Tag Archive for: winner

Pulitzer Prize winner Daniel Golden talks global challenges of ransomware


This month, the Mid-Coast Forum on Foreign Relations hosted journalist and author Daniel Golden to discuss the global challenge of ransomware.

headshot of Dan Golden

Daniel Golden

The Mid-Coast Forum on Foreign Relations seeks to promote study and discussion of the development, formulation, and implementation of United States foreign policies by means of a program of speakers, the organization of discussion and study groups, and the production and distribution of relevant materials.

Golden, currently a senior editor and reporter at ProPublica, has been part of three Pulitzer Prize teams at the Wall Street Journal, ProPublica and Bloomberg.

He has notably reported on the topics of college admissions, recruitment by universities, asylum-seekers, corporate tax evasion, the U.S. intelligence agencies, and ransomware.

Listen to the talk at: Midcoast Forum, Daniel Golden, December 2022.

Those interested in learning more about the Forum or seeing future speaker events can visit midcoastforum.org. The Maine Monitor will periodically share recordings of the Forum’s talks.

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Salt Security – the API Security Disruptor and Globee Gold Winner


For the second year in a row, Salt Security has snagged the Globee® gold award in the Disruptor Company Awards. Judges from around the world, representing a wide spectrum of industry experts, participated in the judging process, and Salt Security earned this honor in the category of Cyber Security Software.

Given that Salt created the entire API security category, I love this industry recognition of our disruptor status. We clearly live out the definition –  a company creating a new market and, in the process, shaking up the status quo. Globee describes its criteria for the award as follows:

Cybersecurity Live - Boston

“Disruptors are highly persistent, mostly beginning from scratch without the constraints of traditionally accepted processes or business models. They use technology and modern tools to achieve end results. Disruptors do things differently and are not hindered by existing ways or industry stalwarts. They are ready to take on an enormous challenge and find solutions for the biggest pain points customers experience.”

We take so much pride in this label! Our CEO, Roey Eliyahu, always talks about the early days, “when we were the crazies out there, the only ones talking about the risks that APIs present and how vulnerable companies were on this front.” In Roey’s years in one of the most elite cybersecurity units of the Israel Defense Forces (IDF), when his charter was offensive and defensive hacking of the government’s military and civilian systems, he found APIs the easiest way to break in.

He also realized that as common as APIs already were, companies’ use of them would only grow. Mobile development, digital transformation, cloud migration, app modernization – they’re all driven by APIs. We’re using more APIs than ever, and they’re more capable than ever – raising the stakes for protecting them.  

Our digital lives run on APIs. By understanding the importance of APIs in today’s digital world – and by pinpointing the security weaknesses early on – Salt Security created this critical market of API security. We were first to market with our API Protection Platform – many have followed in our footsteps, but Salt remains the only company delivering the…

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Game Jam Winner Spotlight: The 24th Kandinsky

This is it: the last in our series of posts focusing on each winner from our public domain game jam, Gaming Like It’s 1924! So far, we’ve featured Hot Water, Legends of Charlemagne, 192X, The Hounds Follow All Things Down, and You Are The Rats In The Walls, and now it’s time to wrap things up with the winner of Best Analog Game and a game that, perhaps most out of all the entries, is completely suffused with a spirit of remixing and mining the public domain: The 24th Kandinsky by David Harris.

This game was one of the first to draw our attention as the entries were coming in, just based on its premise: players are tasked with using visual elements from the 23 paintings that famed Russian abstract artist Wassily Kandinsky created in 1924 to create a brand new work — a “24th Kandinsky”. This is a game about not just admiring art but digging into it and picking apart its components, and all that’s required to play is a blank canvas, some paper and drawing implements, a pair of scissors, and some sticky tack or tape. On each of their turns, a player selects an element from one of Kandinsky’s newly-public-domain works — choosing from all the geometric shapes, swooping curves, checkered grids, intersecting lines and other abstract forms that are the hallmark of his work — and draws a replica of it, which they then cut out and affix to the canvas wherever they choose. They can overlap and underlap other elements as the new work grows, and at the end of each round all players vote to determine who made the best contribution, leaving their element in place while the others from the round are removed. Turn by turn the work grows more elaborate, until time runs out or players agree to stop, at which point the player who won the most voting rounds gets to keep the completed work.

There is just so much to love about this idea and its execution. It manages to celebrate just about everything that we hope to highlight with these game jams: the value of new works entering the public domain, the incredible creative power of remixing and appropriation, the joy of artistic collaboration and spontaneous creativity, and the way games can be an ideal medium for all these things — for both game designers and players. Mechanically speaking, it does this with elegance: the rules are loose and simple, but carefully combine cooperative and competitive gameplay to achieve a balance of incentives that produces just the right mood for a game like this. It also serves as a foundation for people to create their own variants of the game: one can easily envision it being adapted to use different source material, more elaborate art supplies, and even modified rules to create different overall rhythms of play. And with every play session, a new piece of art is created, and that’s a special thing for a game to achieve.

You can download the rules and materials for The 24th Kandinsky on Itch, or check out the other submissions in our public domain game jam.

And with that, we’ve reached the end of our game jam winner spotlight series! One more time, thanks to everyone who submitted a game or played the entries, and to our amazing panel of judges. We’ll be back next year with a game jam for works from 1925, but until then, keep on mining that public domain!

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Game Jam Winner Spotlight: The Hounds Follow All Things Down

Over the past three weeks, we’ve featured Hot Water, Legends of Charlemagne, and 192X in our series about the winners of our public domain game jam, Gaming Like It’s 1924. This week, we’re focusing on the winner of the Best Adaptation award for the game that best embodied the original 1924 work upon which it was based: The Hounds Follow All Things Down by J. Walton.

J. Walton is one of our returning winners, having taken the award for Best Deep Cut last year with Not A Fish, and this year’s entry feels in many ways like an evolution of the ideas and mechanics introduced in that game: they both break a work apart into component pieces, and let players discover its hidden meaning (and generate new meanings) by finding connections in a play-space that grows outwards like a puzzle or a map. But The Hounds Follow All Things Down situates this play within its world in an ingenious and beautiful way. It’s based on the 1924 novel The King Of Elfland’s Daughter by Lord Dunsany — a highly-influential early work in the fantasy genre that wasn’t fully recognized as such until decades after its release — which presents readers with the fantastical and majestic world of Elfland and its inhabitants. The game imagines an epic and ancient poem within this world, which has been passed down for generations in countless incarnations, and tasks the players with performing their version of this poem to an audience of elves that is always hungry for new variations.

This premise speaks directly to the themes of changing culture and the public domain that directly inspired the game jam, and also to the spirit of fantasy and legend that suffuses the novel. Gameplay takes the form of a series of scenes, performed by the players and generated by drawing prompt cards and placing them in a grid where they form connections with each other. By the end the group will have composed and performed a version of this fictional poem that is entirely unique, yet intimately connected with every other version that comes out of the game and with Dunsany’s world of Elfland.

One of the most interesting aspects of the game is how the prompt cards were developed: by playing around with the text of the book and a predictive algorithm. The designer’s notes describe the process in detail:

The text excerpts were generated using a fairly strange process. As with some earlier experiments, I used Jamie Brew’s pt-voicebox, which is available for free download on GitHub. This program has the interesting tendency to get caught in loops. For example, if you give it the text of The King of Elfland’s Daughter and ask it to continually pick the 6th most likely word to appear next, you get this as output:

he knew the speed was in all other side the old songs of came down sitting elfland the flood the border was not the two wide stole and a wind loitered summer days the border but all as forest in that valley land the trolls had they let us from the trolls with they went by since one evening standing grey with her back from that bewildering black which she got left her and away from a pigeonloft but alveric in him and back a few days things in a he house amongst our earthly things waned the hounds saw him far this time had driven for all were content they went by since one evening standing grey with her back from that bewildering black which

After a while, it simply starts repeating the passage in italics. And a similar thing happens any time you tell pt-voicebox to pick words with a fixed ranking of likelihood (the 13th most likely word, etc.), as well as when you give it a regular pattern of picks (the 2nd, 3rd, 4th, 2nd, 3rd, 4th, etc.). The only way to avoid these loops is to pick words in a random pattern, either intentionally selecting ones that sound interesting—which is how it’s designed to be used—or picking words randomly (always choosing the 1d6th most likely).

I became fascinated by this tendency of the program, so I generated a bunch of text loops from The King of Elfland’s Daughter and then lightly edited the looped text to create the “poem excepts” used in the game.

The results of this process (“Mournfully the old leatherworker had to work his sword”, “Upon those lawns, the hounds came for his dreams”) are truly intriguing, and the stories that arise from play are sure to be as well.

You can download the rules and cards for The Hounds Follow All Things Down on Itch, or check out the other submissions in our public domain game jam. And come back next week for the another winner spotlight!

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