My Feb. 2010 incarnation of my talk on digital media and libraries. [Whoa, I sure tried to cover a lot here, fun to look back on the good olde days ;-)]
The document discusses new developments in mobile technology and their impact on young people's expectations. It notes that smartphones are becoming more common and are used for more than just calls. Young people have never known a world without digital technology and mobile phones. They are comfortable with multiple devices and see technology as for entertainment rather than just education. Apps are driving adoption of mobile devices and most educational apps target preschoolers. The document explores examples of digital reading and education tools and discusses the potential for helpline apps to reach children in need.
This document provides an overview of mobile recruiting. It discusses the evolution of mobile technology and media, current mobile usage statistics, and opportunities for using mobile in recruiting. Key points include that over 5 billion people now use mobile phones, 27% of which are smartphones; mobile internet usage will soon surpass desktop; and text messaging remains very popular, presenting opportunities to notify candidates of jobs via text. The document advocates leveraging video and apps to engage candidates on mobile.
The document summarizes the history and development of the internet, media convergence, and digital gaming. It discusses how the ARPAnet was created by the Department of Defense and led to the development of packet switching and TCP/IP protocols. It then outlines the expansion of the internet through fiber optic cable, web browsers, and internet service providers. It also describes how media like music, movies, books, and games have converged on computers and mobile devices. Finally, it analyzes the rise of digital gaming from early arcade games to online multiplayer games and the gaming industry.
The document discusses new technologies that are helping people with disabilities enjoy leisure activities like travel. It provides examples of assistive technologies being adopted by various industries, such as videophones for deaf travelers at airports, GPS devices for blind pedestrians, and accessibility features at theme parks and cruise ships. The market for these accessible products is growing as the Americans with Disabilities Act expands definitions of disability and as businesses recognize the opportunities to serve more consumers.
How to Infuse Your Media Planning with Social Data - by Forrester & Networked...Networked Insights
Consumers are talking about brands more than ever before online. Social Media captures these conversations in various forms and if tapped right can uncover a vast array of information that can impact your media investments. Applying this knowledge to optimize your ad spend can generate efficiencies of more than 10 percent! Join Adweek and Networked Insights for a free webinar and dig deeper into Social Media data and get past GRPs & TRPs to uncover what consumers are talking about and where - just in time for the upfronts.
Director Lee Rainie describes how the social world of “networked individuals” is different from previous generations and how libraries can plug into the information needs and habits of this new tribe of media users. More at pewinternet.org
DRM, Digital Content, and the Consumer Experience: More Lessons Learned from ...Kirk Biglione
As the market for e-books and mobile content grows, publishers are turning to DRM to protect content without fully contemplating the impact these DRM decisions have on their customers and the marketplace for digital content.
This session will examine the mistakes made by the music industry and lessons that publishers can learn from those mistakes.
My Feb. 2010 incarnation of my talk on digital media and libraries. [Whoa, I sure tried to cover a lot here, fun to look back on the good olde days ;-)]
The document discusses new developments in mobile technology and their impact on young people's expectations. It notes that smartphones are becoming more common and are used for more than just calls. Young people have never known a world without digital technology and mobile phones. They are comfortable with multiple devices and see technology as for entertainment rather than just education. Apps are driving adoption of mobile devices and most educational apps target preschoolers. The document explores examples of digital reading and education tools and discusses the potential for helpline apps to reach children in need.
This document provides an overview of mobile recruiting. It discusses the evolution of mobile technology and media, current mobile usage statistics, and opportunities for using mobile in recruiting. Key points include that over 5 billion people now use mobile phones, 27% of which are smartphones; mobile internet usage will soon surpass desktop; and text messaging remains very popular, presenting opportunities to notify candidates of jobs via text. The document advocates leveraging video and apps to engage candidates on mobile.
The document summarizes the history and development of the internet, media convergence, and digital gaming. It discusses how the ARPAnet was created by the Department of Defense and led to the development of packet switching and TCP/IP protocols. It then outlines the expansion of the internet through fiber optic cable, web browsers, and internet service providers. It also describes how media like music, movies, books, and games have converged on computers and mobile devices. Finally, it analyzes the rise of digital gaming from early arcade games to online multiplayer games and the gaming industry.
The document discusses new technologies that are helping people with disabilities enjoy leisure activities like travel. It provides examples of assistive technologies being adopted by various industries, such as videophones for deaf travelers at airports, GPS devices for blind pedestrians, and accessibility features at theme parks and cruise ships. The market for these accessible products is growing as the Americans with Disabilities Act expands definitions of disability and as businesses recognize the opportunities to serve more consumers.
How to Infuse Your Media Planning with Social Data - by Forrester & Networked...Networked Insights
Consumers are talking about brands more than ever before online. Social Media captures these conversations in various forms and if tapped right can uncover a vast array of information that can impact your media investments. Applying this knowledge to optimize your ad spend can generate efficiencies of more than 10 percent! Join Adweek and Networked Insights for a free webinar and dig deeper into Social Media data and get past GRPs & TRPs to uncover what consumers are talking about and where - just in time for the upfronts.
Director Lee Rainie describes how the social world of “networked individuals” is different from previous generations and how libraries can plug into the information needs and habits of this new tribe of media users. More at pewinternet.org
DRM, Digital Content, and the Consumer Experience: More Lessons Learned from ...Kirk Biglione
As the market for e-books and mobile content grows, publishers are turning to DRM to protect content without fully contemplating the impact these DRM decisions have on their customers and the marketplace for digital content.
This session will examine the mistakes made by the music industry and lessons that publishers can learn from those mistakes.
The document discusses digital natives, who have grown up with technology and are comfortable using mobile phones and the internet. It notes that Generation Y, those aged 18-28, are truly digital natives who are heavy users of new media and technology. The document also discusses trends in Africa showing high mobile phone usage, with more Kenyans using mobile phones than watching TV. It argues that mobile technology can help drive economic and social development, and that media companies must understand digital natives to effectively reach them.
The document discusses the history and evolution of cell phones, video games, computers, and their impact on communication and society. It provides details on some of the first models of these technologies created by inventors like Martin Cooper, Steve Jobs, and Charles Babbage. It also examines how early models compared to modern versions in terms of features, costs and popularity. Finally, it considers predictions for how these technologies may continue to change and influence communication in the future.
1) The document discusses the growing use of mobile devices and opportunities for universities to mobilize their digital resources and services.
2) It analyzes usage statistics and options for developing a mobile platform at Ghent University, including do-it-yourself development or using existing products like Aleph Mobile, Primo, or a hybrid app created by Boopsie.
3) Ghent University ultimately chose to partner with Boopsie to create a mobile app in 4 months at relatively low cost that provided search, hold requests, and other library services to students on their mobile devices.
Poular culture technology final powerpointfreshfris
This document discusses various technologies from the 1980s and compares them to technologies today. It outlines that phones, video games, computers, and toys have come a long way. Phones in the 1980s were bulky and not widely used, while today's phones are small and used by most people. Video games in the 1980s included Pac-Man and Donkey Kong but now include online multiplayer games. Computers of the 1980s included early Apple and Windows models but most tasks are now done on computers. Toys have also evolved from 1980s toys like Barbie and G.I. Joe to include more modern video games and computers.
The publishing industry is undergoing significant changes. While traditional book publishing saw a small decrease in 2009, on-demand printing and ebooks increased substantially. Independent bookstores continue to decline in number while online book sales, especially to Generation X consumers, are growing. Technology adoption, especially among younger generations, is widespread and social media has over 400 million active users on Facebook alone. These trends suggest publishing and book discovery are becoming increasingly digital.
Networked Consumers: How networked and how important?Jim Jansen
The Professors Institute, a one and a half day conference for mid-Atlantic college and university professors of marketing and communications. It is hosted by the Direct Marketing Association of Washington Educational Foundation, a nonprofit foundation whose mission is to educate local professors on direct and interactive marketing so as to encourage students to enter the direct marketing industry.
Vanessa Mae C. Cortez, Irah Mayo, Jonahleen Capino, and Lovely Dave Lastrilla discuss how computers can now be used for both receiving and transmitting information through interaction with computer messages and using computer languages to form messages. The document outlines how computers have evolved from early educational technologies like printing presses and libraries to now include capabilities like word processing, presentations, spreadsheets, internet access, educational software and websites, and multimedia functions through programs commonly installed on personal computers. Computers allow for both receiving information through instructional media and transmitting information through educational communication media.
The document discusses the evolution of the internet and social media. It notes that Web 2.0 enabled more collaboration and user-generated content online. Social media allows for sharing and discussion between users. Mobile technology has increased connectivity globally, with more mobile subscriptions than landlines in many places. E-books and readers are becoming more popular. Augmented reality and location-based applications are emerging trends.
This document discusses mobile learning and digital literacy. It begins by defining mobile learning as the acquisition of knowledge through mobile technologies anywhere and anytime. It then discusses the evolution of digital technologies from 2000 to 2010, noting increases in computing power and connectivity. Several models and frameworks are presented, including the conversation prism for understanding online interactions. Trends in mobile learning and considerations for pedagogy are discussed, emphasizing constructivist and connectivist approaches. The document concludes by reflecting on the author's experiences with technology integration in education.
The document provides a historical overview of major events and developments in digital media from 1969 to 2006, including the creation of ARPANET which led to the internet, the invention of email, MP3s, the world wide web, search engines like Google, social networks like MySpace and Facebook, mobile technologies like smartphones, and the rise of digital distribution of music, videos, and other media through platforms like iTunes, YouTube, and online streaming. It traces how these innovations disrupted existing industries and transformed how people access and share information and media.
A lot has changed in digital media from 1969 to 2006:
- The internet was invented in 1969 and email was created in 1971. The World Wide Web was launched in 1989.
- MP3s and CD burning in the 1990s disrupted the music industry. File sharing services like Napster in the late 1990s and early 2000s had a major impact.
- Social media like MySpace and Facebook launched in the 2000s and changed how people interacted and shared content online. YouTube launched in 2005 and was acquired by Google in 2006.
This document discusses using iOS devices like iPads, iPhones, and iPod Touches for e-readers. It notes that these devices run the iOS operating system and can access ebooks through the OverDrive app without needing to sync to a computer. However, it also mentions some downsides like the costs of the devices and that they are single-user rather than multi-user products.
The document discusses the rise of touchscreen technology and apps, and how various ecosystems and consolidation in the media industry are impacting copyright and content distribution. It notes the downsides of changes to the first sale doctrine and increased DRM and licensing controls, but also the upside of content being more widely available across different devices at lower costs. Sources of additional information on these topics are provided.
The document provides step-by-step instructions for how to use the OverDrive service to browse, check out, and read ebooks and audiobooks on iPads, iPhones, and iPod Touches. It explains starting from the library's OverDrive website, browsing titles, checking a book out using a patron barcode, downloading the book, navigating and bookmarking pages, creating an Adobe ID if needed, and getting help from various support resources.
Workshop I co-teach on video gaming for libraries. basic intro to equipment as well as basic stats on who games and what a big business it is. And it's hands-on, we bring in Wii, iPad, DS, iPhones, etc. Funnest class ever! This presentation was edited via the Keynote app on an iPad. (Version - January 2012)
Gadgets, Digital Media and your Library.Scott Kehoe
This document provides an overview of digital media trends and their relevance to libraries. It discusses the shift from physical to digital formats for music, books, newspapers and video. Mobile devices like smartphones and e-readers are becoming popular platforms for accessing digital content. Apps are the new software for delivering content and services on these devices. The document outlines trends in e-books, video games, virtual worlds and more. It also provides resources for keeping up with new technologies and digital media developments.
This document discusses the history and facts about several technologies:
- The first mobile phone call was made in 1973 and the first smart phone was released in 1992.
- GPS was first used for military operations in 1992 and allows devices to determine their precise location via satellite signals.
- Broadband internet has increased access to online content and enabled new forms of online communities and niche interests to emerge globally.
- MP3s became a popular format for portable music players and online music in the 2000s, allowing music to be compressed for mobile devices.
- Online TV streaming has grown in popularity since 2006, allowing people to watch TV and videos on demand over the internet.
The document discusses trends in mobile communications and applications. 58% of Americans have used their phones for non-data activities and 62% have used mobile devices for digital tools. Cell phones are becoming increasingly important to users. The use of applications and internet on phones is growing, especially among younger users. Popular applications allow activities like social networking, maps, games and more. Marketers are increasingly using mobile applications to engage customers, build loyalty and provide information.
Presentation to the Australian Campus Booksellers Association on changing consumer behaviours and how this impacts on reading, sharing and booksellers on campus.
This document discusses how mobile devices are becoming people's primary means of connecting to the internet. It outlines the growth of technology like the iPhone and mobile applications that have fueled adoption of mobile use. Various hardware options are mentioned as enablers of mobile access, including smartphones, e-readers, portable storage, and projectors. The document recommends considering one's needs before choosing devices and provides examples of scholar-focused mobile applications.
The document discusses digital natives, who have grown up with technology and are comfortable using mobile phones and the internet. It notes that Generation Y, those aged 18-28, are truly digital natives who are heavy users of new media and technology. The document also discusses trends in Africa showing high mobile phone usage, with more Kenyans using mobile phones than watching TV. It argues that mobile technology can help drive economic and social development, and that media companies must understand digital natives to effectively reach them.
The document discusses the history and evolution of cell phones, video games, computers, and their impact on communication and society. It provides details on some of the first models of these technologies created by inventors like Martin Cooper, Steve Jobs, and Charles Babbage. It also examines how early models compared to modern versions in terms of features, costs and popularity. Finally, it considers predictions for how these technologies may continue to change and influence communication in the future.
1) The document discusses the growing use of mobile devices and opportunities for universities to mobilize their digital resources and services.
2) It analyzes usage statistics and options for developing a mobile platform at Ghent University, including do-it-yourself development or using existing products like Aleph Mobile, Primo, or a hybrid app created by Boopsie.
3) Ghent University ultimately chose to partner with Boopsie to create a mobile app in 4 months at relatively low cost that provided search, hold requests, and other library services to students on their mobile devices.
Poular culture technology final powerpointfreshfris
This document discusses various technologies from the 1980s and compares them to technologies today. It outlines that phones, video games, computers, and toys have come a long way. Phones in the 1980s were bulky and not widely used, while today's phones are small and used by most people. Video games in the 1980s included Pac-Man and Donkey Kong but now include online multiplayer games. Computers of the 1980s included early Apple and Windows models but most tasks are now done on computers. Toys have also evolved from 1980s toys like Barbie and G.I. Joe to include more modern video games and computers.
The publishing industry is undergoing significant changes. While traditional book publishing saw a small decrease in 2009, on-demand printing and ebooks increased substantially. Independent bookstores continue to decline in number while online book sales, especially to Generation X consumers, are growing. Technology adoption, especially among younger generations, is widespread and social media has over 400 million active users on Facebook alone. These trends suggest publishing and book discovery are becoming increasingly digital.
Networked Consumers: How networked and how important?Jim Jansen
The Professors Institute, a one and a half day conference for mid-Atlantic college and university professors of marketing and communications. It is hosted by the Direct Marketing Association of Washington Educational Foundation, a nonprofit foundation whose mission is to educate local professors on direct and interactive marketing so as to encourage students to enter the direct marketing industry.
Vanessa Mae C. Cortez, Irah Mayo, Jonahleen Capino, and Lovely Dave Lastrilla discuss how computers can now be used for both receiving and transmitting information through interaction with computer messages and using computer languages to form messages. The document outlines how computers have evolved from early educational technologies like printing presses and libraries to now include capabilities like word processing, presentations, spreadsheets, internet access, educational software and websites, and multimedia functions through programs commonly installed on personal computers. Computers allow for both receiving information through instructional media and transmitting information through educational communication media.
The document discusses the evolution of the internet and social media. It notes that Web 2.0 enabled more collaboration and user-generated content online. Social media allows for sharing and discussion between users. Mobile technology has increased connectivity globally, with more mobile subscriptions than landlines in many places. E-books and readers are becoming more popular. Augmented reality and location-based applications are emerging trends.
This document discusses mobile learning and digital literacy. It begins by defining mobile learning as the acquisition of knowledge through mobile technologies anywhere and anytime. It then discusses the evolution of digital technologies from 2000 to 2010, noting increases in computing power and connectivity. Several models and frameworks are presented, including the conversation prism for understanding online interactions. Trends in mobile learning and considerations for pedagogy are discussed, emphasizing constructivist and connectivist approaches. The document concludes by reflecting on the author's experiences with technology integration in education.
The document provides a historical overview of major events and developments in digital media from 1969 to 2006, including the creation of ARPANET which led to the internet, the invention of email, MP3s, the world wide web, search engines like Google, social networks like MySpace and Facebook, mobile technologies like smartphones, and the rise of digital distribution of music, videos, and other media through platforms like iTunes, YouTube, and online streaming. It traces how these innovations disrupted existing industries and transformed how people access and share information and media.
A lot has changed in digital media from 1969 to 2006:
- The internet was invented in 1969 and email was created in 1971. The World Wide Web was launched in 1989.
- MP3s and CD burning in the 1990s disrupted the music industry. File sharing services like Napster in the late 1990s and early 2000s had a major impact.
- Social media like MySpace and Facebook launched in the 2000s and changed how people interacted and shared content online. YouTube launched in 2005 and was acquired by Google in 2006.
This document discusses using iOS devices like iPads, iPhones, and iPod Touches for e-readers. It notes that these devices run the iOS operating system and can access ebooks through the OverDrive app without needing to sync to a computer. However, it also mentions some downsides like the costs of the devices and that they are single-user rather than multi-user products.
The document discusses the rise of touchscreen technology and apps, and how various ecosystems and consolidation in the media industry are impacting copyright and content distribution. It notes the downsides of changes to the first sale doctrine and increased DRM and licensing controls, but also the upside of content being more widely available across different devices at lower costs. Sources of additional information on these topics are provided.
The document provides step-by-step instructions for how to use the OverDrive service to browse, check out, and read ebooks and audiobooks on iPads, iPhones, and iPod Touches. It explains starting from the library's OverDrive website, browsing titles, checking a book out using a patron barcode, downloading the book, navigating and bookmarking pages, creating an Adobe ID if needed, and getting help from various support resources.
Workshop I co-teach on video gaming for libraries. basic intro to equipment as well as basic stats on who games and what a big business it is. And it's hands-on, we bring in Wii, iPad, DS, iPhones, etc. Funnest class ever! This presentation was edited via the Keynote app on an iPad. (Version - January 2012)
Gadgets, Digital Media and your Library.Scott Kehoe
This document provides an overview of digital media trends and their relevance to libraries. It discusses the shift from physical to digital formats for music, books, newspapers and video. Mobile devices like smartphones and e-readers are becoming popular platforms for accessing digital content. Apps are the new software for delivering content and services on these devices. The document outlines trends in e-books, video games, virtual worlds and more. It also provides resources for keeping up with new technologies and digital media developments.
This document discusses the history and facts about several technologies:
- The first mobile phone call was made in 1973 and the first smart phone was released in 1992.
- GPS was first used for military operations in 1992 and allows devices to determine their precise location via satellite signals.
- Broadband internet has increased access to online content and enabled new forms of online communities and niche interests to emerge globally.
- MP3s became a popular format for portable music players and online music in the 2000s, allowing music to be compressed for mobile devices.
- Online TV streaming has grown in popularity since 2006, allowing people to watch TV and videos on demand over the internet.
The document discusses trends in mobile communications and applications. 58% of Americans have used their phones for non-data activities and 62% have used mobile devices for digital tools. Cell phones are becoming increasingly important to users. The use of applications and internet on phones is growing, especially among younger users. Popular applications allow activities like social networking, maps, games and more. Marketers are increasingly using mobile applications to engage customers, build loyalty and provide information.
Presentation to the Australian Campus Booksellers Association on changing consumer behaviours and how this impacts on reading, sharing and booksellers on campus.
This document discusses how mobile devices are becoming people's primary means of connecting to the internet. It outlines the growth of technology like the iPhone and mobile applications that have fueled adoption of mobile use. Various hardware options are mentioned as enablers of mobile access, including smartphones, e-readers, portable storage, and projectors. The document recommends considering one's needs before choosing devices and provides examples of scholar-focused mobile applications.
My presentation at Rio's Internet Governance Forum (IGF) in 2007 on Technological Protection Measures (TPMs) also known to some as DRM - ok, I know there's a difference - and copyright.
A Brief Overview of a Possible Digital Near Future Antoine Dubuquoy
Digital has impacted our lives.
The presentation aims to explain how we can use digital devices and tools for our own good.
Future is Now! The tools are there, things are going fast! And only the fittest and most versatile will survive! :)
4/17/2008: This presentation was an overview of Pew Internet Project findings about the changing structure of information and communication in the digital age, the role that libraries play in helping people solve problems, and the broader roles that libraries might fill in people's lives.
The document discusses how the rise of networked creators has changed the ecology of information and the role of libraries. It notes that more people now have broadband internet access and mobile connectivity, allowing them to access and share information online. This has led to new types of online communities where people create and share content to expand social networks, crowdsource solutions, provide peer support, and publish information outside of traditional media. The document discusses implications for libraries, including becoming nodes in people's social networks and teaching new information literacies to patrons.
The document discusses the history and significance of the HP garage in Palo Alto, California. It notes that HP was founded in this garage in 1938 and it is considered the "Birthplace of Silicon Valley." HP's first product was an audio oscillator built in the garage. One of HP's first customers was Walt Disney Studios, which purchased eight oscillators to test sound systems for the film Fantasia.
One of my first presentations about "information shifting" and how things were about to change. Future iterations incorporated more about the "heavenly jukebox" and ubiquitous wireless services. See more at http://theshiftedlibrarian.pbwiki.com.
This document discusses the relationship between information technology (IT) and environmentalism. It argues that environmentalists should care about IT for several reasons: IT produces large amounts of electronic waste; free and open source software promote sharing and access to knowledge; and IT can be a tool for democracy and social justice when available to all. The document then outlines specific green IT practices like reducing computer purchases, recycling electronics, and using open standards and free software.
Wave 2 - Mobility | UM | Social Media TrackerUM Wave
Wave 2 - Mobility showed how social media moved from being a text-based medium of bloggers and posters to a fully audio visual one full of content creators and sharers.
Find the latest Wave, "Wave 7 - Cracking the Social Code" here http://www.slideshare.net/Wave7
This document summarizes a presentation given by Dr. Ian Fenwick, the founding partner of digiAindra co ltd, a strategic digital marketing firm based in Bangkok, Thailand. The presentation covers three main topics: 1) how digital technology has become mainstream, 2) how marketing has lagged behind in adopting digital, and 3) the global and all-encompassing reach of digital platforms. It provides statistics and examples to illustrate how digital devices, internet usage, and social media have grown tremendously worldwide in recent decades.
The document discusses how social networks and media have changed in the digital age. It notes that information is now abundant, cheap, and personally oriented rather than institutionally oriented. People's media ecologies have expanded to include many new devices and platforms. This has led to changes in how people access and share information, including more content creation and social networking. The document provides tips on how libraries can act as nodes in social networks by helping people find, assess, and act on information in this new media landscape.
The document outlines Richard Rosenberg's presentation on privacy issues related to new technologies like social networks and instant messaging. The presentation covers the evolution of the internet from Web 1.0 to Web 2.0 and new communication tools. It then discusses privacy threats posed by social networks, government surveillance laws, and data collection. Rosenberg argues these trends undermine civil liberties and erode privacy in the name of counterterrorism.
The impact of technology in the gaming industryRegine Labog
This document provides an overview of gaming-on-demand and the video game industry. It discusses the history of video games and how the technology, society, and economy around gaming has changed over time. Currently, the largest businesses in the gaming market are general retailers, online retailers, specialty brick-and-mortar stores, and specialty online stores. Gaming-on-demand would allow users to stream high-end games over the internet to any device, eliminating the need for dedicated gaming hardware. However, issues around latency, bandwidth constraints, and piracy present barriers to the success of this business model.
The document discusses the history and development of several technologies:
The iPod revolutionized the music industry by providing a small, portable digital music player with an intuitive interface. The iPad succeeded by filling the gap between laptops and smartphones, exceeding sales expectations.
High definition television transitioned from early blurry black and white images to stunning quality over 80 years, with the US transitioning from analog to digital broadcasts by 2006. Digital converters allowed older TVs to receive digital signals but not display high definition.
The document concludes with facts about the prevalence of technologies like computers, TVs, cell phones, social media, and the impact of spam and online videos.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Introducing Milvus Lite: Easy-to-Install, Easy-to-Use vector database for you...Zilliz
Join us to introduce Milvus Lite, a vector database that can run on notebooks and laptops, share the same API with Milvus, and integrate with every popular GenAI framework. This webinar is perfect for developers seeking easy-to-use, well-integrated vector databases for their GenAI apps.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
“Building and Scaling AI Applications with the Nx AI Manager,” a Presentation...
Digital Media ... and Lbraries
1. The Digital Media Landscape
Scott Kehoe, Technology Consultant
Northeast Mass. Regional Library System (NMRLS)
scott@nmrls.org / 978-762-4433 x16
IM: AIM-bibliotechy / MSN-bibliotekky /Yahoo!-biblioteky
links for this workshop @
http://del.icio.us/bibliotechy/digitalmedia
http://www.nmrls.org/ce/digitalmedia.htm
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3. Who sells the most music in the U.S.?
Apple Inc. ~ iTunes ~ online!
3
4. How some people get their digital downloads ...
• Bit-torrent software
NOT illegal
• downloading from Pirate
Bay and many other bit-
torrent media sites IS
illegal under current
U.S. Copyright law.
4
6. Future
(and current)
Library
Users
2007
NPD
Gro u p stud
y - In sights
, June
U.S. kids begin using ...
• computers by 5 1/2
• video game consoles by 6
• digital cameras by 8
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7. State of Technology in Public Libraries
ALA Research Series, Sept. 2007
http://www.ala.org/ala/ors/publiclibraryfundingtechnologyaccessstudy/0607report.htm
❖ Technology has brought more library use
❖ Library infrastructure is being pushed to capacity
❖ There is growing need for technology planning
❖ 73% of libraries are only source of free public access to computers and internet
❖ 86% of libraries offer magazine/newspaper databases
❖ 58% of libraries offer digital/virtual reference
❖ 38% of libraries offer audio content (audiobooks, podcasts)
❖ 38% of libraries offer e-books
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8. UNDERGRADS &
INFORMATION TECHNOLOGY
EDUCAUSE Center for Applied Research, Sept., 2007 - Study of Undergraduate Students and Information Technology
http://www.educause.edu/ResearchStudies/1010
98% own a computer
74% own a laptop (%53 in 2005)
92% have access to high-speed internet
24% use wireless as primary internet connection
10% own smartphones
80% use social network sites, up 8% from 2006 (MySpace, Facebook)
students expect email, internet access, wireless to be available everywhere,
all the time
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9. iPods
• Apple has sold over 150 MILLION in 7 years ... since 2001
• Chrysler has sold 12 million mini-vans in 25 years ... since 1982
• Apple sells at least 10 million every three months (Ars Technica, 4/23/08)
• iPods hold nearly 80% of U.S. market-share (Digital Music News June 23, 2006, NPD Group)
• iPod-ready cars & airlines
• Apple iTunes #1 music retailer in U.S. (Ars Technica 4/2/08)
• iTunes has sold over 5 Billion songs online since 2001 (Ars Technica, 6/08)
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10. Who’s got Game?
The Gaming Industry Story
Reports: may 2006; July 2008 - Entertainment Software Assoc. (ESA) - http://www.theesa.com/
• Combined computer/video games sales in 2007 = $9.5 billion
• 65% of U.S. households play computer/video games
• Average age of gamers = 35 (26% over 50 / 49% 18-49)
• Average age of frequent game buyer = 40
• Gamer gender: 60% male / 40% female
• 59% gamers play others in person
• 36% gamers play on wireless devices (smart/cell phones, iPods)
• 35% of parents play computer/video games
• 73% of parent-gamers are regular voters
• 93% of gamers read books or newspapers on a daily basis
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11. Who’s got Game?
Pew Internet & American Life Surveys
Data Memo, December 2008
• 53% of all American adults play video games
• 81% of 18-29 year olds play video games
• 21% adult gamers play everyday
• 36% of age 65+ gamers play everyday
• 76% teens play online games
• 66% of parents with children under 18 play games
• 2% of gamers overall / 11% teens visit virtual worlds (e.g. Second Life)
• 9% of gamers overall / 21% teens play MMOGs
(Massive Multiplayer Online Games: World of Warcraft, Lord of the Rings, Star Wars)
• Gamer Profile:
55% male
56% urbanites
57% college educated
62% annual income $50,000+
no significant ethnic differences among game players
11
12. Publishing = Big Media
Who owns who?
Bertelsmann (Germany)
> Random House, Knopf, Ballantine, Bantam, Dell, Doubleday
CBS Corp
> Simon & Schuster, Pocket Books, The Free Press, Scribner
Disney > Hyperion
Hachette Book Group (France) > Little, Brown
News Corp > Harper Collins
Riverdeep (Ireland) > Houghton-Mifflin
Scholastic > Grolier
Time-Warner > DC Comics
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13. Who’s suing who?
Record Books vs OCLC NetLibrary and OCLC vs. Recorded Books
-settled, out of court, details not disclosed
http://www.oclc.org/news/releases/200685.htm
the RIAA vs everybody ...
-26,000+ suits
-First to go to a jury, Oct. 2007 (Capital Records v. Jammie Thomas)
--Jury awards $220,000 for copyright infringement on 24 songs ($9,250 per song)
--case currently on appeal, Fall 2008
Prince vs You Tube (Google) & eBay
Viacom vs. You Tube (Google)
--Viacom = Paramount, Dreamworks, MTV, BET, Comedy Central
Apple (iTunes) & the Music Industry ... just squabbling ...
13
14. Cell Phones - the media angle
iPhone
•viewing & listening - iTunes & Joost
•downloading & purchasing - iTunes & Amazon.com
T-Mobile G1 •programing other devices - TiVo & Slingbox
“Google Phone”
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15. iPod Touch
a mobile media device!
• WiFi
• Apps = applications
• dedicated media Apps
• New York Times & AP wireservice
• You Tube
• Joost
• Pandora internet radio
• NPR radio stations
• iTunes
• mobile TiVo programing
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16. DRM
DRM = Digital Rights Management
DRM is software built into the individual digital
media files
knows where it is allowed to play & where it isn’t!
The audio formats used by iTunes, Napster, Yahoo!, &
OverDrive use these built-in DRM components in their
digital files.
DRM can be broken and circumvented
DRM is why you can’t use an iPod with NetLibrary or
OverDrive audiobooks
DRM may go away ... LOL!
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17. AAC / iTunes format
Advanced Audio Coding - audio format almost exclusively
used by Apple. Created by a consortium of AT&T, Dolby,
Fraunhofer IIS, and Sony.
found at iTunes / used on iPods, Motorola cell phones,
Windows & Mac computers
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18. WMA / Microsoft formats*
Windows Media Audio - audio format developed by Microsoft
found at dozens of legal audio sites: Napster, Real, MTV, Yahoo!,
OverDrive, NetLibrary, etc....
used on hundreds of portable audio players, cell phones, PDAs,
and Windows computers
*Please Note ... The Microsoft Zune uses a different
non-compatible licensed WMA format that is only compatible with the
Zune player & Zune store.
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19. iPod shuffle projects
Wilbraham Public Library (MA)
http://www.wilbrahamlibrary.org/adults/medianook
5 “old model” shuffles, patron emails request, picks up preloaded, laminated cards
with barcode of device and audio books loaned
contact: Adult Services Librarian: Karen Demers (kdemers@cwmars.org)
South Huntington Library (Long Island, NY):
http://www.shpl.info/catalog_ipodbooks.asp
-click on Catalog for Music on iPod ~ Books on iPod ~ Movies on iPod
-An audio report is available at National Public Radio’s
Talk of the Nation, March 3, 2005 (http://www.npr.org/).
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20. loaning equipment to patrons
Devices
iPod shuffles
MP3 players
usually not earbuds / headphones (for sanitary reasons …)
For car stereos (commuters)
cassette adapters
FM transmitters
20
21. Consumer options for
Digital Audiobooks
Apple iTunes - audiobook store
audible.com - iPods & MP3 players
Playaway - Barnes & Noble, Borders
Project Gutenberg - FREE DOWNLOADS!
Human-read: www.gutenberg.org/browse/categories/1
Computer-generated: www.gutenberg.org/browse/categories/2
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22. Digital Music in Libraries
Public Library Example
South Huntington Library (Long Island, NY) is offering iTunes music on their iPod Shuffles.
-Music on iPod: http://www.shpl.info/catalog_ipodmusic.asp
Library Vendor Example
OverDrive – three catalogs: Alligator Records; Nettwerk; and Naxos of America.
-Boston Public Library’s OverDrive Music Collection (http://overdrive.bpl.org)
Campus-wide Online Media “Stores”
Apple iTunes U (http://www.apple.com/education/itunesu/)
-Fairfield Univ. example, if you have iTunes installed: http://www.fairfield.edu/itunesu
Napster http://www.napster.com/napster_on_campus.html - Cornell, Middlebury, Rochester
Real Rhapsody www.real.com - Adelphi University, UC-Berkeley, Minnesota
Ruckus Network http://www.ruckusnetwork.com/aboutus.php - Babson College, Northeastern Univ., Syracuse
Yahoo! Music http://music.yahoo.com/ - Stanford University
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23. Online Consumer Music Sources
FREE, LEGAL MP3s
Multi-Band/Multi-Genre Sites
✦ CNET Free MP3 Music http://music.download.com/
✦ Internet Archive’s Live Music Archive http://www.archive.org/details/etree
✦ Apple iTunes - load iTunes software(www.apple.com/itunes), click on “Free Downloads” section
Music podcasts
✦ Coverville, covers of famous songs by not-yet-famous artists - http://www.coverville.com/
✦ Accident Hash, new indie rock music - http://www.accidenthash.com/
LEGAL DRM-Free MP3s for a price ... work on any iPod or MP3 player
✦ amazon.com - http://www.amazon.com (click on MP3 Downloads)
- prices range as low as 79¢
- can be loaded directly into iTunes for iPod users
✦ Napster - http://home.napster.com
- not all songs in MP3 format, must sort after search
✦ Real Rhapsody - http://mp3.rhapsody.com
- downloads purchases as a ZIP file (must be un-zipped to reveal MP3 files)
23
24. Podcasting
Free talk, commentary, music shows, and video(!) available in the MP3 format for
download to your computer or MP3 player/iPod.
Listen whenever it is convenient.
The shows range from those made in someone’s basement (and sound like it) to very high
professional quality from National Public Radio.
You do not need an iPod or MP3 player to listen and download a podcast!
You do need an internet connection, a computer, audio software (Windows Media Player,
iTunes).
And if you want to subscribe to a show, free podcast software (Juice, iTunes).
Juice - http://juicereceiver.sourceforge.net
Apple iTunes - www.apple.com/itunes
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25. Podcast Program Directories
Podcast Alley - http://www.podcastalley.com/ one of the first podcast directories
and all-inclusive. Links to programs, websites and software
Podshow.com - http://podshow.com/ Created by Adam Curry, the self-
proclaimed “father of podcasting” or podfather. Includes a “how-to” and
directory to shows that are part of this quot;network.quot;
Directory of NPR programs available as podcasts:
http://www.npr.org/rss/podcast/podcast_directory.php
iTunes podcast directory - not only a massive directory, but easy to search
and free downloads!!! http://www.apple.com/itunes/overview/
Yahoo! Podcasts–combines a podcast directory with subscription and
on-site listening functions in a convenient web-based interface.
http://podcasts.yahoo.com
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26. TV on the Internet
• Hulu - http://www.hulu.com/ - joint TV & Movie venture by NBC, Fox, 20th Century Fox,
Universal Studios, National Geographic, TV Guide, Bravo, Oxygen, SciFi Channel ... to name
a few ... CURRENT FULL-LENGTH TV SHOWS! The Office, The Simpsons, House, The
Family Guy, 30 Rock ... as well as full length movies and extensive back-catalog of TV
classics (Adam-12!), all free, any browser, & just 3 commercials!
• AOL Television - http://television.aol.com/in2tv - AOL Time-Warner's internet TV network.
Gilligan's Island and Welcome Back, Kotter.
• ABC TV - http://dynamic.abc.go.com/streaming/landing - offers full-length streaming of
it's most popular shows. No special software needed to watch episodes.
Desperate Housewives; Grey's Anatomy; Lost.
• CBS TV - http://www.cbs.com/innertube/ - offers full-length streaming. Plays via
Windows Media Player or Real Player. CSI franchise; Survivor.
• NBC TV - http://www.nbc.com/Video/ - offers show clips, deleted scenes, and previews
via their 24/7 video player (Windows Media Player plug-in). Site has web-only exclusives
and award-winning “webisodes” for The Office.
• Joost - http://www.joost.com - FREE, download player ... all the cable channels you
wouldn’t subscribe to ... but it’s free!
26
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27
29. Let’s Research!
Media sources used by your patrons & your fellow Librarians
iTunes
Internet Archive’s Live Music Archive
http://www.archive.org/
amazon.com MP3 Downloads
Hulu
Joost
YouTube
OverDrive ... more than just audiobooks!
29
30. iTunes
http://www.apple.com/itunes/
free software
all-in-one online store for music, TV, movie, audiobook store with largest
legal selection available
iTunes software is an all-in-one media library, file converter, and CD
burner
Podcasts are free! an exceptional podcast directory
30
31. Amazon MP3 Downloads
http://www.amazon.com
(click on MP3 Downloads)
no DRM!!!
tracks play on any MP3 player or iPod!!!
works with any browser on any computer!
debits your amazon account
optional small software download to move purchase to
iTunes or Windows Media Player
no audiobooks ... yet ... amazon.com owns audiobook vendor audible.com
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32. Hulu & Joost
http://hulu.com - http://joost.com
FREE TV and movies on your computer!
full epsiodes, full seasons, classic shows!
works with any browser on any computer!
need fast bandwidth
short commercials
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33. Where to get more Info
Scott's del.icio.us bookmarks
http://del.icio.us/bibliotechy/digitalmedia
Scott’s all-things digital media website at the
Northeast Massachusetts Regional Library System
http://www.nmrls.org/ce/digitalmedia.htm
Scott Kehoe, Technology Consultant, NMRLS
scott@nmrls.org / 978-762-4433 x16
IM: AIM-bibliotechy / MSN-bibliotekky /Yahoo!-biblioteky
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