This document discusses UX principles for serious games. It begins with definitions of serious games as having an explicit educational purpose beyond mere entertainment. Examples are provided such as games for learning statistics, geometry, languages, and skills like patient triaging. The document emphasizes that UX is important for serious games to provide meaningful experiences for players. It recommends techniques like defining player personas, scenarios, and journey maps to align design with players' goals. Prototyping and evaluation methods are outlined. Specific UX principles discussed are engaging players early, using scaffolding supports, and basing game characters on researched player personas.
This document summarizes Gena Drahun's experience as an interaction designer and UX designer for World of Tanks from 2009 to 2011. It outlines her educational background in physics, economics, and user research/interaction design. It then provides an overview of the growth of Wargaming.net during her time there and some of the game's achievements and awards. Finally, it describes aspects of her work on the game's UX design, including battle and non-battle UIs, development pipelines, testing approaches, and enabling player customization and community involvement.
This document discusses the growth of eSports and outlines some key points about the industry. It notes that eSports viewership for finals events has reached over 30 million unique viewers. Popular eSports genres include real-time strategy, first person shooters, and multiplayer online battle arenas. Professional eSports players can earn salaries and prize money from competitions and practice 8-10 hours per day. The eSports industry is generating significant revenue from sponsorships, advertising, signing professional players and teams, building eSports arenas, and investments from companies. ESports programs are now being offered at many universities around the world.
E sports, also known as pro gaming, refers to competitive video gaming. It involves organized multiplayer video game competitions, particularly between professional players, in popular genres like real-time strategy, fighting, first-person shooter, and multiplayer online battle arena games. The history of esports began in the 1970s with early competitions at universities and grew significantly in the 2000s as organizations, television, and streaming services increased interest. Major esports tournaments now offer prize pools comparable to traditional sports, with the largest DOTA 2 tournament in 2012 offering over $10 million. To become a professional esports player requires dedicating everyday to practicing, developing unique skills, ability to work in a team, and signing a personal agreement.
Bring an extra level of hype - expect an understanding of esports, the different games and formats people play, the business side of it, the growing ecosystem, and most importantly its culture. Brought to you by a lifelong nerd babyyy.
Presented by Joe Higgins at SF Learning Night on September 29th, 2015.
This document summarizes Gena Drahun's experience as an interaction designer and UX designer for World of Tanks from 2009 to 2011. It outlines her educational background in physics, economics, and user research/interaction design. It then provides an overview of the growth of Wargaming.net during her time there and some of the game's achievements and awards. Finally, it describes aspects of her work on the game's UX design, including battle and non-battle UIs, development pipelines, testing approaches, and enabling player customization and community involvement.
This document discusses the growth of eSports and outlines some key points about the industry. It notes that eSports viewership for finals events has reached over 30 million unique viewers. Popular eSports genres include real-time strategy, first person shooters, and multiplayer online battle arenas. Professional eSports players can earn salaries and prize money from competitions and practice 8-10 hours per day. The eSports industry is generating significant revenue from sponsorships, advertising, signing professional players and teams, building eSports arenas, and investments from companies. ESports programs are now being offered at many universities around the world.
E sports, also known as pro gaming, refers to competitive video gaming. It involves organized multiplayer video game competitions, particularly between professional players, in popular genres like real-time strategy, fighting, first-person shooter, and multiplayer online battle arena games. The history of esports began in the 1970s with early competitions at universities and grew significantly in the 2000s as organizations, television, and streaming services increased interest. Major esports tournaments now offer prize pools comparable to traditional sports, with the largest DOTA 2 tournament in 2012 offering over $10 million. To become a professional esports player requires dedicating everyday to practicing, developing unique skills, ability to work in a team, and signing a personal agreement.
Bring an extra level of hype - expect an understanding of esports, the different games and formats people play, the business side of it, the growing ecosystem, and most importantly its culture. Brought to you by a lifelong nerd babyyy.
Presented by Joe Higgins at SF Learning Night on September 29th, 2015.
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
This document provides an overview of gamification concepts and techniques for making activities more engaging. It discusses using game techniques like rewards, status, and turning tasks into games to motivate behavior. Core concepts covered include intrinsic and extrinsic motivation, player types, progression systems, social engagement loops, and designing gamified experiences for novices, experts and masters. The document also provides examples from existing gamified systems like Foursquare and outlines exercises for designing player journeys, progression mechanics, and social engagement loops.
This document summarizes e-sports, which are organized video game competitions between professional players. It discusses how e-sports tournaments are held around the world and provide live broadcasts and cash prizes. Professional e-sports players practice extensively and have rigorous lifestyles as they travel frequently for competitions. Popular e-sports games include multiplayer online battle arena games, real-time strategy games, and first-person shooter games. Millions of fans around the world watch e-sports competitions through online streaming platforms. The popularity of e-sports is fueled by the growth of streaming platforms like Twitch, MLG, and YouTube gaming channels.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
A rough template to use and abuse when pitching Raw Fury (or other publishers as well, of course) Feel free to steal the structure and modify it as you see fit.
For a more in-depth explanation on How To Pitch Raw Fury:
https://rawfury.com/how-to-pitch-to-raw-fury/
Gaming is a widespread global activity, with nearly 2 billion players. PC and the web generate the most gaming revenue currently, though mobile and console platforms are growing. Gaming spectatorship reached over 450 million viewers in 2015, and organized esports competitions are emerging as a new type of spectator activity. Skill-based wagering on gaming is also increasing in popularity. Virtual reality technologies may drive the next generation of gaming platforms by providing highly immersive experiences. Investment in esports is rising as it establishes itself as a new industry, while funding for mobile/internet gaming fluctuates with each new platform.
This document proposes an eSports project idea for Clientname. It provides background information on the gaming industry, facts about gamers and eSports. The gaming industry generates $25 billion annually and 62% of gamers play with others. eSports refers to organized video game competitions, especially between professionals. Popular eSports include disciplines like MOBAs and fighting games. Tournaments like The International attract millions of online viewers. The document argues that eSports provides an opportunity for Clientname to engage gaming audiences and promote its brand to a loyal community in a non-traditional way.
This is a guide for game funding presented during ]the MICA conference in Buenos Aires on October 6, 2017. It includes info on the different types of funding, funding sources for games and game studios, as well as presentations that will help present game studios and their games for studio funding and project funding opportunities.
Case Study: Introducing LiveOps and F2P to Traditional Game Mechanics in Roll...Jessica Tams
1. The document describes RollerCoaster Tycoon Touch, a mobile game that introduced free-to-play and live operations features to the RollerCoaster Tycoon franchise.
2. It provides details on the game's design principles, use of live operations with Playfab for things like player support and analytics, and financial performance since its 2016 soft launch.
3. The game has been successful, growing its daily active user base and revenue significantly since launch, and the developer discusses plans to continue supporting the game for years to come with new content, features, and expansions.
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
The document discusses the growth of eSports and its opportunities for business. It notes that eSports has 148 million enthusiasts globally, is a multi-billion dollar industry, and is growing rapidly in viewership and revenue. Major brands and investors are getting involved in eSports through team ownership and sponsorships. The document predicts continued professionalization and mainstream acceptance of eSports in 2017 and beyond.
The document outlines the game design process, including concept, production, and design team stages. The concept stage involves developing the initial idea, genre, target audience, and player role. In production, prototypes are created during preproduction, followed by full production iterations. The design team roles include lead designer, game designer, level designer, UI designer, writer, art director, and audio director. Competences needed for game design are also listed, such as imagination, technical skills, analysis, aesthetics, research, writing, and drawing.
This document discusses effective liveops strategies for games. It defines liveops as changes made to games after launch, generally without code changes, such as new items, events, or offers. Key components of liveops discussed include business intelligence, events, and offers/promotions. Good business intelligence is tied to player behavior and generates insights over time. Events can boost engagement or revenues and come in many forms. Offers should utilize player data and tools to message players effectively through various channels. The document stresses the importance of tools that allow modifying the game without needing engineers, and having capabilities like analytics, localization, targeting, and modifying game variables for events.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
How AI can help games fulfil their purposeRui Prada
My keynote at the 7th EAI International Conference on Interactive Digital Media (https://icidm.eai-conferences.org/2021/).
It discusses the potential of games for serious purposes and the use of Artificial Intelligence (AI) for games. It discusses how AI can be used in games applied to learning of social skills and how AI can improve the social qualities of artificial agents in games. It concludes with a discussion of the use of AI for game production, in particular, to generate content and to automate playtesting.
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
This document provides an overview of gamification concepts and techniques for making activities more engaging. It discusses using game techniques like rewards, status, and turning tasks into games to motivate behavior. Core concepts covered include intrinsic and extrinsic motivation, player types, progression systems, social engagement loops, and designing gamified experiences for novices, experts and masters. The document also provides examples from existing gamified systems like Foursquare and outlines exercises for designing player journeys, progression mechanics, and social engagement loops.
This document summarizes e-sports, which are organized video game competitions between professional players. It discusses how e-sports tournaments are held around the world and provide live broadcasts and cash prizes. Professional e-sports players practice extensively and have rigorous lifestyles as they travel frequently for competitions. Popular e-sports games include multiplayer online battle arena games, real-time strategy games, and first-person shooter games. Millions of fans around the world watch e-sports competitions through online streaming platforms. The popularity of e-sports is fueled by the growth of streaming platforms like Twitch, MLG, and YouTube gaming channels.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
A rough template to use and abuse when pitching Raw Fury (or other publishers as well, of course) Feel free to steal the structure and modify it as you see fit.
For a more in-depth explanation on How To Pitch Raw Fury:
https://rawfury.com/how-to-pitch-to-raw-fury/
Gaming is a widespread global activity, with nearly 2 billion players. PC and the web generate the most gaming revenue currently, though mobile and console platforms are growing. Gaming spectatorship reached over 450 million viewers in 2015, and organized esports competitions are emerging as a new type of spectator activity. Skill-based wagering on gaming is also increasing in popularity. Virtual reality technologies may drive the next generation of gaming platforms by providing highly immersive experiences. Investment in esports is rising as it establishes itself as a new industry, while funding for mobile/internet gaming fluctuates with each new platform.
This document proposes an eSports project idea for Clientname. It provides background information on the gaming industry, facts about gamers and eSports. The gaming industry generates $25 billion annually and 62% of gamers play with others. eSports refers to organized video game competitions, especially between professionals. Popular eSports include disciplines like MOBAs and fighting games. Tournaments like The International attract millions of online viewers. The document argues that eSports provides an opportunity for Clientname to engage gaming audiences and promote its brand to a loyal community in a non-traditional way.
This is a guide for game funding presented during ]the MICA conference in Buenos Aires on October 6, 2017. It includes info on the different types of funding, funding sources for games and game studios, as well as presentations that will help present game studios and their games for studio funding and project funding opportunities.
Case Study: Introducing LiveOps and F2P to Traditional Game Mechanics in Roll...Jessica Tams
1. The document describes RollerCoaster Tycoon Touch, a mobile game that introduced free-to-play and live operations features to the RollerCoaster Tycoon franchise.
2. It provides details on the game's design principles, use of live operations with Playfab for things like player support and analytics, and financial performance since its 2016 soft launch.
3. The game has been successful, growing its daily active user base and revenue significantly since launch, and the developer discusses plans to continue supporting the game for years to come with new content, features, and expansions.
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
The document discusses the growth of eSports and its opportunities for business. It notes that eSports has 148 million enthusiasts globally, is a multi-billion dollar industry, and is growing rapidly in viewership and revenue. Major brands and investors are getting involved in eSports through team ownership and sponsorships. The document predicts continued professionalization and mainstream acceptance of eSports in 2017 and beyond.
The document outlines the game design process, including concept, production, and design team stages. The concept stage involves developing the initial idea, genre, target audience, and player role. In production, prototypes are created during preproduction, followed by full production iterations. The design team roles include lead designer, game designer, level designer, UI designer, writer, art director, and audio director. Competences needed for game design are also listed, such as imagination, technical skills, analysis, aesthetics, research, writing, and drawing.
This document discusses effective liveops strategies for games. It defines liveops as changes made to games after launch, generally without code changes, such as new items, events, or offers. Key components of liveops discussed include business intelligence, events, and offers/promotions. Good business intelligence is tied to player behavior and generates insights over time. Events can boost engagement or revenues and come in many forms. Offers should utilize player data and tools to message players effectively through various channels. The document stresses the importance of tools that allow modifying the game without needing engineers, and having capabilities like analytics, localization, targeting, and modifying game variables for events.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
How AI can help games fulfil their purposeRui Prada
My keynote at the 7th EAI International Conference on Interactive Digital Media (https://icidm.eai-conferences.org/2021/).
It discusses the potential of games for serious purposes and the use of Artificial Intelligence (AI) for games. It discusses how AI can be used in games applied to learning of social skills and how AI can improve the social qualities of artificial agents in games. It concludes with a discussion of the use of AI for game production, in particular, to generate content and to automate playtesting.
Learning with computer games for vocational sectorMaja Pivec
Short webinar presenting two EC projects using and developing computer games for learning and upskilling.
GREAT Project – Lifelong learning and training - GBL for management training; http://www.projectgreat.eu/
Serious Sports – game-based learning in sports - with a link to the catalog of 35 COTS games for sports and fitness training; http://www.serious-sports.org/
This document summarizes a meetup event about gameful interaction design and games user research. The event featured a presentation by Dr. Lennart Nacke on his work studying gamification and games user experience. He discussed models of player experience, examples of gamifying non-game applications, and research methods used to study player behavior and evaluate user experience, such as observation, physiological sensors, and biometric storyboards. The presentation aimed to demonstrate how understanding user experience through research can lead to more engaging game and gamified design.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
This document discusses the Games for Change Lab, which helps organizations use games to further their missions. It provides examples of organizations that could benefit from games and explains why games are an effective medium. The document outlines the 8 steps methodology for creating games that have social impact, including determining the audience, context, desired impact, best platform, financial sustainability, gameplay design, execution process, and assessment of success. It describes the Lab's offerings, from introductory orientations to full executive production support of a game project from concept to launch. Current Lab projects include work with USAID, the World Bank, and the American Museum of Natural History.
This document summarizes a student project titled "Rival Assassins", which is developing an action-adventure 3D platforming video game. The game uses physics to govern in-game objects and characters. Players guide the protagonist through dangerous environments, focusing on exploration, puzzles, and avoiding enemies rather than direct combat. Tools being used include Unity and 3DS Max. Challenges include limitations of free assets and hardware. Reviews praise the game's atmosphere, puzzles, and art direction.
This document summarizes a student project proposing the development of a 3D action-adventure and platforming video game called "Rival Assassins". It would incorporate physics to govern in-game objects and characters. The player guides the protagonist through dangerous environments, focusing on exploration, puzzles, and avoiding enemies rather than direct combat. The document outlines the game's concept, technical details, implementation plan, and addresses challenges like limiting violence and social isolation.
My presentation with Carlos Martinho at Lisbon Game Conference (http://lisbongameconf.iscte-iul.pt/) about the importance of Videogames and the work on Videogames that we have been developing at IST and INESC-ID.
This document summarizes Michelle's background and proposed research for a PhD. Michelle has a computer science and software engineering background and experience developing games. She is proposing to develop video games for mental health by accurately representing mental illnesses, fostering empathy, and designing for therapeutic benefit. Her research would involve literature reviews, data collection, developing games using agile methodology, and testing. RMIT's CiART research center is a good fit as it focuses on interactive media and its application in allied health.
This document provides an overview of the history of video games from the 1960s to present day. It discusses early games like Spacewar developed in the 1960s and the growth of the video game industry from the 1970s onward. Key points covered include the shift from arcade to home console games, the rise in game sales and popularity in the 1990s and 2000s, the growth of online and subscription-based games, and how games are now influencing the real world and culture.
A state of a perfect video game is what developers has been seeking for their product
developments, to achieve the selected state, several standards and methods needs to be applied. These
standards and methods are special: they are both verifiable and quantifiable, to make their action and end
goal a clear one, the term s for this standards and methods are called ‘game metrics’ and we decided that
this is a must-have tool or method to be implanted in a development of a game because it will boost your
standards rapidly and will be able to tell you about your own progress of the development.
The document discusses game education and the future of work. It outlines the International Game Developers Association (IGDA) Education Special Interest Group (SIG) and their efforts to develop a curriculum framework for game education programs. This includes defining core topics like game design, programming, and business, as well as recommending internships, industry speakers, and team-based learning. The framework aims to prepare students for collaborative, multidisciplinary work in the game industry. The Global Game Jam is also discussed as helping put the framework into practice by bringing together over 1600 people from around the world to make 370 games in a weekend.
Talk about serious games and game-like simulations design given at the Laboratory of Computer Science of the Massachusetts General Hospital (Boston, USA).
The Educational Game development approach used for developping different games in the medical domain is presented.
This is exemplified with the first-aid game, the educ@ONT project with the National Transplant Organization in Spain (ONT) and the Surgical Checklist game.
Some final ideas about Learning Analytics and how this can be used for evaluation and for integrating heterogeneus information in a Learning Record Store are presented.
The document discusses how video games have evolved from being played solely on computers and in arcades to becoming a mainstream form of digital entertainment played on various platforms. It notes how games have grown to become a dominant force in driving innovation in the personal technology industry. The rise of online and multiplayer games is also discussed, as well as how games are now being used for purposes beyond entertainment such as education, training, health and influencing public policy.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.