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.
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...Sherry Jones
Aug. 5, 2015 - This is my presentation on epistemic game design for the 2015 Colorado Learning and Teaching with Technology Conference (COLTT).
Through this slideshow, we introduce the epistemic game, "The Perspective Game" by GetTheIssues(GTI) to educators and administrators of higher education.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 4 Lecture on the "Constructs of the Real and the Rhetoric of Games," with study emphasis on Ian Bogost's Procedural Rhetoric theory, and Ryan Lizardi's examination of the counterfactual and alternate histories presented in the Bioshock series.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
An Introduction to Educational Game DesignMichael Pinto
This presentation covers:
- Definition of a Game
- What Makes a Game a Game
- Learning Through Play (High Concept)
- How To Start To Learn How to Design Games
- Core Mechanisms of Games
- Soft Qualities of Games
- Survey of Different Types Of Games and Their Mechanisms
- Overview of Educational Games
- Gamification for Education
- Educational Games In Context of Transmedia Storytelling
For all of the hype around “user experience” it often feels like we struggle with what it means to actually craft an experience. We build and ship products that are perfectly fine. We make things that are usable, attractive, responsive, reliable and whatever else has come to be expected. And yet, there’s something missing. Something intangible. It’s not obvious what’s missing, until we contrast our own work against other mediums more established than our own: Film. Game design. Storytelling. Advertising… These mediums know how to make us feel, in deep and profound ways. So how do we do the same? Are there processes we can change, or things we can do to create memorable and meaningful experiences? And who has reached this level of emotional engagement? In this session, Stephen P. Anderson will explore the subtle, but critical ways we can level up our work, bringing a depth and richness to the experiences we shape.
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
Introduction to Gamification (NJLA 2013)baldwind1976
This is a presentation prepared for the "Level Up @ Your Library" program presented at the 2013 NJLA Annual Conference. Co-presenter for this session is Megan Kiocelek. The presentation covers two approaches to gamification services, rewards based and meaning based. It also covers tips and examples of gamification in a variety of settings.
Hola Mahalla is a Sikh festival which takes place on a day after Holi which is a two-day festival starting with Holika Dahan on the last day of the lunar month of Phagan on full moon and the actual day of Holi. More than 20 Lac people come over 3 days and this offers great opportunity for marketeers to connect and engage with their customers
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...Sherry Jones
Aug. 5, 2015 - This is my presentation on epistemic game design for the 2015 Colorado Learning and Teaching with Technology Conference (COLTT).
Through this slideshow, we introduce the epistemic game, "The Perspective Game" by GetTheIssues(GTI) to educators and administrators of higher education.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 4 Lecture on the "Constructs of the Real and the Rhetoric of Games," with study emphasis on Ian Bogost's Procedural Rhetoric theory, and Ryan Lizardi's examination of the counterfactual and alternate histories presented in the Bioshock series.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
An Introduction to Educational Game DesignMichael Pinto
This presentation covers:
- Definition of a Game
- What Makes a Game a Game
- Learning Through Play (High Concept)
- How To Start To Learn How to Design Games
- Core Mechanisms of Games
- Soft Qualities of Games
- Survey of Different Types Of Games and Their Mechanisms
- Overview of Educational Games
- Gamification for Education
- Educational Games In Context of Transmedia Storytelling
For all of the hype around “user experience” it often feels like we struggle with what it means to actually craft an experience. We build and ship products that are perfectly fine. We make things that are usable, attractive, responsive, reliable and whatever else has come to be expected. And yet, there’s something missing. Something intangible. It’s not obvious what’s missing, until we contrast our own work against other mediums more established than our own: Film. Game design. Storytelling. Advertising… These mediums know how to make us feel, in deep and profound ways. So how do we do the same? Are there processes we can change, or things we can do to create memorable and meaningful experiences? And who has reached this level of emotional engagement? In this session, Stephen P. Anderson will explore the subtle, but critical ways we can level up our work, bringing a depth and richness to the experiences we shape.
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
Introduction to Gamification (NJLA 2013)baldwind1976
This is a presentation prepared for the "Level Up @ Your Library" program presented at the 2013 NJLA Annual Conference. Co-presenter for this session is Megan Kiocelek. The presentation covers two approaches to gamification services, rewards based and meaning based. It also covers tips and examples of gamification in a variety of settings.
Hola Mahalla is a Sikh festival which takes place on a day after Holi which is a two-day festival starting with Holika Dahan on the last day of the lunar month of Phagan on full moon and the actual day of Holi. More than 20 Lac people come over 3 days and this offers great opportunity for marketeers to connect and engage with their customers
My entry for Illy's contest to design a series of graphics for coffee mugs , inspired by some famous cities around the world.
I chose to represent every given city by a font that recalls the main perceived features of the city environment and way of life, along with a thematic element (mostly famous buildings) embedded in the lettering of the city's name.
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.
This presentation was used for the SGA & Playrix RS online lecture Game design at Playrix with Dmitriy Molchanov, Nov 2020 - Playrix is famous for their tight-knit community of avid players, and it only goes to show how great design decisions, coupled with nuanced balancing, can make one match-3 game a daily digital habit for more than 300 million people who downloaded this game worldwide. This lecture will break down some of the main decisions and pipeline processes that unfold behind the game dev curtain.
Are you a senior-level UX professional who's been doing the same thing for so many years that you feel you're in a rut? Do you struggle with processes that feel rote instead of practical? How important is innovation to you and your company? And most importantly, when was the last time you had any fun?
Now…think about animals for a second. What characteristic do humans and animals share?
The answer may surprise you: humans and animals both possess the ability to play games. But unlike most wild animals who shed their play stage early, we have the ability to continue learning through game play throughout our adult lives. Sadly, that doesn't mean we do it.
Douglas van Duyne, author of the UX best-seller The Design of Sites: Patterns for Creating Winning Websites and author of a seminar series called GameFraming, will show you how to reconnect with the sense of play you were born with, and how you can apply it to your practice as a UX professional. He'll cover Game Principles, Design Strategies, and the Hero's Journey which you'll discover applies as much to interaction design and project management as it does to World of Warcraft. Douglas will also share two case studies where Gameframing was used to break the typical rules of project management and design, which led to amazing results.
Adam Kramarzewski is a Game Designer at Space Ape with 11 years of experience in the industry and a new book just about to be published. He gives students an unfiltered insight into the production practices, responsibilities, and challenges facing Game Designers in the modern game development scene.
Understanding and improving games through machine learning - Natasha LatyshevaLauren Cormack
Data Scientist at Jagex - Jagex has a diverse games portfolio, including a large MMORPG (RuneScape), a tactical FPS (Block N Load) and a collectible card game (Chronicle). In this presentation, Natasha Latysheva will showcase recent and upcoming data science and machine learning projects at Jagex – including quest recommender systems, player clustering by playstyle, deep learning player lifecycle sequences, and automatic bot and abuse detection – to give a taster of the insights that a machine learning approach can provide, whilst also offering project ideas for your own games.
AI is used to create parts of our games. It provides intelligent enemy behavior, techniques such as pathfinding or can be used to generate in-game content procedurally. AI can also play our games. The idea to train computers to beat humans in game-like environments such as Jeopardy!, Chess, or soccer is not a new one. But can AI also design our games? The role of Artificial Intelligence in the game development process is constantly expanding. In this talk, Dr. Pirker will talk about the importance of AI in the past, the present, and especially the future of game development.
How I created a top 50 app in 8 weeks @ GDC Europe 2016Troy Lonergan
The story of how I created, designed and delivered an hugely successful mobile and tablet title to market in less than 2 months.
The slides here are from my lecture at the Games Developer's Conference Europe in August 2016.
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
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.
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.
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.
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.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Enhancing Performance with Globus and the Science DMZGlobus
ESnet has led the way in helping national facilities—and many other institutions in the research community—configure Science DMZs and troubleshoot network issues to maximize data transfer performance. In this talk we will present a summary of approaches and tips for getting the most out of your network infrastructure using Globus Connect Server.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdfPeter Spielvogel
Building better applications for business users with SAP Fiori.
• What is SAP Fiori and why it matters to you
• How a better user experience drives measurable business benefits
• How to get started with SAP Fiori today
• How SAP Fiori elements accelerates application development
• How SAP Build Code includes SAP Fiori tools and other generative artificial intelligence capabilities
• How SAP Fiori paves the way for using AI in SAP apps
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...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.
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
Welcome to the first live UiPath Community Day Dubai! Join us for this unique occasion to meet our local and global UiPath Community and leaders. You will get a full view of the MEA region's automation landscape and the AI Powered automation technology capabilities of UiPath. Also, hosted by our local partners Marc Ellis, you will enjoy a half-day packed with industry insights and automation peers networking.
📕 Curious on our agenda? Wait no more!
10:00 Welcome note - UiPath Community in Dubai
Lovely Sinha, UiPath Community Chapter Leader, UiPath MVPx3, Hyper-automation Consultant, First Abu Dhabi Bank
10:20 A UiPath cross-region MEA overview
Ashraf El Zarka, VP and Managing Director MEA, UiPath
10:35: Customer Success Journey
Deepthi Deepak, Head of Intelligent Automation CoE, First Abu Dhabi Bank
11:15 The UiPath approach to GenAI with our three principles: improve accuracy, supercharge productivity, and automate more
Boris Krumrey, Global VP, Automation Innovation, UiPath
12:15 To discover how Marc Ellis leverages tech-driven solutions in recruitment and managed services.
Brendan Lingam, Director of Sales and Business Development, Marc Ellis
The Metaverse and AI: how can decision-makers harness the Metaverse for their...Jen Stirrup
The Metaverse is popularized in science fiction, and now it is becoming closer to being a part of our daily lives through the use of social media and shopping companies. How can businesses survive in a world where Artificial Intelligence is becoming the present as well as the future of technology, and how does the Metaverse fit into business strategy when futurist ideas are developing into reality at accelerated rates? How do we do this when our data isn't up to scratch? How can we move towards success with our data so we are set up for the Metaverse when it arrives?
How can you help your company evolve, adapt, and succeed using Artificial Intelligence and the Metaverse to stay ahead of the competition? What are the potential issues, complications, and benefits that these technologies could bring to us and our organizations? In this session, Jen Stirrup will explain how to start thinking about these technologies as an organisation.
3. What
games
are
these
quotes
describing?
"Exploration
is
seeing
things
that
no-‐one
else
has
ever
seen
before.
Every
creature
...
is
unique.”
No
Man's
Sky,
2015
"Computerized
solitaire
dungeons,
each
one
will
be
unique
(never
two
exactly
alike).”
A
Computer
Generated
Dungeon,
1977
"randomized
levels,
the
relentless
onslaught
of
monsters
and
events
in
a
perpetually
fresh
world”
Diablo
III,
2012
"throw
a
monster
[at
players]
that
keeps
them
on
their
toes,
one
that
they
have
never
seen
before
because
it
is
unique."
Random
Monsters
D&D
Supplement,
1980
4. What
games
are
these
quotes
describing?
"Exploration
is
seeing
things
that
no-‐one
else
has
ever
seen
before.
Every
creature
...
is
unique.”
No
Man's
Sky,
2015
"Computerized
solitaire
dungeons,
each
one
will
be
unique
(never
two
exactly
alike).”
A
Computer
Generated
Dungeon,
1977
"randomized
levels,
the
relentless
onslaught
of
monsters
and
events
in
a
perpetually
fresh
world”
Diablo
III,
2012
"throw
a
monster
[at
players]
that
keeps
them
on
their
toes,
one
that
they
have
never
seen
before
because
it
is
unique."
Random
Monsters
D&D
Supplement,
1980
5. Motivations
for
Generating
Content
§ Data
compression
§ Replayability
§ Personalization
Platformer
AI
Competition,
2013
Elite,
1984
Diablo
III,
2012
6. Motivations
for
Generating
Content
§ Data
compression
§ Replayability
§ Personalization
Platformer
AI
Competition,
2013
Elite,
1984
Diablo
III,
2012
8. But…
design
tools?
"Build
the
whole
adventure
yourself
or
ask
the
computer
to
do
it
for
you."
"Begin
the
construction
process
with
as
much
or
little
as
you
like...”
Adventure
Construction
Set,
1984
"[it
creates]
a
different
maze
every
time
it
is
run
and
guarantee
only
one
path
through”
AMAZIN,
1973
"[generated
monsters]
created
by
computer
program
to
completely
eliminate
bias
and
error”
Trolls
&
Trollkin,
1979
10. Our
Motivations
and
Backgrounds
§ AI:
testing
AI
through
games
as
a
testbed
§ HCI:
helping
human
designers
§ Creativity:
modeling
(human?)
creativity
§ Game
industry:
solving
authoring
burden
§ Game
design:
designing
innovative
and
fun
games
§ Making:
the
joy
of
making
things
that
make
things
34. Open
Questions
in
Expressivity
Analysis
§ What
metrics
should
we
use?
§ Individual
levels
§ Pairwise
comparison
§ How
do
we
know
metrics
are
valid?
§ How
do
we
visualize
results?
§ How
does
this
apply
to
user-‐created
content?
35. Expressive
Range
as
a
Debugging
Tool?
§ Static
analysis
lets
us
see
results
of
code
changes
quickly
§ Gain
better
understanding
of
generator
capabilities
36. Uncovering
Biases
all
lengths
length
5
length
10
length
15
length
20
all
types
regular
random
swing
40. Endless
Web
Player
explores
the
Dream
to
Pind
and
rescue
six
dreamers
trapped
in
their
nightmares.
41. Themes:
Exploration
and
Creation
§ Players
navigate
physical
space
while
exploring
generative
space
§ Choices
lead
the
player
to
newly
generated
terrain
with
different
generation
parameters
44. “Mechanical
Experience”
§ Interaction
with
generator
§ Multiple
simultaneous
universes
unlocked
by
choice
§ Comparing
player
histories
§ Comparing
“parentage”
of
evolved
content
45. FUTURE
OF
PCG
DESIGN
TOOLS
a
generator
that
can
learn
from
its
global
history
46. Current
PCG
Design
Tools
§ Single
user
§ Single
AI
§ Static
heuristics
§ Unchanging
design
knowledge
47. Collaborative
Design
§ Conversation
between
active
participants
§ Participants
have
different
goals
and
expertise
§ Diversity
of
experiences
§ Prototype
and
discuss
different
ideas
48. Overriding
Human
Decisions
§ …but
for
a
good,
and
well-‐explained,
reason!
§ Early
decisions
can
become
less
important
§ (Novice)
designers
struggle
with
undoing
work
they
have
already
done
§ Example:
removing
a
previously
agreed-‐
upon
game
mechanic
due
to
a
change
in
the
story
49. Moving
Away
from
Turn-‐Taking
§ Computer
can
work
independently
§ Computer
is
no
longer
purely
reactive,
must
be
proactive
in
conversation
§ Both
parties
may
interrupt
each
other
or
pause
to
think
§ Example:
interrupt
a
designer
with
a
new
idea
for
a
level
during
brainstorming
50. Negotiating
High-‐Level
Design
Goals
§ Awareness
of
additional
constraints
§ Present
different
“opinions”
on
design
§ High-‐level
understanding
leads
to
better
communication
§ Example:
properties
of
a
game
level
based
on
current
level
progression
51. Many
Research
Angles
§ Support
for
multiple
designers
§ Learning
from
its
own
history
§ Building
up
a
new
pattern
library
§ Integrating
playtesting
§ Understand
playtest
data
and
improve
§ Building
stronger
processes
§ Rationalizing
decisions
to
user
§ Overriding
human
decisions
§ Building
smarter
interfaces
§ Representing
AI
“thought”
to
designer
53. Future
Directions
§ Finding
new
motivations
§ Extending
along
multiple
dimensions
§ Experimenting
with
new
aesthetics
§ Improving
development
practices
§ Enabling
new
experiences
§ Building
smarter
tools
54. Questions?
Thanks!
gillian@ccs.neu.edu
@gillianmsmith
http://www.sokath.com
Looking
for
a
postdoc
position?
Want
to
do
a
PhD?
Talk
to
me!