The document discusses collaborative media and how it differs from collaborative computing. Collaborative media focuses on orchestrating interactions between people to facilitate knowledge emergence, while collaborative computing aims to increase productivity through machine assistance. It explores how elements like social targets, interaction verbs, and layering can enable couch potatoes to collaborate by annotating, tagging, chatting about TV content. Realizing this vision requires addressing engineering, usability, business model, and adoption challenges.
HUBnet is an online platform designed to cultivate a global virtual community that mirrors real-world HUB spaces. It aims to be a safe space where trust and resource sharing are prioritized over self-promotion. The document outlines HUBnet's purpose of facilitating connections, collaboration, and idea exchange between members. It provides guidance on posting, tagging, and interacting to ensure interactions support the community's goals and values. Project creation, technical support, and feedback processes are also described to maintain a well-functioning platform.
A few days ahead of the London Marathon, a quick check to see whether your organisation is socially brand fit. Social branding is no jog in the park - it's a slog!
My presentation at the Figaro Digital conference about social marketing, London. 21 April 2010.
Co-creating the User Experience - Kshitiz Anand STC India UX SIG
The document discusses the rise of co-creation in designing user experiences. It notes that as the world has become more connected through social networks and mobile devices, everyone can now contribute to design. Co-creation frameworks emphasize having an experience mindset, understanding context, providing engagement platforms, and building network relationships. Challenges include maintaining quality, managing identity and privacy issues, and ensuring objectivity. However, co-creation also allows for faster design, lower costs, and empowering more people. The conclusion calls all co-creators the "new Solomons" in shaping experiences together across devices and platforms.
Digital collaboration tools have the potential to improve business efficiency and engagement by enabling effective collaboration across distributed teams. However, current solutions like audio/video conferencing and document sharing only partially address communication problems. Virtual worlds provide an immersive 3D environment that more closely mimics face-to-face interaction by allowing users to be represented by avatars, share documents and 3D models in real-time, and leverage additional non-verbal cues. When implemented securely within an organization's network and integrated with standard productivity tools, virtual worlds can create a more engaging and effective digital collaboration solution compared to traditional alternatives.
Intro to Convofy for Consultancies and Agencieststaley
The document introduces Convofy, a social network for collaborating on digital content. It provides an overview of Convofy's features for social engagement and real-time collaboration. Convofy allows users to work together on shared documents and provides chat, annotations, and notifications integrated into a user's activity stream. The document also outlines implementation strategies and the benefits consultancies may see from using a social software platform like Convofy.
This isn't what I thought it was: community in the network ageNancy Wright White
A narrated version can be found here: https://www.youtube.com/watch?v=YB82kbj-NXw This was a short remote presentation that was part of a panel at the CACUSS 12.0: Engaging Digital Citizens conference <http: /> in Vancouver BC, Canada.
Grassroots grantmakers presentation for community matters in newport vermontCommunityMatters
Grassroots grantmaking focuses on empowering community groups and citizens to create positive change from the ground up. It provides small grants and other resources to help people turn their ideas into realities. This approach believes that engaged community members can better address local needs than outside agencies. Grassroots grantmakers include community foundations, giving circles, and other organizations that take a people-powered approach. Their goal is to support collaborative projects led by community members, such as neighborhood cleanups, youth programs, local celebrations, and more. Even small grants can spark new relationships and community initiatives that create lasting impact.
HUBnet is an online platform designed to cultivate a global virtual community that mirrors real-world HUB spaces. It aims to be a safe space where trust and resource sharing are prioritized over self-promotion. The document outlines HUBnet's purpose of facilitating connections, collaboration, and idea exchange between members. It provides guidance on posting, tagging, and interacting to ensure interactions support the community's goals and values. Project creation, technical support, and feedback processes are also described to maintain a well-functioning platform.
A few days ahead of the London Marathon, a quick check to see whether your organisation is socially brand fit. Social branding is no jog in the park - it's a slog!
My presentation at the Figaro Digital conference about social marketing, London. 21 April 2010.
Co-creating the User Experience - Kshitiz Anand STC India UX SIG
The document discusses the rise of co-creation in designing user experiences. It notes that as the world has become more connected through social networks and mobile devices, everyone can now contribute to design. Co-creation frameworks emphasize having an experience mindset, understanding context, providing engagement platforms, and building network relationships. Challenges include maintaining quality, managing identity and privacy issues, and ensuring objectivity. However, co-creation also allows for faster design, lower costs, and empowering more people. The conclusion calls all co-creators the "new Solomons" in shaping experiences together across devices and platforms.
Digital collaboration tools have the potential to improve business efficiency and engagement by enabling effective collaboration across distributed teams. However, current solutions like audio/video conferencing and document sharing only partially address communication problems. Virtual worlds provide an immersive 3D environment that more closely mimics face-to-face interaction by allowing users to be represented by avatars, share documents and 3D models in real-time, and leverage additional non-verbal cues. When implemented securely within an organization's network and integrated with standard productivity tools, virtual worlds can create a more engaging and effective digital collaboration solution compared to traditional alternatives.
Intro to Convofy for Consultancies and Agencieststaley
The document introduces Convofy, a social network for collaborating on digital content. It provides an overview of Convofy's features for social engagement and real-time collaboration. Convofy allows users to work together on shared documents and provides chat, annotations, and notifications integrated into a user's activity stream. The document also outlines implementation strategies and the benefits consultancies may see from using a social software platform like Convofy.
This isn't what I thought it was: community in the network ageNancy Wright White
A narrated version can be found here: https://www.youtube.com/watch?v=YB82kbj-NXw This was a short remote presentation that was part of a panel at the CACUSS 12.0: Engaging Digital Citizens conference <http: /> in Vancouver BC, Canada.
Grassroots grantmakers presentation for community matters in newport vermontCommunityMatters
Grassroots grantmaking focuses on empowering community groups and citizens to create positive change from the ground up. It provides small grants and other resources to help people turn their ideas into realities. This approach believes that engaged community members can better address local needs than outside agencies. Grassroots grantmakers include community foundations, giving circles, and other organizations that take a people-powered approach. Their goal is to support collaborative projects led by community members, such as neighborhood cleanups, youth programs, local celebrations, and more. Even small grants can spark new relationships and community initiatives that create lasting impact.
Interactive Narratives: Creating the future of storytelling (SXSW 2011)Robert Pratten
Presentation from the SXSW 2011 panel on Interactive Narratives: Creating the future of storytelling (SXSW 2011) with Andrew Lewellen, Josh Koppel, Esther Lim & Robert Pratten,
Presentatie over Social Media & Disruptive Businessmodels voor relaties van de Friesland Bank Rotterdam.
Trefwoorden: Social Media, Business, Twitter, Facebook, Linkedin, Google+, connecting, tips, howto, inspiratie
Presentation at the Serious Games Institute October 27, 2009 by Ron Edwards on the nature of work, drivers of collaboration and need for better tools, and how virtual worlds are an optimum fit for enterprise collaboration. Ron is the CEO of Ambient Performance in London.
Social Business with Drupal @DrupalCon 2012 Ulf Sthamer
The document discusses social intranets and Drupal Commons. It outlines five main use cases for social intranets: static intranet, dashboard/homepage, profile and networking, group and project rooms, and mobile devices. It then examines how Drupal Commons supports each use case out of the box and areas that could be improved. The discussion focuses on search, hierarchical structures, group permissions, project management, and flexible group layouts.
How to "make a face" of your team in media. The modern technologies allow to leverage tremendously the process of personal brand building. See how it happens in today's media
If you have ever wondered about how the classrooms of the future will look like attend this session by NASSP's National Award Winning Digital Principal Mike King. Mike and Jesse West will take you into the world of the next generation of teaching and learning which Mike calls the New Alexandria. Learn the essential techniques of generating digital content using methods of facilitate, aggregate, curate, and create through project based learning in primordial spaces within the elaborative learning process. In this session you will learn about the new collaboration roles of the curator, and designer, as information is synthesized from, standards, assessment, content, method, and process into newly developed content generated for mobile learning. The end product of these practices will be a digital book for the new "Alexandrian Libraries of the Future." This session is a BYOD with some knowledge of iAuthor, aggregation and curation tools like, twitter, Delicious, Diggo, scoopit, Paper.li and Twitted Times which are all necessary components for your learning, get connected became a curator.
Game Mechanics: Learning as a Multiplayer ExperienceKevin Lim
I showcase examples and learning points relating to game mechanics for teachers. This was presented at New Media in Education Fiesta 2011, held at Innova JC on June 22, 2011
This document discusses the research collaboration platform Mendeley. It highlights that Mendeley helps extract and aggregate research data in the cloud to make science more collaborative. Over 100 million documents have been uploaded by 1 million users from top universities. Mendeley provides an open API and has 650 advisors around the world. It aims to connect people with people and people with content to enable collaboration through increased transparency and accessibility of information.
세바시 15분 임완수 커뮤니티매핑센터장-사람과 세상을 바꾼 공동체지도 이야기cbs15min
지난해 미국 북동부를 강타한 허리케인 ‘샌디’ 재난 때의 일이었습니다. 저는 남미계 이민자 가정 고등학생들과 함께 커뮤니티 매핑(공동체지도만들기) 작업을 진행하고 있었습니다. 태풍 피해 상황에서 우리는 발빠르게 커뮤니티 매핑 작업을 통해 피해지역에서 이용 가능한 주유소 지도를 만들어 온라인으로 제공했습니다. 태풍으로 모든 전기와 난방시설의 작동이 중단된 상태에서 석유는 필수생존물품이었기 때문입니다. 그리고 우리가 제공하는 지도 정보는 미국재난방지국, 구글재난지도, 연방에너지국 등에 의해 활용될 정도로 미국 내에서 유일한 리소스였습니다. 사람과 세상을 바꾼 커뮤니티 매핑과 그 가능성에 대해 자세히 말씀드리겠습니다.
How to Make Your Content More Shareable on FacebookEric Athas
This document provides tips for making content more shareable on Facebook. It discusses that shareable content engages emotions that compel people to tell others about it. Content with good headlines, originality, exclusivity, lists, photos and packaging that is easy to scan are more likely to be shared. The document also discusses optimizing posts on Facebook by using a consistent posting pace, asking questions in post text, responding to comments, and including photos. Research found that content activating arousal through emotions like awe, anxiety and surprise tends to be more shareable than content evoking sadness.
The document describes a Learning 2.0 program for library staff. It includes:
- An outline of the 9-week program covering topics like blogging, photos, RSS feeds, wikis and podcasts.
- 23 "discovery exercises" for staff to complete, such as reading perspectives on Web 2.0 and libraries.
- Quotes from staff who participated, discussing how the program expanded their technology knowledge and comfort assisting patrons.
The document discusses the changing landscape of educational practices with a focus on openness and participation. It provides context about the author's background and interests in e-learning. Some of the key trends discussed include the fast-changing technological environment, new digital literacy skills needed, and open practices. New forms of online community and interactivity are emerging through social and participatory media.
This document discusses facilitating learning through social web technologies. It outlines key roles for facilitators, including amplifying important content, curating information to synchronize a community, providing a sense of wayfinding and context, aggregating and filtering content for learners, modeling participation, maintaining a persistent online presence, and building relationships. Facilitation in online environments requires a focus on both social design to achieve learning goals and technical design to account for limitations of online technologies.
The document provides an overview and roadmap for IBM Lotus Connections. It discusses business imperatives driving increased collaboration, an overview of Lotus Connections 2.5 features including enhanced communities, profiles, activities, and mobile support. It also outlines how Lotus Connections can be extended through integration with other IBM and third party applications. Social software solutions for infusing businesses with collaboration capabilities and driving innovation through customer communities are presented.
Are you feeling crazed trying to keep up with social technologies but feeling like you are sliding further behind? Most of us are but there is another way to approach the challenge.
How the web changes the organisation of business - and the business of organi...david cushman
The document discusses how the web and technologies like 3D printing are changing business and organization. It argues that the future will be more self-organized, with people coming together in groups to solve problems and create solutions. The role of organizations will be to act as platforms that bring people together and help discover collective solutions, rather than being the direct makers of products. It suggests organizations transition to platform thinking by becoming more open and focusing on understanding shared purposes to support and empower groups of people seeking to create positive change.
Enhancing Scholarly Communities by and through Digital Publishing nesilver
The document discusses opportunities to enhance scholarly communities in digital rhetoric and writing through new digital publishing platforms and communication spaces. It describes existing vibrant online communities but notes a lack of spaces for fully interactive long- and short-form publications. The authors seek feedback from a conference unconference on desired features for a new digital writing/rhetoric imprint with a university press and accompanying web space for sharing scholarly materials.
This document discusses critical literacies and new technologies. It defines key concepts like literacy and new literacies. It describes characteristics of Web 2.0 technologies like user-generated content and social mediation. The document maps various digital skills frameworks to pedagogical approaches and proposes developing literacy skills through a reflective, design-based approach that encourages learning with and through others using visualization and new metaphors.
The team brainstormed ideas around addressing excessive growth and resource utilization. They conceptualized a carpooling service that would control and balance resource use by reducing traffic, pollution and overconsumption. The final concept was a platform for people to connect and share rides to common destinations, saving on energy, money, and creating social connections while helping the environment through less fuel use and traffic. The service would introduce through trusted social networks and involve registration fees and standardized fares paid via smart card.
This document discusses using social TV and gamification to engage audiences and drive participation in social TV. It notes that [1] social TV can draw users into the media experience by allowing social sharing and interactions, [2] gamification can be used to increase both the quantity and quality of user participation through applying game mechanics and principles, and [3] dual-screen experiences using mobile/tablets can provide compelling interactivity during TV viewing. The goal is to achieve mass participation to generate useful analytics insights and user gratification.
Interactive Narratives: Creating the future of storytelling (SXSW 2011)Robert Pratten
Presentation from the SXSW 2011 panel on Interactive Narratives: Creating the future of storytelling (SXSW 2011) with Andrew Lewellen, Josh Koppel, Esther Lim & Robert Pratten,
Presentatie over Social Media & Disruptive Businessmodels voor relaties van de Friesland Bank Rotterdam.
Trefwoorden: Social Media, Business, Twitter, Facebook, Linkedin, Google+, connecting, tips, howto, inspiratie
Presentation at the Serious Games Institute October 27, 2009 by Ron Edwards on the nature of work, drivers of collaboration and need for better tools, and how virtual worlds are an optimum fit for enterprise collaboration. Ron is the CEO of Ambient Performance in London.
Social Business with Drupal @DrupalCon 2012 Ulf Sthamer
The document discusses social intranets and Drupal Commons. It outlines five main use cases for social intranets: static intranet, dashboard/homepage, profile and networking, group and project rooms, and mobile devices. It then examines how Drupal Commons supports each use case out of the box and areas that could be improved. The discussion focuses on search, hierarchical structures, group permissions, project management, and flexible group layouts.
How to "make a face" of your team in media. The modern technologies allow to leverage tremendously the process of personal brand building. See how it happens in today's media
If you have ever wondered about how the classrooms of the future will look like attend this session by NASSP's National Award Winning Digital Principal Mike King. Mike and Jesse West will take you into the world of the next generation of teaching and learning which Mike calls the New Alexandria. Learn the essential techniques of generating digital content using methods of facilitate, aggregate, curate, and create through project based learning in primordial spaces within the elaborative learning process. In this session you will learn about the new collaboration roles of the curator, and designer, as information is synthesized from, standards, assessment, content, method, and process into newly developed content generated for mobile learning. The end product of these practices will be a digital book for the new "Alexandrian Libraries of the Future." This session is a BYOD with some knowledge of iAuthor, aggregation and curation tools like, twitter, Delicious, Diggo, scoopit, Paper.li and Twitted Times which are all necessary components for your learning, get connected became a curator.
Game Mechanics: Learning as a Multiplayer ExperienceKevin Lim
I showcase examples and learning points relating to game mechanics for teachers. This was presented at New Media in Education Fiesta 2011, held at Innova JC on June 22, 2011
This document discusses the research collaboration platform Mendeley. It highlights that Mendeley helps extract and aggregate research data in the cloud to make science more collaborative. Over 100 million documents have been uploaded by 1 million users from top universities. Mendeley provides an open API and has 650 advisors around the world. It aims to connect people with people and people with content to enable collaboration through increased transparency and accessibility of information.
세바시 15분 임완수 커뮤니티매핑센터장-사람과 세상을 바꾼 공동체지도 이야기cbs15min
지난해 미국 북동부를 강타한 허리케인 ‘샌디’ 재난 때의 일이었습니다. 저는 남미계 이민자 가정 고등학생들과 함께 커뮤니티 매핑(공동체지도만들기) 작업을 진행하고 있었습니다. 태풍 피해 상황에서 우리는 발빠르게 커뮤니티 매핑 작업을 통해 피해지역에서 이용 가능한 주유소 지도를 만들어 온라인으로 제공했습니다. 태풍으로 모든 전기와 난방시설의 작동이 중단된 상태에서 석유는 필수생존물품이었기 때문입니다. 그리고 우리가 제공하는 지도 정보는 미국재난방지국, 구글재난지도, 연방에너지국 등에 의해 활용될 정도로 미국 내에서 유일한 리소스였습니다. 사람과 세상을 바꾼 커뮤니티 매핑과 그 가능성에 대해 자세히 말씀드리겠습니다.
How to Make Your Content More Shareable on FacebookEric Athas
This document provides tips for making content more shareable on Facebook. It discusses that shareable content engages emotions that compel people to tell others about it. Content with good headlines, originality, exclusivity, lists, photos and packaging that is easy to scan are more likely to be shared. The document also discusses optimizing posts on Facebook by using a consistent posting pace, asking questions in post text, responding to comments, and including photos. Research found that content activating arousal through emotions like awe, anxiety and surprise tends to be more shareable than content evoking sadness.
The document describes a Learning 2.0 program for library staff. It includes:
- An outline of the 9-week program covering topics like blogging, photos, RSS feeds, wikis and podcasts.
- 23 "discovery exercises" for staff to complete, such as reading perspectives on Web 2.0 and libraries.
- Quotes from staff who participated, discussing how the program expanded their technology knowledge and comfort assisting patrons.
The document discusses the changing landscape of educational practices with a focus on openness and participation. It provides context about the author's background and interests in e-learning. Some of the key trends discussed include the fast-changing technological environment, new digital literacy skills needed, and open practices. New forms of online community and interactivity are emerging through social and participatory media.
This document discusses facilitating learning through social web technologies. It outlines key roles for facilitators, including amplifying important content, curating information to synchronize a community, providing a sense of wayfinding and context, aggregating and filtering content for learners, modeling participation, maintaining a persistent online presence, and building relationships. Facilitation in online environments requires a focus on both social design to achieve learning goals and technical design to account for limitations of online technologies.
The document provides an overview and roadmap for IBM Lotus Connections. It discusses business imperatives driving increased collaboration, an overview of Lotus Connections 2.5 features including enhanced communities, profiles, activities, and mobile support. It also outlines how Lotus Connections can be extended through integration with other IBM and third party applications. Social software solutions for infusing businesses with collaboration capabilities and driving innovation through customer communities are presented.
Are you feeling crazed trying to keep up with social technologies but feeling like you are sliding further behind? Most of us are but there is another way to approach the challenge.
How the web changes the organisation of business - and the business of organi...david cushman
The document discusses how the web and technologies like 3D printing are changing business and organization. It argues that the future will be more self-organized, with people coming together in groups to solve problems and create solutions. The role of organizations will be to act as platforms that bring people together and help discover collective solutions, rather than being the direct makers of products. It suggests organizations transition to platform thinking by becoming more open and focusing on understanding shared purposes to support and empower groups of people seeking to create positive change.
Enhancing Scholarly Communities by and through Digital Publishing nesilver
The document discusses opportunities to enhance scholarly communities in digital rhetoric and writing through new digital publishing platforms and communication spaces. It describes existing vibrant online communities but notes a lack of spaces for fully interactive long- and short-form publications. The authors seek feedback from a conference unconference on desired features for a new digital writing/rhetoric imprint with a university press and accompanying web space for sharing scholarly materials.
This document discusses critical literacies and new technologies. It defines key concepts like literacy and new literacies. It describes characteristics of Web 2.0 technologies like user-generated content and social mediation. The document maps various digital skills frameworks to pedagogical approaches and proposes developing literacy skills through a reflective, design-based approach that encourages learning with and through others using visualization and new metaphors.
The team brainstormed ideas around addressing excessive growth and resource utilization. They conceptualized a carpooling service that would control and balance resource use by reducing traffic, pollution and overconsumption. The final concept was a platform for people to connect and share rides to common destinations, saving on energy, money, and creating social connections while helping the environment through less fuel use and traffic. The service would introduce through trusted social networks and involve registration fees and standardized fares paid via smart card.
This document discusses using social TV and gamification to engage audiences and drive participation in social TV. It notes that [1] social TV can draw users into the media experience by allowing social sharing and interactions, [2] gamification can be used to increase both the quantity and quality of user participation through applying game mechanics and principles, and [3] dual-screen experiences using mobile/tablets can provide compelling interactivity during TV viewing. The goal is to achieve mass participation to generate useful analytics insights and user gratification.
This document discusses retrofitting existing devices with intelligence and connectivity through "smart skins" or wrappers. It argues that wrapping existing devices can save the sunk costs associated with replacing them, addressing the "dark matter" of existing devices not currently part of the Internet of Things. Some examples of wrapping technologies discussed include using power lines, gas lines, audio and video fingerprinting, and near-infrared spectroscopy to retrofit intelligence onto existing devices and enable new IoT use cases. The document advocates that wrappers can help accelerate IoT adoption by leveraging existing infrastructure rather than requiring entirely new connected devices.
The document discusses the potential benefits and challenges of dual screen TV, where the TV experience is supplemented by a second screen like a tablet or smartphone. It notes that dual screen TV could allow for more personalized, private experiences with improved interactivity compared to traditional TV. However, challenges include reconciling rich social and participatory experiences with rights management and attention spans. Overall, dual screen TV may lead to new forms of advertising, content distribution and monetization if these challenges can be addressed.
The document discusses dual screen TV and the mobile second screen experience. It describes how the second screen is driving innovation in TV by opening the ecosystem to more developers and applications. This is creating new opportunities for search and analytics within TV content on mobile devices. Examples of emerging second screen applications that could drive user engagement are discussed.
The Evolution of Mobile Information ServicesVenu Vasudevan
The document discusses the evolution of mobile information services from basic call and text functions to rich multimedia experiences. It describes how user needs and device capabilities are driving this evolution, including more powerful phones that can access content, user-generated content, and social networks. The presentation also examines trends like the rise of mobile advertising and analytics to monetize new services and provide more personalized experiences to users.
the evolution of TV experience from media to entertainment, from broadcast to personacast, from consumption to interaction, and from branded content to a combination of branded and user-generated content. This addresses how these technology changes might influence the thinking of diverse stakeholders in the tv value chain – broadcasters, content studios, advertisers and of course viewers.
A social web for consumer and embedded devicesVenu Vasudevan
The document discusses bringing the social web to embedded and consumer devices. It explores challenges like efficient web access on constrained devices and opportunities for web overlays to enhance media experiences. Key trends discussed include growing bandwidth, new sensors, and the shift from the web as a destination to a mix-in for content, community and communication. Potential applications proposed include social overlays on mobile and TV, inline search and clip-and-share features for TV.
This paper discusses efforts to bring interactivity to television through "appified" TV. It argues that current interactive TV is limiting due to closed platforms and slow iteration. The paper envisions dispersing TV rendering and interactivity across multiple screens through automated content synchronization and apps. This would make TV more like the web, allowing familiar ways for studios, networks and third parties to create, publish and iterate TV apps. Ongoing work includes characterizing TV apps and developing an app framework and techniques for auto-configuring UI across contexts. The goal is to retain the lightweight experience of traditional TV while bringing more interactivity through an "appified" model.
1) Predictive analytics using IoT data faces unique challenges due to issues with data quality from IoT sources. The "data-insight gap" is a challenge for obtaining accurate predictions from incomplete and inconsistent IoT data.
2) Current IoT+predictive architectures are cloud-centric but future architectures will move more of the processing and analytics to the edge to improve responsiveness and deal with high data volumes.
3) Cleaning and preparing IoT data for machine learning algorithms is a major challenge since most advanced techniques require large volumes of consistent, high-quality data but IoT data is often incomplete and inconsistent. A two-tiered approach using ML for both data cleaning and predictive modeling may help
“¿QUÉ DICE LA BIBLIA ACERCA DE HALLOWEEN?”
• DEUTERONOMIO 18:9-14 Amonestación contra costumbres paganas
9 Cuando entres a la tierra que Jehová tu Dios te da, no aprenderás a hacer según las abominaciones de aquellas naciones.10 No sea hallado en ti quien haga pasar a su hijo o a su hija por el fuego, ni quien practique adivinación, ni agorero, ni sortílego, ni hechicero,11 ni encantador, ni adivino, ni mago, ni quien consulte a los muertos.12 Porque es abominación para con Jehová cualquiera que hace estas cosas, y por estas abominaciones Jehová tu Dios echa estas naciones de delante de ti.13 Perfecto serás delante de Jehová tu Dios.14 Porque estas naciones que vas a heredar, a agoreros y a adivinos oyen; mas a ti no te ha permitido esto Jehová tu Dios.
• En una ocasión una señorita vio en un menú de un restaurante unas letras chinas que le gustaron por su forma y las grabó en una camiseta. Durante mucho tiempo estuvo luciéndolas sin saber lo que decía. Hasta que un amigo suyo que hablaba chino le dijo lo que decía en su letrero: “barata pero buena” La señorita se había estado ofreciendo al mejor postor sin saberlo.
Estas cosas suceden cuando la gente hace algo que no sabe lo que significa.
Algo así sucede con “HALLOWEEN”
This document provides an overview of chatbots including:
- Defining what chatbots are and why they are important for app developers.
- Discussing different approaches for chatbots such as replacing apps, greeting users for apps/websites, and using conversation as a means or end.
- Covering best practices for conversational UX, platforms to build chatbots, and why the presenter likes the API.ai platform.
The document discusses IBM's involvement with virtual worlds. It describes how virtual worlds are evolving from early platforms like Second Life that had limitations, to more advanced platforms allowing for collaboration, commerce, education and training. The document provides examples of how IBM is using virtual worlds for recruiting, global events, and creating simulated work environments. It suggests that virtual worlds may change how business is conducted in the future.
The document discusses collaborative development in virtual worlds. It defines collaborative development environments as virtual spaces where stakeholders can work together remotely to create deliverables and supporting artifacts. It examines theories of activity, actor networks, and group cognition to understand interactions in virtual worlds. Virtual world collaborations are shaped by real-world practices and those specific to the virtual world, favoring adaptability over strict planning. Intellectual property systems embedded in digital artifacts in virtual worlds both enable virtual trade but also allow individual modification by default in collaborative scenarios.
E democracy, visualization, open data, digital citizenship@cristobalcobo
Latin American study about digital democracy.
El Seminario/Taller que tiene como objetivo completar y cerrar el estudio comparativo de experiencias exitosas en América Latina y el Caribe sobre e – Democracia y promover el intercambio de buenas prácticas, el análisis y la documentación en torno a cómo consolidar la “democracia electrónica” en la región.
This document discusses the evolution of intranets and the rise of Web 2.0 and Enterprise 2.0 technologies and concepts. It defines intranets as private internal networks that use internet technologies to provide services and applications to employees. Intranets help provide access to company resources and support communication, collaboration, and knowledge sharing among employees. Web 2.0 emphasizes user participation, openness, social networking, and harnessing the "wisdom of crowds." As intranets adopt these new technologies and principles, they are evolving from early informational stages to more advanced collaborative platforms known as Enterprise 2.0.
The document discusses trends in social media and automotive B2B meetings. It mentions a presentation on trends in social media, auto leasing, customer service, and business models that will take place on May 11th at a company in Alphen aan den Rijn. It also mentions a customer event on May 24th in Delft.
This document discusses social innovation and co-creation. [1] It defines co-creation as the systematic process of creating new solutions with people, not for them, which involves a broader scope of people, new sources of knowledge, and design-driven processes. [2] The challenges of enhancing government's capacity for partnership with social innovators are also examined. [3] Questions are raised about which collaborative approaches to innovation work best under different circumstances and for different actors like government and social innovators.
David Bausola (Ag8) presents Emerging Technology @ Canvas8Canvas8
The document provides examples of social media frameworks and some design principles for developing frameworks. It describes three example frameworks: Where are the Joneses?, Riot, and Purefold. Each example highlights key learnings. It then discusses four components of frameworks: editorial, technology, commercial, and operations. Finally, it outlines some design principles, including considering the balance between the four components and finding raw material from social media opinions to create value through reuse of information. The overall goal is to move away from an information theory view of communications towards a transaction design approach.
The document summarizes a discussion about using social media. It notes that while social media was once seen as something for early adopters, it is now ubiquitous. The discussion addressed how to separate productive social media tools from time wasters and how a new generation of managers will advance social media use in companies by shifting values around content, collaboration, access, and audience from exclusive to maximizing reach and from planned to immediate. The document provides advice on educating older generations about social media by making the experience relevant to their lives, guiding them through how tools work, and emphasizing the benefits over criticisms.
The document discusses how the web is changing business and organization. It argues that the future will be self-organized as the web allows people to easily connect and take action. The role of organizations will change from directly making and distributing products, to becoming open platforms that support and empower groups working towards shared goals. The key is for organizations to understand why people form groups and how to add value by bringing people together instead of just marketing to them. This represents a fundamental shift from treating people as customers to partners.
How the web changes the organisation of business and the business of organisa...david cushman
Final version of the slides I presented in a keynote for Webciety at CeBIT in Hannover, Germany on March 8, 2012.
You can see the video of me presenting it here: http://webciety.c.nmdn.net/playlist/list.php#entryId=0_yxkxvl4w or go to my blog FasterFuture.blogspot.com and search for CeBIT
The document discusses trends in localization and social localization. It notes that social localization represents a major growth opportunity for the industry by enabling global communities to exchange digital content across thousands of languages. However, challenges include a lack of understanding, data, and supporting technology for social localization. The document proposes an open, right, and minimalistic design for a service-oriented localization architecture to better match tasks and providers and support collaborative task completion through open and interoperable components.
Presentation for the Indiana University's Graphic Design Club 2016 Speakers Series. A quick review of my journey to become a designer, work experiences, graphic passions, and current research at IU Bloomington (Human-Computer Interaction).
Indiana University Bloomington. April 23, 2016.
The document discusses the current state of conversational interfaces such as chatbots and voice assistants, noting that while early versions were limited, recent advances in artificial intelligence, data availability, and user expectations have created new opportunities for conversational interfaces to become more useful. However, conversational interfaces still have limitations and work best when focused on simple, well-defined tasks rather than attempting to replace more complex interactions or functions better suited to humans. Designing effective conversational interfaces requires keeping interactions simple, clearly setting user expectations, and in some cases, involving human assistance.
A lecture prepared for the first session of the "Certificate in Community Management" proposed by Ichec. More info available here: http://www.ichec-entreprises.be/certificat_en_community_management-6993.html
The Expropriation of Digital Labor and What to Do About ItThe New School
The document discusses the expropriation of digital labor and potential solutions. It notes that billions of people participate online without realizing they are generating value, such as by generating metadata, gold farming, or improving search engines through clicks. This digital labor is often exploited by large platforms. Potential responses include promoting data portability, supporting non-profit platforms and free/open source software, unionization of digital workers, and hacks or artistic resistance against platforms.
This document discusses the concept of Enterprise 2.0 and how organizations can leverage social software tools to address information management problems and tap into employees' knowledge and expertise. It describes how the cost of communicating and organizing has collapsed due to technologies that allow anyone to reach a global audience and create and distribute content at little to no cost. The document advocates that companies embrace principles from the social web by empowering knowledge workers to connect, share, create and broadcast using tools like wikis, blogs, microblogging and more. It provides an example of how a group collaboratively worked on a project using these types of tools.
This document discusses the value of social media for business. It outlines how social media allows for connecting and collaborating with others. Case studies show how companies can use social platforms like Facebook, Flickr, YouTube, and blogs to engage with customers, gather feedback, and cultivate online communities. The document argues that future business will increasingly rely on social media to facilitate networking, capture customer data, and provide interactive experiences to build loyalty. Companies must develop strategies to take advantage of social media's ability to strengthen relationships.
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2. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Collaboration : about intersections in interactions
Community
Content
“Who”
“On What”
Faceted
Collaboration
Context
Computation
“Why”
“How”
.. collaborative computing and collaborative media are just facets
3. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Collaborative Computing = Orchestrated interactions
Community
Content
“Who”
“On What”
Drive
Efficiency
Machines
assist
Context
Computation
People
“Why”
“How”
to increase
Productivity
4. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Collaborative Media = Orchestrated interactions
Community
Content
“Who”
“On What”
Facilitate
Emergence
People
assist
Context
Computation
Machines
“Why”
“How”
to increase
Knowledge
5. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Collaborative Media driven by Participatory users
Social Search = Human computation
h5p://www.flickr.com/photos/briansolis/2735401175/
Social Networking = Human communications
Image
used
under
Crea-ve
Commons
Licensing,
Social Media = Human (generated) content
6. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
X-shi,ing expands Collaboration opportunities
Commercial vs. User-generated content
http://www.flaii.com/userguide/newimages/web-20-1p2.jpg
Real-time vs. Time-shi,ed consumption
Home vs. Mobile
Interstitial vs. Intentional
7. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Collaborative Computing Information Web
machine-driven + enterprise + orchestrated
Collaborative Media Social Web
people-driven + consumer + organic
expertise
volume
attention
8. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
What does a ‘collaborator’ look like
Depth of ‘engagement’
Diversity of participation
9. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Rest of this talk
Can TV be a collaborative media platform
Can couch potatoes be collaborators?
10. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Reducing collaboration to an Activity Format
actor
verb
target
context
who
did
what
to
what
under
what
(intent|
circumstance
relevance|
engagement)
11. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Elements of successful web collaborative media
• Lots of interesting accessible social
targets
• Enable interesting verbs (annotate | tag |
chat)
• Frictionless interaction. Make it dead easy
to ‘enact’ these verbs (e.g. tag|like)
tag
– Attention is a finite resource
• Layer.
– Expose higher level .. That arise from verb
patterns
annotate
• Tag similarity|affinity
• Expertise
• Object popularity
– Create higher level verbs around higher chat
level patterns (e.g. ask)
• Gamify. Make participation addictive
(urgency | competition | symmetry |
persistence)
ask
12. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Before
going
into
this
I
thought,
‘What
would
I
ever
use
You’re
sharing
similar
thoughts
this
for?’…
But
it
was
a
totally
different
experience
and
you’re
sharing
them
live
while
they
happen
..
actually
doing
it
so
you’re
enhancing
the
experience…
I’m
alone
a
lot.
There
are
-mes
when
it
would
be
nice
to
have
someone
to
talk
to.”
Realizable? (engineering | usability)
Relevant? (business models | adoption)
COLLABORATIVE MEDIA ON TV :
THREE STORY LINES
13. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
If collaboration is the answer, what is the question?
TV STUDIOS NEW USER
AGGREGATORS GENERATED
• Converging to IP | web | digital
• Exploding content. Fragmenting user
attention
iTunes
• New Wave Media. Old school user
search habits
Public Private
Networks
TV has a knowledge discovery
problem.
for content
within content
during content
Where collaborative | social is a
desirable approach
15. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
content discovery conundrums
Hot shows
Peak Moments
Inside Stuff
16. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
content discovery conundrums varying social solutions
Hot shows
social as filter
Peak Moments
social as sensor
Inside Stuff
social as router
17. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Web TV similarity
• Content
• Conversations around content (e.g. forums)
• Social Network
• Rights Management
• Monetization (Ads)
• User Interaction technologies (speech | gesture)
• User Attention
18. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Different engineering hurdles ..
Feature
Web Ecosystem
TV Ecosystem
Content
Webpage
Program ID +
Reference
URL
Offset + Duration
Interaction
Resource-rich
Resource-limited
Device
(PC + browser)
(TV + remote)
User
Individual
Household vs.
Identity
Login
Individual
Application Experience
Lean
Lean
Forward
Back
Content Access Free
Paid
Consumption Model
User-controlled
Provider-controlled
19. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Social as Filter
TVL.ICIO.US : SOCIAL
BOOKMARKING FOR TV
20. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Social Bookmarking as a value proposition
Widely adopted for web content
Proven value to discovery on web
• Improved quality, click-ability of search results
for content discovery
• Models user interests and social ties or
influences for audience discovery
Promising value to TV-centric needs in
engagement, discovery
21. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Social Bookmarking for TV – The Concept
TV viewers
TV Clips
Social Bookmark
=
Creator Identity + Content Reference + Descriptive Tags
22. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
User Benefit : Shared clips as social currency
Bob likes a “Bill Maher” joke. He clips that Alice (Bob’s friend) sees the bookmark
segment and saves it using his TV bookmarking and is intrigued. She clicks it to request
service using tags like ‘funny’ and ‘Bill Maher’
and view the clip directly on her TV.
User
Reference
Tag
Bookmark
Bookmark
Identification
Generation
Annotation
Retrieval
Consumption
23. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
TV vs Web. different medium | different challenge
Feature
TV
Ecosystem
Challenges
Bookmark
TV or video clips
“Retrospective” bookmarking
Crea@on
(dynamic)
is hard
Content
Program ID +
Affinity analysis
Reference
Offset + Duration
for discovery
Interac@on
Resource-limited
Cumbersome input for
Device
(TV + remote)
annotation
User
Household vs.
Handling
Iden@ty
Individual
concurrency
Crea@on
Experience
Lean
Attention vs. Interruption
Back
Consump@on
Model
Paid
Utility vs. Legality around
Provider-controlled
distribution
24. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Provider Need: understand acquire customers effectively
Producing commercial content is
costly finer granularity of analytics
(clip vs. item) can help
Reduce costs by de-risking decisions
clip activity = viewer interest
Recoup costs with targeted
advertising clip annotations =
viewer intent
25. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Social as Sensor
TWEET TV : TWITTER BASED
‘HEAT SEEKING’ FOR TV
26. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Sports TV : the channel flippers dilemma
Keeping up with a number of
simultaneous games for knowledge |
social capital
Ebbs flows make interest level
fluctuate rapidly in real-time
Digital Herd Mentality. Being where
the action is
Media monitoring. Cognitive effort |
latency
27. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Twitter sensor for the real-world : fast AND good
• For location-based queries 43% chance that a Twitter result will be the #1
ranked
• General queries 23% chance that a Twitter result is #1
• Newest Twitter results ~4 seconds old. The newest Web results are 10x older
(41 seconds).
• A top ranking Twitter result for a location-based query 2 minutes old (vs
Web which is 22 minutes old)
• When Twitter results appear at least one of them is in the top ranked position
28. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Sports world is at least as ‘chirpy’
#superbowl
4000 tps
#worldcup
3300 tps
29. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
The trend hasn’t gone unnoticed ..
30. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
social navigation: e*pg
• Can we detect in-game events quickly
reliably by analyzing public twitter
streams?
• game event detection | user sentiment extraction |
Loc | device
• Can we overlay this sentiment on
traditional EPG grids to create credible
experience
• Can this be done without miring end-
user in unnatural amounts of profile
filling
sport
team
player
mojo
events
31. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
social navigation: e*pg
• Can we detect in-game events quickly
reliably by analyzing public twitter
streams?
– fairly accurate for football and
soccer
– Sensing latency better than web 2.0
sources (30 seconds vs 2 minutes)
• Calibrating the Twitter sensor ..
– Sensitivity | latency | response to
different game cadences |
singularity detection ?
32. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Social as Router
TV ANSWERS: QA FOR TV
33. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Web search : from automated to human
Credits.
Aardvark@slideshare
34. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Weak links : stronger than strong
Credits.
Aardvark@slideshare
35. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
TV Social Search
• Focus on user-generated queries around viewed content
• Real-world examples (from Yahoo! Answers ‘TV’ category)
• Benefits of explicit search
– Finer granularity in defining focus user interest (about “X”)
– Clearer idea of user intent (what is X where can I buy X)
36. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
So, where’s the problem?
• Occur out-of-band today (online, in CQA
communities)
– Requires a second device (PC) for querying
while watching TV
– Imposes cognitive (recall) and descriptive
(entry) burden on user
– TV out-of-the-loop for analytics tracking
(dilutes user profiling)
Increased
traffic
from
a
Kellogg
‘Special
K”
• Tension between ‘lean-back’ and call
to
ac@on.
‘interactive’ behaviors
At
the
end
of
the
spot
the
voice
over
urged
– BUT users will search the searchable given users
to
go
to
Yahoo!
and
search
on
opportunity means
Special
K.
Spot
included
screen
shot
of
Yahoo!
Search
hWp://weblogs.hitwise.com/bill-‐tancer/2007/01/special_k_another_tv_search_ca.html
37. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
What’s the challenge in ‘inline’ TV Search?
How to ask the question?
‘Search’ interfaces on TV are
cumbersome, limited in facets
Human questions tend to be
ambiguous, imprecise
Whom to target for responses?
Humans excel (over SE) in
visual interpretation, intuitive query
‘tuning’, collective wisdom
38. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
The “TV Answers” System
How to ask the question?
‘Freeze-Frame’ interface to capture
visual context
‘Templates’ helper to ease query
creation
Whom to ask?
‘Edge proxy’ intermediary to route
query to relevant user communities
for responses
40. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
TV : not so long ago ..
Content | device | interactivity
are all bundled
5/16/11
41. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
TV : here. now a bit beyond ..
content
content cuts the device cord
video interactivity bundled
device
5/16/11
42. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Interactivity Collaboration. Evolutionary thread
Branded
content
Operator
Set-‐top
Backoffice
Internet
Content
43. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Dual-Screen TV : Incursion of couch top devices
content
separate synchronize
behind Moore’s
rendering
device
beyond
Moore’s
interactivity
5/16/11
44. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Is Dual Screen for real?
tv appification ..
on to the 2nd screen..
pervasive media multiplexing
2.2 M viewers
100 K dual screen users (week 1)
500 K plays
fast go-to-market alternatives
with promising content
audio fingerprints
proof pts ..
5/16/11
Ref.
GigaOm.
TV
Apps:
Evolu-on
from
Novelty
to
Mainstream
45. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Benefits of Dual Screen
personalized.
private
viewer
shorter learning curve
faster technology waves.
application
content
direct-to-consumer.
‘cooler’ platforms
developer
creator
superior analytics.
advertiser
Interactivity.
superior
targeting
5/16/11
46. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
TV ‘check-in’ : a TV apps data point
• Downloadable ‘TV applications’ on
Company
Descrip@on
the smartphone marketplace
Tunerfish
Led
by
Plaxo
(Comcast
acquisi@on)
(Comcast)
team.
Includes
both
TV
check-‐in
and
• Support collaborative operations social
rewards
that don’t require TV data GoMiso
Funded
by
Google
ventures.
manipulation
Android
|
iphone
apps
– Recommend
GetGlue
#1
in
traffic
(5M
monthly
check-‐
– Check-in
ins).
– Chat with friends
Check-‐in
+
recommender
technology.
• 1 yr | 15 companies | $75M venture.
HotPotato
Launched
:
11/09.
Acquired
by
Facebook
:
8/10
Startling.tv
Focus
on
broadcast
partners.
MTV
alumni
founders
TV.com
CBS
broadcas@ng
relay
(CBS)
47. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
TV ‘check-in’ : a TV apps data point
• Downloadable ‘TV applications’ on
Company
Descrip@on
the smartphone marketplace
Tunerfish
Led
by
Plaxo
(Comcast
acquisi@on)
(Comcast)
team.
Includes
both
TV
check-‐in
and
• Support collaborative operations social
rewards
that don’t require TV data GoMiso
Funded
by
Google
ventures.
manipulation
Android
|
iphone
apps
– Recommend
GetGlue
#1
in
traffic
(5M
monthly
check-‐
– Check-in
ins).
– Chat with friends
Check-‐in
+
recommender
technology.
• 1 yr | 15 companies | $75M venture.
HotPotato
Launched
:
11/09.
Acquired
by
Facebook
:
8/10
Startling.tv
Focus
on
broadcast
partners.
MTV
alumni
founders
TV.com
CBS
broadcas@ng
relay
(CBS)
48. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Does more become less, or better?
studio
atomization of interest groups
mso
studio host
cast
player
friends
curation to the rescue?
quality
timeliness
diversity
49. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Other ways TV futures depart from the past
• Removing the input bottleneck
– keyboard | gesture
– and dealing with the
identity challenge
• Video symmetry
– webcam as sensor?
• Game mechanics for persuasion
– heuristics
– to science?
50. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Future of TV as collaboration platform
looking back at mobiles
Step change in platform
Collabora@on
horsepower
capabilities | trajectory
Platform as Application Magnet
New sensors (GPS)
New modalities (touch)
New networks (WiFi)
Application optimized platform
Web Enablement
Content Rights Innovation (a la carte)
(voice | messaging)
Symmetric rich media
Time
51. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
Future of TV as collaboration platform
speculation by analogy
?
Collabora@on
horsepower
Platform as Application Magnet
New sensors (webcam)
New modalities (gesture)
New networks (WiFi)
Application optimized platform
Web Enablement
Content Rights Innovation (Internet TV)
(broadcast | on-demand video)
Symmetric rich media
Time
52. Can
Couch
Potatoes
be
Collaborators
:
Invited
Talk
In summary ..
Can
couch
potatoes
be
collaborators?
yes
Can
TV
be
a
collabora@ve
plakorm
Already
there
Motorola Mobility. Combination of the 2-screens facing the consumer. TV and mobile business Increasingly the line between consumer and enterprise become blurred (Prosumer – Droid 2. RIM competitor) Research Focus. Group experiences across TV and 3-screen
Diversity = large numbers + weak ties
Who Did what When Under what circumstances (location | mood ..)
Make web collaborative media verbs work for TV Can we build it? (engineering | usability) Will they come? (business models | adoption)
TV has a content discovery problem that favors collaborative approaches Discovering (tvlicious). Finding (tv answers). Curating (Tweet TV)
Youtube vs broadcast Tv - Watch content. Conversations around content. Both – individual + community around the indivudla Content. Conv around content (TV forums on web – weak ties). Communities around content (strong ties).
Production Cost. Low vs high
Talking points here? – collaborative media as content discovery tool. Using social media as a disovery mechanism Social discovery based on tag similarity
Identification Persistent login. Last user logged in is assumed creator. Companion login. Peripheral device as indicator of user presence. Household login. Default account on TV with shared access to residents. Reference generation – automated + ‘super’URLs based on social reference generation Tagging solns Standardized tagging (auto) Deferred tagging (via web) Collaborative tagging (reuse) Spontaneous tagging (via TV)
Content costs are high – need finer understanding of consumer interests and intent in order to reduce or recoup costs Reduce = understand WHAT they liked/disliked Recoup = understand WHY they liked/disliked it
http://zooie.wordpress.com/2011/03/17/an-evaluation-of-googles-realtime-search/ Freshness of results, speed as they relate to mainstream search (Google)
Sports TV as the domain because it is extreme in a number of positive ways – extremely demanding technology, extremely interactive experience, and an extremely profitable market. Equally important is that sports users are extreme ‘heat seekers’, flipping between ongoing games based on which game is ‘hot’. This quality of interstitial viewing holds to different degrees whether the games are real-time broadcast, re-broadcast, time-shifted or a mix.
Competitive landscape etc. - Some (like Tweetbeat) have full access to the Twitter Firehose of data. Uses semantic tools and clustering on this data. Correlate with other signals such as #of re-tweets, followers etc. Twackle from Octogon Digital (global sports marketing). Less science, more creating a consolidated portal for sports fans. Links http://techcrunch.com/2010/06/10/kosmix-tweetbeat-world-cup/ http://www.complex.com/tech/2011/02/twitterverse-predicts-kings-speech-will-win-best-picture
Tacit knowledge. Go transitively to weaker links to gain scale without overly sacrificing quality
Approach 1. billing and services integration Approach 2. ‘faster innovation’, ‘fewer truck rolls’ Approach 3. easier content integration | less quality of service gurantees
Pervasiveness of media multiplexing as user behavior Appification of tv | apps onto the second screen as catering to user engagement around tv | promising proof points | not as far out as you think (optimized nexgen back office, but audio does fine thank you for dual device bonding)
Atomization of interest : content production fragmentation of supplementary content Credible and enjoyable 0 click experience Quality ( enjoyable | secure | pedigreed). Diversity (branded & sponsored | branded & social | long tail but trending | something different each time), timely (synched appropriately (latency) with program | ‘interrupts’ at the right time | appropriately ephemeral (ncaa|wimbledon) 500 channels, 10 pgms per channel, 5-6 actors per pgm, does not include out-of-band groups (guest hosts, people magazine, beat magazines) .. = tens of thousands Where’s supplementary in terms of owned vs democratic? Personal vs social? controlled democratic personal social ephemeral permanent studio distributor engaged interruptable (heightened) role for curation
Setting up the point that TV is at the point where the mobile was 5 yrs ago .. Accumulating a set of features that drove it to be a different kind of device.