SXSW Interactive 2013 focused on creativity, innovation, and inspiration. Key themes included the rise of hardware startups, how good ideas spread widely through open sharing, and the importance of passion and culture. Makers and 3D printing also emerged as influential trends, with desktop 3D printers and scanners making it possible for individuals to design and produce physical objects locally.
Claiming the right of free expression: Words as Weapons in the European Far-r...Andreas Önnerfors
1) The document discusses how far-right groups in Europe have co-opted principles of free expression from the Enlightenment to spread their ideology.
2) It uses the example of "Freedom of Press Associations" in Sweden and Denmark that claim to support free speech but primarily publish conspiratorial and intolerant content targeting minorities.
3) The author argues these groups focus on a concept of "positive freedom" to say what they want rather than responsibly exercising free speech, as their true aim is to delegitimize opposition and stoke fear of outsiders.
Perspective ECtHR - CJEU European Constitutional Dimension
Prof. dr. Dirk Voorhoof
CMPF Summer School 2013 for Journalists and Media Practitioners
http://cmpf.eui.eu/training/summer-school-2013.aspx
The document discusses topics related to long-term digital preservation at the Swedish National Archives. It provides an introduction to the Swedish archival framework and laws governing records. It then discusses key topics in digital preservation including definitions, trends in the field, challenges around open data and the role of national archives, and efforts around building a digital archive including transferring electronic records and developing standards.
Freedom of the press is not the same as freedom of expressionMartin Hirst
This lecture discusses the concepts of freedom of expression, freedom of speech and freedom of the press. I argue they are not the same thing. I also talk about freedom of speech and freedom of the press under capitalism and conditions of class struggle. I am a Marxist, after all.
Freedom of expression on the internet enables widespread sharing of information but also enables illegal and unethical activities if used improperly. Key issues around freedom of expression online include controlling access to information, especially for children; anonymity which allows anonymous speech but is also used for illegal acts; defamation which restricts untrue statements that harm others; and pornography which some view as protected speech while others see it as harmful if accessible to children. Responsible use of new communication technologies requires consideration of these complex issues around ethics, law, and society.
The document discusses freedom of speech and its history and application to different forms of media such as television, newspapers, magazines, and the internet. It defines what freedom of speech means, including the right to express information and ideas as well as the right not to speak. It outlines some of the key developments in freedom of speech through history and how the right is applied with some limitations to different media today.
SXSW Interactive 2013 focused on creativity, innovation, and inspiration. Key themes included the rise of hardware startups, how good ideas spread widely through open sharing, and the importance of passion and culture. Makers and 3D printing also emerged as influential trends, with desktop 3D printers and scanners making it possible for individuals to design and produce physical objects locally.
Claiming the right of free expression: Words as Weapons in the European Far-r...Andreas Önnerfors
1) The document discusses how far-right groups in Europe have co-opted principles of free expression from the Enlightenment to spread their ideology.
2) It uses the example of "Freedom of Press Associations" in Sweden and Denmark that claim to support free speech but primarily publish conspiratorial and intolerant content targeting minorities.
3) The author argues these groups focus on a concept of "positive freedom" to say what they want rather than responsibly exercising free speech, as their true aim is to delegitimize opposition and stoke fear of outsiders.
Perspective ECtHR - CJEU European Constitutional Dimension
Prof. dr. Dirk Voorhoof
CMPF Summer School 2013 for Journalists and Media Practitioners
http://cmpf.eui.eu/training/summer-school-2013.aspx
The document discusses topics related to long-term digital preservation at the Swedish National Archives. It provides an introduction to the Swedish archival framework and laws governing records. It then discusses key topics in digital preservation including definitions, trends in the field, challenges around open data and the role of national archives, and efforts around building a digital archive including transferring electronic records and developing standards.
Freedom of the press is not the same as freedom of expressionMartin Hirst
This lecture discusses the concepts of freedom of expression, freedom of speech and freedom of the press. I argue they are not the same thing. I also talk about freedom of speech and freedom of the press under capitalism and conditions of class struggle. I am a Marxist, after all.
Freedom of expression on the internet enables widespread sharing of information but also enables illegal and unethical activities if used improperly. Key issues around freedom of expression online include controlling access to information, especially for children; anonymity which allows anonymous speech but is also used for illegal acts; defamation which restricts untrue statements that harm others; and pornography which some view as protected speech while others see it as harmful if accessible to children. Responsible use of new communication technologies requires consideration of these complex issues around ethics, law, and society.
The document discusses freedom of speech and its history and application to different forms of media such as television, newspapers, magazines, and the internet. It defines what freedom of speech means, including the right to express information and ideas as well as the right not to speak. It outlines some of the key developments in freedom of speech through history and how the right is applied with some limitations to different media today.
From Social Media to Human Media @ Glocal: Inside Social MediaNewMediaMK
This document discusses social media and proposes moving from social media to human media. It begins by defining social media according to various sources, noting it is meant to enhance communication and social ties. However, it also outlines some problems with social media, such as it being very self-referential, questions around ownership of user-generated content, and a lack of participation. To address this, the document proposes a move to "human media" that is more human-centered and participatory. It advocates for social design that involves communities and enables people and things to represent themselves through location-aware and imaginative technologies.
This document discusses creativity in the digital age. It argues that we have progressed through different eras - from an Agricultural Age to an Industrial Age to an Information Age, and are now in the Conceptual Age. Creativity is defined as generating new ideas or concepts through combinations of existing ideas. The digital revolution has increased opportunities for creativity by providing more outlets and making creating and sharing easier. Examples are given of creative digital projects in areas like education, jobs, civic data, and music. The document encourages unleashing one's potential and passion with the unlimited technologies now available.
The Economist ideas community june 2012 finalNick Blunden
This document discusses how the relationship between people and information is fundamentally changing in an age of information abundance. Key points include:
- Information is no longer scarce and is increasing exponentially, with 5 exabytes in 2003 but that amount now created every two days.
- Digital tools have made media creators of us all and information is now a social currency actively traded by many, not just consumed by the masses.
- This represents both opportunities and challenges for traditional media companies and culture. While some see only threats, others see opportunities to engage intelligent audiences with high-quality content.
- Influence is now less about who you know and more about the ideas one has to share in this new ideas-driven economy where intelligence is
After 4 years of researching, designing, developing and deploying solutions “in the wild” and completing his PhD in “Community Participation in Mobile Entertainment Services #CPiMES”, Mark now focuses his research around ‘gameful design’ solutions focused to enhance the user experience. Mark’s role as a Creative Technologist in the Media Innovation Studio, is to look at ways in which creative experiences, gameful design and technology can be used to generate data, encourage participation and educate. In his talk, Mark will review past projects released “in the wild” and present insights into ongoing work of relevance focusing on determining the role technology plays in inspiring social innovation.
This document discusses 4 trends that are impacting business and society: organized civil society, the net generation, lifelong learning, and crowdsourcing. It notes that our social and economic evolution occurs in jumps between "new normals" triggered by new languages and technologies. Examples given include the languages of participatory democracy created by movements like Occupy Wall Street, and the net generation that views knowledge as available on the network. Lifelong learning is enhanced by interaction on discussion forums and crowdsourcing knowledge. The opportunity exists to manage networks and knowledge as a commons and cognitive resource through principles of network learning, communities of practice, and empowering influencers as "connectors" across organizations.
Extreme Democracy: Politics And NetworksPaul Schumann
This presentation was session 6 in a 12 part webinar series on the book Extreme Democracy. Extreme democracy is a political philosophy of the information era that puts people in charge of the entire political process. It suggests a deliberative process that places total confidence in the people, opening the policy-making process to many centers of power through deeply networked coalitions that can be organized around local, national and international issues. This seminar covered Politics & Networks: A discussion of the essays of Valdis Krebs (It’s the Conversation Stupid!: The Link Between Social Action & Political Choice), Ross Mayfield (Social Network Dynamics & Participatory Politics), David Weinberger (Broadcasting & the Voter’s Paradox) & Danah Boyd (Social Technology & Democracy). Pages 112 – 190
'Unlocking Proprietorial Systems' Keynote, at the Mapping festival, Geneva Ma...Birkbeck University
I presented a keynote at the Mapping Festival in Geneva, Friday May 25th, 2019. The reading is from a chapter of the same name, Unlocking Proprietorial Systems: For a More Expansive Artistic Practice, from my PhD. After my talk a few people asked whether the chapter was available to read online for download. Sadly, as part of my larger thesis it is still going through the process of being assessed by examiners at Birkbeck University. However, I thought it a good idea to the post the introduction which gives an outline and context of the larger text and the Stack/slide show.
This document contains an agenda for a series of talks on digital humanities and happiness in Pisa from February to April 2017. It lists dates, times, and topics for each talk, including discussions on digital solutions, the information sphere, innovation, happiness, platforms, knowledge, and human rights. It also provides background information and references on the relationship between money, consumption, and happiness. Key points discussed are that money does not correlate with happiness, unequal societies are unhappy, and that happiness requires things like relationships, environment, and culture rather than material goods and economic growth.
Introducing iCommons Summit 08: Version 2.0Heather Ford
The document announces that the world's most dynamic community pioneering digital culture, referred to as "Version 2.0", will be coming to Japan from July 29th to August 1st, 2008. This annual event brings together people from around the world and from all continents, including artists, musicians, entrepreneurs, philosophers, lawyers, activists, technologists, educators and free-thinkers to discuss a free culture for the internet. They all share one ideal of a digital culture where creativity is compensated, knowledge and creativity are freely shared as with the original internet, and people are able to create without traditional controls that hamper new digital potential.
Introducing iCommons Summit 08: Version 2.0guestc3fb23
The document announces that the world's most dynamic community pioneering digital culture, known for bringing people together each year to discuss a free culture on the internet, will be coming to Japan from July 29th to August 1st, 2008. Artists, musicians, entrepreneurs, philosophers, lawyers, activists, technologists, educators and free-thinkers from around the world gather to share one ideal of a free digital culture where creativity is compensated and knowledge and creativity continue to be freely shared, allowing possibilities and creation without traditional controls that hamper new digital potential.
The Net Democracy Foundation was created in 2012 with a vision to modernize democracy through technology. They developed DemocracyOS, an online and mobile app that allows citizens to get informed, debate issues, and vote on bills. Over 3,000 citizens used the app to vote on 40 bills from Congress. The Foundation also created The Net Party, the first political party in Latin America to finance itself through crowdfunding. In its first year, The Net Party received 22,000 votes, presented its ideas internationally, and helped democracy activists in other countries. Going forward, the Foundation aims to maintain a full-time staff and continue projects that use technology to foster more open democracies worldwide.
The NTEN DMV Tech Club hosted a discussion about the latest tech trends featured at NTC and SXSW conferences. People who attended these conferences shared key highlights about nonprofit tech trends related to AI, social media and more.
SPEAKERS
- Steven Bond, Vice President of Strategy, Forum One (SXSW)
- Tina Crawley, Managing Director, Marketing, Forum One (NTC)
- Roshani Kothari, Digital Strategist (SXSW)
- Carie Wilt, Director of Digital, Oceana (NTC)
On March 28, 2024, NTEN's DMV Tech Club hosted a discussion about the latest tech trends featured at NTC and SXSW conferences. People who attended these conferences shared key highlights about nonprofit tech trends related to AI, social media and more.
SPEAKERS
- Steven Bond, Vice President of Strategy, Forum One (SXSW)
- Tina Crawley, Managing Director, Marketing, Forum One (NTC)
- Roshani Kothari, Digital Strategist (SXSW)
- Carie Wilt, Director of Digital, Oceana (NTC)
Introduction to some of the issues raised by the rhetorics of collaboration in the creative industries. This was prepared for the first session of a new module on collaborative practices for MA Creative Media Practice students at the University of the West of Scotland.
The panel discussed efforts by the Obama administration to use technology to make government services more accessible. President Obama emphasized using data and tech to streamline processes like voting and disability applications. He called on the tech community to help address issues of privacy vs security in light of debates like Apple vs FBI. Michelle Obama's keynote focused on the #62MillionGirls campaign to promote education for girls worldwide. Other panels covered challenges of ad blocking, using visual media for non-profits, and balancing the human element in digital storytelling.
SXSW 2016 provided intellectual stimulation through panels, speakers, and new technologies. Virtual reality was prominently featured through installations from Samsung, Google, NASA and others. President Obama spoke about balancing privacy and national security in regards to encryption. Startups like Gnack and Hooch aimed to leverage social media influencers and provide new experiences through their apps. Overall, SXSW highlighted emerging trends in technology, media, and how brands are innovating to engage audiences.
The document discusses how technology is growing exponentially and causing social transformations, leading to a "chaordic" society. It describes how platforms in various industries like hospitality, gaming, and sharing economies are changing models of business. Emerging technologies like artificial intelligence, blockchain, decentralized autonomous organizations, and new economic systems are discussed as shaping the future. The role of cities as platforms and frameworks like S2G for cultivating genius, smart communities are presented.
This document discusses several topics related to the future of society and technology, including:
- Technology is growing exponentially and causing social transformations towards a "chaordic society".
- The rise of platforms in various industries like hospitality, gaming, and countries providing digital services.
- Advances in artificial intelligence, robotics, and their applications in areas like medical diagnoses, legal work, and resume analysis.
- Emerging technologies like blockchain, cryptocurrencies, decentralized autonomous organizations, and their potential economic and social impacts.
- The sharing economy and collaborative models transforming how people live, work, and interact in communities.
Crowdsourcing à la sbv IMPROVER: the challenge of being your own clientCrowdsourcing Week
- The sbv IMPROVER project is a crowdsourcing platform led by PMI R&D to verify methods in industrial research through challenges in data science, biology and medicine. It aims to provide quality control of company research.
- Challenges follow five stages: preparation, launch, running the challenge, ranking submissions, and sharing results. Defining precise questions helps obtain focused solutions.
- Challenges engage crowds of young researchers interested in machine learning and data science. Advertising occurs through social media, conferences, and directly engaging previous participants.
- Benefits include scientific publications, learning, and driving innovation through crowdsourced verification of methods. Maintaining the platform requires significant communication efforts but eng
The document discusses Tipalti, a payables automation solution that aims to simplify global payments operations. It notes that manual payables processes are inefficient, risky and a barrier to growth. Tipalti provides a holistic platform that automates partner onboarding, payments, tax compliance, reconciliation and other functions. This allows customers to scale rapidly while reducing costs, risks and freeing up staff to focus on strategic work. The platform offers controls for fraud detection, regulatory compliance and supports payments to over 190 countries.
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From Social Media to Human Media @ Glocal: Inside Social MediaNewMediaMK
This document discusses social media and proposes moving from social media to human media. It begins by defining social media according to various sources, noting it is meant to enhance communication and social ties. However, it also outlines some problems with social media, such as it being very self-referential, questions around ownership of user-generated content, and a lack of participation. To address this, the document proposes a move to "human media" that is more human-centered and participatory. It advocates for social design that involves communities and enables people and things to represent themselves through location-aware and imaginative technologies.
This document discusses creativity in the digital age. It argues that we have progressed through different eras - from an Agricultural Age to an Industrial Age to an Information Age, and are now in the Conceptual Age. Creativity is defined as generating new ideas or concepts through combinations of existing ideas. The digital revolution has increased opportunities for creativity by providing more outlets and making creating and sharing easier. Examples are given of creative digital projects in areas like education, jobs, civic data, and music. The document encourages unleashing one's potential and passion with the unlimited technologies now available.
The Economist ideas community june 2012 finalNick Blunden
This document discusses how the relationship between people and information is fundamentally changing in an age of information abundance. Key points include:
- Information is no longer scarce and is increasing exponentially, with 5 exabytes in 2003 but that amount now created every two days.
- Digital tools have made media creators of us all and information is now a social currency actively traded by many, not just consumed by the masses.
- This represents both opportunities and challenges for traditional media companies and culture. While some see only threats, others see opportunities to engage intelligent audiences with high-quality content.
- Influence is now less about who you know and more about the ideas one has to share in this new ideas-driven economy where intelligence is
After 4 years of researching, designing, developing and deploying solutions “in the wild” and completing his PhD in “Community Participation in Mobile Entertainment Services #CPiMES”, Mark now focuses his research around ‘gameful design’ solutions focused to enhance the user experience. Mark’s role as a Creative Technologist in the Media Innovation Studio, is to look at ways in which creative experiences, gameful design and technology can be used to generate data, encourage participation and educate. In his talk, Mark will review past projects released “in the wild” and present insights into ongoing work of relevance focusing on determining the role technology plays in inspiring social innovation.
This document discusses 4 trends that are impacting business and society: organized civil society, the net generation, lifelong learning, and crowdsourcing. It notes that our social and economic evolution occurs in jumps between "new normals" triggered by new languages and technologies. Examples given include the languages of participatory democracy created by movements like Occupy Wall Street, and the net generation that views knowledge as available on the network. Lifelong learning is enhanced by interaction on discussion forums and crowdsourcing knowledge. The opportunity exists to manage networks and knowledge as a commons and cognitive resource through principles of network learning, communities of practice, and empowering influencers as "connectors" across organizations.
Extreme Democracy: Politics And NetworksPaul Schumann
This presentation was session 6 in a 12 part webinar series on the book Extreme Democracy. Extreme democracy is a political philosophy of the information era that puts people in charge of the entire political process. It suggests a deliberative process that places total confidence in the people, opening the policy-making process to many centers of power through deeply networked coalitions that can be organized around local, national and international issues. This seminar covered Politics & Networks: A discussion of the essays of Valdis Krebs (It’s the Conversation Stupid!: The Link Between Social Action & Political Choice), Ross Mayfield (Social Network Dynamics & Participatory Politics), David Weinberger (Broadcasting & the Voter’s Paradox) & Danah Boyd (Social Technology & Democracy). Pages 112 – 190
'Unlocking Proprietorial Systems' Keynote, at the Mapping festival, Geneva Ma...Birkbeck University
I presented a keynote at the Mapping Festival in Geneva, Friday May 25th, 2019. The reading is from a chapter of the same name, Unlocking Proprietorial Systems: For a More Expansive Artistic Practice, from my PhD. After my talk a few people asked whether the chapter was available to read online for download. Sadly, as part of my larger thesis it is still going through the process of being assessed by examiners at Birkbeck University. However, I thought it a good idea to the post the introduction which gives an outline and context of the larger text and the Stack/slide show.
This document contains an agenda for a series of talks on digital humanities and happiness in Pisa from February to April 2017. It lists dates, times, and topics for each talk, including discussions on digital solutions, the information sphere, innovation, happiness, platforms, knowledge, and human rights. It also provides background information and references on the relationship between money, consumption, and happiness. Key points discussed are that money does not correlate with happiness, unequal societies are unhappy, and that happiness requires things like relationships, environment, and culture rather than material goods and economic growth.
Introducing iCommons Summit 08: Version 2.0Heather Ford
The document announces that the world's most dynamic community pioneering digital culture, referred to as "Version 2.0", will be coming to Japan from July 29th to August 1st, 2008. This annual event brings together people from around the world and from all continents, including artists, musicians, entrepreneurs, philosophers, lawyers, activists, technologists, educators and free-thinkers to discuss a free culture for the internet. They all share one ideal of a digital culture where creativity is compensated, knowledge and creativity are freely shared as with the original internet, and people are able to create without traditional controls that hamper new digital potential.
Introducing iCommons Summit 08: Version 2.0guestc3fb23
The document announces that the world's most dynamic community pioneering digital culture, known for bringing people together each year to discuss a free culture on the internet, will be coming to Japan from July 29th to August 1st, 2008. Artists, musicians, entrepreneurs, philosophers, lawyers, activists, technologists, educators and free-thinkers from around the world gather to share one ideal of a free digital culture where creativity is compensated and knowledge and creativity continue to be freely shared, allowing possibilities and creation without traditional controls that hamper new digital potential.
The Net Democracy Foundation was created in 2012 with a vision to modernize democracy through technology. They developed DemocracyOS, an online and mobile app that allows citizens to get informed, debate issues, and vote on bills. Over 3,000 citizens used the app to vote on 40 bills from Congress. The Foundation also created The Net Party, the first political party in Latin America to finance itself through crowdfunding. In its first year, The Net Party received 22,000 votes, presented its ideas internationally, and helped democracy activists in other countries. Going forward, the Foundation aims to maintain a full-time staff and continue projects that use technology to foster more open democracies worldwide.
The NTEN DMV Tech Club hosted a discussion about the latest tech trends featured at NTC and SXSW conferences. People who attended these conferences shared key highlights about nonprofit tech trends related to AI, social media and more.
SPEAKERS
- Steven Bond, Vice President of Strategy, Forum One (SXSW)
- Tina Crawley, Managing Director, Marketing, Forum One (NTC)
- Roshani Kothari, Digital Strategist (SXSW)
- Carie Wilt, Director of Digital, Oceana (NTC)
On March 28, 2024, NTEN's DMV Tech Club hosted a discussion about the latest tech trends featured at NTC and SXSW conferences. People who attended these conferences shared key highlights about nonprofit tech trends related to AI, social media and more.
SPEAKERS
- Steven Bond, Vice President of Strategy, Forum One (SXSW)
- Tina Crawley, Managing Director, Marketing, Forum One (NTC)
- Roshani Kothari, Digital Strategist (SXSW)
- Carie Wilt, Director of Digital, Oceana (NTC)
Introduction to some of the issues raised by the rhetorics of collaboration in the creative industries. This was prepared for the first session of a new module on collaborative practices for MA Creative Media Practice students at the University of the West of Scotland.
The panel discussed efforts by the Obama administration to use technology to make government services more accessible. President Obama emphasized using data and tech to streamline processes like voting and disability applications. He called on the tech community to help address issues of privacy vs security in light of debates like Apple vs FBI. Michelle Obama's keynote focused on the #62MillionGirls campaign to promote education for girls worldwide. Other panels covered challenges of ad blocking, using visual media for non-profits, and balancing the human element in digital storytelling.
SXSW 2016 provided intellectual stimulation through panels, speakers, and new technologies. Virtual reality was prominently featured through installations from Samsung, Google, NASA and others. President Obama spoke about balancing privacy and national security in regards to encryption. Startups like Gnack and Hooch aimed to leverage social media influencers and provide new experiences through their apps. Overall, SXSW highlighted emerging trends in technology, media, and how brands are innovating to engage audiences.
The document discusses how technology is growing exponentially and causing social transformations, leading to a "chaordic" society. It describes how platforms in various industries like hospitality, gaming, and sharing economies are changing models of business. Emerging technologies like artificial intelligence, blockchain, decentralized autonomous organizations, and new economic systems are discussed as shaping the future. The role of cities as platforms and frameworks like S2G for cultivating genius, smart communities are presented.
This document discusses several topics related to the future of society and technology, including:
- Technology is growing exponentially and causing social transformations towards a "chaordic society".
- The rise of platforms in various industries like hospitality, gaming, and countries providing digital services.
- Advances in artificial intelligence, robotics, and their applications in areas like medical diagnoses, legal work, and resume analysis.
- Emerging technologies like blockchain, cryptocurrencies, decentralized autonomous organizations, and their potential economic and social impacts.
- The sharing economy and collaborative models transforming how people live, work, and interact in communities.
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- The sbv IMPROVER project is a crowdsourcing platform led by PMI R&D to verify methods in industrial research through challenges in data science, biology and medicine. It aims to provide quality control of company research.
- Challenges follow five stages: preparation, launch, running the challenge, ranking submissions, and sharing results. Defining precise questions helps obtain focused solutions.
- Challenges engage crowds of young researchers interested in machine learning and data science. Advertising occurs through social media, conferences, and directly engaging previous participants.
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Crowdsourced to Outsourced: How online platforms are shaping the future of workCrowdsourcing Week
Online platforms are shaping the future of work by enabling crowdsourcing and freelancing. They allow access to a global talent pool and provide flexibility for freelancers to work remotely. This benefits both businesses and freelancers. Online platforms also foster creativity through design competitions and help address challenges like data collection and knowledge gaps through public engagement. They are expected to further disrupt and enhance how people work in the future by promoting fair access to opportunities worldwide.
Malasya's Experience in Crowd Labour and Sharing EconomyCrowdsourcing Week
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This document outlines 9 ways to ruin an open innovation challenge. It begins by discussing the importance of having clear objectives, rules, and transparency when launching a challenge. It then discusses the importance of proper recruitment of participants, not having too high of barriers to entry, and having fair intellectual property policies. The document also notes that challenges should not be solely about competition and should offer fitting prizes. It emphasizes the importance of the right judges, mentors, and timing for challenges. The overall message is that challenges need proper planning and organization to be successful.
Attracting and Retaining Top Partners with a Best-in-Class Payments ExperienceCrowdsourcing Week
This document discusses how to attract and retain top partners through best-in-class payments experiences. It notes that the crowd space is becoming more competitive, making it harder to attract and retain partners. Providing a great payments experience can help with this. The document outlines 5 steps to achieve a best-in-class payments experience: 1) automate partner onboarding, 2) develop cross-border payment intelligence, 3) proactively communicate payment information, 4) ensure tax compliance, and 5) maintain a lean and scalable operation. It emphasizes that payments are important to partners and marketplaces lose partners due to payment issues.
Core + Crowd: Why (and how) crowdsourcing is about to become mainstreamCrowdsourcing Week
This document discusses how crowdsourcing is becoming mainstream through the "Core + Crowd" model. It outlines the history and current state of crowdsourcing, and introduces the concept of "Crowd 2.0" - making crowdsourcing more social by allowing organizations to build customized crowds. Crowd 2.0 moves beyond early crowdsourcing approaches by making communities more open, personalized, and gamified. The future workforce is predicted to blend core teams, freelancers, crowdsourced labor, and automation through platforms like HeroX that connect organizations to large global crowds without managing overhead.
NIST is working to establish models for smart and secure cities through its Global City Teams Challenge program. The program brings together technology innovators, cities, and other stakeholders to collaborate on projects that improve quality of life using IoT and cyber-physical systems. Example projects address issues like emergency response, transportation, and utilities. Over 200 cities worldwide have participated, working in clusters on shared challenges and opportunities. The goal is to demonstrate replicable, scalable, and sustainable smart city solutions with built-in security and privacy protections.
How Successful Crowdsourcing Depends on asking 'Interesting Questions'Crowdsourcing Week
Writing Interesting Questions is as much art as as science. Here are some 100%Open has written recently. How can we double the fun of the LEGO play experience? How can I wash my home, myself, or my clothes with a single cup of water? (Unilever) How can we enable all Detroiters to travel more easily, safely and reliably? (Ford) How can we empower investors and their advisers to consider the CO2 impact of their investment decisions? (UBS) How can we help people do good by using their mobile phone in 3 minutes or less? (EE) Our Interesting Question methodology (https://www.100open.com/toolkit_2/interesting-question/) ensure that questions are accessible, contagious and as inspiring to the Challenge Holder organisation as they are to the Innovator target group.
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This document discusses contestant-centered design for competitions. It provides examples of challenges hosted by NIST's Public Safety Communications Research Division. Contestant-centered design means considering a competition from the contestant's point of view and focusing on their needs and desires when designing challenges. This includes gathering feedback to improve future challenges and providing support throughout the process. The document outlines this approach for five example challenges.
Ethan will talk about the opportunity to reward crowdsourcing participants through crypto assets/tokens that allows the possibility of performing many micro transactions, saving costs for both the business and the users. In addition, the topic of transparency coming from the blockchain sector where business are now becoming more open to have the public help with tough R&D questions that in the past would have been kept internal. The blockchain industry is in fact growing communities as their branding strategy from the start, and rely on transparency for their community to trust them. All in all, we are seeing the tools in the making to ignite crowdsourcing’s future potential within decentralized business models. Lastly, we will dive into current use case studies from crowdholding.com, on creating a crowd rewarding mechanism for both crowd intelligence and crowd marketing.
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Enhancing Adoption of AI in Agri-food: IntroductionCor Verdouw
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Unlocking WhatsApp Marketing with HubSpot: Integrating Messaging into Your Ma...Niswey
50 million companies worldwide leverage WhatsApp as a key marketing channel. You may have considered adding it to your marketing mix, or probably already driving impressive conversions with WhatsApp.
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During the budget session of 2024-25, the finance minister, Nirmala Sitharaman, introduced the “solar Rooftop scheme,” also known as “PM Surya Ghar Muft Bijli Yojana.” It is a subsidy offered to those who wish to put up solar panels in their homes using domestic power systems. Additionally, adopting photovoltaic technology at home allows you to lower your monthly electricity expenses. Today in this blog we will talk all about what is the PM Surya Ghar Muft Bijli Yojana. How does it work? Who is eligible for this yojana and all the other things related to this scheme?
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https://www.britannica.com/event/Expo-Shanghai-2010
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4. HOW CAN WE PROMOTE DIVERSITY,
OPENNESS AND FREEDOM OF
SPEECH WHILE MARKETING OUR
CREATIVE INDUSTRIES?
5. DEMOCRACY + CREATIVITY =
DEMOCREATIVITY
“Creativity is just connecting things. No spark. No magic.
Simply combine two ideas, and you will get a third. The more
choices you have, the more combinations you can create”
- Steve Jobs
6.
7.
8.
9. 1. Collection
Ideas on alternative game features are collected on the site
2. Brief
Conclusions from submissions and input from advisors are put
into a brief
3. Creation
Game developers create games inspired by the brief
14. Results
”Sweden launches campaign to spread peace, love and democracy – through videogames”
– The Independent
”The new Democreativity website, which launched yesterday, is an online tool that pairs concepts
of democracy and creativity with the goal of promoting diversity and new ideas”
– The NextWeb
”Creativity has never been more democratically accessible – anyone with an internet connection
can access free tools to create an incredible range of things, from books and videos to 3D-printed
products and multiplayer games. We love the way Democreativity creates a structure that isn’t
overly limiting, instilling constraints that should give rise to creative ideas from all over. Already,
the project seems to have a lots of interaction”
- Contagious
As you could see in the video clip Sweden is mostly known for our social security policies, such as free education and paid maternity leave. But what is less known is that Sweden is ranked as one of the world’s most creative countries in global rankings. And creativity is likely to be the biggest competitive advantage in the new global economy in order to attract talent, tourism and investments. So how do we increase awareness abroad about of the successes of our creative industries?
According to economist and social scientist Richard Florida at the University of Toronto there are three key factors that defines a country’s creativity: talent, technology and tolerance.
Sweden ranks high on all of these parameters, but stands out the most when it comes to tolerance, which Florida defines as having a high level of diversity, openness and freedom of speech.
Building on the insight that Sweden’s creativity is a result of being open to new impressions from the surrounding world VisitSweden started the initiative Democreativity together with the Swedish Institute, Business Sweden and the Embassy of Sweden.
Steve Jobs once said that creativity is just connecting things. No spark. No magic. Simply combine two ideas, and you will get a third. The more choices you have, the more combinations you can create. And we believe that this is true and a unique selling point for Swedish creativity. We believe that creativity flourishes in an open society where a diversity of ideas are expressed.
Few people are aware that Sweden, per capita, is the biggest game exporter in the world, with a gaming industry turnover of 3 715 million SEK (about 577 million dollars) per year. The past years it has enjoyed tremendous success with several of the world’s most popular games, including Candy Crush Saga, Minecraft and Battlefield. So when promoting Sweden’s creativity what better industry than the games to lead the way?
Democreativity.com is an online platform that crowdsources creative game ideas based on what gamers would like to see more of.
The initiative Democreativity consisted of three pshases: collection, brief and creation.
To guide the discussion we had the help of an advisory board of prominent game industry representatives:
Paulina Modlitba Söderlund, Commity Manager at Toca Boca – a game development studio in Stockholm that focuses on making toys and apps for kids.
Per Strömbäck, spokesperson for the Swedish Games Industry
Staffan Björk. professor and senior gameplay researcher at Interactive Institute Göteborg and University of Gothenburg
Megumi Ikeda, Former board member of Bigpoint – an online-game developer, publisher and content provider
Stefan Lampinen, business leader with over 20 years experience in the games industry, among other things he established Electronic Arts Nordic.
Users could submit their game ideas in three categories: characters, environments and how to win or just submit a random idea. All in all, 126 countries participated and over 500 ideas where submitted.
We summarized the ideas from the website to a brief, which showed three key trends:
NON-WINNING
Many of the new ideas generated at Democreativity.com are about collaboration and non-violence. This suggests gamers are looking towards new types of narratives beyond beating an opponent. Only 6 percent of the game ideas include this ingredient while 10 percent of the ideas do not end with a winner. Instead people want to see more games based on creating global equality and uniting all players of the game. This is in stark contrast to the bestseller charts of today where only 2 percent of games do not have a clear purpose or way to win.
UNDEFINED CHARACTERS
On Democreativity.com 16 percent of gamers want completely new types of characters including inanimate and indefinable objects such as toupees, emotions or the cursor on your computer. In contrast, 51 percent of the 50 top selling games in retail in 2013 included a male human character as the protagonist, with or without a female companion. It seems that gamers are leapfrogging the gender issue, going directly from male heroes to undefined main characters.
FANTASTICAL ENVIRONMENTS
As game formats become more globalized, environments are moving towards more abstract and fantastical settings. This also marks a shift from the reality-orientated trend dominating media and popular culture for the past decade. The distinction between the real world and the game world is also becoming blurred both in terms of boundaries where the game begins or ends and the self-image and behavior among avatars and real people. From usually just being an extension of physical games or media formats like film and literature, games today are growing roots in all areas of society including religion, politics, philosophy, culture and science. The most popular suggestion on Democreativity.com is about integrating your online world with your offline world, which is typical for the idea of exploring the boundaries of what is real.
These are the games created by students at Skövde University based on our brief.
The game Welcome Back focuses on exploring, the story being that of a woman entering a house to look for a missing girl. However, while getting more and more information throughout the game the player realises that things might not be what you initially thought. This realisation is as far as you can go in the game, there is no way to win and should the player try to exit the house the game is over. The game has already been nominated to the Swedish Games Awards 2014.
Räv (Fox) is a game set in a dystopian future that explores the new world through the eyes of a little boy and his companion, a fox made of shadows. While you are trying to discover what this strange new world is all about, the game asks questions about what is real and what is not, and how to cope with the inherent loneliness in all of us.
Another common denominator amongst the ideas submitted to the site was that gamers were requesting a greater measure of cooperation. In Lunch Lady Simulator, players can work together to control a pair of hands serving food. Between you, you need to solve the problem in order to advance in the game.
So, How has it gone you’re probably wondering. The results have been great! with over 62 articles in high en media in 16 plus countries. We have been getting tweets and likes from people ranging from high level politicians to game nerds in total reaching over 8 million in social media.