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Pt. 1 - A Casual Intro - Mechanics as Message - by Bruce Evans

Gamasutra.com Blogs - 2 July 2018 - 9:17am
This post introduces mechanics as a unique attribute to the medium of games and how they can be designed to share the message of the game. In-depth topics will be looked at later as well as a dev blog for the creative project beginning in August.
Categories: Game Theory & Design

Fantasy Flight Posts New Imperial Assault: Tyrants of Lothal Preview

Tabletop Gaming News - 2 July 2018 - 9:00am
There’s two ways to play Imperial Assault. You can either go with the board game missions, or you can play as a miniatures skirmish game. The rules are slightly different, as are the objectives. In this preview, we get a look at the skirmish items coming in the Tyrants of Lothal box set. From the […]
Categories: Game Theory & Design

Omeda Customers

New Drupal Modules - 2 July 2018 - 8:55am
Introduction

The Omeda module provides basic Drupal integration to the Omeda API. It will allow you to connect to the API, automatically store comprehensive brand config in state based on a cron run, provide a retry queue for failed API calls, and configure basic settings including whether or not to force immediate processing of requests.

This module will expand as it is the base module for other modules in progress, such as Omeda Subscriptions and Omeda Customers.

Categories: Drupal

Omeda Subscriptions

New Drupal Modules - 2 July 2018 - 8:46am
Introduction

The Omeda Subscriptions module extends the Omeda base module to provide users the ability to manage their deployment Opt Ins and Opt Outs via a new tab on their user profile. There is a custom permission to determine which roles can manage their subscriptions and there is also a configuration page to allow you to enable which deployment preferences are manageable by the user.

Categories: Drupal

New drug and material discoveries to be untangled in VR

Virtual Reality - Science Daily - 2 July 2018 - 8:11am
Scientists have developed new virtual reality (VR) cloud-based tools to help academics and industry progress new drugs, materials and boost the teaching of chemistry.
Categories: Virtual Reality

New Bombers and Transports Available To Order for Blood Red Skies

Tabletop Gaming News - 2 July 2018 - 8:00am
The skies over WWII battlefields were filled with all manner of aircraft. While you may mostly think about the fokkers or the spitfires or the zeroes, there’s plenty of bombers and transports up there as well. And they weren’t helpless up there. A variety was called the Flying Fortress, after all. For those that are […]
Categories: Game Theory & Design

Gnome Stew Notables – Brie Sheldon

Gnome Stew - 2 July 2018 - 7:41am

Welcome to the next installment of our Gnome Spotlight: Notables series. The notables series is a look at game developers in the gaming industry doing good work. The series will focus on game creators from underrepresented populations primarily, and each entry will be a short bio and interview. We’ve currently got a group of authors and guest authors interviewing game creators and hope to bring you many more entries in the series as it continues on. If you’ve got a suggestion for someone we should be doing a notables article on, send us a note at headgnome@gnomestew.com. – Head Gnome John

Meet Brie

brie

Brie is a game designer, editor, and journalist. They currently have a blog at briecs.com which features interviews and thoughts, a Patreon to support it at Patreon.com/briecs, and an itchio where their games are featured at briecs.itch.io.

Talking With Brie 1) Tell us a little bit about yourself and your work. 

I’m Brie Sheldon, a tabletop game designer, editor, and journalist. I’ve been working in games since like 2011 or so, on everything from more traditionally structured and complex games to simple narrative games. I write smaller games for my Thoughty. I worked on the main design team for the game – specifically we did the reputation mechanic, which is a pretty cool piece of tech, and I wrote the archetypes for the book.

I developed a content tool called , which is for handling tone, content, and safety in games. It uses fast forward, rewind, and pause as phrases or cards to guide narrative and play, from inception of the game to wrap meetings. It means a lot to me and is a big testament to what’s important to me in games.

I did a curated project of lonely games, which are single-player games where you respond to questions in a series to tell a story, called . It contains games from other designers, Kimberley Lam, Moyra Turkington, Meera Barry, Chris Bennett, and Adam McConnaughey, and the proceeds go to the Trevor Project. I’m also working on a game that I hope to publish someday soon called Turn, which is a quiet drama about shapeshifters in small, rural towns. I think I just like to keep doing more every chance I get!

2) What project are you most proud of?

Of my published work, I think I’m most proud of my game collection , which is a series of live action games using selfies. There are five games, and they all mean something to me as a designer and as a person. One of the games, The Story of My Face, is a single-player horror game where you use selfies to share the emotions you feel as you create a scary story of being chased by magical threats. It’s inspired by Sherlock Holmes and cosmic horror, as well as the paranoia I experienced during the height of mixed bipolar episodes. It’s so fun and spooky to play because we know what scares us the best, and because capturing those moments of your own self-inflicted fear is so fascinating.

It also includes Don’t Look at Me, which is about a long-distance relationship where one partner is sick and the other is in serious danger. It’s based on my experience when my husband was deployed in Iraq and I was experiencing severe depression and degrading health. It means a lot to me, and it’s one of the hardest things I’ve ever written. John (my husband) read it, and he said he never wanted to play it or even see someone play it – that’s how I knew I wrote it right. Let Me Take a Selfie is my heart and myself, expressed in selfies.

3) What themes do you like to emphasize in your game work?

I really love to look at identity, emotions, and self-reflection, including how others perceive us. In Who Made Me Smile?, which is in my Let Me Take a Selfie collection, you have to take selfies while in a room with other people while trying to express different emotions, then other people have to guess which story you were reading that caused the emotions. It’s so bizarre and fun to play and watch people play because it frames our self-consciousness and also how people read our emotions. I played it at Big Bad Con last year with some people who don’t take a many selfies, and I take tons of selfies, so seeing the contrast in our ways of taking selfies, and expressing and reading emotions – it was so good!

I also really like things like horror, fantasy, and various -punk media. I wrote a spotlight for called Solarpunk that’s about flares, pacifists in a futuristic post-scarcity world who live off the grid in communes and try to prevent fossil fuel barons and capitalists from restricting access to goods and safety. That sounds super nerdy, but hey, you get to have sweet bio- and cyberware and hovercrafts!

4) What mechanics do you like best in games?

I like simple mechanics a lot, just like, talking ones where you tell stories together in a loving way without having a bunch of heavy rolls and math. However, I also like to roll a bunch of dice, and I’ve made Shadowrun 3rd edition characters with fractional essence left, so, that’s kind of a lie I guess. I like when the mechanics suit the setting and the vibe of play, so crunch for Shadowrun makes sense, but simple as hell for Microscope works too. I also love asking questions as a mechanic.

I will note that as far as fidgety bits, I much prefer dice over playing cards. I want to try out some stuff with tarot cards because yesss. I also like nontraditional tools (like selfies!) and things like token exchange. Oh, and I normally dislike betting or bidding mechanics, but the bidding mechanic in Undying is freaking choice.

5) How would you describe your game design style?

Destructive. Legitimately, I refer to my design style as destructive design. A lot of my design starts from seeing games that I’m like, hey, yeah, that’s cool, but I want something completely different, so I’m going to take apart the game piece by piece – or another game that is closer to what I want, or even old mechanics I have sitting in my files – and mash them together or break them until they do what I want. I did this with Turn!  with Struggles and Powers and the 2d6+1d6 rolling mechanic is basically “Well I guess Powered by the Apocalypse is cool but what if I just took this, and I stomped on it, and make this mean something completely different,” and I love it.  Turn’s core mechanic with Struggles and Powers and the 2d6+1d6 rolling mechanic is basically “Well I guess Powered by the Apocalypse is cool but what if I just took this, and I stomped on it, and make this mean something completely different,” and I love it. Share1Tweet1+11Reddit1Email Sometimes breaking things is such a brilliant way to create newer, better things.

6) How does gender/queerness fit into your games?

Some of my work is about examining things about ourselves, including our gender and orientation, but I don’t know if it’s obvious. One of my original lonely games, Locked Away, which is in the Of the Woods collection, is actually about the loss of innocence and the familial suspicion when there’s social deviance. is explicitly about long-distance queer romance, and is a game that means a lot to me but I don’t know if anyone’s ever played to find out why!

I’m working on a project called Posers, too, about queer psuedo-cowboys – closeted masc people, typically men, who are part of the rural equestrian community and have to perform masculinity to an extreme, but struggle with their own queerness (it’s not like that’s personal or something!). It’s a ways off release, but you use twine and knots to resolve emotional scenes. Turn itself is just a bundle of this kind of thing, so much so I don’t quite have the words for it.

A lot of my expression of my gender and queerness is about trying to stop hiding it, and to feel validated in it. I don’t always know until I’ve already made a thing how much it is queer, except for Solarpunk, which is explicitly framed around emotions and ideas that are tied to queerness for me!

7) Why are you so into cyberpunk and technology?

My dad was an engineer, but an underemployed one, so mostly he made up for it with magazines about tech stuff. My favorite was Popular Science, which always had futuristic nonsense in it that I loved. Add onto that watching movies like The Fifth Element as a kid, tech was a fun and exciting thing. I didn’t have the best science education, but I liked it!

As I got older and started to have health issues, future tech sounded even better! I started playing Shadowrun around age 15, and it just stuck with me.- I was dissatisfied with a lot in my life and the possibilities… so much. Also, rebellion sounded pretty fucking cool. These days, it’s still a lot of “down with the establishment” and “please can you cure my lifelong disability” and wanting to see more – always more.

8) How did you get into games? Who did you try to emulate in your designs?

I got into tabletop gaming itself when I was around 15, when my husband (then boyfriend) introduced me to D&D and Shadowrun. I got hooked pretty fast. As far as design, I did some dungeon design and editing for Rogue Comet, and just kind of did whatever came at me. I kinda flailed at it.

I don’t really aim to emulate anyone – and I didn’t then. I’m sure stuff slid in, but I just always like to do my own thing, often to a fault. I probably could benefit from reading more game books, or at least that’s what people like to tell me.

9) What one thing would you change in gaming?

I’d make design and play more accessible for marginalized people. There are a lot of barriers – prejudice, bias, nepotism, bigotry, financial limitations, and so on. If people would just get over themselves a little bit and respect each other, we might have more of a future. It’s kind of obscene to me at times, seeing how people seem to only want to prop up the same people, and the same modes of play even! People rejecting safety mechanics, saying that people of color aren’t gamers, not hiring cis and trans women and nonbinary people, like holy hotcakes, people. It’s getting better but we still have too far to go, including the stuff inside the books.

10) What are you working on now?

Right now I’m working on Turn, which I’m hoping to have done before the end of the year (how publishing will go is undecided) – I still need to find a writer for my race in small towns essay, but finding a person of color who has lived in a small town has somehow been unsuccessful. I’m expanding my search tho!

I’m also taking some smaller games and putting them up on briecs.itch.io, and doing a project on teaching leadership through games. I’m trying to work on some smaller games as well, collaborations and some personal stuff. I am finishing grad school so my free time is a little limited, but I am hoping that soon I’ll be able to dig in a little more deeply!

11) Who/what games are some of your influences?

Some of the designers I particularly like are Nathan Paoletta and Jason Morningstar, Caitlynn Belle. I try not to get too into the loving-designer culture in part because people are Notoriously Disappointing, and because I don’t want to design just like anyone else. I really love elements of these designer’s work, though – and I also just like how they do their work. Caitie designs in a very visceral way – something I’d love to be known for but it’s not quite me. I’ve tried it, didn’t go.

Nathan creates clever designs integrated with visual design, which I envy but I’m not a visual designer so that’s harder for me. Jason does sooooo much research, which will never happen for me (that’s why I design what I know most of the time). Everyone has their own style, I guess? If anything, I’m more likely to design in rejection of someone else’s work (more destruction), and for politeness’ sake I’m not about to say whose work made me mad enough to make something.

As far as specific games, I like some thematic stuff like Shadowrun’s setting is great, Sagas of the Icelanders is awesome in the way it handles gender and social norms, and I try to learn from everything without copying. It’s sometimes hard because you see stuff and you’re like “oo cool I wanna do that too!” but then you’re like “I wanna do my own thing!” For me though, a lot of the time it’s like, “this pisses me off for [any given reason]! I gotta do something about that!” It’s fun that way, though.

Thanks for joining us for this entry in the notables series.  You can find more in the series here: and please feel free to drop us any suggestions for people we should interview at headgnome@gnomestew.com.
Categories: Game Theory & Design

New Battletomes Available To Order From Games Workshop

Tabletop Gaming News - 2 July 2018 - 7:00am
With the new edition of Age of Sigmar out there, there’s going to be new army books for the various factions. In this case, since they’re the starter force armies, the first two Battletomes are for the Nighthaunt and Stormcast Eternals. There’s also several new units, a set of dice, and templates to use for […]
Categories: Game Theory & Design

OPTASY: OPTASY Is a Gold-Level Sponsor of Drupal North Regional Summit 2018: Moving Drupal Forward!

Planet Drupal - 2 July 2018 - 6:50am
OPTASY Is a Gold-Level Sponsor of Drupal North Regional Summit 2018: Moving Drupal Forward! adriana.cacoveanu Mon, 07/02/2018 - 13:50

Save the date(s): 10-12 August! And join us for a 3-day conference on building with Drupal, driving this open-source technology forward and strengthening & growing the community behind it: Drupal North Regional Summit 2018

Meet us at our exhibit booth at the Toronto Reference Library, to be more specific. We'll be right there, in the hallway, since OPTASY's a proud gold sponsor of the fourth edition of this annual event: 

The biggest annual summit in Canada focused on promoting Drupal. 
 

Why Would You Attend Drupal North Regional Summit 2018?

That's right: why would you pack your bags and get en route for Toronto's Reference Library when summer is at its peak and everyone's looking for a place in the sun?

Categories: Drupal

Image Auto Tagging

New Drupal Modules - 2 July 2018 - 6:01am
Categories: Drupal

Paizo Previews Weapon Properties and Potions in Pathfinder 2.0

Tabletop Gaming News - 2 July 2018 - 6:00am
When you make a character in Pathfinder, the stats that you’ve got on your character sheet are only part of the tale. There’s also the magic items you’ll pick up along the way. Those include magical weapons. But how will magic weapons work in the new edition of Pathfinder? In this preview, we get a […]
Categories: Game Theory & Design

OpenSense Labs: Integrating Digital Asset Management with Drupal

Planet Drupal - 2 July 2018 - 5:51am
Integrating Digital Asset Management with Drupal Shankar Mon, 07/02/2018 - 18:21

Governance plays a pivotal role in the business workflow and is significant for the smooth functioning of an organisation which is expanding at a steadfast pace. In this digitised world of organised chaos, demand for agile marketing has resulted in the accretion of digital assets to such an extent that some of them seem superfluous. Digital Asset Management (DAM) and Drupal can come together to smartly strategise the way enterprises handle unimportant assets.

Drupal governs the content on the website whereas Digital Asset Management manages creation, assessment and approval of digital assets.

A superabundance of assets clog up our devices and blot out the productivity. Digital Asset Management can help enterprises in eclipsing outmoded asset management processes and take back control of their digital files. Therefore, it helps in optimising content processes and makes life much easier.

Decoding the Digital Asset Management

What is involved in digital asset management? DAM is a content management and branding automation system which uses the centralised mode of storing and governing voluminous digital files. It accredits enterprises to connect, control, and centralise both the local and the global access to digital files thereby ensuring that digital assets are accessible to everyone whenever they have the dire need of them.

Source: Cognizant

Grid, The Guardian’s image management system, is a very good example of an open source digital asset management system. Its team used pragmatic agile processes to build it quickly. It is now incorporated with its print workflow and is used for almost half of the images used in their digital content.


Does it ring a bell? Definitely! Content Management System (CMS) like Drupal also has its foundation in the provision of a centralised mode of content dissemination. So what’s the difference between CMS and DAM?

Difference between DAM and CMS

Content Management System and Digital Asset Management are two systems that work brilliantly with the digital content but are designed for different tasks.

Digital Asset Management Content Management System

Central repository for handling digital assets

The central system for governing content on the website

Example: Acquia DAM

Example: Drupal

In general, Content Management System, for example, Drupal, is the entire foundation for governing content on the website. The term ‘content’ means anything that is displayed on your site and not just blog posts which are managed by CMS.

In contrast, a Digital Asset Management manages more than just your website. It powers the entire sales and marketing organisation. It acts as the central repository for the approved assets. Moreover, it is the collaborative workflow engine between marketers and designers for the creation, assessment, and approval of those assets.

A Plethora of Benefits

With a superabundance of benefits, Digital Asset Management enhances productivity, improves brand consistency and boosts team collaboration.

Source: Webdam
  • Cuts business costs: It can improve your ROI through quicker creation, retrieval, and dissemination of company content. Do-it-yourself design templates for business cards, banner ads etc. cut both internal and external admin, design, and production costs.
     
  • Security: It provides collective security measures built around your data’s needs and adheres to strict digital rights management (DRM) guidelines. For instance, be it navigating outmoded sharing methods, or supporting teams to establish effective user access permissions, it maps the usage rights vis-à-vis your digital assets. Internal management of brand’s corporate identity: By paving the way for corporate identity guidelines and numerous on-brand digital assets, it offers secure global access to approve useable content.
     
  • Integration scope: It seamlessly integrates with your existing infrastructure. It helps you in improving project management, delegating resources and roles, optimising and targeting assets, and identifying top-performing content by working with CMS, customer relationship management (CRM) and several other marketing, sales and IT solutions.
     
  • Efficient file management: It eliminates the need to find and deliver assets via multiple locations thereby removing any costly errors and inefficiencies incurred through clumsy file management.
     
  • Time-Saving: It provides 24X7 access to company collateral from anywhere. Thus, it removes the need for time-intensive file searches and avoids the need for recreating missing assets.
Choosing the Best Digital Asset Management for your Business

So, how to strategise in order to choose the best Digital Asset Management? It is important that you understand your prerequisites before making the decision of selecting a Digital Asset Management. 

Understanding DAM capabilities

 

  • Repository: One of the first things that you need to consider is a core digital asset repository. A centralised asset repository should on the top of the priority list for efficacy in controlling and governing the assets.
     
  • Creation: Through workflow and collaboration tools,  can help with the creation of assets. If you have multiple departments or have agencies working together to create digital assets, it can make the process of creation of assets faster and makes its easier to assess and approve them. It also ensures that everyone uses the same transparent process. Workflow management tools pre-defines stages and roles so that you can know the status of every asset and their requirements instantly.
     
  • Consumption: It depends on people and systems to determine how these assets are being used. Your Digital Asset Management should be able to provide a way for employees to search for and download assets on their own.

Understanding your Goals

 

  • It should simplify the production of digital assets.
  • It should improve the quality, consistency, and on-brand of assets being created especially in the enterprises with global digital marketing teams.
     
  • It should be able to allow the organisation to keep a record of all the assets without leaving a question mark on where to add them or their approval status.
     
  • It should alleviate manual requests that are being made by the marketing team to provide specific files to several people and groups like logos, product images, campaign assets, sales collateral etc.
     
  • It must master your brand consistency.
     
  • It should decrease the time taken to integrate assets into digital marketing campaigns and user experiences.
Understanding your Users
  • Develop a list of stakeholders, people in your organisation, and even outside of your organisation who will be interacting with Digital Asset Management.
     
  • Stakeholders include digital marketers, designers, sales, partners, IT etc.
     
  • Understand what their access and roles are with the Digital Asset Management.
Understanding your Requirements
  • Get the feedback from each of your stakeholder groups. Know what are their most common challenges and build a list of requirements. Make sure to understand the use cases so that you can prioritise those requirements.
     
  • Digital Asset Management systems have the capability to fulfill the need of basic requirements of small teams to extremely intricate ones for sophisticated large teams. 

Keep a note of typical requirements of organisations utilising Digital Asset Management as mentioned in the tabular column below.

Requirement Description

Asset Approval

Processes required to create a new asset should be well managed

Asset Review

A collaborative asset review cycle for the people to add comments, markups, and feedback to asset proofs

Asset Access (Internal)

A portal for employees to search and download assets. Access control by region or department would be required

Asset Access (External)

A controlled asset access for the external users paving the way for secure sharing of assets with partners, contractors, agencies etc.

Branding guidelines

A self-serve access point to get the approved branding guidelines like product images, logos, color palettes etc.

Structured assets

Assets should be placed in the folders

Keywords/Tags

Assets should be assigned with keywords and tags

Customer fields

Custom metadata fields should be assigned to assets

Reports

There must be reporting and assessment on asset usage

Direct access for marketing system

There must be provision for utilising approved assets for creating web banners, blog posts, email marketing campaigns etc. directly from the Digital Asset Management

Understanding your Deployment Options

Deployment options for Digital Asset Management constitute on-premise, private cloud, and Software-as-as-Service (SaaS). To understand what works best for your business needs, let’s look at the merits and demerits of these deployment options.

On-Premise Private Cloud SaaS Merit
  • Flexibility in integration
  • Low costs
  • Data in cloud
  • Local performance
  • Data in cloud
  • Comparatively fast to implement
  • Great for heavy customisations
  • Accessibility
  • Low Cost
  • On-premise control of data
  • Lessens dependence on IT
  • Low risks involved
 
  • Moderate customisations possible
  • Great multi-location performance
 
  • Security/control
  • Resilience/failover
 
  • Somewhat scalable
  • Scalable
 
  • Very basic resilience/failover
  • Good integration scope
 
  • Quick implementation
  • Automatic upgrades
   
  • Least requirement of IT dependency
Demerit
  • Huge risks involved
  • Dependency on web
  • Dependency on web
  • Not cost effective
  • Usually, web hosting requires third parties
  • Very limited customisation
  • Not scalable
  • Responsible for maintenance and upgrades
  • Data off-premise
  • Very limited accessibility
  • Data off-premise
 
  • Responsible for upgrades and maintenance
   
  • Dependence on IT
   
  • Time-intensive during deployment
    Drupal modules for DAM Integration

Acquia DAM offers a centralised cloud repository to keep all creative assets systematised, tagged and searchable throughout the lifecycle of those assets. Its easy-to-use workflow and collaboration capability lets digital marketers and designers search, review, approve and publish assets faster


It allows seamless integration with Drupal 7 and Drupal 8 for delivering a wonderful digital experience by incorporating captivating rich-media assets for centralised management.

Media: Acquia DAM, Drupal module, helps in the integration of Drupal with Acquia DAM. The integration helps Drupal content editors to browse the Acquia DAM repository using their own credentials via an entity browser plugin. They can search by keyword in order to find the right assets for the usage. WYSIWYG editor allows content authors to add assets easily. The assets marked for the usage are copied to Drupal and are stored as Media Entity references thereby rendering image styles.

Through a cron job, these assets are kept in sync between Drupal and Acquia DAM. Updates made to the assets are automatically reflected in Drupal.

This module provides a media entity provider for importing asset metadata into fields on your entities. Users can view the metadata directly in the entity browser without having to import the assets. It also provides a usage report of an asset within Drupal.

Another very useful digital asset management solution is Bynder which is a cloud-based platform for digital marketing teams to create, find, and use digital content.

Bynder integration Drupal module aids in the integration of Drupal with Bynder thereby providing seamless access to asset bank on your website. Users can import assets from and upload assets to Bynder. Image styles imported from Bynder can be displayed to match the derivatives created.


A digital agency integrated Bynder with Drupal using modules like Entity Browser and Media Entity.

Media entity module made it possible to represent Bynder assets in Drupal without actually copying them over. Its powerful metadata API helped in exposing and using all the information about them in the context of a Drupal website. It offered a central management of assets and their full availability on sites which consume them.

Entity browser module helped in implementing a user-friendly interface for letting the users browse their Bynder assets from the editor’s node of their Drupal site.

DropzoneJS driven widget helped in uploading the right assets into the Bynder DAM directly from the Drupal site.

Case study

Vallabhbhai Jhaverbhai Patel aka Sardar Patel was India’s first Deputy Prime Minister and played a pivotal role in India’s freedom movement. The Sardar Patel website, built on Drupal 8 with the help of an agency, showcases information about him gathered from numerous libraries.

The digital assets of more than 2000 content records related to the man events in the life of Sardar Patel can be viewed in the Sardar Patel website.


Objectives

The main goal behind building a dedicated site was to access books, texts, videos, audios, and similar content about him in multiple languages. By gathering and standardising the available digital assets, everything about him would be present in an easily searchable form. This would, thus, help in preserving the history of India’s influential freedom struggle through digital content for the generations to come.

Drupal 8 to the rescue

The scalability of Drupal 8 helped in migrating 2000+ content from several different sources under a single umbrella.
It also lent a mobile-first user experience.
Drupal’s out-of-the-box capabilities for building a multilingual site helped in translating the content into multiple languages.
Moreover, being the most security focussed CMS, it turned out to be the best choice for the website.

Result

1 TB of data comprising of 1000 images, 800 textual content, numerous audio and video recordings were added as content in addition to keeping the site navigation simple and easy. Most importantly, importing of content in bulk was possible with Drupal 8 thereby streamlining the content migration process and saving a lot of time.

For easy access, the website content was sorted and arranged by the main events or themes in addition to the chronological order of events that transpired in his life.


The site has easy search capability with filter options enabled to zero in on a particular subject.

What the Future holds for DAM?

Mobile applications would be at the epicentre of Digital Asset Management in the coming years. Native applications offer a seamless user experience both online and offline. Connected directly to your asset bank, they provide a mobile marketing portal and interactive features that help in creating, handling, and using the digital content on the fly. No matter what is the location of the user and whether or not they are near their laptop or desktop, they can always work with assets.

Number of mobile phone users worldwide from 2015 to 2020 (in billions) from Statista

Artificial Intelligence technology is becoming more mainstream, affordable and accessible. Digital Asset Management can leverage the benefits of AI for automating processes and centralising tasks. Also, features like facial, location, and image recognition variables; geospatial technology, and deterministic reasoning capabilities will be the key to utilising AI.

Machine learning, as shown in this graph, would require 2 to 5 years for mainstream adoption from Gartner

Machine learning algorithms can be of great use for Digital Asset Management in the future. It can recommend assets for a particular channel or task within a campaign based on analytical data. This would help you in promptly selecting the best asset swiftly without wasting the time thinking over which video, image or banner will best serve your digital marketing pursuits.

Conclusion

With the rapid expansion of businesses, digital assets like images, videos and company documents are piling up to an unimaginable extent. It is imperative that a proper governance is incorporated to handle these increasing digitised assets. Drupal 8 can be a wonderful option to integrate Digital Asset Management to manage your organisation’s increasing online presence and its ever-growing digital assets.

Drupal development is our key service where we are excelling since our birth as a company. Ping us at hello@opensenselabs.com to instill the best asset management solution for your enterprise using Drupal 8.

blog banner blog image Digital Asset Management DAM Drupal Drupal 8 Digital Assets Acquia DAM Bynder Content Management System CMS Machine Learning Artificial Intelligence Mobile marketing User experience Sardar Patel website Agile development methodology Blog Type Articles Is it a good read ? On
Categories: Drupal

Text2Image

New Drupal Modules - 2 July 2018 - 5:14am

A Drupal 8 module providing a field formatter plugin to generate images from the content of string fields, e.g. node titles and taxonomy term names, for display in views, view_modes and templates.

Categories: Drupal

The Shooter Genre That's Up for Grabs - by William Newhart

Gamasutra.com Blogs - 2 July 2018 - 4:56am
Today's AAA online shooters are siloed into two genres: low-action, team-focused; high-action, player-focused. The market does not have a third genre of high-action, team-focused. Gamers and publishers would both benefit from this new type of shooter.
Categories: Game Theory & Design

Path Alias Force

New Drupal Modules - 2 July 2018 - 4:50am

Path Alias Force provides functionality to create forced aliases for entities in a multilingual environment while using the language hierarchy system. This means that whenever you create a node in a specific language and you have other languages which fallback to it, this module will automatically generate aliases for every other language besides the source one.

Categories: Drupal

Commerce OCI checkout

New Drupal Modules - 2 July 2018 - 4:10am

Makes it possible to do OCI checkout on a commerce site.

Categories: Drupal

Postcode Anywhere

New Drupal Modules - 2 July 2018 - 4:04am
Categories: Drupal

Poll Geolocation

New Drupal Modules - 2 July 2018 - 3:45am

This is a geolocation receiver module who involved in Drupal poll(admin/pollgeolocation/show), this module has some dependencies which Requires:Poll, Field, Node, Text, Filter, User, System, Options, Views.

Categories: Drupal

Drupal Association blog: It's Time To Vote - Community Elections 2018

Planet Drupal - 2 July 2018 - 2:00am

Voting is now open for the 2018 At-Large Board positions for the Drupal Association!  If you haven't yet, check out the candidate profiles including their short videos found on the profile pages. Get to know your candidates, and then get ready to vote.

Cast Your Vote!

How does voting work? Voting is open to all individuals who have a Drupal.org account by the time nominations open and who have logged in at least once in the past year.

To vote, you will rank candidates in order of your preference (1st, 2nd, 3rd, etc.). The results will be calculated using an "instant runoff" method. For an accessible explanation of how instant runoff vote tabulation works, see videos linked in this discussion.

Election voting will be held from 2 July, 2018 through 13 July, 2018. During this period, you can continue to review and comment on the candidate profiles.

Have questions? Please contact me: Rachel Lawson.

Categories: Drupal

Fuzzy Thinking: To Boldly Go ...

RPGNet - 2 July 2018 - 12:00am
Fuzzy fumbles.
Categories: Game Theory & Design

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