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avantgame's profile
Jane McGonigal
Jane McGonigal
Jane McGonigal
Verified account
@avantgame

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Jane McGonigalVerified account

@avantgame

*The opposite of play isn't work. It's depression.* Get my latest NYT bestseller SUPERBETTER! (it's powered by the science of games.) http://amzn.to/1OmREc0 

San Francisco-ish
janemcgonigal.com
Joined January 2007

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    Jane McGonigal‏Verified account @avantgame 28 Jan 2013

    What does the ~10% number mean (I assume it is good)? MIT paper for reference: https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CEMQFjAB&url=http%3A%2F%2Fwww.mit.edu%2F~kepner%2Fpubs%2FHubbellKepner_2012_3DGame_Paper.pdf&ei=Gh0HUZCkCom7iwLWjIGACQ&usg=AFQjCNGOXvkvcYDVnN3g5qARmLW6Lm41qw&bvm=bv.41642243,d.cGE …

    4:51 PM - 28 Jan 2013
    19 replies 0 retweets 0 likes
      1. New conversation
      2. Ben Scofield‏ @bscofield 28 Jan 2013
        Replying to @avantgame

        @avantgame so the smaller the % of time, the less lag between event occurrence and perception in-game. 0% would be real time.

        1 reply 0 retweets 0 likes
      3. Jane McGonigal‏Verified account @avantgame 28 Jan 2013
        Replying to @bscofield

        @bscofield that is really helpful, thank you!

        0 replies 0 retweets 0 likes
      4. End of conversation
      1. New conversation
      2. Katja Bell‏ @babellon2 28 Jan 2013
        Replying to @avantgame

        @avantgame Last page, first para: "these times are small fraction of monitoring window". I guess they only need 1/10 of total time window

        1 reply 0 retweets 0 likes
      3. Jane McGonigal‏Verified account @avantgame 28 Jan 2013
        Replying to @babellon2

        @babellon2 thank you! Superhelpful

        0 replies 0 retweets 0 likes
      4. End of conversation
      1. New conversation
      2. Tony Fisk‏ @arfisk 28 Jan 2013
        Replying to @avantgame

        @avantgame Implies they handle 50000 inputs.Probably a bit less, as overheads increase. Does any of this help?

        1 reply 0 retweets 0 likes
      3. Jane McGonigal‏Verified account @avantgame 28 Jan 2013
        Replying to @arfisk

        @arfisk I think so! Thank you :)

        0 replies 0 retweets 0 likes
      4. End of conversation
      1. Dave Caplinger‏ @davecaplinger 28 Jan 2013
        Replying to @avantgame

        @avantgame OpenNMS, Nagios poll all devices in network every e.g. 5 min; they can process and display in 10% of that time.

        0 replies 0 retweets 0 likes
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      1. Utenzil‏ @utenzil 28 Jan 2013
        Replying to @avantgame

        @avantgame This is may be based on an SLA and/or on some formula that ensures they minimize/isolate issues effectively within a set time.

        0 replies 0 retweets 0 likes
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      1. Utenzil‏ @utenzil 28 Jan 2013
        Replying to @avantgame

        @avantgame I found the full paper and read it. It refers to a network monitoring time window, the amount of time to scan for issues. 1/2

        0 replies 0 retweets 0 likes
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      1. Ben Scofield‏ @bscofield 28 Jan 2013
        Replying to @avantgame

        @avantgame I *think* they’re expressing that the time it takes to update the game assets is ~10% of the monitoring interval ...

        0 replies 0 retweets 0 likes
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      1. Dr. D‏ @thinkingshop 28 Jan 2013
        Replying to @avantgame

        @avantgame DM me re: MIT paper; the 10% number is relative to achieving SA with traditional tools

        0 replies 0 retweets 0 likes
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      1. Utenzil‏ @utenzil 28 Jan 2013
        Replying to @avantgame

        @avantgame I believe it refers to the amount of time they have to respond to an anomaly.

        0 replies 0 retweets 0 likes
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      1. Steffen Christensen‏ @Wikisteff 28 Jan 2013
        Replying to @avantgame

        @avantgame Wow, ask and ye shall receive, eh, Jane? #twitterfanbase #kaboom

        0 replies 0 retweets 0 likes
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      1. Dr. Sbaitso‏ @DrSbaitso 28 Jan 2013
        Replying to @avantgame

        @avantgame Reading the full abstract, they're centralizing network monitoring to a Unity3D game server, which cut the network traffic by 90%

        0 replies 0 retweets 0 likes
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      1. Icarus Mortis‏ @IcarusMortis 28 Jan 2013
        Replying to @avantgame

        @avantgame I mistrust supposition, so: http://en.wikipedia.org/wiki/Tilde#Mathematics …. Perhaps 5,000 assets in within 10% of window time? (In approx. equal 10% nwt.)

        0 replies 0 retweets 0 likes
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      1. Jared Cosulich‏ @jaredcosulich 28 Jan 2013
        Replying to @avantgame

        @avantgame Hard to tell exactly, but seems to implying that it their system is 10x faster/more efficient than current solutions.

        0 replies 0 retweets 0 likes
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      1. Tony Fisk‏ @arfisk 28 Jan 2013
        Replying to @avantgame

        @avantgame So, data from 5000 inputs can be received and processed in 10% of the time available before next sweep...

        0 replies 0 retweets 0 likes
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      1. Tony Fisk‏ @arfisk 28 Jan 2013
        Replying to @avantgame

        @avantgame I think they're referring to real time monitoring and the bandwidth needed.... ctd.

        0 replies 0 retweets 0 likes
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      1. jake‏ @GeneralYoda 28 Jan 2013
        Replying to @avantgame

        @avantgame looks like it means they would be able to display about 50,000 “assets” in the total allotted time on their network...

        0 replies 0 retweets 0 likes
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      1. selenakyle‏ @selenakyle 28 Jan 2013
        Replying to @avantgame

        @avantgame it's common to have a throughput or response-time SLA that systems are evaluated on. for example, 100ms for an API response.

        0 replies 0 retweets 0 likes
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