This talk was given as part of an invited panel on the topic of "Gender Play" at Extending Play 2015. In it, I discuss the politics of procedures. It is based on a talk I had given earlier in the year at Different Games.
ОАО НПП "Полигон": сетевые и телекоммуникационные решения для нефтегазовой от...Talgat Shamsutdinov
Решения для нефтегазовой отрасли
Создание инфраструктуры автоматизации (пункты контроля и управления, объекты телеметрии и телемеханики, объекты АСУТП и т.д.)
Создание сетей передачи данных
Организация связи по технологии Ethernet на объектах автоматизации
Объединение подсистем автоматизации и связи
Построение и модернизация ЛВС
Организация каналов связи местного уровня
ОАО НПП "Полигон": сетевые и телекоммуникационные решения для нефтегазовой от...Talgat Shamsutdinov
Решения для нефтегазовой отрасли
Создание инфраструктуры автоматизации (пункты контроля и управления, объекты телеметрии и телемеханики, объекты АСУТП и т.д.)
Создание сетей передачи данных
Организация связи по технологии Ethernet на объектах автоматизации
Объединение подсистем автоматизации и связи
Построение и модернизация ЛВС
Организация каналов связи местного уровня
Atividade Pedagógica Outdoor que teve como objetivos, promover as relações interpessoais, autoconfiança e a autoestima, fomentar o lado cooperativo e da organização conjunta, aplicando conhecimentos adquiridos no contexto formativo de forma prática e lúdica.
Computers are increasingly taking on the role of a creator—making content for games, participating on twitter, generating paintings and sculptures. These computationally creative systems embody formal models of both the product they are creating and the process they follow. Like that of their human counterparts, the work of algorithmic artists is open to criticism and interpretation, but such analysis requires a framework for discussing the politics embedded in procedural systems. In this talk, I will examine the politics that are (typically implicitly) represented in computational models for creativity, and discuss the possibility for incorporating feminist perspectives into their underlying algorithmic design.
Can computers be feminist? Program on Information Science Talk by Gillian SmithMicah Altman
For more on this talk see: informatic.mit.edu
Gillian Smith who an Assistant Professor in Art+Design and Computer Science at Northeastern University, gave this talk entitled Can Computers be Feminist? Procedural Politics and Computational Creativity, as part of the Program on Information Science Brown Bag Series.
In the talk, illustrated through the slides below, Gillian presented a perspective on computing viewed as a co-creation of developer, algorithm, data, and user. And the talk argued that developers embed, through the selection of algorithm and data, specific ethical and epistemic commitments within the software they produce.
It Pays to Hire Women in Games: Successful Female Game Devs SpeakSolveig Zarubin
Part of the Leadership and Professional Development track at Gamesauce Conference, July 19 (right before Casual Connect Seattle 2010).
A panel discussion with four female game devs, talking about their careers in the industry.
http://gamesauce.org/conference.html#leadership
Generative Aesthetics: Feminist Methods in Digital SpacesGillian Smith
In this talk for NULab's "Feminist Methods in Digital Spaces" panel, I cover three ways in which my work intersects with feminist practices.
1) Through its inherently interdisciplinary (or perhaps anti-disciplinary) nature breaking down historical barriers in academia.
2) Through critiquing computationally creative systems (algorithms and data) for their embedded politics.
3) Through highlighting the shared history and practices of computation and textile arts via new projects in computational craft.
Computational Craft: Lessons from Playful Experiences at the Intersection of ...Gillian Smith
Traditional handcrafts provide a rich domain for exploring new kinds of playable and computational experience. There is significant shared history and conceptual overlap between computer science and fiber-based crafts such as quilting and embroidery. This talk presents three projects that sit at the intersection of games, textiles, and computer science: 1) Threadsteading is a game designed and played on computerized quilting and embroidery machines; 2) eBee is a collaborative strategy game that merges electronics and quilts; 3) Hoopla is an interactive, procedural embroidery generator. These projects share common threads such as bridging the digital and the physical, questioning authorship and creativity, exploring new modes of interaction, and disrupting the gendered assumptions associated with computation and craft.
This talk from Different Games 2015 was part of a panel presentation along with Amanda Phillips, Tanya Short, and Michael Cook. The panel prompt was: "can computers be feminists?" In this talk, I argue that computers cannot be feminists because artificial intelligence lacks empathy, but that as designers we have a responsibility to ensure that the algorithms we create are imbued with the knowledge required to behave as though they are feminists.
This talk was given at the Education Summit at the 2015 Game Developers Conference. In it, Jane Pinckard and I advocate for treating issues of diversity and inclusion throughout a game curriculum, rather than in a single dedicated course. We offer strategies that have worked in our own courses for introducing and discussing these complex issues.
Atividade Pedagógica Outdoor que teve como objetivos, promover as relações interpessoais, autoconfiança e a autoestima, fomentar o lado cooperativo e da organização conjunta, aplicando conhecimentos adquiridos no contexto formativo de forma prática e lúdica.
Computers are increasingly taking on the role of a creator—making content for games, participating on twitter, generating paintings and sculptures. These computationally creative systems embody formal models of both the product they are creating and the process they follow. Like that of their human counterparts, the work of algorithmic artists is open to criticism and interpretation, but such analysis requires a framework for discussing the politics embedded in procedural systems. In this talk, I will examine the politics that are (typically implicitly) represented in computational models for creativity, and discuss the possibility for incorporating feminist perspectives into their underlying algorithmic design.
Can computers be feminist? Program on Information Science Talk by Gillian SmithMicah Altman
For more on this talk see: informatic.mit.edu
Gillian Smith who an Assistant Professor in Art+Design and Computer Science at Northeastern University, gave this talk entitled Can Computers be Feminist? Procedural Politics and Computational Creativity, as part of the Program on Information Science Brown Bag Series.
In the talk, illustrated through the slides below, Gillian presented a perspective on computing viewed as a co-creation of developer, algorithm, data, and user. And the talk argued that developers embed, through the selection of algorithm and data, specific ethical and epistemic commitments within the software they produce.
It Pays to Hire Women in Games: Successful Female Game Devs SpeakSolveig Zarubin
Part of the Leadership and Professional Development track at Gamesauce Conference, July 19 (right before Casual Connect Seattle 2010).
A panel discussion with four female game devs, talking about their careers in the industry.
http://gamesauce.org/conference.html#leadership
Generative Aesthetics: Feminist Methods in Digital SpacesGillian Smith
In this talk for NULab's "Feminist Methods in Digital Spaces" panel, I cover three ways in which my work intersects with feminist practices.
1) Through its inherently interdisciplinary (or perhaps anti-disciplinary) nature breaking down historical barriers in academia.
2) Through critiquing computationally creative systems (algorithms and data) for their embedded politics.
3) Through highlighting the shared history and practices of computation and textile arts via new projects in computational craft.
Computational Craft: Lessons from Playful Experiences at the Intersection of ...Gillian Smith
Traditional handcrafts provide a rich domain for exploring new kinds of playable and computational experience. There is significant shared history and conceptual overlap between computer science and fiber-based crafts such as quilting and embroidery. This talk presents three projects that sit at the intersection of games, textiles, and computer science: 1) Threadsteading is a game designed and played on computerized quilting and embroidery machines; 2) eBee is a collaborative strategy game that merges electronics and quilts; 3) Hoopla is an interactive, procedural embroidery generator. These projects share common threads such as bridging the digital and the physical, questioning authorship and creativity, exploring new modes of interaction, and disrupting the gendered assumptions associated with computation and craft.
This talk from Different Games 2015 was part of a panel presentation along with Amanda Phillips, Tanya Short, and Michael Cook. The panel prompt was: "can computers be feminists?" In this talk, I argue that computers cannot be feminists because artificial intelligence lacks empathy, but that as designers we have a responsibility to ensure that the algorithms we create are imbued with the knowledge required to behave as though they are feminists.
This talk was given at the Education Summit at the 2015 Game Developers Conference. In it, Jane Pinckard and I advocate for treating issues of diversity and inclusion throughout a game curriculum, rather than in a single dedicated course. We offer strategies that have worked in our own courses for introducing and discussing these complex issues.
This talk was given at the 2015 AI Summit at the Game Developers Conference. Julian Togelius and I were asked to give a 40 minute overview of academic research in procedural content generation. It outlines several technical approaches to PCG with their implementation tradeoffs, identifies ways in which it can be used in design, and poses questions about how to evaluate it.
understanding our past to improve our futureGillian Smith
This talk was given at the symposium on procedural content generation at ITU Copenhagen, November 2014. It outlines the major motivations for doing research in PCG, identifies historical trends, and asks questions about where we are going next.
make something that makes something (that isn't a game)Gillian Smith
This talk from the 2014 procedural content generation game jam advocates for participants to think more broadly about the consequences of what they will make and encourages wild experimentation, to help us move to the future of procedural content generation.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
13. what is a person?
“Females of the Realms can excel in any area they wish, and are
asily the equal of their male counterparts in every skill or respect.
a game is a lot of things, it means different things to different people, and all of these definitions are probably valid for different kinds of games.
for this talk in particular, I’m going to be focusing on games as being made up of procedures and rules. I know this limits us away from some kinds of games, and some of what I’m talking about may well apply to those as well — but let’s live in this space for now.
importantly, these games can be analog or digital (or both!) — procedurality is not limited to the computer, it is inherent in any set of rules that are followed; it’s just that when humans follow rules, there is more flexibility in their interpretation and scope
one topic I’m increasingly interested in, as a creator of procedural generation systems, is whether it’s possible for a computer to be a feminist
and I should give credit here to some people I sat on a panel with at different games a couple weekends ago, who have helped form some of these thoughts a little more
when we make generative systems, we often care about controlling the content that they will be able to make: fitting in to the aesthetic goals of the overall system. we spend a lot of time trying to boil down design theory into some formal generative model…
…and then we worry about how we’re going to assert control over those algorithms as designers ourselves, using the generative system. how do I make guarantees about playability or challenge or frustration? how do I tell the generator to create content appropriate to this particular game?
and there are a few ways of doing this:
by fiddling with the bits of knowledge that make up the overall piece of content
or by fiddling with the algorithm we use to make the content
or somewhere in between
when we do this, we are creating formal theories of design. two different kinds: first, for the artifact being made (what is a level? what is a quest? what is a weapon? what is a story? what is a character?)…
Lost Winds, Sonic the Hedgehog, Small Worlds, Metroid — these all are very different. How would we write a generator for them, to help understand their underlying structure and aesthetics?
what about people? right now we build very simple formal models of what a human is: male or female is a binary, and often a meaningless choice during play.
…second, for the process that should be followed to make it (is design an iterative process? a reflective one? or as in this image, one in which there is no iteration or reflection, but many possibilities that can be chained and explored?)
but game design theory does not sit in a cultural vacuum. as human designers of games, we spend a lot of time building games that are inspired by our own interests and biases….
what would it look like if, in addition to this theory of game design, we also were inspired by Judith Butler, or Bell Hooks…?
and this is important, because the meaning that emerges from a game comes, in part, from how the player interacts with these underlying procedural systems, which in turn is controlled by the aspects of player behavior that are surfaced to the system and the ways in which the system can respond
so when we work to create generative systems, we are actually embedding meaning. like this character generator, which is loosely generative, by putting together bits of humans without regard for how they fit together. or the dwarf fortress map generator, which follows a simulated history.
and when we make these systems, we can build them on more complex theories than what we are already thinking about (like this prototype interface for character creation that respects gender and sexuality on a spectrum). and doing this is hard, it requires a lot of iteration with a lot of people, to figure out how to formalize some theories that are really hard to formalize, and there will always be gaps between the human-understood theory and the machine-understood formalization.
really, what we’re doing when we build generative and/or procedural systems, is we’re creating little psychopaths. our AI systems lack empathy, they lack intent, beyond what we give them ourselves. we teach our generative systems how to fake empathy to be able to create content that makes sense to the players. humans interpret intent and meaning.
right now, we’re hearing a lot about learning from “big data” and “the cloud”, leaning on building systems that “learn” generative models from lots of data (such as Mike’s system)… but these can never intentionally embed meaning, because the computer does not have any semantic information to be able to present and reason about it. but they still convey meaning, in the way that the human interprets and plays with the information being presented to them.
and our role is to create simultaneously the most effective and the least harmful little psychopaths we possibly can. we need our systems to be effective at faking empathy so that we can create the experiences we want to create, with systems that are responsive to players, that create meaningful and interesting content (though it is interesting to ponder what happens if we stop having that as a goal). and we have a social responsibility to do it in the least harmful way possible, to be inclusive for players, and to project the meaning we want to be projected.
I want all people who create these systems to realize that they are making choices. That the theories that are implicitly embedded in their systems, via their biases and experiences, do not need to be embedded there. That we cannot shrug our shoulders when the computer does something bad and blame it — it’s a psychopath, it doesn’t know any better, and it never will. But we know better.
a computer cannot act with the intent of a feminist
but in a generative system, the actions taken by the “designer” will be interpreted by players as though the system is a human, so…
it’s on us. we need to be feminists, we need to think about how to embed feminism and inclusivity into our systems, our data, our games, so that players will see it as well.