHO IS DOING IT NOW?
WHAT’S SO UNIQUE?
VRML
ADVANTAGES &DISADVANTAGES
FUTURE
CONCLUSION
slide3:What is virtual reality?
Virtual reality or virtual realities (VR), which can be referred to as immersive multimedia or computer-simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world. Virtual realities artificially create sensory experiences, which can include sight, touch, hearing, and smell.
slide4:TYPES OF VIRTUAL REALITY
VR Systems can be divided into three groups:
1)NON-IMMERSIVE SYSTEMS(like workstations)
“through-the-window”
Large display,but doesn’t surround the user.
Desktops,LCD TV’s
Ex:Playstation
slide5:
2)Augmented reality
HYBRID SYSTEMS(graphics on top of realworld)
also called:AUGMENTED REALITY Systems
AR integrate the computer-generated virtual objects into the physical world. Stay in real world,but see simulated objects.
This involves literally augmenting reality with
virtual information.
slide6:
3) IMMERSIVE SYSTEMS(like HMD or CAVE)
See simulated world and “be”
in that simulated world.
It basically is an artificial reality that projects
you into a 3D space generated by the
computer.
slide7:DEVICES USED IN VIRTUAL REALITY
HMD,DATA GLOVES,DATA SUIT,CAVE
slide8:ARCHITECTURE OF A VR SYSTEM
slide9:Applications
ARCHITECTURE
TRAINING
MEDICINE
ENGINEERING AND DESIGN
E-COMMERCE
ENTERTAINMENT
MANUFACTURING
slide11:Who is doing it now?
slide12:What's so Unique?
slide13:Vr in programming language:
virtual reality modelling language(VRML)
slide14:ADVANTAGES&DISADVANTAGES
slide15:Future of VR
slide16:CONCLUSION
The Rift is a virtual reality head-mounted display developed by Oculus VR. It was initially proposed in a Kick starter campaign, during which Oculus VR.
The simulation aspect of the Oculus Rift can be put to use as a tool for training. It's one of the more obvious non-gaming applications for the device, mostly because non-VR simulations already exist in many fields, but the quality of simulation is what's important here.
Jelly Splash: Puzzling your way to the top of the App Stores - GDC 2014Wooga
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
Our team of MBA students at Terry College of Business developed this a website (https://sites.google.com/site/wyatterpsmartclothing/) as a definitive overview and analysis of Smart Clothing.
This slide show introduces what we present on this site - the underlying ideas, challenges/bottlenecks, application architectures, application domains, and commercial prospects (including critical success factors) of this emerging technology.
This site was developed as a team project for Dr. Tiwana's MIST 6090 (Spring '11)class for the Terry College of
This power point presentation is about the future technology.
Effect of virtual reality in todays world.
Here now we are gona show u whats gona be in our future.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
Building a Mobile, Social, Location-Based Game in 5 WeeksJennie Lees
A 5-week experiment to practice Lean methods in game development by testing and iterating concepts around mobile, location-based social gaming and apps. Presented at GDC 2011.
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
A semester postmortem on the mindful xp project at the Entertainment Technology Center at Carnegie Mellon. Over the spring 2012 semester our project team developed 10 games with a focus on meaning and expression.
In this presentation we discuss the origins of our project, the 10 games we developed, and what we learned from our experiences about creating meaningful, expressive games.
Visit our website at mindfulxp.com!
Future Of Play - Keynote MIT 2010 - Sandbox Summitfrog
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
16 million downloads and 300.000 da us later when those numbers can't keep ...Mary Chan
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize and the stigma of being a 'cloner'. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
Team Culture
- we were lacking a defined team culture, so we decided to completely fix that Product management
- we never had anybody focus on this, now we do Legal Concerns
- we were facing 300+ websites that iframed our game from Kongregate, we show how we turned this into profit Funding
- we were making money, but didn't properly manage our budget.
Titanic Effect
- we were focusing too much on growing quantity instead of improving quality Community
- we had neglected our audience, now we're going to leverage them Partnerships
- finding the right partners to work with has saved us a lot of hassle for a worth-while share of our revenues.
We will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons. Part of these can be found in the attached presentation draft.
Intended audience & prerequisites: Mostly intended for small-medium sized independent developers or developers intending to start their own company.
Session takeaways: We want developers to walk away with a new toolkit that allows them to see opportunity in every bit of adversity that might cross their path. Our story is but one of many, but will illustrate some of the most fundamentally necessary mindsets, perspectives and attitudes that developers can adopt to turn the biggest failure into something useful.
Vlad Micu, Head of Studio Critical Force Entertainment - The complete game st...How to Web
This presentation is intended to share the insights, learned lessons and best practices of how our startup succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize
A short lecture I gave at the GameIS 2014 convention - about lessons learned from designing several VR games, including a launch title for Samsung Gear VR
The Art of Discoverability (Peter Robinson, CMC 2017)Dubit
Content may be king – but what’s the key to the kingdom when there’s so much available to kids today, across a variety of platforms? Dubit research shows almost 80% of children have trouble finding what they want. They’re overwhelmed by options, without good tools for uncovering what they seek.
Global Head of Research Peter Robinson uses Dubit Trends and other of its quantitative and qualitative research, plus case studies, to look at how kids discover and adopt new content. He presents the "Fanatomy" model for encouraging users to deepen their engagement.
From the Children's Media Conference, Sheffield, UK, July 2017
Kids Can Handle the Truth: A Modest Proposal for the NY TimesDubit
On May 14, 2017, the New York Times ran a special, print-only children's news section, touting it as “kids take over the Times.” My problem with the section, and that claim, is that there was very little child-generated content, and a distinct lack of actual “news” or substantive content. Kids did seem to love the section, but was it a missed opportunity? How could a journalistic organization create an honest, ongoing and interactive relationship with young people, making them lifelong news consumers and contributors?
CMC2016 - How To Become a Top 5 Global Kids BrandDubit
This presentation from Dubit focuses on how kids are consuming data.
With reference to case studies from Lego, Minecraft and Candy Crush, we look at the 3 commonalities that the top 5 kids brands share in generating content that connects multiple generations.
Viewing Trends: What Do Kids Want? (MIP Jr. 2015)Dubit
For MIP Jr. 2015, Dubit SVP of Global Trends David Kleeman reviewed trends in content themes, brand popularity and video source preferences for various devices. He finished with three of the primary challenges facing content creators and distributors, and recommendations for managing them.
For more information, contact: david.kleeman@dubitlimited.com
To find out more about Dubit Trends: adam.woodgate@dubitlimited.com
How Young Early Adopters Find and Share new Entertainment (Children's Media C...Dubit
Our presentation from the 2014 Children's Media Conference looking at how young early adopters find and share new entertainment, with a focus on social media.
An Introduction to games research with children, looking at the theory, best practice, ethics, and putting it into practice.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).
UX for Gamer Acquisition, Retention and ConversionDubit
A presentation focused on the impact game design can have on the game acquisition, retention and conversion. Subjects covered include freemium design, barriers to acquisition, retention strategies, conversion/monetization tactics, and ethics of freemium design.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).
Research into the cross-media consumption of children's brands. Looking at which media affects the other and how kids first experienced some of the biggest kids' brands.
American kids and their gaming devices - from iPads to Gameboys Dubit
As part of a broader look into American children's online gaming habits, Dubit also investigated what devices they are using and to what extent they are used for gaming.
Dubit & Disney from the MRS Children 2010 ConferenceDubit
Dubit and Disney presented 'Trends in Online Entertainment for Kids - The Rise and Rise of Online Gaming' at the Market Research Society 'Children : Seen 7 heard' conference on 27th January 2010.
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.
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.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Le nuove frontiere dell'AI nell'RPA con UiPath Autopilot™UiPathCommunity
In questo evento online gratuito, organizzato dalla Community Italiana di UiPath, potrai esplorare le nuove funzionalità di Autopilot, il tool che integra l'Intelligenza Artificiale nei processi di sviluppo e utilizzo delle Automazioni.
📕 Vedremo insieme alcuni esempi dell'utilizzo di Autopilot in diversi tool della Suite UiPath:
Autopilot per Studio Web
Autopilot per Studio
Autopilot per Apps
Clipboard AI
GenAI applicata alla Document Understanding
👨🏫👨💻 Speakers:
Stefano Negro, UiPath MVPx3, RPA Tech Lead @ BSP Consultant
Flavio Martinelli, UiPath MVP 2023, Technical Account Manager @UiPath
Andrei Tasca, RPA Solutions Team Lead @NTT Data
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdfPeter Spielvogel
Building better applications for business users with SAP Fiori.
• What is SAP Fiori and why it matters to you
• How a better user experience drives measurable business benefits
• How to get started with SAP Fiori today
• How SAP Fiori elements accelerates application development
• How SAP Build Code includes SAP Fiori tools and other generative artificial intelligence capabilities
• How SAP Fiori paves the way for using AI in SAP apps
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
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
3. Dubit - 3
• Group size: 12 kids aged seven to 12 split into six groups using a pair of Oculus Rift’s. In this presentation we refer to
all participants as ‘kids’.
• Sessions were held in our Leeds office.
• As usual we obtained parental permission for the kids to take part in the sessions.
• We ensured no children had problems with epilepsy before playing.
• We also gave parents a chance to try the virtual reality headset before the sessions began.
• We reminded children at the start of the sessions that if they felt uncomfortable all they had to to was take the
headset off. We also reminded them of this during the sessions.
• Games played: Fairy Forest, Chicken Walk, Dragon, Dumpy, Rift Coaster, First Law, Titans of Space.
User Testing Methodologies and Objectives
4. Dubit - 4
• We wanted to find out how Virtual Reality is different from other formats and what it can offer to a gaming
experience.
• We tested this with the Oculus Rift but we wanted to test the concept of virtual reality in general.
• The sessions were split into several tasks:
• Gaming Usage: The kids played several virtual reality games whilst we monitored their interaction.
• Virtual Reality Game Design: We asked the kids to think about new types of virtual reality gaming genres.
• Virtual Reality Branding: We asked the kids to think about the types of brands and companies that would sell
such technology.
• Device Pricing: We asked the kids to price various devices and the virtual reality headset alongside.
User Testing Methodologies and Objectives
6. Dubit - 6
• Headset
• All the kids found the headset easy to put on and comfortable. Even with the seven-year-olds the headset fitted
comfortably on their head and wasn’t too large.
• Some kids, (the younger ones) commented that the headset felt slightly heavy. Comments about the headset
being too heavy were more common when players had to put their head up and down frequently during a game.
• The kids used the headset with confidence once they got used to wearing it.
• Dizziness
• None of the kids reporting any signs of dizziness during or after usage.
• One parent (who wanted to try the headset before their child) felt slightly dizzy after a short demo.
• Conclusions: They were happy to wear the headsets. The headset felt heavy in some games for the younger kids.
Usability
7. Dubit - 7
• How easy is it to play?
• They found the games very easy to pick up and play and were eager to try different games using the headset.
• How long could they play?
• The intensity of the virtual reality experience rather than the weight of the headset dictated how long the children
could play for but none expressed any signs of fatigue. Kids expected to play with the headset for as long as they
would typically play on a console but we found that changed with the intensity of the game being played.
• What they like about the Oculus Rift
• Many commented that the virtual reality made you (the player) feel as if you were ‘actually there’. They felt it gave
the games a degree of realism - on the roller coaster it felt as if they were going to fall off.
• The level of immersion they felt exceeded current gaming experiences.
• Greater player immersion occurred on games that didn’t have them controlling the avatar, meaning they didn’t
have to concentrate on the controls.
• Conclusions: The best performing games had anchors in the real-world as opposed to abstract concepts and game
mechanics, eg. Rollercoasters and Chicken Walk.
Usability
8. Dubit - 8
• How long to orientate when playing a game?
• Some of the kids needed prompting on some of the controls. For example, lifting their head up and down to pick
up food in the chicken game and looking behind them on the roller-coaster. This is to be expected as these
children had not seen the headset before and were unaware of how to use it.
• Most kids took seconds to pick up the controls and used the headset with confidence. They took easily to looking
all around them and all around the virtual environment
• Some players had issues with games where the controls were difficult, often when the controls required headset
movement and controller movement being used in in conjunction. This concept took longer than other control
systems to pick up and it took them longer to orientate themselves. Often the players thought that when they
had a controller that this would be the main point of control, but when it was not this caused confusion.
• Conclusions: Keep the controls easy and provide clear instructions, or an orientation level.
Usability
9. Dubit - 9
• Controllers
• Specialist controllers for particular games: having a gun controller for a shooting game, or a wheel controller for
driving games were popular options. They felt that this would help with player immersion and help them feel as if
they were in the game.
• The older kids identified wireless controllers as being important.
• Using the Kinect in conjunction with the headset was also popular. Many children liked this as it would ‘copy your
moves like the headset did’ with the head movements. They liked the idea of it mirroring moves so you could run
around or jump.
• Conclusions: Kids quickly recognised the importance of controllers and identified different uses/types of controllers.
They thought that controllers with natural movement controls (like Playstation Move) would improve the level of
immersion and gameplay.
Usability
11. Dubit -11
• What experiences are perfect for VR?
• All the kids commented that first-person-shooters, like Call of Duty, would be perfect for virtual reality. They
thought specialist controllers would help with games as it would be better for immersion.
• Boys thought that games like Skyrim and other combat games would work well too, girls mentioned this too but
they felt these were games for teenage boys.
• The boys groups thought that a game like FIFA wouldn’t work on the virtual reality headset as it would be hard to
control the players. However, they thought that solo sports games like golf, cricket or tennis would work well, or a
penalty shoot-out mini game in a game like FIFA..
• Younger girls liked the idea of being able to play driving games like Mario Kart in virtual reality.
• First-person games were deemed more suitable than third-person.
• Conclusions: They quickly appreciated the essence of virtual reality and concluded a game like FIFA could not work,
but they thought that first-person games would be great. Girls identified racing and Sims-like games. Both genders
said Minecraft would work well.
Games: Game Mechanics
12. Dubit -12
• What they would want to do in virtual reality:
• The kids wanted the games they played using the headset to have more freedom. They wanted the freedom to
move around the virtual environment and interact with it.
• The desire for more freedom of movement was more typical with the older children. Younger children were
happy with the experience and just observing the environment like the virtual roller coaster or flight simulator.
• Both boys and girls wanted to have a game where they could build or create using the headset. They wanted to
be able to build a structure and then explore it ‘like building a school or castle’.
• It was important for kids to be able to see their avatar’s body when they looked down. They thought this would
help make them feel as if they were actually there. Although some wanted to be able to see the whole avatar and
not play as point of view.
• Conclusions: The kids wanted to roam and freely explore the environments. They also wanted the entire experience
to be as immersive and ‘realistic’ as possible - looking down and seeing their body was important.
Games: Suitable Games
13. Dubit -13
VR as a Tool for Kids Creativity
and Self-Expression
14. Dubit -14
• Unprompted, they identified Minecraft as a great virtual reality game/experience.
• Most kids wanted to play a Minecraft-like game in virtual reality and this formed the basis for some of the games
they created.
• They liked the concept of being able to create their own world using the virtual reality headset.
• They wanted a Minecraft virtual reality game so you could “see properly what it actually is like in a real world
made out of blocks”.
• It was this added immersion which excited them. Being able to ‘see Minecraft in real life’.
• The game the kids designed would be very similar to Minecraft. They only made small differences such as using
different monsters or environments.
• Conclusions: UGC-type worlds were deemed to be great VR applications with Minecraft front of mind.
Content Creation: Minecraft
15. Dubit -15
• The kids said they would like to have a game similar to the Sims where they could explore real buildings and walk
around them. They wanted a game like the Sims where they could ‘go to the shops and build a house’.
• A group of boys came up with a game idea where they worked in different jobs, like ‘working as a waiter or a taxi
driver.’ They wanted to earn money and have mini games in the job, then they would ‘go back to their apartment in
the city.’
• In these games they wanted the avatar to be more realistic looking and more like Sims characters.
• The younger kids were happy just to be in the environment and explore whereas the older kids also wanted the
added realism of having a job/role/duty (i.e. a purpose) in the virtual world (with their friends).
• Conclusions: The girls (more than the boys) identified The Sims as a great application for virtual reality. The younger
kids just wanted to roam around The Sims whereas the older kids wanted to be given roles and specific tasks.
Content Creation: The Sims
16. Dubit -16
• Some children liked to mix with the idea of the Sims and playing the roller coaster game and thought virtual reality
would be good for a theme park game.
• One of the girls groups really liked the idea of being able to design their own theme park with the virtual reality
headset.
• In this game they could create their own virtual park with all their rides they wanted.
• The game would allow them to share the theme park with their friends. They would be able to go on the rides with
their fiends who would also use virtual reality headsets. They could earn coins on the arcades and build more rides.
• Conclusions: The play mechanics of build, create, share and play (in the context of theme parks) was deemed as a
cool idea.
Content Creation: Theme Parks
17. Dubit -17
• We also asked the kids to come up with brand-new ideas for games and experiences in virtual reality. They came
up with:
• Virtual Teddie (girl aged 8): Scanning their real-world bear and then interacting with it in virtual reality.
• Flying games (boys aged 9 and 11): Being able to fly around in virtual reality and play flying games with their
friends.
• Virtual homes: (girls aged 8 and 10, boy aged 10): Creating a virtual home that they could ‘keep’ and have friends
in it for parties.
• Movie set (boy aged 12): Being able to explore a virtual version of a set from Harry Potter.
• Being an animal or fish (girl and boy aged 9): Becoming an animal and exploring their natural habitat. Also,
playing games like tag.
• Conclusions: Kids of all ages were able to come up ideas for new styles of games and experiences for virtual reality.
Content Creation: Ideation
19. Dubit -19
• All groups identified VR as a great tool in the classroom - making lessons and learning more interesting.
• In particular they identified the concept of ‘Virtual Field Trips’.
• Touring and exploring locations was popular whether that was inside the human body, in the Titanic or in outer
space. Whether the virtual environment was microscopic or on a galactic scale they wanted to experience the reality
of ‘the place’.
• They wanted freedom in these games to explore various locations. They felt that through exploring the locations
they could be given information about what was going on around them, or what it was like in that environment.
• Conclusions: Without prompting, the kids (all ages) identified the value of using virtual reality in the classroom.
‘Exploration’ was identified as a key theme.
Education: Virtual Field Trips
20. Dubit -20
• We asked the kids to come up ideas for virtual field trips…
• Jungle or Rainforest
• Go into the rainforest and travel around on an elephant.
• Do tasks to cross rivers and get through the forest.
• Tudor House
• Tour a Tudor house to see what it was like to live there.
• The Normandy Beaches
• Be a soldier and experience landing in Normandy during World War 2.
• Human Body
• Travel through the digestive system as a virtual piece of broccoli.
• Be microscopic and see cells like in the Fantastic Voyage.
Education: Virtual Field Trips Examples
21. Dubit -21
• One boys group had been learning about natural disasters in school. They wanted to be able to play through other
disasters via virtual reality like the Titanic and the Bradford City Fire.
• They came up with the concept of being on the Titanic as the driver or a passenger. They wanted to be able to
experience history and feel the reality of the situation.
• They didn’t want to change the outcome of the disaster. They wanted to be able to play from different perspectives,
for example from the Captain or one of the passengers.
• They also wanted to play as one of the survivors and try and survive on one of the icebergs in a way similar to
Minecraft. In this instance the children didn’t want to change the story of the Titanic, they just wanted to extend it.
Education: Historical Example
22. Dubit -22
• The kids quickly appreciated the role of virtual reality in education. They thought it could make learning more fun
and interesting. They quickly came up with several ideas, many based around virtual field trips.
• A game where players can build and create would work well with the virtual reality. Many wanted Minecraft to be
available for the device.
• They wanted games where the player has the freedom to explore an environment whether it’s one they crated or
something created by someone else.
• ‘Experiencing things from different perspectives would be interesting’.
• They wanted the games to feel like experiences of different places and lives. They wanted to play with their friends
too and showcase what they could make. This was a particular theme with older children.
Education: Key Findings and Recommendations
24. Dubit -24
• How expensive should it be?
• When asked about price the average estimate being £430!
• Another group thought that the virtual reality headset was the most expensive because ‘it’s the best out of all the
others’. They also said it was because ‘you can see everything and it’s better than any other game’.
• The kids thought that the weight of the device needed improving as well as the graphics. They thought more
games needed to be available before they would buy it.
Pricing and Product
£250 £500
£50 £100 £150 £200 £250 £300 £350 £400 £450 £500 £550 £600+
25. Dubit -25
• We gave all groups a large selection of company logos, ranging from game and software developers through to
global technology manufacturers, toy companies and social networks. None of them were aware of the Facebook
acquisition of Oculus VR.
• We asked them to select a company they thought was most likely to launch a VR headset as well as comment (if they
wanted to) on other company logos. The top four they identified were:
• Microsoft: ‘Because they make games’. ‘A computer company.Because it runs on Microsoft’. ‘They make good
games’. “They would be a good fit’, ‘Because they want to make more money’.
• Sony: ‘They make good quality games’. ‘They’re a big company’.
• Nintendo: ‘They make good games for kids’. ‘Because they do loads of games and they do building games and
things and they do animal crossing’.
• Hasbro: ‘They could make one just for kids’, ‘They could make one for boys and one for girls’.
Brands
26. Dubit -26
• One older boy said that Facebook would be behind it because ‘it’s popular for loads of people’.
• Other groups said Facebook wouldn’t work and wouldn’t make sense. This was because they ‘aren’t a game maker’
and are more internet focussed than games.
• After being told Facebook owned it some respondents said they thought it was a bad move.
• Earlier on these two 12 year olds had said that they would not pay as much for a virtual reality headset as and Xbox
or PlayStation because they weren’t as popular.
Distribution and Branding: Facebook
28. Dubit -28
• They were happy to wear the headsets. They were heavy in some games for the younger kids.
• They thought they could easily play VR games for up to an hour, or as long as they would typically play a console
game.
• The most enjoyable games were based on real-world experiences and/or had easily understood game mechanics.
• They quickly recognised the importance of controllers and identified different uses/types of controllers. They
thought that controllers with natural movement controls (like Playstation Move) would improve the level of
immersion and gameplay.
• They quickly figured out which types of games would be suitable for VR. First person perspectives were deemed
much better than third person or 2.5D.
Conclusions and Summary Findings
29. Dubit -29
• Minecraft and The Sims were front on mind for all the kids.
• Younger kids just wanted to look around whereas the older ones wanted to roam and freely explore. They also
wanted the entire experience to be as immersive and ‘realistic’ as possible - looking down and seeing their body for
example.
• Greater immersion/presence occurred in game with limited avatar movement.
• The play mechanics of build, create, share and play (in the context of theme parks) was deemed as a cool idea.
• All ages of kids were able to come up ideas for new styles of games and experiences in virtual reality.
• Without prompting, the kids (all ages) identified the value of using virtual reality in the classroom. ‘Exploration’ was
identified as a key theme.
Conclusions and Summary Findings
30. Dubit -30
• They wanted the games to feel like experiences of different places and lives. They wanted to play with their friends
too and showcase what they could make. This was a particular theme with older children.
• They thought the price would be over £150 ($250) and less than £300 ($500).
• They thought that the weight of the device needed improving as well as the graphics (we used the Oculus Rift DK1).
They thought more games needed to be available before they would want to buy it.
• They identified (from a long list) Microsoft, Sony, Nintendo and Hasbro as the most likely companies to make a virtual
reality headset.
• When prompted, they could not see the benefit of Facebook launching a virtual reality headset.
Conclusions and Summary Findings