An empirical paper focused on the impact of product development of independent game design through
the utilization of a process known as crowd-sourcing.
Insight-Driven Innovation: Structural collaboration with consumers for breakt...InSites Consulting
油
Even iconic brands like Heinz have a need for innovation, and solid consumer insights are crucial for its success. The challenge here was how consumer insights could be leveraged to a maximum. How can we generate as many unique insights as possible which are also relevant for consumers? How can we engage both internal and external stakeholders to use the consumer insights? What human insights - related to understanding peoples daily tomato ketchup usage - can be linked to and used for optimizing (e.g. packaging) innovation ideas?
Stakes, limits and opportunities, how to take advantage of the crowdsourcing ...Carine ESTEVES
油
Coined by Jeff Howe, the term Crowdsourcing a composite of Crowd and Outsourcing, describes outsourcing to the crowd. Afar from cost, advantages and opportunities for a company can be considerable. It can outsource the risk of failure and it only pays for products or services that meet its expectations. This phenomenon covers various situations. Seeking to mobilize external competencies, it has interested a large number of businesses. However, this concept has reach its maturity and its limits seem to be pointed out as bad from professionals of different industries. Crowdsourcing is lacking a general and synthetic view of this concept. The purpose of our paper is to characterize Crowdsourcing in its various aspects. First we describe of Crowdsourcing, and offer examples illustrating the diversity of Crowdsourcing typology, practices, business models and we present comparisons between Crowdsourcing and established theories (Open Innovation, User Innovation).
Relying upon a group of persons (crowd) can be an adequate method, because of its unique characteristics that are made possible by the Internet.
Crowdsourcing offers extraordinary potential for resolving tasks efficiently by tapping into the skills of large groups of people. To illustrate so, we explain how Capseo, a crowdsourcing based company, works with freelancers from around the world to make online marketing campaigns.
Finally, we present some potential benefits and pitfalls of Crowdsourcing and explain how to bypass its obstacles to offer a strong value proposition to customers.
This document discusses various innovations in social media. It begins by defining innovation and discussing different types of innovations such as incremental, sustaining, disruptive, and radical innovations. It then explores several areas of social media innovation including social networking, social curation, the mobile experience and streaming, wearables, augmented and virtual reality, and artificial intelligence. For each area, examples of innovative companies and technologies are provided, such as how GoPro utilizes user-generated content in its marketing strategy. The document concludes by discussing challenges and takeaways regarding social media innovation.
IBM Smarter Cities Challenge: Peoples Insights Volume 2, Issue 12MSL
油
This week, we distill insights around the IBM Smarter Cities Challenge - a collaboration between IBM and local governments to co-fund technology-based solutions to city-specific urban challenges.
100+ thinkers and planners within MSLGROUP share and discuss inspiring projects on social data, crowdsourcing, storytelling and citizenship on the MSLGROUP Insights Network.
Every week, we pick up one project and do a deep dive into conversations around it -- on the MSLGROUP Insights Network itself but also on the broader social web -- to distill insights and foresights. We share these insights and foresights with you on our Peoples Insights blog and compile the best insights from the network and the blog in the iPad-friendly Peoples Lab Quarterly Magazine, as a showcase of our capabilities.
For more, see: http://peopleslab.mslgroup.com
Crowdsourcing is a method of obtaining ideas, content, or solutions from an online group of people. It allows companies to access a wide range of intellectual property and ideas from customers and others. The document discusses how crowdsourcing has been used successfully in product development, marketing, and other areas. It also outlines some challenges of crowdsourcing, such as defining problems clearly and incentivizing participation. The document provides tips on best practices when crowdsourcing, such as maintaining a diverse group of participants and recognizing contributions. It also gives examples of how companies like Coca-Cola, Unilever, Nokia, and Starbucks have utilized crowdsourcing.
The Socially Integrated Enterprise: Organisations or Communities? The new Col...OpenKnowledge srl
油
The document discusses how organizations are transforming into socially integrated enterprises by embracing social media and online collaboration. It suggests that organizations must cultivate trusted relationships through social networks in order to drive innovation, marketing, and workforce effectiveness. A socially integrated enterprise engages employees and customers through transparent and nimble social interactions in order to deepen relationships and generate new ideas faster.
TMA World Mindline Reappraising the Collaborative Benefits of Social Media in...TMA World
油
New social and collaborative technologies are rapidly changing workplace communication and disrupting internal organizational culture.
Approaches to creating borderless connectivity and collaboration will vary enormously between and within companies and industries. What works for one company will not necessarily work for another but the fundamental mind and skill sets required to facilitate effective collaboration are human and all pervasive.
This presentation offers best practice advice for communicating effectively through social media and collaborative technologies in the workplace.
For more information, contact us: enquiries@tmaworld.com
50+ thinkers and planners within MSLGROUP share and discuss inspiring projects on corporate citizenship, crowdsourcing and storytelling on the MSLGROUP Insights Network. Every week, we pick up one project and do a deep dive into conversations around it -- on the MSLGROUP Insights Network itself but also on the broader social web -- to distill insights and foresights. We share these insights and foresights with you on our Peoples Insights blog and compile the best insights from the network and the blog in the iPad-friendly Peoples Lab Quarterly Magazine, as a showcase of our capabilities. This week, our topic is Vote.Give.Grow. . For more, see:http://peopleslab.mslgroup.com
Spigit designs platforms for crowds to innovate and create productive change by directing crowds to solve strategic objectives. By tapping into employees and customers, companies can spark innovation and ideas that create competitive advantage. Spigit enables companies to activate crowds, engage communities, and drive results through crowd innovation.
This document is a master's thesis that examines the use of gamification in businesses. It begins with a literature review that defines gamification and outlines its history. Gamification uses game mechanics to motivate and engage users for non-entertainment purposes. While initially used in marketing, gamification is now applied internally in companies to improve processes and employee engagement. The author conducted interviews with professionals from different companies exposed to gamified systems. The thesis will analyze the results and provide recommendations for effective gamification implementation.
Leveraging gamification in brand building strategies
For more white papers and webinars, go to http://www.sldesignlounge.com
Or visit us at http://www.sld.com
This document summarizes a study on the coopetition strategy of Zocha, a joint venture in Garut, Indonesia. The study aims to map Zocha's value network and design a coopetition strategy to create new value co-creation. It involves qualitative research through interviews with five players in Zocha's business processes from September to December 2014. The analysis found that player, added value, tactics, and scope could change in Zocha's value co-creation under the coopetition strategy, while rules would remain the same. The research provides implications for improving Zocha's role as a value co-creator in Garut and as a reference for combining potential SMEs to create greater business
Crowdsourcing is an online, distributed problem solving and production model that revolutionized the internet and mobile market at present. It turns the customers into designer and marketers. The practice of Crowdsourcing is transforming the web and giving rise to a new field. Today the leading enterprises are embracing the next paradigm shift in the distribution of work by outsourcing to the crowd in the cloud. Everyday millions of people make all kind of voluntary online contribution. With the number of people online approaching 3 billion by 2016 and projected to reach 5 billion by 2020, new workforce has emerged that are now used for different purposes. Available on-demand this workforce has abundant capacity and the expertise knowledge to perform work from simple to complex and solve problems and grand challenges. This paper gives an introduction to Crowdsourcing, its theoretical grounding, model and examples with case study. In this paper we show that Crowdsourcing can be applied to wide variety of problems and that it raises numerous interesting technical and social challenges. Finally this paper proposes an agenda for using Crowdsourcing in NLP.
Atlanta's BridgeCommunity commercialization program is in its 3rd year. Get an overview of how startups and corporations are working together to extend their capabilities.
The Mena - Ecosystem Article - An Exciting Place to Build GamesMary-Margaret Walker
油
The document discusses strategies for game developers in the Middle East and North Africa (MENA) region to gain external exposure and build their businesses. It recommends focusing on business development, traditional and guerrilla marketing, leveraging social media, and considering crowdfunding. Community building is also emphasized as critical, such as pooling resources, hosting online seminars with experts, inviting experts to the region, and creating a MENA gaming website.
Gamify Your Team Design Thinking : Experimental Study on a Co-Evolution Theor...Junie Kwon
油
The document discusses an experimental study on applying gamification techniques to team design thinking processes. It describes using a game called "Manito" where participants secretly observed and designed for each other, sharing insights on social media. Workshops guided participants through design thinking stages of exploring problems and creating prototypes. A survey evaluated outputs on storytelling, sketches, ideas, and attractiveness. Statistical analysis found measures like pins, likes, followers and followings correlated to iterative participation, supporting gamification and social media as effective tools for collaborative design processes.
Paper ISPIM Conference 2016 about ideaChef速Rui Patricio
油
This document summarizes a paper that describes a gamified method and tool called ideaChef速 that helps teams get committed and engaged in corporate innovation and entrepreneurship processes. ideaChef速 is a board game that uses cooking metaphors to guide teams through three phases - setup, play, and report - to develop solutions to challenges. It was designed to support convergent thinking and efficiently select and develop ideas. The paper discusses how ideaChef速 serves to create solutions and can be applied in corporate innovation for new products/services, markets, processes, and more. It also provides insights from professionals who see ideaChef速 as an innovative way to enhance teamwork and culture and structure innovation projects in a creative and enjoyable way
Crowdfunding Software Development A Guide to Success.pdfzak jasper
油
Crowdfunding software development is a funding method where developers raise money directly from a large group of supporters to create or improve software. By pitching their ideas on platforms like Kickstarter or Indiegogo, creators can validate concepts, build a loyal user base, and retain full control of their projects. It's a powerful way to turn innovative ideas into reality while engaging directly with future users.
Crowdfunding Software Development A Guide to Success.pdfzak jasper
油
Crowdfunding software development is a funding method where developers raise money directly from a large group of supporters to create or improve software. By pitching their ideas on platforms like Kickstarter or Indiegogo, creators can validate concepts, build a loyal user base, and retain full control of their projects. It's a powerful way to turn innovative ideas into reality while engaging directly with future users.
Gamification involves using game design elements in non-game contexts to motivate behavior change. The document discusses the growth of the gamification market and provides examples of how Coca-Cola and Siemens have successfully used gamification. While gamification can be effective, the document cautions that poor game design is a common reason why gamification initiatives fail to meet business objectives. It emphasizes identifying business problems and designing effective game elements and mechanics to drive desired behaviors.
Artificial Intelligence in Fashion, Beauty and related Creative industriesPetteriTeikariPhD
油
Quick introduction for artificial intelligence / deep learning applications in fashion, beauty and creative industries.
Alternative download link: https://dl.dropboxusercontent.com/u/6757026/slideShare/creativeAI.pdf
The document describes Synergy, a blockchain-based platform for collaborative data science and AI product development. Key points:
- Synergy uses blockchain and smart contracts to build a research platform that incentivizes contributors to improve each other's solutions through competitive rounds. Contributors are rewarded with tokens.
- The platform provides an analytics and modeling interface where users can build AI solutions visually without code by dragging and dropping components. Pre-built models can also be deployed.
- Synergy addresses market needs by providing off-the-shelf AI products and a platform for outsourcing data science work through competitions. Contributors are assured rewards and credit for their work.
- The platform aims to make state-of-
Being Digital: 5 key tactics towards modernizing your organization and ideas
Fallon co-sponsored presentation event with MN AMA (American Marketing Association)
With so many rapid-fire changes in the digital landscape, how are agencies and marketers adapting their strategies and creativity to engage and connect with people?
Join Aki Spicer, Director of Digital Strategy at Fallon, as he shares insights on driving creativity in the age of digital and social media. Learn how his team is broadening its bench strength and skill sets; embracing the user over the viewer mindset; evolving measurement and ROI; building a process for experimentation; and planning for social content strategy.油 As a marketer, discover new油 ways to encourage investment in small experiments that can lead to bigger results.
Improving Decision Making Skills through Business Simulation.docxsheronlewthwaite
油
Improving Decision Making Skills
through Business Simulation Gaming and Expert Systems
Alexander Fuchsberger
University of Nebraska, Omaha
[email油protected]
Abstract
Business simulations as experimental learning tools
are common, but they usually train specific
predetermined aspects. Research on artificial
intelligence among business simulations is rare, and
therefore, featured in this paper. The purpose of this
research is to explore the use of business simulations
games as an experimental learning tool through a
contemporary, web-based application featuring
artificial intelligence and mobile support. An expert
system guides and advises the players, while they
manage their virtual business in a competitive market
against other participants. The core element is the
design process of an artifact, based on the Design
Science methodology. The training and learning
effects on the participants are observed via the
artifact itself in a series of experiments and an
additional survey. Twenty-six students in Austria
were chosen as the sample group to reveal and
measure the improvements in decision making,
experimental learning capabilities and the biasing
ability of the artificial intelligence.
1. Introduction
Today the decision-making process within
organizations is increasingly complex. All decision
makers in businesses require basic understanding of
organizational structure and how business elements
influence each other. In universities effective work is
done by providing students with the necessary
knowledge about business concepts like production
optimization, marketing, strategies, human resource
management, and so on. But the theoretical
knowledge is rarely put to practice. Avramenko [1]
finds that the educational process in business schools
fails to equip students with employability skills.
Business simulation games encourage teamwork
and decision-making, in a risk-free environment [2].
Players develop a holistic view of the business, they
learn that sometimes alternatives have to be
considered and that losses in an early stage might
lead to higher profit in a later stage. Business games
and simulations became popular over the last 20
years; and they differ in complexity, focus, settings
or intentions. They are web or application-based and
can include random elements.
This research aims to design such a business
simulation, which allows multiple players to train
their management skills in a competitive
environment. No perfect utilization can be reached
only by the players actions; other players are
influencing the participants outcome as well.
Another core element of this research was to
provide a setting where an expert system can take a
substantial and useful part in such a simulation game.
The idea was to develop a virtual mentor, which
acts as an advisor and biases the human player in his
or her decisions. Therefore, the primary research
objectives are:
Ho ...
This document is a term paper on gamification as a customer engagement tool. It begins with an introduction that defines gamification and discusses its use in education and employee training to increase motivation and engagement. It then provides several definitions of gamification from various sources. The objectives of gamification are discussed, including setting SMART goals. Companies that use gamification like Starbucks and Nike are mentioned. Reasons for interest in gamification include tapping into basic human needs for competition, status, achievement and self-expression. The document continues with in-depth discussions of game mechanics, uses of gamification in the workplace and project management, advantages and disadvantages, examples, and conclusions.
This document outlines a marketing campaign for Greenhouse, a company that aims to connect different interfaces into a unified ecosystem for human-computer interaction. The campaign targets academic creative coders, who are young skilled programmers interested in creating new things.
The campaign will involve creating an interactive display and community website called "Greenhouse U" at the University of Illinois. Advertisements will also run on Spotify and Pandora targeting the local student population. The goal is to attract users to the community website to share and view projects, and build a network for creative coders. Analytics will be used to learn about users and improve targeting of ads and content. The campaign aims to grow the Greenhouse brand on more top computer science campuses
IDM Crack 2025 Internet Download Manger Patchwistrendugftr
油
copy & paste もゐ https://filedownloadx.com/download-link/
This project provides a cracked version of IDM, enabling users to use the premium features without purchasing a license. This project is for educational purposes only. Using cracked software is illegal and unethical. We strongly recommend purchasing a legitimate license from the official IDM website to support the developers and respect copyright laws.
Spigit designs platforms for crowds to innovate and create productive change by directing crowds to solve strategic objectives. By tapping into employees and customers, companies can spark innovation and ideas that create competitive advantage. Spigit enables companies to activate crowds, engage communities, and drive results through crowd innovation.
This document is a master's thesis that examines the use of gamification in businesses. It begins with a literature review that defines gamification and outlines its history. Gamification uses game mechanics to motivate and engage users for non-entertainment purposes. While initially used in marketing, gamification is now applied internally in companies to improve processes and employee engagement. The author conducted interviews with professionals from different companies exposed to gamified systems. The thesis will analyze the results and provide recommendations for effective gamification implementation.
Leveraging gamification in brand building strategies
For more white papers and webinars, go to http://www.sldesignlounge.com
Or visit us at http://www.sld.com
This document summarizes a study on the coopetition strategy of Zocha, a joint venture in Garut, Indonesia. The study aims to map Zocha's value network and design a coopetition strategy to create new value co-creation. It involves qualitative research through interviews with five players in Zocha's business processes from September to December 2014. The analysis found that player, added value, tactics, and scope could change in Zocha's value co-creation under the coopetition strategy, while rules would remain the same. The research provides implications for improving Zocha's role as a value co-creator in Garut and as a reference for combining potential SMEs to create greater business
Crowdsourcing is an online, distributed problem solving and production model that revolutionized the internet and mobile market at present. It turns the customers into designer and marketers. The practice of Crowdsourcing is transforming the web and giving rise to a new field. Today the leading enterprises are embracing the next paradigm shift in the distribution of work by outsourcing to the crowd in the cloud. Everyday millions of people make all kind of voluntary online contribution. With the number of people online approaching 3 billion by 2016 and projected to reach 5 billion by 2020, new workforce has emerged that are now used for different purposes. Available on-demand this workforce has abundant capacity and the expertise knowledge to perform work from simple to complex and solve problems and grand challenges. This paper gives an introduction to Crowdsourcing, its theoretical grounding, model and examples with case study. In this paper we show that Crowdsourcing can be applied to wide variety of problems and that it raises numerous interesting technical and social challenges. Finally this paper proposes an agenda for using Crowdsourcing in NLP.
Atlanta's BridgeCommunity commercialization program is in its 3rd year. Get an overview of how startups and corporations are working together to extend their capabilities.
The Mena - Ecosystem Article - An Exciting Place to Build GamesMary-Margaret Walker
油
The document discusses strategies for game developers in the Middle East and North Africa (MENA) region to gain external exposure and build their businesses. It recommends focusing on business development, traditional and guerrilla marketing, leveraging social media, and considering crowdfunding. Community building is also emphasized as critical, such as pooling resources, hosting online seminars with experts, inviting experts to the region, and creating a MENA gaming website.
Gamify Your Team Design Thinking : Experimental Study on a Co-Evolution Theor...Junie Kwon
油
The document discusses an experimental study on applying gamification techniques to team design thinking processes. It describes using a game called "Manito" where participants secretly observed and designed for each other, sharing insights on social media. Workshops guided participants through design thinking stages of exploring problems and creating prototypes. A survey evaluated outputs on storytelling, sketches, ideas, and attractiveness. Statistical analysis found measures like pins, likes, followers and followings correlated to iterative participation, supporting gamification and social media as effective tools for collaborative design processes.
Paper ISPIM Conference 2016 about ideaChef速Rui Patricio
油
This document summarizes a paper that describes a gamified method and tool called ideaChef速 that helps teams get committed and engaged in corporate innovation and entrepreneurship processes. ideaChef速 is a board game that uses cooking metaphors to guide teams through three phases - setup, play, and report - to develop solutions to challenges. It was designed to support convergent thinking and efficiently select and develop ideas. The paper discusses how ideaChef速 serves to create solutions and can be applied in corporate innovation for new products/services, markets, processes, and more. It also provides insights from professionals who see ideaChef速 as an innovative way to enhance teamwork and culture and structure innovation projects in a creative and enjoyable way
Crowdfunding Software Development A Guide to Success.pdfzak jasper
油
Crowdfunding software development is a funding method where developers raise money directly from a large group of supporters to create or improve software. By pitching their ideas on platforms like Kickstarter or Indiegogo, creators can validate concepts, build a loyal user base, and retain full control of their projects. It's a powerful way to turn innovative ideas into reality while engaging directly with future users.
Crowdfunding Software Development A Guide to Success.pdfzak jasper
油
Crowdfunding software development is a funding method where developers raise money directly from a large group of supporters to create or improve software. By pitching their ideas on platforms like Kickstarter or Indiegogo, creators can validate concepts, build a loyal user base, and retain full control of their projects. It's a powerful way to turn innovative ideas into reality while engaging directly with future users.
Gamification involves using game design elements in non-game contexts to motivate behavior change. The document discusses the growth of the gamification market and provides examples of how Coca-Cola and Siemens have successfully used gamification. While gamification can be effective, the document cautions that poor game design is a common reason why gamification initiatives fail to meet business objectives. It emphasizes identifying business problems and designing effective game elements and mechanics to drive desired behaviors.
Artificial Intelligence in Fashion, Beauty and related Creative industriesPetteriTeikariPhD
油
Quick introduction for artificial intelligence / deep learning applications in fashion, beauty and creative industries.
Alternative download link: https://dl.dropboxusercontent.com/u/6757026/slideShare/creativeAI.pdf
The document describes Synergy, a blockchain-based platform for collaborative data science and AI product development. Key points:
- Synergy uses blockchain and smart contracts to build a research platform that incentivizes contributors to improve each other's solutions through competitive rounds. Contributors are rewarded with tokens.
- The platform provides an analytics and modeling interface where users can build AI solutions visually without code by dragging and dropping components. Pre-built models can also be deployed.
- Synergy addresses market needs by providing off-the-shelf AI products and a platform for outsourcing data science work through competitions. Contributors are assured rewards and credit for their work.
- The platform aims to make state-of-
Being Digital: 5 key tactics towards modernizing your organization and ideas
Fallon co-sponsored presentation event with MN AMA (American Marketing Association)
With so many rapid-fire changes in the digital landscape, how are agencies and marketers adapting their strategies and creativity to engage and connect with people?
Join Aki Spicer, Director of Digital Strategy at Fallon, as he shares insights on driving creativity in the age of digital and social media. Learn how his team is broadening its bench strength and skill sets; embracing the user over the viewer mindset; evolving measurement and ROI; building a process for experimentation; and planning for social content strategy.油 As a marketer, discover new油 ways to encourage investment in small experiments that can lead to bigger results.
Improving Decision Making Skills through Business Simulation.docxsheronlewthwaite
油
Improving Decision Making Skills
through Business Simulation Gaming and Expert Systems
Alexander Fuchsberger
University of Nebraska, Omaha
[email油protected]
Abstract
Business simulations as experimental learning tools
are common, but they usually train specific
predetermined aspects. Research on artificial
intelligence among business simulations is rare, and
therefore, featured in this paper. The purpose of this
research is to explore the use of business simulations
games as an experimental learning tool through a
contemporary, web-based application featuring
artificial intelligence and mobile support. An expert
system guides and advises the players, while they
manage their virtual business in a competitive market
against other participants. The core element is the
design process of an artifact, based on the Design
Science methodology. The training and learning
effects on the participants are observed via the
artifact itself in a series of experiments and an
additional survey. Twenty-six students in Austria
were chosen as the sample group to reveal and
measure the improvements in decision making,
experimental learning capabilities and the biasing
ability of the artificial intelligence.
1. Introduction
Today the decision-making process within
organizations is increasingly complex. All decision
makers in businesses require basic understanding of
organizational structure and how business elements
influence each other. In universities effective work is
done by providing students with the necessary
knowledge about business concepts like production
optimization, marketing, strategies, human resource
management, and so on. But the theoretical
knowledge is rarely put to practice. Avramenko [1]
finds that the educational process in business schools
fails to equip students with employability skills.
Business simulation games encourage teamwork
and decision-making, in a risk-free environment [2].
Players develop a holistic view of the business, they
learn that sometimes alternatives have to be
considered and that losses in an early stage might
lead to higher profit in a later stage. Business games
and simulations became popular over the last 20
years; and they differ in complexity, focus, settings
or intentions. They are web or application-based and
can include random elements.
This research aims to design such a business
simulation, which allows multiple players to train
their management skills in a competitive
environment. No perfect utilization can be reached
only by the players actions; other players are
influencing the participants outcome as well.
Another core element of this research was to
provide a setting where an expert system can take a
substantial and useful part in such a simulation game.
The idea was to develop a virtual mentor, which
acts as an advisor and biases the human player in his
or her decisions. Therefore, the primary research
objectives are:
Ho ...
This document is a term paper on gamification as a customer engagement tool. It begins with an introduction that defines gamification and discusses its use in education and employee training to increase motivation and engagement. It then provides several definitions of gamification from various sources. The objectives of gamification are discussed, including setting SMART goals. Companies that use gamification like Starbucks and Nike are mentioned. Reasons for interest in gamification include tapping into basic human needs for competition, status, achievement and self-expression. The document continues with in-depth discussions of game mechanics, uses of gamification in the workplace and project management, advantages and disadvantages, examples, and conclusions.
This document outlines a marketing campaign for Greenhouse, a company that aims to connect different interfaces into a unified ecosystem for human-computer interaction. The campaign targets academic creative coders, who are young skilled programmers interested in creating new things.
The campaign will involve creating an interactive display and community website called "Greenhouse U" at the University of Illinois. Advertisements will also run on Spotify and Pandora targeting the local student population. The goal is to attract users to the community website to share and view projects, and build a network for creative coders. Analytics will be used to learn about users and improve targeting of ads and content. The campaign aims to grow the Greenhouse brand on more top computer science campuses
IDM Crack 2025 Internet Download Manger Patchwistrendugftr
油
copy & paste もゐ https://filedownloadx.com/download-link/
This project provides a cracked version of IDM, enabling users to use the premium features without purchasing a license. This project is for educational purposes only. Using cracked software is illegal and unethical. We strongly recommend purchasing a legitimate license from the official IDM website to support the developers and respect copyright laws.
HITRUST Overview and AI Assessments Webinar.pptxAmyPoblete3
油
This webinar provides an overview of HITRUST, a widely recognized cybersecurity framework, and its application in AI assessments for risk management and compliance. It explores different HITRUST assessment options, including AI-specific frameworks, and highlights how organizations can streamline certification processes to enhance security and regulatory adherence.
Shopify API Integration for Custom Analytics_ Advanced Metrics & Reporting Gu...CartCoders
油
CartCoders offers specialized Shopify integration services to enhance your eCommerce store's functionality and user experience. Connect your Shopify store seamlessly with essential software and applications. Perfect for businesses aiming to streamline operations and boost efficiency.
Custom Development vs Off-the-Shelf Solutions for Shopify Plus ERP Integratio...CartCoders
油
Choosing between custom development and off-the-shelf solutions for Shopify Plus ERP integration? Our latest blog explores the pros and cons to help you decide the best approach for optimizing your eCommerce operations.
cyber hacking and cyber fraud by internet online moneyVEENAKSHI PATHAK
油
Cyber fraud is a blanket term to describe crimes committed by cyberattacks via the internet. These crimes are committed with the intent to illegally acquire and leverage an individual's or businesss sensitive information for monetary gain
Elliptic Curve Cryptography Algorithm with Recurrent Neural Networks for Atta...IJCNCJournal
油
The increasing use of Industrial Internet of Things (IIoT) devices has brought about new security vulnerabilities, emphasizing the need to create strong and effective security solutions. This research proposes a two-layered approach to enhance security in IIoT networks by combining lightweight encryption and RNN-based attack detection. The first layer utilizes Improved Elliptic Curve Cryptography (IECC), a novel encryption scheme tailored for IIoT devices with limited computational resources. IECC employs a Modified Windowed Method (MWM) to optimize key generation, reducing computational overhead and enabling efficient secure data transmission between IIoT sensors and gateways. The second layer employs a Recurrent Neural Network (RNN) for real-time attack detection. The RNN model is trained on a comprehensive dataset of IIoT network traffic, including instances of Distributed Denial of Service (DDoS), Man-in-the-Middle (MitM), ransomware attacks, and normal communications. The RNN effectively extracts contextual features from IIoT nodes and accurately predicts and classifies potential attacks. The effectiveness of the proposed two-layered approach is evaluated using three phases. The first phase compares the computational efficiency of IECC to established cryptographic algorithms including RSA, AES, DSA, Diffie-Hellman, SHA-256 and ECDSA. IECC outperforms all competitors in key eneration speed, encryption and decryption time, throughput, memory usage, information loss, and overall processing time. The second phase evaluates the prediction accuracy of the RNN model compared to other AI-based models DNNs, DBNs, RBFNs, and LSTM networks. The proposed RNN achieves the highest overall accuracy of 96.4%, specificity of 96.5%, precision of 95.2%, and recall of 96.8%, and the lowest false positive of 3.2% and false negative rates of 3.1%.
Introduction on how unique identifier systems are managed and coordinated - R...APNIC
油
Sunny Chendi, Senior Regional Advisor, Membership and Policy at APNIC, presented an 'Introduction on how unique identifier systems are managed and coordinated - RIRs (APNIC for APAC), ICANN, IETF and policy development' at MyAPIGA 2025 held in Putrajaya from 16 to 18 February 2025.
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2. Abstract
This paper focuses on the impact of product development of independent game design through
the utilization of a process known as crowdsourcing. Crowdsourcing recruits individuals or large
groups from outside an industry or firm for the intention of innovation, product development,
and design. An example of the process is applied to independent game studio Portalarium, whom
has focused on the integration of crowdsourcing at the core of its business model in the
development of Shroud of the Avatar. A key underlying factor to generating interest in design
processes of product development has significant correlation to motivation. Therefore, a
framework for motivational theory examines contributing factors to why individuals participate
within crowdsourcing initiatives. An economic perspective highlights elements attributable to the
factors of production and production functions involved within the independent game industry.
Observations in relation to the opportunity cost, marginal cost, and marginal benefit are taken
into comparison when considering economic implications. Furthermore, the rewards through the
implementation of crowdsourcing are a win/win situation for a majority of consumers and game
developers. Consumers are receiving self-fulfillment from their contribution during the design
process, while game developers obtain vital feedback during the design process before a products
release. A potential risk of asset creation for game design through crowdsourcing involves the
rights to intellectual property and can be a detriment to the final product design if the necessary
steps in obtaining licensee are not met.
3. I. Introduction
The focus of this research paper will observe the impact that Crowdsourcing has had on
independent game development. Specifically this paper will look at the design and
implementation of sourcing the crowd for development of a current online computer game
entitled, Shroud of the Avatar. The paper also gives consideration to motivational theory and
constructs to why participants involved in crowd source projects choose to participate. The
impact of crowdsourcing will be observed through the application of introductory
microeconomic principles and theories learned through course objectives during the semester.
Crowdsourcing is an interesting aspect in product development as seen in independent game
development. Crowdsourcing allows for constructive input and feedback from the people most
willing to commit their valuable time and expertise into the completion of a project and assist the
production team in completing milestones. Companies must incorporate business models that
allow them to adequately integrate consumers into their design and production. A majority of
business models define the consumer through the proposition of the value assessed and simply as
a source of revenue (Djelassi & Decoopman, 2013). Portalarium Studios, producer for Shroud of
the Avatar, has taken a different approach through a process to integrate consumers into their
product design and development.
Game design and production through input from consumers is not uncommon. However,
very few game developers use crowdsourcing throughout the entire creation of their games, and
those who do have not done so on a scale such as that of Portalarium Studios.
II. An Historical Perspective of Crowdsourcing
A growing trend among early development stage start-up companies and businesses has
4. been the utilization of sourcing the crowd. Crowdsourcing is the act of attaining knowledge,
thoughts, or assets required for a project by requesting assistance from an extensive group of
people, usually through an online community, rather than employees or suppliers (Encyclopedia
Britannica Company, 2013). The ideology behind sourcing the crowd for input and content
generation is a recent development within business models. The term crowdsourcing was first
coined in 2006 by Jeff Howe in an article written for Wired Magazine entitled, The Rise of
Crowdsourcing. (Howe, The Rise of Crowdsourcing, 2006).
III. Shroud of the Avatar Crowdsourcing the World
Dependent on the selected business model in place, a variety of businesses and corporate
entities have the ability to incorporate crowdsourcing as a function in development of products
and services. As an example, Portalarium, Inc. an independent video game developer based in
Austin, Texas has successfully demonstrated the use of sourcing the crowd for raising monetary
capital and the creation of in game assets. The company reached out to the community for funds
to hire staff and a development team for production of the title, Shroud of the Avatar.
The crowdfunding campaign successfully netted 1.9 million dollars within 30 days. The
development team created a crowd driven production model for contributions to the working
title. Six programs highlight the development teams commitment to direct player contributions.
Contributors to the project are able to make a contribution through the Unity platform and Unity
Asset Store. Unity is a new age game development tool that allows the purchase of end user
generated content and other game development assets without the need to create items from
scratch (Long, 2013). The Unity platform cuts out the redundancies within traditional gaming
studio design models.
5. Innovations in technology development and the growing presence of online communities
has allowed for the creation of dynamic and fluid end user content made available for
accessibility within the Unity Asset Store. The Shroud of the Avatar team makes purchases of
assets through the Unity Store for in game use as well as generating their own in game content.
Individual contributors for the direct intent of creating content for Shroud of the Avatar place
their 3D models within a subsection of the Unity Store intended for review by Shroud of the
Avatar Developers. The company selects whether the asset is appropriate for the games design
and notifies the creator of the art. The artist is compensated through a content reward system
which increases the end users pledge level within the game itself. Another benefit received by
the original artist is the re-use of their submitted content for game development. That is, the end
user has the ability to freely redistribute the asset within their personal portfolios or other game
development with the requirement to mention the asset was used within Shroud of the Avatar.
IV. Motives to Participation in Crowdsourcing
Business entities will generally gauge the size and requirements for crowdsourcing within
the development process. The process design assists recruiting contributors who are interested
and have the required skills to participate (Djelassi & Decoopman, 2013). Motivation is a
contributing factor for consideration from the crowd on collaboration of an open source project
such as assisting in the design processes of an online game. The crowd chooses to participate in
the development process based on specific motivations (Battistella & Nonino, 2012). There is a
significant correlation between motivational theory and productivity design. The attributions for
motivation vary from person to person and can differ by the amount and type of motivation
required. Divisions of motivation are based on understanding attitudes, reasoning, and objectives
that encourage individuals to perform and behave in a certain manner (Battistella & Nonino,
6. 2012). Motivation of the crowd is an intricate division within the formulation of productivity
models for development processes.
A framework in developing a productivity model for motivation can be subdivided into
intrinsic and extrinsic motivation factors. Intrinsic motives consider individual and social
motivations. Extrinsic motives consider economic, individual and social motivations (Battistella
& Nonino, 2012). Applying this framework to the decision of the crowd to assist Portalarium
with development of their game design interprets an intrinsic perspective to motivation. While
motivation can be viewed as a contributing factor to the crowds decision to participate within
open source projects, there are economic implications from the perspective of the business entity
that must be considered
V. Discussion of Economic Processes within Crowdsourcing
Traditional production models of game studio design hire and retain the talented artist and
programmers required to produce a product from start to finish. Development of game design
prior to recent technologically innovations within the last decade have been time consuming and
costly to developers. Factors of production for game design studios account for fixed and
variable input cost. Traditionally fixed cost associated with developing a game title requires
human capital, software, hardware, and infrastructure. The recent innovative technologies
developed have created a shift in the paradigm for game design production.
Production of game titles within studios have become streamlined with the introduction
of web-based platforms that utilize the capabilities to outsource or crowdsource portions of
working titles and remain consistently interconnected throughout the process. Game developers
utilizing a crowdsourcing and crowd funding model in tangent are able to capture greater
revenue and market share in a shorter amount of time from initial design to final product release.
7. Increased production functions through the utilization of innovative technologies
allow game developers the opportunity to generate significant amounts of revenue. Game
development and design is a labor intensive endeavor. The artist and programmers may tire in
performing their task which would cause the marginal cost to increase, but at the same time the
marginal cost could decrease with improved experience processes (Horton & Chilton, 2010).The
marginal cost of implementing new technologies into the production function to capture marginal
revenue can be offset through a combination of crowd funding and crowdsourcing business
models. Another economic factor as to whether the crowd chooses to include themselves within
a crowdsourcing endeavor relies heavily upon the associated opportunity cost. . In applying
opportunity cost to production a person will work only when the realized benefits from labor is
in excess of the perceived realized benefits from their next-best decision, whether as
employment, recreational or a career change (Horton & Chilton, 2010). If the marginal cost
increases due to a lapse within internal production functions; it would be plausible to weigh the
opportunity cost of sourcing the crowd as an alternative means to lower the marginal cost.
VI. Benefits and Detriments within Crowdsourcing
The inclusion of crowdsourcing within a business model holds benefits as well as risk
and detriments. Consumers that are part of the process of the game design and development
through crowdsourcing in the case of Shroud of the Avatar are rewarded with benefits extending
from self-fulfillment and personal satisfaction. The experience gained from the time spent on
developing asset contributions may also benefit the individual in obtaining professional
credentials that can be deployed to other studios for consideration of future opportunities.
Independent game developers through the use of crowdsourcing have a chance to
establish a connection with the consumer to create a design and product with feedback
8. throughout the entire development process. The recognition of development design flaws and
system integrations in the early stages of development through contributor feedback gives
certainty that the game development remains on schedule for the design studio. The persistent
state of exchange between developer and consumer within the design process gives a competitive
advantage to the game developer in delivery an award winning design that could lead to industry
recognition and product placement.
Developing and designing a game through technologically innovative design
processes like crowdsourcing holds some risk and detriments. Crowdsourcing is primarily
considered a cost cutting innovation for research and development within an industry. When
applied to an independent game development model the research and development cost structure
is comparable to creation and submission of in game asset contributions. Assets submitted to the
development team for consideration fall into the category as being either art or music. Art and
music developed through individual talent is a form of intellectual property. In order to mitigate
legal risk developers at Portalarium have chosen to return those rights to the contributors, thus
mitigating such risk. Other business entities considering crowdsourcing product design or
development will need to consider any associated risk in regards to dealing with intellectual
property right disputes or claims.
VII. Summary
Crowdsourcing has shifted the paradigm and focus of traditional business models within the
independent game development industry. The decision by executives to harness the source of the
crowd has reduced the need for internally developed research and development production
functions. From concept, to design, to the finished production of Shroud of the Avatar, the studio
team has sourced the crowd throughout the development process.
9. A framework of motivational theory suggests intrinsic motives of contributors considered
individual and social motivations in making the decision to participate within the game design
process. The economic factors of production within a typical game design studio require the
input of human capital, software, hardware as well as infrastructure. Additionally, the production
function can be considerably altered with the inclusion of technological innovation such as
crowdsourcing.
Intellectual property rights are considered the most evident form of known risk associated
with designing assets for game design use. Consumers and business entities are rewarded
through improved processes of development, self-fulfillment, and professional career
opportunities.
VIII. Conclusion
Crowdsourcing remains a relatively new phenomenon which has allowed traditional business
models to evolve and transform internal processes that could not have been otherwise achieved
prior to technological innovations. The impact that sourcing the crowd has had on specific
industries such as the independent game development industry presented in this paper, could
enrich the emerging research and study given to crowdsourcing. Although this paper focuses on
a specific industry in relation to crowdsourcing, the subject matter gives rise to many questions.
This paper gives consideration to the factors of motivation through a framework that
motivate participates within crowdsourcing to be actively engaged in the process of design and
feedback. It would be worthwhile to compare a group of individuals and measure their response
(motives) dependent on being randomly assigned a crowdsource project to participate in.
Additionally this paper considered economic considerations of the Marginal Cost and
Benefits involved in the production function of independent game design. Research into a more
10. precise measurement as to the extent in which the production process has improved with the
introduction of technological innovations could prove important.
Finally this paper discussed the implications of revenue in relation to the production function
of the game design industry. A comparable analysis into the long run versus short run production
on the basis of utilizing crowd funding could yield an informative analysis for expanding
production through a low average variable cost to businesses.
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