The games industry is a sprawling business with over $100bn turnover per year, but its audience spans genders, generations, and communities. How can we make sense of the diverse results of video game development? In this talk, Dr. Mata Haggis presents a model that allows both outsiders and developers to gain an overall understanding of the commonalities and differences in the areas of games development. Taking a view from the perspective of the developers themselves, this model creates a coherent picture of this exciting and innovative medium.
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
This document discusses video game development processes. It explains that computer game developers create and code computer games using various software programs and coding languages depending on the game platform. It also describes some of the common hardware used in game development like GPUs and CPUs. The document then provides examples of software used to create 2D and 3D games and discusses how game development has evolved since the early video games of the 1950s and 1960s.
The document discusses research into Tim Burton's artistic style and approach to storytelling that could influence the design of environments, characters, and narrative for the project. It also examines the music of Berlinist, noting how their soundtracks for games like Gris are able to convey both the environment and emotions of silent protagonists through a relaxed, lo-fi musical style. This additional research will help with designing visuals, narrative, and selecting inspiring music for the project.
This newsletter provides information on upcoming immersive technology conferences and events, new services related to gamifying conferences, and job opportunities. Specifically, it announces a new conference ice breaker service that uses a social game to encourage networking, the Singapore Serious Games conference, and a Finnish 3D artist seeking employment. It also lists upcoming immersive technology conferences between October 2012 and June 2013.
From Storytelling to Story-playing
Intertextuality and Contexts of Production in Game Adaptation
This paper proposal is based on a study of game production in the context of cross-media strategies, and follows the adaptation journey of the Muddle Earth IP from a children’s book, into a BBC TV series, and finally into a game.
The research looks at the text and its production, drawing on empirical data from game-playing, interviews with producers and the analysis of design and production documents.
Game adaptations of narratives from other media are based not just hypertextually on their source texts, but also intertextually on other games and games conventions. Besides textual influences, game adaptations are also strongly shaped by ‘extratextual’ conditions of production (budgets, technology, editorial guidelines), all of which influence the ways in which game adaptations translate existing narratives.
The paper explores how storytelling devices in games both remediate older forms of media, but also create new ways of telling (or playing) stories. In this process, different source narrative elements are reused, enhanced or discarded – and mixed with ludic elements – through decisions shaped by commercial, editorial and other criteria, which ultimately define the final game text.
Steering away from outdated notions of ‘fidelity’ in adaptation studies, the paper proposes the concept of ‘brand consistency’ as an essential requirement of cross-media strategies, to achieve seamless audience experiences and maximize IP audiences across media.
The theoretical framework is derived from game studies, adaptation studies, intertextuality theory, narrative theory, and political economy.
Introduction to Games and Storytelling WorkshopEmma Westecott
The document discusses an upcoming game design workshop with the following key points:
1. The workshop's theme is multiculturalism and focuses on the tensions and transformations of culture with emerging interactive media.
2. The workshop will be led by a games research fellow and independent designer whose interests include digital games as an art form and emotionally dramatic gaming.
3. Participants will explore game design concepts by studying games as performance experiences and looking at frameworks like the relationship between artist, designer, and player.
Research Overview Mirjam P Eladhari August 2019Mirjam Eladhari
Slides for a presentation where I gave an overview of my research in August 2019. The talk is about how I have adressed two question that are at the core of my work:
Q1 How can we work to innovate in game design and technology?
Q2 How can we create play experiences that are individually meaningful?
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
This document discusses video game development processes. It explains that computer game developers create and code computer games using various software programs and coding languages depending on the game platform. It also describes some of the common hardware used in game development like GPUs and CPUs. The document then provides examples of software used to create 2D and 3D games and discusses how game development has evolved since the early video games of the 1950s and 1960s.
The document discusses research into Tim Burton's artistic style and approach to storytelling that could influence the design of environments, characters, and narrative for the project. It also examines the music of Berlinist, noting how their soundtracks for games like Gris are able to convey both the environment and emotions of silent protagonists through a relaxed, lo-fi musical style. This additional research will help with designing visuals, narrative, and selecting inspiring music for the project.
This newsletter provides information on upcoming immersive technology conferences and events, new services related to gamifying conferences, and job opportunities. Specifically, it announces a new conference ice breaker service that uses a social game to encourage networking, the Singapore Serious Games conference, and a Finnish 3D artist seeking employment. It also lists upcoming immersive technology conferences between October 2012 and June 2013.
From Storytelling to Story-playing
Intertextuality and Contexts of Production in Game Adaptation
This paper proposal is based on a study of game production in the context of cross-media strategies, and follows the adaptation journey of the Muddle Earth IP from a children’s book, into a BBC TV series, and finally into a game.
The research looks at the text and its production, drawing on empirical data from game-playing, interviews with producers and the analysis of design and production documents.
Game adaptations of narratives from other media are based not just hypertextually on their source texts, but also intertextually on other games and games conventions. Besides textual influences, game adaptations are also strongly shaped by ‘extratextual’ conditions of production (budgets, technology, editorial guidelines), all of which influence the ways in which game adaptations translate existing narratives.
The paper explores how storytelling devices in games both remediate older forms of media, but also create new ways of telling (or playing) stories. In this process, different source narrative elements are reused, enhanced or discarded – and mixed with ludic elements – through decisions shaped by commercial, editorial and other criteria, which ultimately define the final game text.
Steering away from outdated notions of ‘fidelity’ in adaptation studies, the paper proposes the concept of ‘brand consistency’ as an essential requirement of cross-media strategies, to achieve seamless audience experiences and maximize IP audiences across media.
The theoretical framework is derived from game studies, adaptation studies, intertextuality theory, narrative theory, and political economy.
Introduction to Games and Storytelling WorkshopEmma Westecott
The document discusses an upcoming game design workshop with the following key points:
1. The workshop's theme is multiculturalism and focuses on the tensions and transformations of culture with emerging interactive media.
2. The workshop will be led by a games research fellow and independent designer whose interests include digital games as an art form and emotionally dramatic gaming.
3. Participants will explore game design concepts by studying games as performance experiences and looking at frameworks like the relationship between artist, designer, and player.
Research Overview Mirjam P Eladhari August 2019Mirjam Eladhari
Slides for a presentation where I gave an overview of my research in August 2019. The talk is about how I have adressed two question that are at the core of my work:
Q1 How can we work to innovate in game design and technology?
Q2 How can we create play experiences that are individually meaningful?
The document provides research on the target audience for a 2D pixel art game project. It analyzes existing popular pixel art games like Super Mario Bros, The Legend of Zelda: The Minish Cap, and Terraria. Common features identified among these games are simple but detailed graphics, bright colors, easy-to-read titles, and engaging storylines. The research also includes an analysis of questionnaires completed by potential audiences. Most respondents had experience with 2D pixel art games and enjoyed the genre of action-adventure combat games. They valued story highly but some also liked combat aspects. The project will aim to appeal to this broad audience by including an engaging story, combat elements, and a simple user interface.
The document outlines initial plans and reactions for a video game project. It discusses exploring new software features through the project and creating an adventure game with an innovative storyline. It notes the wide target audience for games and considering including a male lead character. It also expresses excitement for planning scenery and backgrounds but that the brief leaves a lot of freedom. While interested in the topic, video games may not be a long term passion.
The document summarizes research on three classic video games: Legend of Zelda, Pokémon Red, and Shovel Knight. It analyzes common features like 8-bit art styles and music. It also discusses which aspects the author will include in their own game design. Specifically, the author plans to incorporate mature themes inspired by Shovel Knight to appeal to older audiences. The top-down viewing style of Legend of Zelda and Pokémon Red will also influence the design. The goal is to give the illusion of endless replay-ability, just like Legend of Zelda provided.
The document outlines initial plans and reactions for a video game project. It discusses exploring new software features through the project and creating an adventure/story game inspired by past games. It notes the vague brief leaves freedom for any game style. Target audiences of teenagers and those over 34 are mentioned, as well as including a male character. Creating scenery and backgrounds is also highlighted. Comparing the project to potential future choices, it states video games may not be a long term passion but the topic could provide useful skills and change opinions.
The document summarizes gaming demographics and trends. It finds that the average gamer is 31 years old, 59% of the UK population plays games, and gaming is popular across both genders and all age groups. It then explores what makes games fun, including overcoming challenges through skill development and learning. Finally, it discusses how games are maturing as a medium and may be used for social goals or alternate realities, and predicts further growth and convergence of gaming and reality.
The document proposes a real-time strategy video game called "Last Bastion" set in a post-apocalyptic wasteland. The player would lead survivors to rebuild civilization by scavenging resources, expanding their base, developing technology, and defending against raiders and mutants. The target audience is ages 16-25 of all genders, as research shows more women now play violent games. The game would require strategic thinking and quick reactions to opponents. Lessons from other successful RTS games will be researched to determine design elements to include.
The target audience for the arcade game is 13+ aged gamers looking for a simple, retro-style game that allows them to compete for high scores. Specifically, the game aims to appeal to "achiever" personality types who enjoy proving their skills and outperforming others. By having approachable and familiar mechanics inspired by 1980s arcade games, the project hopes to attract budget-conscious C2 social class gamers seeking an affordable competitive gaming experience.
This document provides an overview of careers in the video game industry. It discusses the growth of the gaming market, the game development process, and common job roles like programmers, artists, designers, producers, and testers. It also lists some major game studios in India such as Nazara Technologies, Ubisoft, Rockstar, and Zynga. The purpose is to introduce students to opportunities in this creative and innovative field.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
00 aft715 narrative skill of game content developmentkrishn verma
This document outlines a course on narrative skill development for game design. The course aims to provide students with an understanding of game history, culture, and the game industry. Key topics covered include quest design principles, the game development process, and prototyping games without coding. Students will analyze and present on existing games, write blog posts, and develop a basic non-coded game for evaluation. Debate around the role of narrative in games is also discussed.
This was a presentation that I gave to a group of librarians here at SDSU. It was an opportunity to present my arguments why I believe that the library needs to seriously consider games and gaming technology.
The document proposes a 2D arcade-style spaceship game called "Spaceship Invaders" to entertain customers. It will feature colorful designs, original sound effects, and gameplay elements like shields to defend against enemy fire. The purpose is to draw attention, bring nostalgia of 1980s games, and encourage competition to beat high scores. The target audience is ages 13+ of either gender who enjoy challenging games. Elements from research like ship design and colors will influence the final production, which will follow legal and ethical guidelines to avoid offensive content or copyright issues.
Social wizz rapid fire with guest tom chatfieldPraz Hari
The next billion internet users will come from rural areas with limited time and resources. This suggests an opportunity for simple, asynchronous social games that harken back to traditional games like cards. Tablets will revolutionize entertainment consumption by providing an intimate, portable screen for gaming anywhere. While consoles still have value, they must justify their cost by becoming robust media servers and offering innovative services beyond physical games. To increase acceptance of gaming, the education industry and governments should listen to students, and consider how games can engage learners and model concepts in a playful way. The greatest impact of gaming could be on education by making systems more engaging and personalized through digital profiles, achievements and rapid feedback.
The document provides an analysis of existing game products. It notes that the researched products commonly had clear themes represented in their logos to draw in target audiences. They also featured distinct color schemes related to the game's theme. When developing their own work, the researcher plans to include visually matching the game's theme through colors and characters tailored to their intended audience. Pink and warm palettes will be used to appeal to girls for a more fashion-oriented game. Distinct themes and audiences will be represented through visual elements.
Good games trigger learning through their design in ways similar to principles of human learning. The document discusses 13 principles of learning built into good games:
1. Empowered learners through co-design, customization, and identity
2. Well-ordered problem solving with problems that are pleasantly frustrating and support cycles of expertise
3. Just-in-time and on-demand information
Examples like Ratchet and Clank, Deus Ex, and Rise of Nations exemplify these principles by giving players agency, progressively harder challenges, and contextualized information. The document argues game designers intuitively apply principles of learning through evolutionary design pressures to create engaging, complex games.
Good games trigger learning through their design in ways similar to principles of human learning. The document discusses 13 principles of learning built into good games:
1. Empowered learners through co-design, customization, and identity
2. Well-ordered problem solving with problems that are pleasantly frustrating and support cycles of expertise
3. Just-in-time and on-demand information
Examples like Ratchet and Clank, Deus Ex, and Rise of Nations exemplify these principles by giving players agency, progressively harder challenges, and contextualized information. The document argues game designers intuitively apply principles of learning through evolutionary design pressures to create engaging, complex games.
Fuzz-testing: A hacker's approach to making your code more secure | Pascal Ze...Codemotion
Increased complexity makes it very hard and time-consuming to keep your software bug-free and secure. We introduce fuzz-testing as a method for automatically and continuously discovering vulnerabilities hidden in your code. The talk will explain how fuzzing works and how to integrate fuzz-testing into your Software Development Life Cycle to increase your code’s security.
Pompili - From hero to_zero: The FatalNoise neverending storyCodemotion
It was 1993 when we decided to venture in a beat'em up game for Amiga. The Catalypse's success story pushed me and my comrade to create something astonishing for this incredible game machine... but things went harder, assumptions were slightly different, and italian competitors appeared out of nowhere... the project died in 1996. Story ended? Probably not...
Il Commodore 65 è un prototipo di personal computer che Commodore avrebbe dovuto mettere in commercio quale successore del Commodore 64. Purtroppo la sua realizzazione si fermò appunto allo stadio prototipale. Racconterò l'affascinante storia del suo sviluppo ed il perchè della soppressione del progetto ormai ad un passo dalla immissione in commercio.
Rivivere l'ebbrezza di progettare un vecchio computer o una consolle da bar è oggi possibile sfruttando le FPGA, ovvero logiche programmabili che consentono a chiunque di progettare il proprio hardware o di ricrearne uno del passato. In questa sessione si racconta come dal reverse engineering dell'hardware di vecchie glorie come il Commodore 64 e lo ZX Spectrum sia stato possibile farle rivivere attraverso tecnologie oggi alla portata di tutti.
Michel Schudel - Let's build a blockchain... in 40 minutes! - Codemotion Amst...Codemotion
There's a lot of talk about blockchain, but how does the technology behind it actually work? For developers, getting some hands-on experience is the fastest way to get familiair with new technologies. So let's build a blockchain, then! In this session, we're going to build one in plain old Java, and have it working in 40 minutes. We'll cover key concepts of a blockchain: transactions, blocks, mining, proof-of-work, and reaching consensus in the blockchain network. After this session, you'll have a better understanding of core aspects of blockchain technology.
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Similar to The shape of the games industry seen from a developer's viewpoint - Mata Haggis - Codemotion Amsterdam 2017
The document provides research on the target audience for a 2D pixel art game project. It analyzes existing popular pixel art games like Super Mario Bros, The Legend of Zelda: The Minish Cap, and Terraria. Common features identified among these games are simple but detailed graphics, bright colors, easy-to-read titles, and engaging storylines. The research also includes an analysis of questionnaires completed by potential audiences. Most respondents had experience with 2D pixel art games and enjoyed the genre of action-adventure combat games. They valued story highly but some also liked combat aspects. The project will aim to appeal to this broad audience by including an engaging story, combat elements, and a simple user interface.
The document outlines initial plans and reactions for a video game project. It discusses exploring new software features through the project and creating an adventure game with an innovative storyline. It notes the wide target audience for games and considering including a male lead character. It also expresses excitement for planning scenery and backgrounds but that the brief leaves a lot of freedom. While interested in the topic, video games may not be a long term passion.
The document summarizes research on three classic video games: Legend of Zelda, Pokémon Red, and Shovel Knight. It analyzes common features like 8-bit art styles and music. It also discusses which aspects the author will include in their own game design. Specifically, the author plans to incorporate mature themes inspired by Shovel Knight to appeal to older audiences. The top-down viewing style of Legend of Zelda and Pokémon Red will also influence the design. The goal is to give the illusion of endless replay-ability, just like Legend of Zelda provided.
The document outlines initial plans and reactions for a video game project. It discusses exploring new software features through the project and creating an adventure/story game inspired by past games. It notes the vague brief leaves freedom for any game style. Target audiences of teenagers and those over 34 are mentioned, as well as including a male character. Creating scenery and backgrounds is also highlighted. Comparing the project to potential future choices, it states video games may not be a long term passion but the topic could provide useful skills and change opinions.
The document summarizes gaming demographics and trends. It finds that the average gamer is 31 years old, 59% of the UK population plays games, and gaming is popular across both genders and all age groups. It then explores what makes games fun, including overcoming challenges through skill development and learning. Finally, it discusses how games are maturing as a medium and may be used for social goals or alternate realities, and predicts further growth and convergence of gaming and reality.
The document proposes a real-time strategy video game called "Last Bastion" set in a post-apocalyptic wasteland. The player would lead survivors to rebuild civilization by scavenging resources, expanding their base, developing technology, and defending against raiders and mutants. The target audience is ages 16-25 of all genders, as research shows more women now play violent games. The game would require strategic thinking and quick reactions to opponents. Lessons from other successful RTS games will be researched to determine design elements to include.
The target audience for the arcade game is 13+ aged gamers looking for a simple, retro-style game that allows them to compete for high scores. Specifically, the game aims to appeal to "achiever" personality types who enjoy proving their skills and outperforming others. By having approachable and familiar mechanics inspired by 1980s arcade games, the project hopes to attract budget-conscious C2 social class gamers seeking an affordable competitive gaming experience.
This document provides an overview of careers in the video game industry. It discusses the growth of the gaming market, the game development process, and common job roles like programmers, artists, designers, producers, and testers. It also lists some major game studios in India such as Nazara Technologies, Ubisoft, Rockstar, and Zynga. The purpose is to introduce students to opportunities in this creative and innovative field.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
00 aft715 narrative skill of game content developmentkrishn verma
This document outlines a course on narrative skill development for game design. The course aims to provide students with an understanding of game history, culture, and the game industry. Key topics covered include quest design principles, the game development process, and prototyping games without coding. Students will analyze and present on existing games, write blog posts, and develop a basic non-coded game for evaluation. Debate around the role of narrative in games is also discussed.
This was a presentation that I gave to a group of librarians here at SDSU. It was an opportunity to present my arguments why I believe that the library needs to seriously consider games and gaming technology.
The document proposes a 2D arcade-style spaceship game called "Spaceship Invaders" to entertain customers. It will feature colorful designs, original sound effects, and gameplay elements like shields to defend against enemy fire. The purpose is to draw attention, bring nostalgia of 1980s games, and encourage competition to beat high scores. The target audience is ages 13+ of either gender who enjoy challenging games. Elements from research like ship design and colors will influence the final production, which will follow legal and ethical guidelines to avoid offensive content or copyright issues.
Social wizz rapid fire with guest tom chatfieldPraz Hari
The next billion internet users will come from rural areas with limited time and resources. This suggests an opportunity for simple, asynchronous social games that harken back to traditional games like cards. Tablets will revolutionize entertainment consumption by providing an intimate, portable screen for gaming anywhere. While consoles still have value, they must justify their cost by becoming robust media servers and offering innovative services beyond physical games. To increase acceptance of gaming, the education industry and governments should listen to students, and consider how games can engage learners and model concepts in a playful way. The greatest impact of gaming could be on education by making systems more engaging and personalized through digital profiles, achievements and rapid feedback.
The document provides an analysis of existing game products. It notes that the researched products commonly had clear themes represented in their logos to draw in target audiences. They also featured distinct color schemes related to the game's theme. When developing their own work, the researcher plans to include visually matching the game's theme through colors and characters tailored to their intended audience. Pink and warm palettes will be used to appeal to girls for a more fashion-oriented game. Distinct themes and audiences will be represented through visual elements.
Good games trigger learning through their design in ways similar to principles of human learning. The document discusses 13 principles of learning built into good games:
1. Empowered learners through co-design, customization, and identity
2. Well-ordered problem solving with problems that are pleasantly frustrating and support cycles of expertise
3. Just-in-time and on-demand information
Examples like Ratchet and Clank, Deus Ex, and Rise of Nations exemplify these principles by giving players agency, progressively harder challenges, and contextualized information. The document argues game designers intuitively apply principles of learning through evolutionary design pressures to create engaging, complex games.
Good games trigger learning through their design in ways similar to principles of human learning. The document discusses 13 principles of learning built into good games:
1. Empowered learners through co-design, customization, and identity
2. Well-ordered problem solving with problems that are pleasantly frustrating and support cycles of expertise
3. Just-in-time and on-demand information
Examples like Ratchet and Clank, Deus Ex, and Rise of Nations exemplify these principles by giving players agency, progressively harder challenges, and contextualized information. The document argues game designers intuitively apply principles of learning through evolutionary design pressures to create engaging, complex games.
Similar to The shape of the games industry seen from a developer's viewpoint - Mata Haggis - Codemotion Amsterdam 2017 (17)
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Rivivere l'ebbrezza di progettare un vecchio computer o una consolle da bar è oggi possibile sfruttando le FPGA, ovvero logiche programmabili che consentono a chiunque di progettare il proprio hardware o di ricrearne uno del passato. In questa sessione si racconta come dal reverse engineering dell'hardware di vecchie glorie come il Commodore 64 e lo ZX Spectrum sia stato possibile farle rivivere attraverso tecnologie oggi alla portata di tutti.
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Pat Hermens - From 100 to 1,000+ deployments a day - Codemotion Amsterdam 2019Codemotion
Coolblue is a proud Dutch company, with a large internal development department; one that truly takes CI/CD to heart. Empowerment through automation is at the heart of these development teams, and with more than 1000 deployments a day, we think it's working out quite well. In this session, Pat Hermens (a Development Managers) will step you through what enables us to move so quickly, which tools we use, and most importantly, the mindset that is required to enable development teams to deliver at such a rapid pace.
James Birnie - Using Many Worlds of Compute Power with Quantum - Codemotion A...Codemotion
Quantum computers can use all of the possible pathways generated by quantum decisions to solve problems that will forever remain intractable to classical compute power. As the mega players vie for quantum supremacy and Rigetti announces its $1M "quantum advantage" prize, we live in exciting times. IBM-Q and Microsoft Q# are two ways you can learn to program quantum computers so that you're ready when the quantum revolution comes. I'll demonstrate some quantum solutions to problems that will forever be out of reach of classical, including organic chemistry and large number factorisation.
Don Goodman-Wilson - Chinese food, motor scooters, and open source developmen...Codemotion
Chinese food exploded across America in the early 20th century, rapidly adapting to local tastes while also spreading like wildfire. How was it able to spread so fast? The GY6 is a family of scooter engines that has achieved near total ubiquity in Europe. It is reliable and cheap to manufacture, and it's made in factories across China. How are these factories able to remain afloat? Chinese-American food and the GY6 are both riveting studies in product-market fit, and both are the product of a distributed open source-like development model. What lessons can we learn for open source software?
Pieter Omvlee - The story behind Sketch - Codemotion Amsterdam 2019Codemotion
The design space has exploded in size within the last few years and Sketch is one of the most important milestones to represent the phenomenon. But behind the scenes of this growing reality there is a remote team that revolutionizes the design space all without leaving the home office. This talk will present how Sketch has grown to become a modern, product designer's tool.
Dave Farley - Taking Back “Software Engineering” - Codemotion Amsterdam 2019Codemotion
Would you fly in a plane designed by a craftsman or would you prefer your aircraft to be designed by engineers? We are learning that science and empiricism works in software development, maybe now is the time to redefine what “Software Engineering” really means. Software isn't bridge-building, it is not car or aircraft development either, but then neither is Chemical Engineering. Engineering is different in different disciplines. Maybe it is time for us to begin thinking about retrieving the term "Software Engineering" maybe it is time to define what our "Engineering" discipline should be.
Joshua Hoffman - Should the CTO be Coding? - Codemotion Amsterdam 2019Codemotion
What is the job of a CTO and how does it change as a startup grows in size and scale? As a CTO, where should you spend your focus? As an engineer aspiring to be a CTO, what skills should you pursue? In this inspiring and personal talk, I describe my journey from early Red Hat engineer to CTO at Bloomon. I will share my view on what it means to be a CTO, and ultimately answer the question: Should the CTO be coding?
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as “keys”). In fact, it’s unlikely you’ll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, they’ll also be making use of the Split-Merge Block functionality.
You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
"$10 thousand per minute of downtime: architecture, queues, streaming and fin...Fwdays
Direct losses from downtime in 1 minute = $5-$10 thousand dollars. Reputation is priceless.
As part of the talk, we will consider the architectural strategies necessary for the development of highly loaded fintech solutions. We will focus on using queues and streaming to efficiently work and manage large amounts of data in real-time and to minimize latency.
We will focus special attention on the architectural patterns used in the design of the fintech system, microservices and event-driven architecture, which ensure scalability, fault tolerance, and consistency of the entire system.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
Freshworks Rethinks NoSQL for Rapid Scaling & Cost-EfficiencyScyllaDB
Freshworks creates AI-boosted business software that helps employees work more efficiently and effectively. Managing data across multiple RDBMS and NoSQL databases was already a challenge at their current scale. To prepare for 10X growth, they knew it was time to rethink their database strategy. Learn how they architected a solution that would simplify scaling while keeping costs under control.
Northern Engraving | Modern Metal Trim, Nameplates and Appliance PanelsNorthern Engraving
What began over 115 years ago as a supplier of precision gauges to the automotive industry has evolved into being an industry leader in the manufacture of product branding, automotive cockpit trim and decorative appliance trim. Value-added services include in-house Design, Engineering, Program Management, Test Lab and Tool Shops.
The Department of Veteran Affairs (VA) invited Taylor Paschal, Knowledge & Information Management Consultant at Enterprise Knowledge, to speak at a Knowledge Management Lunch and Learn hosted on June 12, 2024. All Office of Administration staff were invited to attend and received professional development credit for participating in the voluntary event.
The objectives of the Lunch and Learn presentation were to:
- Review what KM ‘is’ and ‘isn’t’
- Understand the value of KM and the benefits of engaging
- Define and reflect on your “what’s in it for me?”
- Share actionable ways you can participate in Knowledge - - Capture & Transfer
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
How information systems are built or acquired puts information, which is what they should be about, in a secondary place. Our language adapted accordingly, and we no longer talk about information systems but applications. Applications evolved in a way to break data into diverse fragments, tightly coupled with applications and expensive to integrate. The result is technical debt, which is re-paid by taking even bigger "loans", resulting in an ever-increasing technical debt. Software engineering and procurement practices work in sync with market forces to maintain this trend. This talk demonstrates how natural this situation is. The question is: can something be done to reverse the trend?
LF Energy Webinar: Carbon Data Specifications: Mechanisms to Improve Data Acc...DanBrown980551
This LF Energy webinar took place June 20, 2024. It featured:
-Alex Thornton, LF Energy
-Hallie Cramer, Google
-Daniel Roesler, UtilityAPI
-Henry Richardson, WattTime
In response to the urgency and scale required to effectively address climate change, open source solutions offer significant potential for driving innovation and progress. Currently, there is a growing demand for standardization and interoperability in energy data and modeling. Open source standards and specifications within the energy sector can also alleviate challenges associated with data fragmentation, transparency, and accessibility. At the same time, it is crucial to consider privacy and security concerns throughout the development of open source platforms.
This webinar will delve into the motivations behind establishing LF Energy’s Carbon Data Specification Consortium. It will provide an overview of the draft specifications and the ongoing progress made by the respective working groups.
Three primary specifications will be discussed:
-Discovery and client registration, emphasizing transparent processes and secure and private access
-Customer data, centering around customer tariffs, bills, energy usage, and full consumption disclosure
-Power systems data, focusing on grid data, inclusive of transmission and distribution networks, generation, intergrid power flows, and market settlement data
The shape of the games industry seen from a developer's viewpoint - Mata Haggis - Codemotion Amsterdam 2017
1. The shape of the games industry seen
from a developer's viewpoint
Dr. Mata Haggis
AMSTERDAM 16 - 17 MAY 2017
Copper Stone Sea – Founder
Breda University of Applied Sciences, NHTV – Professor of Creative and Entertainment Games
2. Firstly…
Thank you all for coming, and thanks to Codemotion for
inviting me to speak to you
I’m Mata Haggis
Founder of Copper Stone Sea
Professor of Creative and Entertainment Games
Breda University of Applied Sciences
I also speak quite quickly, so there will be text and
diagrams of every main point that I make.
Dr. Mata Haggis
@MataHaggis
4. In this talk…
I’m going to give you a broad picture of the video game industry
This model has been discussed with representatives of Sony,
Microsoft, and Nintendo, among many others, so it has a solid
basis in industry accuracy
You are welcome to ask questions at any time, but I hope there will
be a little time for questions at the end too
Let’s get started with a bit of history…
9. Culture and economics are part of
understanding the value of games
These are common political talking points in support of games
But this doesn’t really give us insight into the way that games are created
And we often hear about ‘serious games’, ‘applied games’, and other types
of games
But typically these are discussed without common understanding of what
the terms might mean.
10. Let’s take a developer’s viewpoint
Games are very hard to categorise from a player’s
perspective – there are simply too many views
For example, to some players the most accurate flight
simulators are more enjoyable than any arcade game
We can measure audience size, but what about the
developers? What do we have in common?
In this room we are surrounded by problem solvers: we
are creators
The model I’ll be talking about gives you window into
how other creators approach their work.
58. SERIOUS GAMES APPLIED GAMES ENTERTAINMENT
GAMES
CREATIVE GAMES
ECONOMIC,
SOCIAL, AND
CULTURAL
BENEFITS
59. The future...
Economically growth is likely to continue in
all fields
We are reaching a time where it is likely that
photorealism is possible... But will it be
desirable?
‘Fun’ will continue to be a major market, but
a new generation will treat games like any
other media channel
And the hardware will be omnipresent.
60. The future: VR?
But VR...
In the near term, my bet would be on
location-based gaming, MR, and AR
becoming more significant for games
VR is here to stay this time
I still think screen-based devices (i.e. mobile,
tablets, and TV) will dominate
But we’ve seen the social factor surprise
technologists before, so social VR might
surprise us all yet!
61. The future: disruption?
None of these ‘disruptive technologies’ are
changing the basic design goals of developers
The model I’ve presented today is likely to remain
valid for the near future
But the volume of sectors within it, and their funding
streams, may shift considerably
I hope they do – the medium of games have a lot of
potential that is unfulfilled
It would have been hard to predict the future of
cinema from 1937, just as it is hard to predict the
future of games from 2017. = ?
62. In conclusion
Games are a unique and powerful medium
There are a vast array of design choices that
shape their final form
I hope this talk has encouraged you to think about
their development in a new light…
And to understand a little more about how and
why they are made
There are games coming that we’ve not even
dreamed of yet, and we have so much to learn
about how games work
I hope you share my excitement to see what the
future of games will bring! = ?
63. Thank you for listening!
The shape of the games
industry seen from a
developer's viewpoint
Dr. Mata Haggis
Copper Stone Sea
Founder
Breda University of Applied Sciences
Professor of Creative
and Entertainment Games
e: Haggis.M@nhtv.nl
t: @MataHaggis
li: linkedin.com/in/matazone
64. Any questions?
The shape of the games
industry seen from a
developer's viewpoint
Dr. Mata Haggis
Copper Stone Sea
Founder
Breda University of Applied Sciences
Professor of Creative
and Entertainment Games
e: Haggis.M@nhtv.nl
t: @MataHaggis
li: linkedin.com/in/matazone
In comparison to the other major creative fields, video games are a young medium. Atari launched Pong forty-five years ago, in 1972. It was the first video game playable by the public. Taito released Space Invaders in 1978, and it was 1980 before the world played Namco's Pac-Man.
The video game industry today is often compared to cinema.
But if video games are forty-five years old, then they are now in the equivalent period that cinema had reached in 1937:
Where was cinema 1937? [CLICK]the first ever 'talkie' (a film with voice recording on it) had been released only nine years ago, and Disney released their first full-length film, [CLICK]
Charlie Chaplin was at the height of his career with his previous year’s release of Modern Times in 1936 ,
Orson Welles’ Citizen Kane is five years away from giving birth to many of the techniques that became the essential language of modern cinema
And we are still decades away from colour film becoming normal – even ten years later, in 1947, only 12% of films in the cinema were being shot in colour.
Like films in 1937, video games are not yet a mature medium. [CLICK]
Call of Duty: Infinite Warfare was our best selling game in 2016.
Our investment of effort in understanding video games now is laying down the foundations for their development in the decades to come.
In fifty years, the idea of an associate professor of creative and entertainment games will seem as logical and commonplace as having a professor of film studies, but we are not in that time yet. The efforts of NHTV University and myself today will hopefully help us to understand the form and potential of video games. I hope we will become part of a greater history of the development of this medium.
Tomorrow… It could be you leading to the next breakthrough.
It is a medium in its own right, and to understand the medium, we need to get some oversight on the industry…
Video game industry research firm Newzoo’s data suggests that global revenue was 91 billion dollars in 2015 and will be 113 billion dollars in 2018, showing a growth rate of 10 billion dollars per year and defying the downward or stagnant trend experienced by many industries since the economic crisis of 2008.
Alongside continuing growth, Newzoo are also predicting that the USA and China will earn 50% of the global revenue from entertainment video games by 2018 (Newzoo, 2015).
The economic arguments for creative and entertainment games development are clear, but the European Union will need to actively pursue and support developers if it wishes to retain a competitive edge.
CLICK
Before moving forward, I should briefly define the sector of video games that I shall be discussing.
The first term is 'serious games'. [CLICK]
These are pieces of interactive digital software whose purpose is to educate the player in a particular field of knowledge or skill. [CLICK]
They are focused on creating a learning outcome and so commonly address real-life situations by simulating an activity or scene.
Both serious and applied games are growing markets with enormous potential. They are commonly funded by governments, corporations, or research groups and are considered overall to be of benefit to society.
It is both socially and academically respectable to be associated with serious and applied games.
However, these are not the topic of my lecture today. CLICKInstead, I shall be discussing the value of ‘entertainment’ and ‘creative’ games.
Where serious games teach, applied games [CLICK] intend to reinforce or promote particular existing behaviours.
For example, it is healthier for a person to walk up a staircase than take an escalator (CLICK), but most people will choose to do the latter, so an applied gaming strategy could be developed to make the stairs more fun to use (for example, by making them a playable piano [CLICK]) and in this way encourage healthier behaviour.
Applied and serious games can also be used to raise political awareness and to educate players; for example the game Peacemaker illustrates the complexity of the Israel–Palestine conflict.
The entertainment games sector is the most famous grouping of video games.
Its lineage goes back to Pong, and beyond, but is best known today for games such as [CLICK] Call of Duty, Grand Theft Auto, World of Warcraft, and Candy Crush.
The objective is entertainment of the audience through excitement, exploration, mastery of rules, fear, competition, and a myriad of other definitions of ‘fun’.
Like serious games can be fun from a certain viewpoint, these games can be seen as healthy or educational too, and I shall discuss this further later in this lecture, but the objective of entertainment games’ developers is to drive audience engagement with playful interactions, usually to achieve commercial profit.
Creative games take a different approach to entertainment.
Rather than prioritising 'fun', they explore the range of experiences that can be delivered through video games. It is in this field that games are most often considered to be approaching art. These games may be largely aesthetic in their focus, such as [CLICK] Memory of a Broken Dimension (2016) or Proteus (2013),
or they may be focused on creating a narrative experience, such as [CLICK]That Dragon, Cancer (2016) or my own game Fragments of Him {CLICK} (2016).
The creative games sector aims to create interesting experiences through digital interaction. These games may address serious issues, such as grief or depression, and so can be interpreted as serious or applied games if the player chooses to do so, but often such interpretations and results are not the driving factor of the creator’s vision for the experience.
Is The Last of Us trying to be fun? Or is it about being an experience?
Is ‘Street Cleaning Simulator’ chasing the most fun possible interactions, or is it trying to find a form of pleasure for its players that might be described through other words?
Linger in Shadows by Plastic
Something interesting happens at the Creative end of the spectrum of games… Moral and ethical complexity transforms them from being purely about entertainment. Suddenly issues of social importance start appearing, such as religion & parenthood such as…. CLICK
Love, grief, memory, and finding hope for the future such as…. CLICK
Sexuality, friendship, childhood, and race such as…. CLICK
Or expression of love outside of boundaries and with no consequence such as…. CLICK
(talk about games)
To return to cinematic metaphors, a useful comparison might be that [CLICK] serious games are like a documentary,
[CLICK] applied games are aerobics videos that you watch time and again to remind you how to best keep in shape,
[CLICK] entertainment games are like The Avengers (Whedon, 2012), and
CLICK
creative games are like Schindler’s List (Spielberg, 1993) or Eraserhead (Lynch, 1977).
However, unlike the film industry, which respects this broad ecosystem, within current research, and especially in regard to funding, serious and applied games are given far greater emphasis in terms of academic interest and respectability.
While the benefits of serious and applied games are self-evident, entertainment and creative games appear to be disposable entertainment at best, or indulgent and impenetrable artistic endeavours at worst; however, as mentioned before, there are deeper levels to these games.
Creative and entertainment games have value for the economy and society, and they contribute to the creative arts…CLICKand I will go over these benefits for you after the break!