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Ubiquitous web2.0, Life Web. Issues and Trends

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Key Issues and Trends Updated about Ubiquitous web2.0, Life Web, Web as Life Platorm

Key Issues and Trends Updated about Ubiquitous web2.0, Life Web, Web as Life Platorm

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    • 1. Ubiquitous web2.0
      Life Web
      Web as Life Platform
      February 2011
      @JoSanKu
    • 2.
    • 3.
    • 4. Before After
    • 5. Mobile Internet Computer
      Personal Computing
      Mini Computing
      Desktop Internet Computing
      Mobile Internet Computing
    • 6. web2
      Mobile
      Internet
      Computing
      Me & We
    • 7. Mobile Internet Computer
      • 24H PC: Anywhere Participation
      • 8. Web in Pocket
      • 9. RealTime Interaction
      • 10. Sensors: Eye, Ear, Location, Motion
      • 11. SNS+Communication
    • 12.
    • 13.
    • 14. Mobile Only
      http://www.morganstanley.com/institutional/techresearch/pdfs/Internet_Trends_041210.pdf
    • 15. Personal Computing
      Desktop Internet Computing
      Mobile Internet Computing
      Winners
      Winners
      Winners
      Google
      AOL
      eBay
      Yahoo!
      Yahoo Japan
      Amazon.com
      Tencent
      Alibaba
      Baidu
      Rakuten
      Naver
      Microsoft
      Cisco
      Intel
      Apple
      IBM
      Oracle
      EMC
      Dell
      HP
      Compag
      ?
      Source: Mary Meeker 2009 Web 2.0 Summit Presentation
    • 16.
    • 17. web2.0
      (1990~2009)
      The First Wave
    • 18. web 2.0 is all about harnessing
      collective intelligence
      using the web as a Platform
      October 2004
    • 19.
    • 20. Data Inside
      Collective intelligence applications
      depend on managing, understanding,
      and responding to massive amounts of
      user-generateddatain real time.
    • 21.
    • 22.
    • 23. What is Next? What is web3.0?
      The Semantic Web?Virtual reality?The social web?The mobile web?
    • 24.
    • 25.
    • 26. Smartphone Revolution24 H PC
    • 27. It is all of those, and more.
      Web Squared
    • 28. The Web becomes more closely integrated with the real world via sensor-based
      smart phoneapplications. Web Squared is another way of saying
      "Web meets World”
      June 2009
    • 29. How Does Web Meet World?
      Web
      Web2
      Web2.0
      Web1.0
      World
    • 30. web2
      Web Square, Mobile web2.0
      web2
      web2.0
      web1.0
      1990 2005 2010 2013
      by @josanku 2010
    • 31. 2010~
      2005-2009
      1990-2004
    • 32. web2.0
      web2
      Life, Business, Culture…
    • 33. How Fast?
      2013 2014
      http://www.morganstanley.com/institutional/techresearch/pdfs/Internet_Trends_041210.pdf
    • 34.
    • 35.
    • 36. iphone was a byproduct
    • 37. BeforeAfter
    • 38. web2
      web2+2
      Mobile
      +
      Pad
      Me & We
    • 39. Mobile ComputerAnywherePad Computer Everybody
    • 40. Web meets World
      World
      Offline
      Web
      Online
    • 41. Ubiquitous web2.0
      web2.0 + (mobile + pad)
      Web2.0 + Anywhere + Everyone
      Web = Life (World)
      Online=Offline
      Web as Life Platform
      Life Web
    • 42. Ubiquitous web2.0
      Life Web
      ubiquitous web2.0
      PEOPLE
      web2
      web2.0
      web1.0
      1990 2005 2012
    • 43. web2
      Ubiquitous web2.0
    • 44. Ubiquitous web2.0
      Big Big
      The Second Wave
    • 45.
    • 46. web squared
      SOCIAL
      LOCATION
      REALTIME
    • 47. Page to People
      Social Web
      Web for People’s Social Interaction and Community
    • 48. Conversation & Interaction
      Implicitly, Explicitly
      Friends
      Colleagues
      Customers
      Anyone
    • 49.
    • 50.
    • 51. Page to People
    • 52. Social Networking > Email Usage…
      Users Time
      July 2009 November 2007
      http://www.morganstanley.com/institutional/techresearch/pdfs/Internet_Trends_041210.pdf
    • 53. More Time for SNS
      YouTube
      Google.com
      Msn.com
      Yahoo.com
      http://www.morganstanley.com/institutional/techresearch/pdfs/Internet_Trends_041210.pdf
    • 54. Web1.0
      Read
    • 55. Web+Social
      Interest Focus
      Read/Write
      Relationship: Community
    • 56. Social Web
      People Focus
      Relationship: Social Graph
      Open Platform
      Conversation
    • 57. Facebook Open Graph
      Open Social Graph
      Social Plug-ins
      Social Utility
    • 58. Value
      People
      Mobile
      PC
      Service/Information
      Desktop
      Internet
      Bandwidth
      ISP
      2000
      2005
      2010~
      1995
    • 59. Social Web As A Platform
      Politics
      Business
      Marketing
      Media
      Government
      Advertising
      Information
      Learning
      Shopping
      Entertainment
      Search
    • 60.
    • 61.
    • 62. Social Utility Connecting You with Peoplef8, Connect, Open Graph
    • 63. Facebook Connect
      500K Apps
      80K Web Sites
    • 64. Open Graph
      50,000 Web Sites A Week
    • 65.
    • Mobile Facebook
      100K Mobile Users
    • 68. Platform for Mobile Apps
    • 69.
    • 70. SNSFast Growth + Low Penetration
    • 71. Trust Based FilterWisdom of Crowd, Friendsourcing
      Recommendations from friends/family
      Consumer opinions posted online
      Requested email updates
      Ads in newspapers
      Ads on TV
      Ads on radio
      Ads in magazines
      Branded Web sites
      Search engine ads
      Web banner ads
      Ads on mobile phones
      0%
      20%
      40%
      60%
      80%
      100%
    • 72. Information and knowledge
      Growth
      Human absorptive capacity
      Time
      Social Filter
    • 73. Evolution of Filter
    • 74. Social Web Trends
    • Convergence: Mobile SNS Devices
    • 85. Facebook + Skype
    • 86. Mobile
      Social Web
      Social
      24H Participation
      Mobile
    • 87. Social Web in Korea
    • 88. SNS: Cyworld -12% Y/Y
      Global Phenomenon, Facebook Leading, Though Many Regional Strongholds
      http://www.morganstanley.com/institutional/techresearch/pdfs/Internet_Trends_041210.pdf
    • 89. Twitter & Facebook in Korea
      Twitter: 430K May2, 2010
    • 90. 無主空山
    • 91. Page to Stream
      Realtime Web
    • 92. From Pages to Stream
    • 93. Twitter
    • 94. 24H Participation
      Light and Casual
    • 95. Collective Mind
    • 96. Thread, Pipe, Channel
      Not Social Network, But Information Network
    • 97. Twitterverse: Twitter Open Platform
    • 98. Information Creation & CirculationBefore/After Twitter
    • 99.
    • 100. Follow
      Conversation Flow
      @josanku
    • 101. Twitter Platform
      • RealTime Web
      • 102. Light Relationship
      • 103. Casual Conversation as Contents
      • 104. RT: Social Filter, Distribution, Creation
      • 105. RealTime Interest Graph. Collective Mind
      • 106. Viral Spreading
      • 107. New Ecosystem: Twitterverse
      • 108. Link as Simplest API
      • 109. Privacy vsPublicacy
    • Geolocation
      Location Web
    • 110. 6,000 location-based iPhone apps,
      900 Android apps and 300 BlackBerry apps
      http://www.readwriteweb.com/archives/number_of_location-aware_apps_keeps_growing_-_but.php
    • 111. Popular Location-Sensitive Apps
      Urbanspoon
      Loopt
      Gowalla
      Foursquare
      Yelp
      Bliquo
      BrightKite
      Moximity
      Whrrl
      AroundMe
    • 112.
    • 113. Social
      SNS: Communication & Conversation
      Friendly
      Game
      Competition
      Challenge
      Reputation
      Funny
      Local
      Local Information
      Life Logging
      Reward
      Informative
    • 114.
    • 115.
    • 116. Mayor Specials
    • 117.
    • 118.
    • 119.
    • 120.
    • 121. Foursquare Platform
      • Check-in: Presence
      • 122. Local+Social+Game
      • 123. Online+Offline: Social Media for Real Life
      • 124. Revenue Models
      • 125. Expand to Other Social Objects: People, Book, Songs, Location
    • Tweet or Checkin @Pusan
      +
      Single
      +
      House at Seoul
    • 126. User, Sensor, Archive
      Data Web
    • 127. 1. Data Web
      More Data Open
      Sensor Generated
      User Generated
    • 128. Redefining Collective Intelligence:
      Sensory Input
    • 129. Sensor generated data
      User generated content
    • 130. Information Shadow
    • 131.
    • 132. Fun, Race, Interactive
      Gamification
    • 133. Social Game
      We Rule
    • 134. Top 10 Social Games in Facebook Apps
      Source: AppData.com
    • 135.
    • 136.
    • 137. Frontierville, has 650,000 same-sex marriages
      10 major games
      1,300 employees
      13 studios across 6 countries
      6 acquisitions in the last 6 months
      320,000,000 people have engaged
      400 people focused on new IP
      Market Value: EA < Zynga
    • 138. Playing for High Stakes in the New App Economy
      Mark Pincus (Zynga)
    • 139. Social Game Dialtone:
      “In Five Years, Connections Will Be To Each Other, Not The Web;
      We’ll Be Dial Tones”
      Gamification 
    • 140. New Time & Space
      Augmented Reality
    • 141.
    • 142. Time and Space Redefined
    • 143. Internet of Things
    • 144. M2M: Machine to Machine ?
    • 145.
    • 146.
    • 147. Enterprise2.0
    • 148. The use of
      social media marketing?
      http://marketingwhitepapers.s3.amazonaws.com/SocialMediaMarketingReport2010.pdf
    • 149. Marketing
    • 150.
    • 151. web2.0 GenerationEmployee, Partner, Customer, Anyone
    • 152. Vision
      Market
      People Value
      Biz Models
      Services
      Company2.0
      Culture
      Fast Innovation
      Flat Communication
      Risk
      Strategy
      Customer Relationship
      Learning by Doing
      Made in/for/by People
    • 153. Company1.0
      web2.0
      Hierarchical
      Closed
      Top Down
      Control & Command
      Participate
      Open
      Share
      Security
      Static, stable
      Systemic Process
      Collective Intelligence
      Social Media
      Attention Economy
      New Money
      ?????
      Enterprise2.0
      BizModel2.0
      Company2.0
    • 154. Hierarchy to Flat Creative Network
      Command & Control
      Creative Collaboration:
      Communication and Decision Making
    • 155. Email Overload toWiki Collaborative Intelligence
    • 156.
    • 157. Ad as Content
      Ad
    • 158.
    • 159.
    • 160. Global Market
      Mobile App Store
    • 161. Global App Economy
    • 162. is .
    • 163. Social, Offline
      eCommerce
    • 164.
    • 165.
    • 166.
    • 167. Future Online is Offline
      2~5% vs 20~80%
    • 168.
    • 169. Local Services
      Trust SystemSocial Interaction OverloadPrivacy and SecurityData OwnershipRevenue ModelsDigital Gap
      Digital Smog
      Challenge
    • 170. TGIF: We, Audience
      TwitterGoogleiPhone/AppleFacebook
    • 171.
    • 172. History of the Internet
      . -/
    • 173. Social
      Computing
      Paradigm Shuffling
      Pad
      Computing
      Mobile
      Computing
    • 174.
    • 175.
    • 176.
    • 177.
    • 178. C
      Change
    • 179. Matter of Recognition?
    • 180.
    • 181.
    • 182.
    • 183.
    • 184.
    • 185.
    • 186.
    • 187.
    • 188. 돌리고 돌리고~ Start Small
      Think Big, Start Small, Move Fast
    • 189. Move!
    • 190. Empower
      People
    • 191.
    • 192. Life Web Enabler
    • 193. http://www.scribd.com/doc/48589047/Top-Mobile-Internet-Trends-2011-from-KPCB

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