The Influence of Revenue Models on Game Design - ICA2013Patrick Prax
This paper examines the link between a game’s procedural rhetoric and the political and economic context of its production. The recent industry turn toward free labor in the digital games has been discussed by critical scholars, and as a result of these rapidly changing markets, the industry has begun to embrace new revenue models which are often “free-to-play” until the consumer opts to partake in a number of “micro transactions.” Diablo 3’s real-money auction house (RMAH) is an excellent example of how companies, like Blizzard Entertainment, implement experimental revenue models within their game design. In this paper I will analyze the politics of the RMAH and the ways that it has influenced the design of the game. This paper hopes to contribute a political and economic perspective to a theoretical understanding of how the capitalist production model is inscribed within the cultural discourse of the video game industry.
Presentation on data integrity in Pharmaceutical IndustrySathish Vemula
Presentation on data integrity in Pharmaceutical Industry
Contents:
- Definition & Basics
- Criteria for integrity of laboratory data
- Regulatory Requirements
- Barriers to Complete Data
- Possible data integrity problems
- Previous observations
- FDA Warning Letters – 2013
- FDA Warning Letters – 2014
- FDA 483’s related to data integrity
- EU – Non compliance Reports
- WHO - Notice of Concern
- Summary of Data Integrity issues
- Consequences- Rebuilding Trust
- Conclusion
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
The Influence of Revenue Models on Game Design - ICA2013Patrick Prax
This paper examines the link between a game’s procedural rhetoric and the political and economic context of its production. The recent industry turn toward free labor in the digital games has been discussed by critical scholars, and as a result of these rapidly changing markets, the industry has begun to embrace new revenue models which are often “free-to-play” until the consumer opts to partake in a number of “micro transactions.” Diablo 3’s real-money auction house (RMAH) is an excellent example of how companies, like Blizzard Entertainment, implement experimental revenue models within their game design. In this paper I will analyze the politics of the RMAH and the ways that it has influenced the design of the game. This paper hopes to contribute a political and economic perspective to a theoretical understanding of how the capitalist production model is inscribed within the cultural discourse of the video game industry.
Presentation on data integrity in Pharmaceutical IndustrySathish Vemula
Presentation on data integrity in Pharmaceutical Industry
Contents:
- Definition & Basics
- Criteria for integrity of laboratory data
- Regulatory Requirements
- Barriers to Complete Data
- Possible data integrity problems
- Previous observations
- FDA Warning Letters – 2013
- FDA Warning Letters – 2014
- FDA 483’s related to data integrity
- EU – Non compliance Reports
- WHO - Notice of Concern
- Summary of Data Integrity issues
- Consequences- Rebuilding Trust
- Conclusion
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
Qualitative Research on Computer Gaming (Practical Research 1)Amino Domado
This is not the FINAL version of our paper because it was deleted on my PC.
There are few grammatical errors because, again, it is not the FINAL revision.
If you found some useful piece of our research, please do consider citing us in your paper.
From SnappyApp to Screens in the Wild: Gamifying an Attention Hyperactivity Deficit Disorder continuous performance test for public engagement and awareness
Michael P. Craven, Zoe Young, Lucy Simons, Holger Schnädelbach and Alinda Gillott
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
The benefits of playing video games amp a0034857Lex Pit
While one widely held view maintains playing video games is intellectually lazy, such play actually may strengthen a range of cognitive skills such as spatial navigation, reasoning, memory and perception, according to several studies reviewed in the article. This is particularly true for shooter video games that are often violent, the authors said. A 2013 meta-analysis found that playing shooter video games improved a player’s capacity to think about objects in three dimensions, just as well as academic courses to enhance these same skills, according to the study. “This has critical implications for education and career development, as previous research has established the power of spatial skills for achievement in science, technology, engineering and mathematics,” Granic said. This enhanced thinking was not found with playing other types of video games, such as puzzles or role-playing games.
Playing video games may also help children develop problem-solving skills, the authors said. The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Children’s creativity was also enhanced by playing any kind of video game, including violent games, but not when the children used other forms of technology, such as a computer or cell phone, other research revealed.
Play to Learn: Using Games and Gamification to Drive Learner Engagement and L...Karl Kapp
Games are powerful tools for crafting learning solutions that engage, motivate and reinforce key skills and techniques. Instructional designers, training managers and anyone tasked with creating learning events needs to seriously consider implementing games into their learning toolkit.
-Examine the required tradeoffs, discover how to add the game elements of challenge and story to training events and learn how the combination of fantasy and branching story techniques leads to real learning outcomes.
-Learn how an underlying competency model can be used to evaluate the effectiveness of the learners’ game play by providing feedback to improve their performance in the field.
-Examine the games elements that are so compelling for learning and engagementLearn how to think like a game designer when approaching your learning content
-Discover the link between game elements and specific learning outcomes
## Send to the Discussion Forum five topics you think would make val.docxtienmixon
## Send to the Discussion Forum five topics you think would make valid studies for a sociologist and tell why you think a sociologist would be interested in them. ##
*****************************************************************************
We talked about common sense and the need for sociological research in, but I want us to discuss it a little further. Quite often we have heard or have said, ?Why, that?s just common sense.? Common sense has helped a lot of us through various situations in our lives, but it really can?t be relied on as a source of knowledge because it?s quite limited (How much common sense does one have?) and what we feel is ?correct? often is not. What may seem ?right? for you or is considered as common sense to you may not be for me.
*****************************************************************************
## Send to the Discussion Forum five things you think are common sense concepts, e.g., common sense tells us it?s foolish to cross the street when the light is green. ##
*****************************************************************************
When sociologists do research, they work from a model which has eight Basic Steps.
First
they choose a topic that generally will have the following criteria for doing the study.
Curiosity
: Why do certain behaviors lead to certain outcomes? Why is it that two children raised by the same methods (it doesn?t matter if they are from upper or lower income families) turn out differently? One reaches their potential, the other doesn?t.
Interest
: A particularly interesting topic surfaces and sparks interest in the researcher.
Funding
: Often, grants from Federal, state, and local governments become available to study certain topics, e.g., what has made society so conducive to the formation of gangs?
Social Issues
: Social issues of global to local significance attract sociologists? attention. Things like drug cultures, unemployment, gangs, urban blight, etc.
Second,
once the problem is identified, it must be defined. Then they will ask, ?What do we want to learn and why??
Third,
they will take a look at any existing data or literature that is
available. What have previous studies (if any) shown? What methods of study were used? When and where was the data collected? (Time, year, etc.)
Fourth,
they will develop a hypothesis. What are the expected relationships between all of the variables according to what our theory predicts? Are they congruent or are there differences. If so why? (The hypothesis needs
to have operational definitives, i.e. If this happens, a particular event, emotion, etc. then we can expect this result by this time.) It is very important that precise ways are used in measuring hypotheses.
Fifth,
the choice of a research method is critical. Some methods will not work as well or at all when you are collecting data. Surveys, questionnaires, etc., all have to be specifically written and administered to obtain ?scientific? results. The way .
10 Things We Know about Designing Games for Learning From ResearchKarl Kapp
This decidedly nonacademic presentation provides a broad scientific overview of what we know from research about the effectiveness of games and game-elements to changing learner behaviors. You will examine 10 findings from research and see how those findings directly relate to the creation of instructional games, games that make an impact on learner behavior. And, yes, you will play a game in this session!
Learn to apply:
-Findings from game-based research to create effective learning content.
-Three principles for adding game elements to online and stand up instruction.
-Four motivational aspects of games to improve learning recall and application.
Dementia is an important public health priority. Caring for a person with dementia can be very challenging. A better understanding of dementia is important for both patients and carers. The main objective of this research was to help to improve the quality of interaction between dementia patients and carers. The aim of this research is to investigate how games could support dementia carers through, initially developing a conceptual framework. The research analysed 10 existing games within health education. Game content, such as Game play, Avatar portrayal, Gameworld graphics, Sound/Music and Storyline, were examined in order to help family members who may be carers. This paper discusses the different ways in which various aspects of games could be used to help and support dementia carers from their own perspectives.
Project ANEMELO : this document is a part of the preparation for the project Handbook.
The project is co-funded by the Erasmus+ Programme of the European Union. The content in this document only reflects the views of the project responsibles. The European Commission is in no way responsible for any use that may be made of the information it contains.
Networked Participation sets the Game Free – Warhammer 40k on Tabletop Simula...Patrick Prax
This study compares analog Warhammer 40k to the way the game is being played on Tabletop Simulator. It focuses on properties of analog and digital gaming as well as player participation in creating both the game and its community. The study uses participant observation and an interface analysis and is based on more than a year of weekly games and participation in analog and digital tournaments. It concludes that the digital version of the game de-emphasizes crafting and making which leads to a reduced barrier of entry. Social interaction is not the same online, but there are moments of collective narrative building. The interface of the game is leveraging the possibilities of digital media and goes in the same direction as design research for table-top games. The biggest difference of that the digital version is networked player creativity that makes it possible to play this game online and improves it.
Boal on a Boat - Teaching Critical Game Design.pdfPatrick Prax
This presents a teaching moment in a game design education
that examines questions of politics, power, and responsibility. It asks game designers to extend the critical perspective beyond their given task. It is interactive, honest, and has some real stakes.
The full article is available here: http://www.digra.org/digital-library/publications/boal-on-a-boat-teaching-critical-game-making-2/
More Related Content
Similar to Prax, Karvinen - Lifting the eyes from the individual - problematic gaming in social context - Tampere 2014
Qualitative Research on Computer Gaming (Practical Research 1)Amino Domado
This is not the FINAL version of our paper because it was deleted on my PC.
There are few grammatical errors because, again, it is not the FINAL revision.
If you found some useful piece of our research, please do consider citing us in your paper.
From SnappyApp to Screens in the Wild: Gamifying an Attention Hyperactivity Deficit Disorder continuous performance test for public engagement and awareness
Michael P. Craven, Zoe Young, Lucy Simons, Holger Schnädelbach and Alinda Gillott
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
The benefits of playing video games amp a0034857Lex Pit
While one widely held view maintains playing video games is intellectually lazy, such play actually may strengthen a range of cognitive skills such as spatial navigation, reasoning, memory and perception, according to several studies reviewed in the article. This is particularly true for shooter video games that are often violent, the authors said. A 2013 meta-analysis found that playing shooter video games improved a player’s capacity to think about objects in three dimensions, just as well as academic courses to enhance these same skills, according to the study. “This has critical implications for education and career development, as previous research has established the power of spatial skills for achievement in science, technology, engineering and mathematics,” Granic said. This enhanced thinking was not found with playing other types of video games, such as puzzles or role-playing games.
Playing video games may also help children develop problem-solving skills, the authors said. The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Children’s creativity was also enhanced by playing any kind of video game, including violent games, but not when the children used other forms of technology, such as a computer or cell phone, other research revealed.
Play to Learn: Using Games and Gamification to Drive Learner Engagement and L...Karl Kapp
Games are powerful tools for crafting learning solutions that engage, motivate and reinforce key skills and techniques. Instructional designers, training managers and anyone tasked with creating learning events needs to seriously consider implementing games into their learning toolkit.
-Examine the required tradeoffs, discover how to add the game elements of challenge and story to training events and learn how the combination of fantasy and branching story techniques leads to real learning outcomes.
-Learn how an underlying competency model can be used to evaluate the effectiveness of the learners’ game play by providing feedback to improve their performance in the field.
-Examine the games elements that are so compelling for learning and engagementLearn how to think like a game designer when approaching your learning content
-Discover the link between game elements and specific learning outcomes
## Send to the Discussion Forum five topics you think would make val.docxtienmixon
## Send to the Discussion Forum five topics you think would make valid studies for a sociologist and tell why you think a sociologist would be interested in them. ##
*****************************************************************************
We talked about common sense and the need for sociological research in, but I want us to discuss it a little further. Quite often we have heard or have said, ?Why, that?s just common sense.? Common sense has helped a lot of us through various situations in our lives, but it really can?t be relied on as a source of knowledge because it?s quite limited (How much common sense does one have?) and what we feel is ?correct? often is not. What may seem ?right? for you or is considered as common sense to you may not be for me.
*****************************************************************************
## Send to the Discussion Forum five things you think are common sense concepts, e.g., common sense tells us it?s foolish to cross the street when the light is green. ##
*****************************************************************************
When sociologists do research, they work from a model which has eight Basic Steps.
First
they choose a topic that generally will have the following criteria for doing the study.
Curiosity
: Why do certain behaviors lead to certain outcomes? Why is it that two children raised by the same methods (it doesn?t matter if they are from upper or lower income families) turn out differently? One reaches their potential, the other doesn?t.
Interest
: A particularly interesting topic surfaces and sparks interest in the researcher.
Funding
: Often, grants from Federal, state, and local governments become available to study certain topics, e.g., what has made society so conducive to the formation of gangs?
Social Issues
: Social issues of global to local significance attract sociologists? attention. Things like drug cultures, unemployment, gangs, urban blight, etc.
Second,
once the problem is identified, it must be defined. Then they will ask, ?What do we want to learn and why??
Third,
they will take a look at any existing data or literature that is
available. What have previous studies (if any) shown? What methods of study were used? When and where was the data collected? (Time, year, etc.)
Fourth,
they will develop a hypothesis. What are the expected relationships between all of the variables according to what our theory predicts? Are they congruent or are there differences. If so why? (The hypothesis needs
to have operational definitives, i.e. If this happens, a particular event, emotion, etc. then we can expect this result by this time.) It is very important that precise ways are used in measuring hypotheses.
Fifth,
the choice of a research method is critical. Some methods will not work as well or at all when you are collecting data. Surveys, questionnaires, etc., all have to be specifically written and administered to obtain ?scientific? results. The way .
10 Things We Know about Designing Games for Learning From ResearchKarl Kapp
This decidedly nonacademic presentation provides a broad scientific overview of what we know from research about the effectiveness of games and game-elements to changing learner behaviors. You will examine 10 findings from research and see how those findings directly relate to the creation of instructional games, games that make an impact on learner behavior. And, yes, you will play a game in this session!
Learn to apply:
-Findings from game-based research to create effective learning content.
-Three principles for adding game elements to online and stand up instruction.
-Four motivational aspects of games to improve learning recall and application.
Dementia is an important public health priority. Caring for a person with dementia can be very challenging. A better understanding of dementia is important for both patients and carers. The main objective of this research was to help to improve the quality of interaction between dementia patients and carers. The aim of this research is to investigate how games could support dementia carers through, initially developing a conceptual framework. The research analysed 10 existing games within health education. Game content, such as Game play, Avatar portrayal, Gameworld graphics, Sound/Music and Storyline, were examined in order to help family members who may be carers. This paper discusses the different ways in which various aspects of games could be used to help and support dementia carers from their own perspectives.
Project ANEMELO : this document is a part of the preparation for the project Handbook.
The project is co-funded by the Erasmus+ Programme of the European Union. The content in this document only reflects the views of the project responsibles. The European Commission is in no way responsible for any use that may be made of the information it contains.
Similar to Prax, Karvinen - Lifting the eyes from the individual - problematic gaming in social context - Tampere 2014 (20)
Networked Participation sets the Game Free – Warhammer 40k on Tabletop Simula...Patrick Prax
This study compares analog Warhammer 40k to the way the game is being played on Tabletop Simulator. It focuses on properties of analog and digital gaming as well as player participation in creating both the game and its community. The study uses participant observation and an interface analysis and is based on more than a year of weekly games and participation in analog and digital tournaments. It concludes that the digital version of the game de-emphasizes crafting and making which leads to a reduced barrier of entry. Social interaction is not the same online, but there are moments of collective narrative building. The interface of the game is leveraging the possibilities of digital media and goes in the same direction as design research for table-top games. The biggest difference of that the digital version is networked player creativity that makes it possible to play this game online and improves it.
Boal on a Boat - Teaching Critical Game Design.pdfPatrick Prax
This presents a teaching moment in a game design education
that examines questions of politics, power, and responsibility. It asks game designers to extend the critical perspective beyond their given task. It is interactive, honest, and has some real stakes.
The full article is available here: http://www.digra.org/digital-library/publications/boal-on-a-boat-teaching-critical-game-making-2/
Digra 2019 "Is this still participation - a case study of the disempowerment ...Patrick Prax
Critical research into games and player labour has shown that player creators remain disempowered despite the impact of their work. On the other hand, player-creators enjoy their work, they freely and in an informed manner consent to working without pay, and they can use their unpaid labour as experience and CV-entries. This paper aims to critically discuss these arguments in the light of a specifically chosen case study. The analysis is informed by expert interviews of player creators and it uses Carpentier’s (2016) analytic framework for participatory processes. This analysis of the power relationship between player creators and game developer is elemental for the discussion around unpaid player labour. In this case the company has enough power to purposefully keep the involvement of players secret which supports the notion of exploitation of free labour. The discussion suggests possible ways forward and connects to the ongoing unionization movement in the industry.
Where the logics of political economy and exhibition meet: Towards an explana...Patrick Prax
Talk about how the logics of political economy, pressure to belong, and practical considerations about exhibitability shape game exhibitions. Feedback is appreciated!
My talk from #DiGRANordic2018.
It includes the comments that were not on the slides originally to make it easier to read this way so please excuse the text walls in those places. :D
Gaming vs Gambling DiGRA 2018 Patrick PraxPatrick Prax
The talk compares the results and practices of the treatment of problem gaming and gambling with each other relevant information for both the theoretical discussion of these concepts and the policy for their treatment. The results show that the central difference between the treatment of gambling and gaming was the aim of the treatment: for gamblers this aim was first and foremost to stop gambling. For problem gamers the aim was not to stop gaming. On the contrary, the gaming was often not even the focus of the interaction with the practitioner. The aim was instead to help the gamers to “add more life” to their lives instead of taking the gaming away.
More like an arcade - DiGRA 2018 Patrick PraxPatrick Prax
The aim of this study is to explore the relationship between playable, interactive games and game culture in the exhibition of digital games.
Playable games while central to the exhibition of games have limitations in communicating important sociocultural context and can even resist added layers of contextualization.
Richard's aventures in two entangled wonderlandsRichard Gill
Since the loophole-free Bell experiments of 2020 and the Nobel prizes in physics of 2022, critics of Bell's work have retreated to the fortress of super-determinism. Now, super-determinism is a derogatory word - it just means "determinism". Palmer, Hance and Hossenfelder argue that quantum mechanics and determinism are not incompatible, using a sophisticated mathematical construction based on a subtle thinning of allowed states and measurements in quantum mechanics, such that what is left appears to make Bell's argument fail, without altering the empirical predictions of quantum mechanics. I think however that it is a smoke screen, and the slogan "lost in math" comes to my mind. I will discuss some other recent disproofs of Bell's theorem using the language of causality based on causal graphs. Causal thinking is also central to law and justice. I will mention surprising connections to my work on serial killer nurse cases, in particular the Dutch case of Lucia de Berk and the current UK case of Lucy Letby.
The ability to recreate computational results with minimal effort and actionable metrics provides a solid foundation for scientific research and software development. When people can replicate an analysis at the touch of a button using open-source software, open data, and methods to assess and compare proposals, it significantly eases verification of results, engagement with a diverse range of contributors, and progress. However, we have yet to fully achieve this; there are still many sociotechnical frictions.
Inspired by David Donoho's vision, this talk aims to revisit the three crucial pillars of frictionless reproducibility (data sharing, code sharing, and competitive challenges) with the perspective of deep software variability.
Our observation is that multiple layers — hardware, operating systems, third-party libraries, software versions, input data, compile-time options, and parameters — are subject to variability that exacerbates frictions but is also essential for achieving robust, generalizable results and fostering innovation. I will first review the literature, providing evidence of how the complex variability interactions across these layers affect qualitative and quantitative software properties, thereby complicating the reproduction and replication of scientific studies in various fields.
I will then present some software engineering and AI techniques that can support the strategic exploration of variability spaces. These include the use of abstractions and models (e.g., feature models), sampling strategies (e.g., uniform, random), cost-effective measurements (e.g., incremental build of software configurations), and dimensionality reduction methods (e.g., transfer learning, feature selection, software debloating).
I will finally argue that deep variability is both the problem and solution of frictionless reproducibility, calling the software science community to develop new methods and tools to manage variability and foster reproducibility in software systems.
Exposé invité Journées Nationales du GDR GPL 2024
BREEDING METHODS FOR DISEASE RESISTANCE.pptxRASHMI M G
Plant breeding for disease resistance is a strategy to reduce crop losses caused by disease. Plants have an innate immune system that allows them to recognize pathogens and provide resistance. However, breeding for long-lasting resistance often involves combining multiple resistance genes
Professional air quality monitoring systems provide immediate, on-site data for analysis, compliance, and decision-making.
Monitor common gases, weather parameters, particulates.
Phenomics assisted breeding in crop improvementIshaGoswami9
As the population is increasing and will reach about 9 billion upto 2050. Also due to climate change, it is difficult to meet the food requirement of such a large population. Facing the challenges presented by resource shortages, climate
change, and increasing global population, crop yield and quality need to be improved in a sustainable way over the coming decades. Genetic improvement by breeding is the best way to increase crop productivity. With the rapid progression of functional
genomics, an increasing number of crop genomes have been sequenced and dozens of genes influencing key agronomic traits have been identified. However, current genome sequence information has not been adequately exploited for understanding
the complex characteristics of multiple gene, owing to a lack of crop phenotypic data. Efficient, automatic, and accurate technologies and platforms that can capture phenotypic data that can
be linked to genomics information for crop improvement at all growth stages have become as important as genotyping. Thus,
high-throughput phenotyping has become the major bottleneck restricting crop breeding. Plant phenomics has been defined as the high-throughput, accurate acquisition and analysis of multi-dimensional phenotypes
during crop growing stages at the organism level, including the cell, tissue, organ, individual plant, plot, and field levels. With the rapid development of novel sensors, imaging technology,
and analysis methods, numerous infrastructure platforms have been developed for phenotyping.
Comparing Evolved Extractive Text Summary Scores of Bidirectional Encoder Rep...University of Maribor
Slides from:
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Track: Artificial Intelligence
https://www.etran.rs/2024/en/home-english/
The use of Nauplii and metanauplii artemia in aquaculture (brine shrimp).pptxMAGOTI ERNEST
Although Artemia has been known to man for centuries, its use as a food for the culture of larval organisms apparently began only in the 1930s, when several investigators found that it made an excellent food for newly hatched fish larvae (Litvinenko et al., 2023). As aquaculture developed in the 1960s and ‘70s, the use of Artemia also became more widespread, due both to its convenience and to its nutritional value for larval organisms (Arenas-Pardo et al., 2024). The fact that Artemia dormant cysts can be stored for long periods in cans, and then used as an off-the-shelf food requiring only 24 h of incubation makes them the most convenient, least labor-intensive, live food available for aquaculture (Sorgeloos & Roubach, 2021). The nutritional value of Artemia, especially for marine organisms, is not constant, but varies both geographically and temporally. During the last decade, however, both the causes of Artemia nutritional variability and methods to improve poorquality Artemia have been identified (Loufi et al., 2024).
Brine shrimp (Artemia spp.) are used in marine aquaculture worldwide. Annually, more than 2,000 metric tons of dry cysts are used for cultivation of fish, crustacean, and shellfish larva. Brine shrimp are important to aquaculture because newly hatched brine shrimp nauplii (larvae) provide a food source for many fish fry (Mozanzadeh et al., 2021). Culture and harvesting of brine shrimp eggs represents another aspect of the aquaculture industry. Nauplii and metanauplii of Artemia, commonly known as brine shrimp, play a crucial role in aquaculture due to their nutritional value and suitability as live feed for many aquatic species, particularly in larval stages (Sorgeloos & Roubach, 2021).
DERIVATION OF MODIFIED BERNOULLI EQUATION WITH VISCOUS EFFECTS AND TERMINAL V...Wasswaderrick3
In this book, we use conservation of energy techniques on a fluid element to derive the Modified Bernoulli equation of flow with viscous or friction effects. We derive the general equation of flow/ velocity and then from this we derive the Pouiselle flow equation, the transition flow equation and the turbulent flow equation. In the situations where there are no viscous effects , the equation reduces to the Bernoulli equation. From experimental results, we are able to include other terms in the Bernoulli equation. We also look at cases where pressure gradients exist. We use the Modified Bernoulli equation to derive equations of flow rate for pipes of different cross sectional areas connected together. We also extend our techniques of energy conservation to a sphere falling in a viscous medium under the effect of gravity. We demonstrate Stokes equation of terminal velocity and turbulent flow equation. We look at a way of calculating the time taken for a body to fall in a viscous medium. We also look at the general equation of terminal velocity.
ESR spectroscopy in liquid food and beverages.pptxPRIYANKA PATEL
With increasing population, people need to rely on packaged food stuffs. Packaging of food materials requires the preservation of food. There are various methods for the treatment of food to preserve them and irradiation treatment of food is one of them. It is the most common and the most harmless method for the food preservation as it does not alter the necessary micronutrients of food materials. Although irradiated food doesn’t cause any harm to the human health but still the quality assessment of food is required to provide consumers with necessary information about the food. ESR spectroscopy is the most sophisticated way to investigate the quality of the food and the free radicals induced during the processing of the food. ESR spin trapping technique is useful for the detection of highly unstable radicals in the food. The antioxidant capability of liquid food and beverages in mainly performed by spin trapping technique.
Seminar of U.V. Spectroscopy by SAMIR PANDASAMIR PANDA
Spectroscopy is a branch of science dealing the study of interaction of electromagnetic radiation with matter.
Ultraviolet-visible spectroscopy refers to absorption spectroscopy or reflect spectroscopy in the UV-VIS spectral region.
Ultraviolet-visible spectroscopy is an analytical method that can measure the amount of light received by the analyte.
Nucleophilic Addition of carbonyl compounds.pptxSSR02
Nucleophilic addition is the most important reaction of carbonyls. Not just aldehydes and ketones, but also carboxylic acid derivatives in general.
Carbonyls undergo addition reactions with a large range of nucleophiles.
Comparing the relative basicity of the nucleophile and the product is extremely helpful in determining how reversible the addition reaction is. Reactions with Grignards and hydrides are irreversible. Reactions with weak bases like halides and carboxylates generally don’t happen.
Electronic effects (inductive effects, electron donation) have a large impact on reactivity.
Large groups adjacent to the carbonyl will slow the rate of reaction.
Neutral nucleophiles can also add to carbonyls, although their additions are generally slower and more reversible. Acid catalysis is sometimes employed to increase the rate of addition.
This presentation explores a brief idea about the structural and functional attributes of nucleotides, the structure and function of genetic materials along with the impact of UV rays and pH upon them.
Nucleic Acid-its structural and functional complexity.
Prax, Karvinen - Lifting the eyes from the individual - problematic gaming in social context - Tampere 2014
1.
2. Lifting the Eyes from the
Individual: Problematic Gaming
in Social Context
Patrick Prax, Juho Karvinen
patrick.prax@im.uu.se
juho.karvinen@gmail.com
2
5. Game Studies and Power
• Thorsten Quandt, chair of the ECREA
temporary working group “Digital Games
Research”
• “computer gaming addiction are not yet part
of the standard diagnostic manual in medicine
and psychology.”(Domahidi and Quandt,
2014:202)
5
6. “Game studies might want to consider having a
voice in the policy discussion particularly about
the negative effects of games.”(ICA 2013, Game
Studies Business Meeting Minutes:5)
6
8. “Estimates vary, but it has been proposed that
as much as 86 per cent of what is labelled
‘Internet addiction cases’ have some other
diagnosis present (Block, 2008)[…] Richard
Wood(2008) concluded that there is insufficient
evidence to suggest that so-called computer-
based ‘addictions’ exist as a singular, primary
disorder, and suggests that it is symptomatic of
other primary disorders, like depression, or, for
instance, the result of poor time management
skills.” (Karlsen, 2013, p.95)
8
9. Practice of Treatment
“It may be worth considering treatment
approaches to problematic gaming, to see
whether treatments that focus on these
symptoms are superior or inferior to treatment
approaches that do not focus on gaming as a
primary problem.”(Fergusson et.al. 2011:1577)
9
13. Trauma
Interviewee (I): (The boy’s) father died.
Researcher (R): But that had nothing to do with the motor bike?
I: In a way. They (father and son) were not on the tournament
but in their buss. The oxygen disappeared. There was something
wrong with the gas heater. It took up oxygen instead of releasing
it. It was a carbon monoxide poisoning.
R: In the bus?
I: In the bus. It was (the boy) and his father. (The boy) survived.
He lay with a respirator for a while. He was on the edge. But he
made it, incredibly enough. But he wanted to continue with the
motor bike racing. He was eight years old.
13
14. Parents’ Knowledge
I: With games I feel really handicapped because I have no idea
what they are about.
R: Have you done anything about that?
I: No, I have not done anything about that.
14
17. In a sense, the uncomfortable co-existence of
(largely quantitative) psychological research in
the media effects tradition and (largely
qualitative) media/ cultural studies research
emphasizing an active audience (Egenfeldt-
Nielsen, Heide Smith & Tosca, 2012, pp. 255-
280) (Sebastian Deterding, paper for this
seminar)
17
18. How to go on from here?
• Continuation of
1. research project (method) and
2. the political work
• Publication advice and venues
18
19. “Game studies might want to consider having a
voice in the policy discussion particularly about
the negative effects of games.”(ICA 2013, Game
Studies Business Meeting Minutes:5)
19
20.
21. Lifting the Eyes from the
Individual: Problematic Gaming
in Social Context
Patrick Prax, Juho Karvinen
patrick.prax@im.uu.se
juho.karvinen@gmail.com
21