“The New Possible in Serious Games”
Emerging game platforms and game play patterns open new possibilities in serious game design. Instead of making serious game requirements fit the format of classic game play, game play can now more than ever meet a solution closer to its requirements. Yet the very nature of these new opportunities means getting farther and farther away from known patterns of fun and engagement. How can one balance the New Possible and innovate while maximizing fun, engagement, and down to earth production requirements? Or is a solution better served with a more traditional model?
Clear CTAs and the danger of giving users too many optionsMendel Kurland
Guilty of giving users too many choices? Few things clobber user experience more officially than option overload. Even if your site harbors the cleanest code, the sharpest design, and the most legit SEO, when it comes to guiding a user down the path to conversion, you’ve got to keep it simple.
This session covers how to deliver a clear call to action (CTA)–whether that means nudging users toward a product/service page or teaching them how to grow gladiola bulbs. Strategically scale down your users’ choices, and you’ll boost site usability and quite possibly your bottom line.
Getting Started with the Amazon GameOn API - Peter HeinrichAmazon Web Services
Amazon's GameOn API allows you to easily incorporate competitive play in your game. It allows you to delegate the heavy lifting of managing competition events, participants, and prizes so you can focus on what you do best: making your game fun. This brief introduction to the GameOn API will explore initialization, authentication, entering a match, submitting a score, and claiming prizes.
It's undeniable that emerging web technologies like HTML5 have changed the way today's applications are being built. Companies find themselves in a shift from traditional programming environments towards the open web platform. But despite its benefits, many are still left unaware of how critical it is to get the details right when building a web app. In this talk, we'll cover why the "Front-end Engineer" has become one of the core team members of this new age.
As humans, we are wired for connection and have a desire to belong. We thrive in community and often come together around a shared passion, as well as the enjoyment of competition and contest. The widespread success of professional sports illustrates this clearly, and the rise of esports demonstrates how our nature assets itself as we explore other forms of entertainment. As game developers, we can benefit from organized competition, using it to drive engagement and foster strong communities.
Speaker: Peter Heinrich
“The New Possible in Serious Games”
Emerging game platforms and game play patterns open new possibilities in serious game design. Instead of making serious game requirements fit the format of classic game play, game play can now more than ever meet a solution closer to its requirements. Yet the very nature of these new opportunities means getting farther and farther away from known patterns of fun and engagement. How can one balance the New Possible and innovate while maximizing fun, engagement, and down to earth production requirements? Or is a solution better served with a more traditional model?
Clear CTAs and the danger of giving users too many optionsMendel Kurland
Guilty of giving users too many choices? Few things clobber user experience more officially than option overload. Even if your site harbors the cleanest code, the sharpest design, and the most legit SEO, when it comes to guiding a user down the path to conversion, you’ve got to keep it simple.
This session covers how to deliver a clear call to action (CTA)–whether that means nudging users toward a product/service page or teaching them how to grow gladiola bulbs. Strategically scale down your users’ choices, and you’ll boost site usability and quite possibly your bottom line.
Getting Started with the Amazon GameOn API - Peter HeinrichAmazon Web Services
Amazon's GameOn API allows you to easily incorporate competitive play in your game. It allows you to delegate the heavy lifting of managing competition events, participants, and prizes so you can focus on what you do best: making your game fun. This brief introduction to the GameOn API will explore initialization, authentication, entering a match, submitting a score, and claiming prizes.
It's undeniable that emerging web technologies like HTML5 have changed the way today's applications are being built. Companies find themselves in a shift from traditional programming environments towards the open web platform. But despite its benefits, many are still left unaware of how critical it is to get the details right when building a web app. In this talk, we'll cover why the "Front-end Engineer" has become one of the core team members of this new age.
As humans, we are wired for connection and have a desire to belong. We thrive in community and often come together around a shared passion, as well as the enjoyment of competition and contest. The widespread success of professional sports illustrates this clearly, and the rise of esports demonstrates how our nature assets itself as we explore other forms of entertainment. As game developers, we can benefit from organized competition, using it to drive engagement and foster strong communities.
Speaker: Peter Heinrich
Identity Management with Spring Security. Presentation from SpringOne2GX, Chicago, 2011.
Application and platform security requirements are changing under the
influence of standards like OpenID and OAuth2, and the increasing
demand for lightweight and multi-language platforms. Everyone used to
be happy if they could implement single sign on for their Java web
applications. That's still important, but there is a growing demand
for more extensive Identity Management services, both in the
enterprise and for public web applications. CloudFoundry is a nice use
case for this new service model: it has multi-language support and
security requirements that go beyond simple single sign on. What does
that mean, and what does it mean for Spring Security? Come to this
presentation to find out.
Queer and feminist critiques of games often rely on high level conceptual approaches to games -- that is, analyzing games as cultural products or media objects. The hegemony's response is to go technical and go low-level, to argue that their game engine could not support playable women characters, or to argue production schedules allowed no time to support queer content, etc. Ignoring temporarily how those are bullsh*t reasons, what if we chased them into the matrix? Perhaps we could disclose the politics inherent in game engine architectures, rendering APIs, and technical know-how. If we learn about (and *practice*) actual game development, then we can articulate alternative accounts of game development at a low level, and achieve more comprehensive critiques of games.
PowerPoint presentation given by Elayne Lockhart to Toronto Branch of the Ontario Genealogy Society for their "Great Moments in Genealogy" evening, 2009.
Slides from SpringOne 2012 (http://www.springone2gx.com/conference/speaker/dave_syer).
One of the questions we get asked the most by developers and architects is: when and why would I use OAuth2? The answer, as often with such questions, is “it depends”, but there are some features of OAuth2 that make it compelling in some situations, especially in systems composed of many lightweight web services, which becoming a very common architectural pattern.
This presentation will not go into a lot of detail about the OAuth2 protocol and related specifications, but will attempt to show some of the key features of a system secured with OAuth2 and the decision points when choosing to build such a system.
Waves of Mutilation: the changing philosophy of video game designCampaignjunkie
I articulate and pose 7 ways of approaching video game design. Part of a proposal in the "Design for this Century" course at Parsons, the New School for Design for a design project.
How do you solve a mystery like marie a complex case study - for slideshare...Elayne Lockhart
Presentation about search for Marie Richenet given by Elayne Lockhart, May 2010 to Ontario Genealogical Society, Toronto. Marie went on to lead a fascinating life in Ireland after having very humble beginnings in Switzerland.
Geleidelijkheid is voor gemeenten de sleutel bij herontwikkeling. Een artikel over het door Twynstra Gudde ontwikkelde Drie-fasen model voor de herontwikkeling van industrieel en cultureel erfgoed. Gepubliceerd in BOSS magazine.
Well-Made: Back to Black Mesa (PRACTICE 2013)Campaignjunkie
The modern AAA single player first person shooter consists mainly of two things: shooting faces in implausibly realistic levels with a pistol, machine gun, shotgun, sniper rifle, or rocket launcher -- and obeying NPCs when they trap you inside a room so they can emit voiceover lines at you. Half-Life's legacy in the latter is well-mythologized in history, but what if we re-visit Half-Life as a masterpiece of technical design, enemy encounters, AI scripting, weapons tuning, and architecture? Spoiler: we'll find out it's a pretty well-crafted game.
INTERNET DAS COISAS, OK. MAS QUE COISAS, CARA PÁLIDA?Meio & Mensagem
Painel apresentado por Flávia Verginelli - Diretora de Produtos e Inovação, Google Brasil - no Evento ProXXIma 2018.
A Internet das Coisas, o IoT para os íntimos, é possivelmente uma das maiores transformações digitais em curso no mundo hoje. As coisas, trilhões de coisas, estarão conectadas, permitindo pontos de contato até hoje inéditos para a indústria do marketing e da comunicação. Vamos aproveitar? Mas como?
Identity Management with Spring Security. Presentation from SpringOne2GX, Chicago, 2011.
Application and platform security requirements are changing under the
influence of standards like OpenID and OAuth2, and the increasing
demand for lightweight and multi-language platforms. Everyone used to
be happy if they could implement single sign on for their Java web
applications. That's still important, but there is a growing demand
for more extensive Identity Management services, both in the
enterprise and for public web applications. CloudFoundry is a nice use
case for this new service model: it has multi-language support and
security requirements that go beyond simple single sign on. What does
that mean, and what does it mean for Spring Security? Come to this
presentation to find out.
Queer and feminist critiques of games often rely on high level conceptual approaches to games -- that is, analyzing games as cultural products or media objects. The hegemony's response is to go technical and go low-level, to argue that their game engine could not support playable women characters, or to argue production schedules allowed no time to support queer content, etc. Ignoring temporarily how those are bullsh*t reasons, what if we chased them into the matrix? Perhaps we could disclose the politics inherent in game engine architectures, rendering APIs, and technical know-how. If we learn about (and *practice*) actual game development, then we can articulate alternative accounts of game development at a low level, and achieve more comprehensive critiques of games.
PowerPoint presentation given by Elayne Lockhart to Toronto Branch of the Ontario Genealogy Society for their "Great Moments in Genealogy" evening, 2009.
Slides from SpringOne 2012 (http://www.springone2gx.com/conference/speaker/dave_syer).
One of the questions we get asked the most by developers and architects is: when and why would I use OAuth2? The answer, as often with such questions, is “it depends”, but there are some features of OAuth2 that make it compelling in some situations, especially in systems composed of many lightweight web services, which becoming a very common architectural pattern.
This presentation will not go into a lot of detail about the OAuth2 protocol and related specifications, but will attempt to show some of the key features of a system secured with OAuth2 and the decision points when choosing to build such a system.
Waves of Mutilation: the changing philosophy of video game designCampaignjunkie
I articulate and pose 7 ways of approaching video game design. Part of a proposal in the "Design for this Century" course at Parsons, the New School for Design for a design project.
How do you solve a mystery like marie a complex case study - for slideshare...Elayne Lockhart
Presentation about search for Marie Richenet given by Elayne Lockhart, May 2010 to Ontario Genealogical Society, Toronto. Marie went on to lead a fascinating life in Ireland after having very humble beginnings in Switzerland.
Geleidelijkheid is voor gemeenten de sleutel bij herontwikkeling. Een artikel over het door Twynstra Gudde ontwikkelde Drie-fasen model voor de herontwikkeling van industrieel en cultureel erfgoed. Gepubliceerd in BOSS magazine.
Well-Made: Back to Black Mesa (PRACTICE 2013)Campaignjunkie
The modern AAA single player first person shooter consists mainly of two things: shooting faces in implausibly realistic levels with a pistol, machine gun, shotgun, sniper rifle, or rocket launcher -- and obeying NPCs when they trap you inside a room so they can emit voiceover lines at you. Half-Life's legacy in the latter is well-mythologized in history, but what if we re-visit Half-Life as a masterpiece of technical design, enemy encounters, AI scripting, weapons tuning, and architecture? Spoiler: we'll find out it's a pretty well-crafted game.
INTERNET DAS COISAS, OK. MAS QUE COISAS, CARA PÁLIDA?Meio & Mensagem
Painel apresentado por Flávia Verginelli - Diretora de Produtos e Inovação, Google Brasil - no Evento ProXXIma 2018.
A Internet das Coisas, o IoT para os íntimos, é possivelmente uma das maiores transformações digitais em curso no mundo hoje. As coisas, trilhões de coisas, estarão conectadas, permitindo pontos de contato até hoje inéditos para a indústria do marketing e da comunicação. Vamos aproveitar? Mas como?
A set of tools for any game designer to use. The presentation covers both the toolset available to game designers and a list of additional features such as testing and tips.
The Ethics of Everybody Else | Wrangle Conference 2017Cloudera, Inc.
We aren’t surprised by facial recognition at security checkpoints. But how do you feel about face-scanning toilet roll dispensers? What if they don’t just find criminals but try to detect “criminality”? Laws and policies almost always lag technology so data scientists and machine learning experts are among the first line of ethical defense. The argument in this talk is that to be ethical, any system that classifies human beings has to consider the goals of the people affected by the system, not just the builders’ goals. This is not particularly convenient, but there are concrete ways to put goal-oriented design into practice. Doing so puts us in a better position to practice ethical behavior and attempt to address problems of power and the reproduction of inequality.
THIS IS A POWER POINT PRESENTATION ON THE ELECTRONIC COMPONENTS, INDUCTORS AND SMPS WHICH ARE IN PRESENT IN A COMPUTER. THIS PPT DISCUSSES THE WORKING AND USAGE OF THESE ELECTRONIC COMPONENTS
this is a ppt on the electronic components inudctors ans smps which are present in a computer. this ppt discusses the usage and working of these components
Think cover letters don't matter? Think again. Learn how recruiters really evaluate them, based on my experience hiring at LinkedIn and startups.
Learn more at www.breakinto.tech
Workshop on getting to grips with digital strategy by thinking like a network. Understanding complex adaptive systems, terminology, exponential growth and how technology, behaviour and design all come together. Two exercises included are Stinky Fish and Jobs to be Done. Lots of stuff on Netflix in there too.
Jocuri de socitate pentru mic și mare.
Vă prezentăm o serie de jocuri noi, cu care vă puteți juca în bibliotecă, împreună cu prietenii sau familia.
Jocurile de societate sunt jocuri cu reguli simple, cu multă comunicare între jucători. Aceste jocuri nu includ strategii complicate și sunt de durată scurtă.
Asystenci Głosowi zdobyli olbrzymią popularność za wielką wodą. Alexa szturmem trafiła do salonów, sprzedając się w 10 milionach tylko w ostatnim kwartale poprzedniego roku. Google od niedawna obsługuje język polski. To najlepszy moment żeby nauczyć Twój produkt mówić i trafić nie tylko do przeglądarki internetowej czy telefonu, ale również salonu Twoich klientów. W ramach wystąpienia dowiesz się jak zacząć, porozmawiamy o tym czym różni się UX rozwiązań głosowych w stosunku do aplikacji na urządzenia z ekranem, z jakich klocków składają się podstawowe “akcje” (bo tak określane są aplikacje na głośniki), i jak obudować ją dodatkowymi możliwościami. Porównamy ekosystem Googla i Amazonu - czym różnią się od siebie? Który daje więcej możliwości programistom? Zapraszamy na 52 IT Akademię j-labs!
How do you market to developers who are inherently allergic to marketing? By providing value, context and solving their problems in the field. This talk covers lessons learned and useful tactics from the trenches across global conferences to local meet-ups on how to engage a developer audience.
We aren’t surprised by facial recognition at security checkpoints. But how do you feel about face-scanning toilet roll dispensers? What if they don’t just find criminals but try to detect “criminality”? Laws and policies almost always lag technology so data scientists and machine learning experts are among the first line of ethical defense. The argument in this talk is that to be ethical, any system that classifies human beings has to consider the goals of the people affected by the system, not just the builders’ goals. This is not particularly convenient, but there are concrete ways to put goal-oriented design into practice. Doing so puts us in a better position to practice ethical behavior and attempt to address problems of power and the reproduction of inequality.
I made this presentation at the ECIPE Workshop: "Will 3D Printing change everything?" held on October 6th, 2015. It looks at sectoral disruption driven by adoption of 3D printing, while it also presents short-term regulatory aspects that will affect the diffusion of this technology. The presentation also provides a more general reflection on the wider economic and societal perspective surrounding the widespread adoption of 3D printing.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
3. > Interaction (Games)
H O W C A N W E E N S L AV E P L AY E R S TO
MAXIMIZE “ROI” AND AUDIENCE
RETENTION, AKA “FUN”?
> Architecture
BUILDINGS = DISGUISED GAME BOARDS.
> Narrative
A U T H O R E D P L O T. Y O U S TA R T W E A K , G E T
S T R O N G A N D K I L L G O D AT T H E E N D .
4. > Interaction (Games)
H O W C A N W E E N S L AV E P L AY E R S TO
MAXIMIZE “ROI” AND AUDIENCE
RETENTION, AKA “FUN”?
> Architecture
BUILDINGS = DISGUISED GAME BOARDS.
> Narrative
A U T H O R E D P L O T. Y O U S TA R T W E A K , G E T
S T R O N G A N D K I L L G O D AT T H E E N D .
5. > Interaction (Games)
HOW CAN A TECHNICAL INTERACTION
(RULES, SYSTEMS) PROMOTE AN
E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ?
> Architecture
CAN A BUILDING TELL A POEM? HOW?
> Narrative
N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T
P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
6. > Interaction (Games)
HOW CAN A TECHNICAL INTERACTION
(RULES, SYSTEMS) PROMOTE AN
E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ?
> Architecture
CAN A BUILDING TELL A POEM? HOW?
> Narrative
N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T
P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
7. > “Rules”
HOW CAN A TECHNICAL INTERACTION
(RULES, SYSTEMS) PROMOTE AN
E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ?
> Architecture
CAN A BUILDING TELL A POEM? HOW?
> Narrative
N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T
P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
8. > “Rules”
HOW CAN A TECHNICAL INTERACTION
(RULES, SYSTEMS) PROMOTE AN
E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ?
> Game Level
CAN A BUILDING TELL A POEM? HOW?
> Narrative
N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T
P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
9. > “Rules”
HOW CAN A TECHNICAL INTERACTION
(RULES, SYSTEMS) PROMOTE AN
E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ?
> Game Level
CAN A BUILDING TELL A POEM? HOW?
> Aesthetic / Meaning
N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T
P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
10. > “Rules”
( 1 ) F I R S T P E R S O N V I E W, ( 2 ) G R AV I T Y,
( 3 ) C A N ' T R U N I N TO WA L L S ,
( 4 ) TO U C H P O W E R U P TO H E A R D I A L O G U E
> Game Level
A C O U R T YA R D ; T H E N , A N A R R O W H A L LWAY
> Aesthetic / Meaning
C O U R T YA R D = S C AT T E R E D D I A L O G U E
H A L LWAY = F O C U S E D M O N O L O G U E
11.
12. > “Rules”
( 1 ) F I R S T P E R S O N V I E W, ( 2 ) G R AV I T Y,
( 3 ) C A N ' T R U N I N TO WA L L S ,
( 4 ) TO U C H P O W E R U P TO H E A R D I A L O G U E
> Game Level
A C O U R T YA R D ; T H E N , A N A R R O W H A L LWAY
> Aesthetic / Meaning
C O U R T YA R D = S C AT T E R E D D I A L O G U E
H A L LWAY = F O C U S E D M O N O L O G U E