gaetss october 2014 gamification and enabling technologies newsletter upm edition
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October 2014 Gamification and Enabling Technologies Living Lab (UPM) Edition Be Prepared for Historic and Unprecedented Disruptive Change This E-Newletter is a significant landmark in my personal career as I start out on a very ambitious mission to help establish Universiti Putra Malaysia (UPM) and Malaysia as global thought leaders, researchers and practitioners in the application of Gamification and Enabling Technologies to address serious global challenges in health, environment, education and commerce (linked to culture, heritage and tourism). More importantly however, I believe that September/October 2014 will come to be seen as the start of unprecedented disruptive change in business and society, equivalent in its impact to the Industrial revolution and the birth of the Internet. In my January 2014 E-Newletter I wrote :- “I believe that 2014 will see the beginning of a period of rapid development and very disruptive change in both business and society where Gamification Concepts and Enabling Technologies will act as a big driver for major opportunities and threats. Those organisations who are able to recognise the potential of these developments and implement strategic solutions around them will gain significant competitive advantage and access to rapid growth and development.” At the time of making this new year prediction, I had little idea of the specifics of any possible new announcements of products and services but rather a sense that Gamification and Enabling Technologies would be driven by a combination of rapidly maturing measurement and feedback technologies, big data analysis and visualisation and cloud services. Now I believe we have witnessed the launch of the product which will substantially change the world and cause financial fortunes to be won and lost in very short timescales. The product I refer to as being the biggest disrupter to business and society is IOS 8, Apple’s latest operating system with its embedded Health App. I will explain in more detail why I see this product as being such a significant turning point in history within the full e-newsletter and a separate article to be published later this month. In formalising the setup of the planned Gamification and Enabling Technologies Living Lab (GETLL) we will be seeking to seize the opportunities for positive disruptive change in Malaysia, Asia and elsewhere through the development of strategic partnerships with agile and responsive organisations who share the same vision and societal/business objectives. This new Living Lab would not have been possible with the dedication, commitment, vision and determination of Professor Rahinah Ibrahim supported by her colleague at UPM Prof Normahdiah Sheikh Said. If you would like to join us in the mission to transform health, environment, education and commerce at a global level, please email me at [email protected] or call/text my Malaysian Mobile number +601123180284 In this NewsletterTRANSCRIPT
October 2014 Gamification and Enabling Technologies Living Lab (UPM) Edition
Be Prepared for Historic and Unprecedented Disruptive Change This E-Newletter is a significant landmark in my personal career as I start out on a very ambitious mission to help establish Universiti Putra Malaysia (UPM) and Malaysia as global thought leaders, researchers and practitioners in the application of Gamification and Enabling Technologies to address serious global challenges in health, environment, education and commerce (linked to culture, heritage and tourism). More importantly however, I believe that September/October 2014 will come to be seen as the start of unprecedented disruptive change in business and society, equivalent in its impact to the Industrial revolution and the birth of the Internet.
In my January 2014 E-Newletter I wrote :-
“I believe that 2014 will see the beginning of a period of rapid development and very disruptive change in both business and society where Gamification Concepts and Enabling Technologies will act as a big driver for major opportunities and threats.
Those organisations who are able to recognise the potential of these developments and implement strategic solutions around them will gain significant competitive advantage and access to rapid growth and development.”
At the time of making this new year prediction, I had little idea of the specifics of any possible new announcements of products and services but rather a sense that Gamification and Enabling Technologies would be driven by a combination of rapidly maturing measurement and feedback technologies, big data analysis and visualisation and cloud services. Now I believe we have witnessed the launch of the product which will substantially change the world and cause financial fortunes to be won and lost in very short timescales.
The product I refer to as being the biggest disrupter to business and society is IOS 8, Apple’s latest operating system with its embedded Health App. I will explain in more detail why I see this product as being such a significant turning point in history within the full e-newsletter and a separate article to be published later this month.
In formalising the setup of the planned Gamification and Enabling Technologies Living Lab (GETLL) we will be seeking to seize the opportunities for positive disruptive change in Malaysia, Asia and elsewhere through the development of strategic partnerships with agile and responsive organisations who share the same vision and societal/business objectives. This new Living Lab would not have been possible with the dedication, commitment, vision and determination of Professor Rahinah Ibrahim supported by her colleague at UPM Prof Normahdiah Sheikh Said.
If you would like to join us in the mission to transform health, environment, education and commerce at a global level, please email me at [email protected] or call/text my Malaysian Mobile number +601123180284
In this Newsletter
The Gamification and Enabling Technologies Living Lab at UPM Vision
IOS 8 – An Apple a Day Keeps the Doctors at Bay
Lifestyle Technologies and How to Change your Life
IBM / IORMA Workshop on Digital Transformation for Travel and Transport
BankTech 2014 Conference on Asia Banking Technology
BBF 2014 – Bank Branch of the Future Conference
IORMA’s First Impressions for Commerce Linked to Culture, Heritage and Tourism
GaLA Field reports on Serious Games
Rehab@Home Project for Stroke Patient Rehabilitation using Gamification and Enabling Technologies
The Taggle Initiative for Elderly Physical and Cognitive Development
InPost – Enabling Technologies or Gamification Enabled by Technology?
Upcoming Conferences and Seminars Listing
Slideshare Archives
The Gamification and Enabling Technologies Living Lab at UPM Vision
Prof Rahinah Ibrahim – Co-Founder of UPM’s planned Gamification and Enabling Technologies Living Lab (GETLL)
October 1st marked the official start date of my contract with Universiti Putra Malaysia (UPM) as a Senior Consulting Fellow with a remit to formalise the setup of the world’s first Gamification and Enabling Technologies Living Lab (GETLL). October 1st was when my 3 year work permit for Malaysia came into force but, in reality, I have been working with Professors Rahinah Ibrahim and Normahdiah Sheik Said for over a year to prepare for the most ambitious project I have ever undertaken. Starting from a blank sheet, our aim is to leverage the disruptive enabling technologies to transform society and business in the key areas of health, education, environment and commerce linked to culture, heritage and tourism. We have already begun to establish strategic partnerships with people and organisations who share the same vision and passion to tackle serious global issues.
IOS8 - An Apple a Day keeps the Doctors at Bay
The Apple IOS8 Health App
Apple Launched its latest operating system for iPad, iPod and iPhone products a couple of weeks ago, and it is my belief that this will kick start one of the most profound changes in society the world has seen. I have tried to articulate the shift towards personal healthcare self –management in a video at https://www.timetag.tv/gaetss/play/23656. The significance of the incorporation of health self management tools within an operating system as universal as IOS cannot be over-estimated.
Although in many ways this “Health 2.0” concept is only bringing consumer empowerment and control into yet another application area, it does provide a unique opportunity to address some of the most serious global challenges societies across the globe will face.
Obesity - One of the critical societal issues that could be addressed by Gamification and Enabling Technologies like IOS8
National Health Services in many countries are sleepwalking into disaster and the traditional way society tends to handle problems like this is to place responsibility on someone else (e.g. fast food companies) and/or seek “quick fixes” (like a pill or inoculation) that allow us to carry on with behaviours that are the cause of many of the problems. IOS8 and its ecosystem of partners and health measurement technologies will revolutionise personal healthcare and shift responsibility for personal health towards the individual citizen in ways that can affect the necessary changes in lifestyle. The planned Gamification and Enabling Technologies Living Lab seeks to be a global leader in the development of these partnerships.
Lifestyle Technologies and How to Change Your Life
The Withings, iHealth and Jawbone Home Screens I have been exploring the potential of lifestyle technologies to transform my own health and weight for 15 months and have successfully totally transformed my physical and mental sharpness and have managed to lose 21kg and maintain the weight loss by teaching myself best practices for my own needs. Most of the 15 months, I have been using the Jawbone UP device but I have now bought several other products to begin a comparative analysis of the lifestyle technologies and best practices. The new Living Lab will initiate collaborative research and development projects in partnership with key players in the sector with the aim of transforming the health of a nation. Some of the key lessons I have learnt from my 15 months usage include the following :-
Walking is the most effective form of exercise for developing physical and mental fitness
Start the day with a good breakfast (beans on toast is great) followed by a long walk
Try to walk, even if only round the block, after every meal
Drink lots of water
Leave at least 3 hours between your last meal and bed time
Alcohol (lager in my case) will deprive you of uninterrupted sleep and add weight fast The lifestyle technology partner I am most impressed with currently is Withings whose activity and sleep tracker seems to be the most comfortable and usable of the devices I have used so far but watch out for Apple’s iWatch !!
IBM / IORMA Workshop on Digital Transformation for Travel and Transport
IORMA organised joint event at IBM South Bank
IBM’s South Bank offices in London were the venue for a special workshop organised between IORMA and IBM. The theme of the workshop was “Digital Transformation for Travel and Transport”. There were some excellent presentations delivered but the one that most caught my attention was delivered eDigital Research one of IORMA’s partners. It showed the unmistakeable shift towards consumer self-research and self-booking via the internet and mobile devices and away from traditional travel agents. I detected a distinct Gamification and Enabling Technologies strategy being deployed by the most successful web-based booking services. For more details of this event and eDigital Research’s reports, contact John Andrews at IORMA – [email protected]
BankTech 2014 Conference on Asia Banking Technology
David Wortley Presenting at BankTech 2014 in Kuala Lumpur
I was invited to speak at the BankTech Asia conference and exhibition held at Kuala Lumpur’s Conference Centre KLCC. The event was organised by the Knowledge Group based in KL with whom I collaborated to embed gamification into the conference not only to illustrate a practical example of gamification but also to add value to the event. The gamification took the form of an ice breaker designed to get delegates talking to each other and spending time at exhibitor’s booths during the coffee and lunch breaks. The conference organisers printed an icon in the corner of all delegate badges. There were 5 different icons in total, representative of technologies such as mobile, internet, wireless etc. The objective of the exercise was to encourage delegates to self-form teams of 5 people, each with a different badge icon and give them 5 clues in sequence like a treasure hunt that required them to visit key sponsor stands before the final clue would lead them to the “Mystery Banker” when they would have to take a team “selfie” with the mystery banker and tweet the picture on the conference web site. The winning team each got a personally signed copy of my “Gadgets to God” book.This exercise worked very well although one lesson learnt was not to announce the game at the start of anyone’s presentation because delegates immediately started trying to form teams instead of listening to the session. Highlights of the conference from my perspective were excellent keynotes from Neal Cross of DBS, Andy Fell from Australia’s St George’s Bank and Amazon’s Markku Lepisto on Cloud based web services. For more details of the event contact Praveena at Knowledge Group on [email protected]
BBF 2014 – Bank Branch of the Future Conference
Bank Branch of the Future Conference
A second conference on Banking was held in Kuala Lumpur at the Berjaya Times Square Conference Centre on October 13/14 and focused on the Bank Branch of the Future. The event was organised by IBN and featured a broad spectrum of topics which included the physical design and branding of banks to attract footfall into the branches and compete more effectively with other retail attractions in an era where more people are using online and mobile tools to access banking services, cloud computing, Gamification, Social Media and Security.
Keith Holmes (Allen International) & Michelle Katics (Bankers Lab) at BBF 2014
It is clear from the attendance and level of interest in both the Banking Technology conferences that the Banking Industry is aware of the challenges that Enabling Technologies are presenting with the emergence of small players in niche markets able to grow rapidly with a low cost base and without the financial burden of physical spaces. The banks are both protected and endangered by their regulatory framework because the tight restrictions on banking and finance licences designed to protect the consumer creates a barrier to new entry but also, in my opinion, prevents banks from being as agile and responsive as the need to be in today’s competitive and consumer driven environment.
A Group exercise in my Gamification Workshop at BBF 2014
During BBF 2014 I ran a half day workshop on Gamification and Enabling Technologies as one of the parallel track sessions on the last afternoon. There were some very interesting insights into the banking world that came out of this session and I hope to follow it up with discussions about how some of the enabling technologies can make a big impact on bank profitability with very little risk or up front investment.
IORMA’s First Impressions for Commerce Linked to Culture, Heritage and Tourism
New IORMA/GAETSS First Impressions Concept using GoPro Immersive Video & TimeTag TV Technologies
I am currently collaborating with the Global Commerce Company IORMA on the use of the GoPro camera’s immersive video technology combined with TimeTag’s video presentation portal to develop a concept called “First Impressions” which we hope will provide a valuable analysis and support tool for planning, designing and managing physical commerce spaces which leverage and protect culture, heritage and tourism strategies. The first of these concept videos are based on Kuala Lumpur’s retail developments and is now accessible for preview at www.timetag.tv/iorma. The video examples shown on this site will be supplemented with additional site immersive tours over the coming weeks. Contact me at [email protected] if you would like more details.
GaLA Field Reports on Serious Games
GaLA Serious Game Workshop at Dassault ampus Systemes in Paris in 2014
As an expert consultant supporting the European GaLA (Games and Learning Alliance) Network of Excellence, I am pleased to share the field report of the project now that it draws to a close this year. Please respond to Sylvester Arnab who requested dissemination of the following :-
With the EU-Funded Games and Learning Alliance (GALA) network coming to an end in 2014, we are in a reflective mode. We have
carried out field research, development, validations and various case studies within these past four years. The three key areas,
which are of great interests to the stakeholders involved in the network include: Learning Analytics, Flow and Serious Games
Mechanics.
Some findings have been published in various peer-reviewed conference and journal articles. As part of our deliverables of the final
year of the network, we are going to publish reports on these areas. Work in these areas will be further developed under the
banner of the Serious Games Society (SGS).
The summary of these reports can be found here:
Report on Learning Analytics for Serious Games
Report on Flow for Serious Games
Report on Serious Games Mechanics
You can request for the complete reports, which will be ready by the end of September. Please contact Dr. Sylvester Arnab
([email protected]) with your i) Name ii) Affiliation (iii) Comments (optional).
Rehab@Home Project for Stroke Patient Rehabilitation Using Gamification and Enabling Technologies
Rehab@Home Video Executive Summary
European serious games specialists Imaginary have just released a video introducing the EU FP7 project called Rehab@Home which uses consumer interface technologies such as Microsoft Kinect and LEAP Motion to support serious games designed to help stroke patients recover faster and more cost effectively at home supported by medical specialists and family and friends. The video is available to view at www.timetag.tv/gaetss
The Taggle Initiative for Elderly Physical and Cognitive Development
The Taggle Technical Architecture
Taggle is developed as a health focused community initiative to extend a health solution into the community for wellness and health maintenance, monitoring and preventive intervention using a fun and interactive approach.
The hardware component of Taggle includes: (a) A personal identification device (e.g. a ID card or a wearable device with unique identification capability) (b) A set-up box to connect to the games platform
(c) A Kinect
(d) A TV screen Personal Identification Device With a personal identification device, we would be able to track the individual records of the user/player. Depending on the cost affordability of the project in each situation, the personal identification device could be a simple ID card or a more sophisticated wearable device similar to “Jawbone” or Fitbit”. Set-up Box The set-up box will allow us to connect the user/players to wide portfolio of games on a single game platform. The set-up box is proposed to be set up in an elder care centre or a nursing home environment for a start but it has the potential to be implemented in an individual home environment as well. Taggle Initiative Report 2014
Kinect & TV Screen The basic pack should include a Kinect and a TV screen so that the users/players could play with the basic pack of games provided by Taggle or the users could also play with the existing games provided by X-box. The difference would be that the games provided by Taggle would be targeted at specific age groups of users/players (e.g. the elderly) while the games by X-box would be more generic entertainment games. Taggle is set up as a platform to consolidate games developed for health specific purposes (both mental and physical health related) and subsequently creating a channel to re-distribute the games to the general population in an efficient and cost effective manner. With access to the wider variety of games, we hope to encourage individuals to take greater responsibility for their own health. One of the initial targets of our initiative is the elderly population. For more information, contact Ivan Book at [email protected]
InPost – Enabling Technologies or Gamification Enabled by Technology?
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The InPost Mail Collection Facility on Narborough Road, Leicester
I am always impressed by new initiative that use enabling technologies to meet a customer need or provide competitive advantage and I noticed a new installation on one of my morning walks in Leicester recently. Having been in a situation where I have had to drive and queue to collect a parcel because I wasn’t at home when the courier attempted to deliver, I can see the attraction of the InPost service, a 24/7 secure mailbox where you can collect parcels at your own convenience – a very neat idea!
Upcoming Conferences Below is a list of forthcoming conferences – also accessible at http://www.davidwortley.com/events.html
Date Event Name / Description Location Web URL
Oct 13-14 BBF 2014 – Bank Branch of the Future
Kuala Lumpur, Malaysia
TBA
Oct 17-18 IIKI 2014, International Conference on Identification, Information and Knowledge in the Internet of Things
Beijing, China http://business.bnu.edu.cn:765
Oct 22-24 EUROPEAN SIMULATION AND MODELLING CONFERENCE - ESM'2014,
UNIVERSITY OF PORTO,PORTUGAL
http://sigarra.up.pt/feup/en/WEB_PAGE.INICIAL
Oct 27-28 Games for Health Europe Utrecht, Netherlands
http://www.gamesforhealtheurope.org
Nov 3-5 19th International Conference on Cultural Heritage and New Technologies
Vienna, Austria TBA
Nov 9-11 5th Digital Earth Summit WINC Aichi, Nagoya, JAPAN
http://gis.chubu.ac.jp/summit2014/
Nov 17-19 ELLTA 2014 - Leadership and Learning in the Asian Century
Penang, Malaysia http://ellta.org/test/ellta2014/programme/
Nov 24-26 EiED 2014 Immersive Education Initiative
Vienna, Austria http://europe.immersiveeducation.org/ events/ied-europe-summit-2014
Dec 1-4 SEANES 2014 - 3rd International Conference of the South East Asian Network of Ergonomics Societies
Singapore http://seanes2014.org/index.html
Dec 3-5 2ND ANNUAL SIMEX'2014 Brussels, Belgium http://www.eurosis.org/cms/?q=taxonomy/term/359
Dec 4-6 SEGAMED 2014 Nice, France http://segamed2014.fr-aim.org
Feb 22-27 eKNOW 2015, The Seventh International Conference on Information, Process, and Knowledge Management
Lisbon, Portugal http://www.iaria.org/conferences2015/eKNOW15.html
Mar 2-4 INTED 2015 - the 9th International Technology, Education and Development
Madrid, Spain http://inted2015.org/submit
Apr 18-20 Emerging Info-Tech 2015 Shenzhen, China http://www.bitcongress.com/InfoTech2015/
Archived Presentations, Images and Videos I am archiving as many of my previous presentation, videos and event images as possible. You can access these from my web site at :- http://www.davidwortley.com/conferences.html or visit my Slideshare page at :- http://www.slideshare.net/dwortley/ If you would like any presentations, videos or documents circulated to my network, I am happy to provide this service free of charge for any material relevant to readers of this newsletter. If you are interested, contact me at [email protected]. Best Regards Best Regards
David Wortley FRSA
Founder and CEO
GAETSS – Gamification and Enabling Technologies Strategic Solutions
Shaping the Future of Business and Society through Human Development and Motivation
Mobile Phone : +601123180284 (Malaysia) +447896659695 (UK)
Email : [email protected]
Skype: davidwortley
Web: http://www.gaetss.com
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