The document discusses the transition from the industrial information economy to the networked information economy through social production. It describes how social production and collaboration through open source projects will change how business is done. Examples of influential open source projects include those started by Richard Stallman and Linus Torvalds, as well as Apache, Red Hat, Ubuntu, and others. Social production is presented as a new model for creating and sharing information online through peer-to-peer collaboration and participation.
Evolution from Industrial Information Economy to Networked Information EconomyTarja Kallinen
The document discusses the transition from an industrial information economy to a networked information economy driven by social production. It describes how social production and collaboration through open source projects like Linux, Apache, and Firefox are disrupting traditional business models. These projects operate under a free software model where their code is freely shared and built upon by communities of contributors. The rise of social production enables new forms of collaboration and sharing of information that will continue to change how business is conducted.
The document discusses several theories of innovation, including that new technologies are created by combining existing technologies in new ways (combinatory process), that innovation happens through exchange of ideas in liquid networks like coffee houses, and that the prepared and collaborative environment of these networks allows for serendipitous discoveries and "slow hunches" to develop into major innovations over time. Major innovations often have origins many years before becoming widely adopted due to the time it takes to build new platforms and for them to diffuse through populations according to theories like the adjacent possible and the 10/10 rule.
This is presented at Fab9 Research meeting in Yokohama. Tried to analyze the social impact of FabLab, or Social Fab movements to the society using InfoSocinomics Framework developed by Prof. Shumpei Kumon
For the most time of human history, life was local and linear. Local in the way that anything that happened was close by, a least within a walking distance. Linear in the way that your life was the same as your father and your children. Nothing changed.
Just like the evolution of man, technology improvements follow an evolutionary progress. New ideas or products are to begin with immature and fragile with slow improvements. Then the progress accelerates until the products become mature and taken for granted. Then the cycle repeats and a new layer of technology is added to the previous. This process is exponential. One such observation of exponential is Moore’s Law.
Any new technology that gets wide acceptance in society needs to be adopted by people. We will explore that type of people are the first to adopt new things, and what types come later.
When innovators try to envision how people will use their product they often have different ideas on what people want. Products that are of superior technology may fail and inferior succeed, only because the inferior product has some features that people are looking for.
In this lecture we look at how new products or technologies get adopted my markets. We look at the Law of Diffusion of Innovation, which explains how this adoption happens. We also look at what it takes for a new innovation to move from being a visionary idea to a practical product, or crossing the chasm. Finally we explore the hype cycle.
In this lecture we look at how innovation happens. We look at the slow hunch, the liquid network, and serendipity.
Innovation is the change in technology. The question is this: how does innovation happen? Many people have believe that new ideas come from brilliant inventors that have lightbulb moments or an epiphany. Greek scholar Archimedes had a Eureka moment, Newton discovered the theory of gravity when the apple fell on his head, and so on. This idea has been popularized, but the truth is quite different. Most discoveries are based on long evaluation - slow hunches, and collaboration.
In this lecture we look at how innovation happens. We look at the slow hunch, the liquid network, and serendipity.
PDHPE teaches essential life skills like problem solving, communication, decision making, and interacting through activities like games and sports. However, PDHPE also tackles important topics beyond just play, including safe living, growth and development, personal health choices, and interpersonal relationships to provide a well-rounded education.
The document compares the horror films The Exorcist and Insidious, discussing their themes of man versus demons, use of dialogue and tone, and differences in how they create shock and horror through small occurrences versus modern technology. The Exorcist from 1973 relies on displaying human suffering realistically within 27 to 48 seconds, while Insidious from 2010 employs sneaky happenings and the extraordinary use of film mechanics to unsettle viewers.
Evolution from Industrial Information Economy to Networked Information EconomyTarja Kallinen
The document discusses the transition from an industrial information economy to a networked information economy driven by social production. It describes how social production and collaboration through open source projects like Linux, Apache, and Firefox are disrupting traditional business models. These projects operate under a free software model where their code is freely shared and built upon by communities of contributors. The rise of social production enables new forms of collaboration and sharing of information that will continue to change how business is conducted.
The document discusses several theories of innovation, including that new technologies are created by combining existing technologies in new ways (combinatory process), that innovation happens through exchange of ideas in liquid networks like coffee houses, and that the prepared and collaborative environment of these networks allows for serendipitous discoveries and "slow hunches" to develop into major innovations over time. Major innovations often have origins many years before becoming widely adopted due to the time it takes to build new platforms and for them to diffuse through populations according to theories like the adjacent possible and the 10/10 rule.
This is presented at Fab9 Research meeting in Yokohama. Tried to analyze the social impact of FabLab, or Social Fab movements to the society using InfoSocinomics Framework developed by Prof. Shumpei Kumon
For the most time of human history, life was local and linear. Local in the way that anything that happened was close by, a least within a walking distance. Linear in the way that your life was the same as your father and your children. Nothing changed.
Just like the evolution of man, technology improvements follow an evolutionary progress. New ideas or products are to begin with immature and fragile with slow improvements. Then the progress accelerates until the products become mature and taken for granted. Then the cycle repeats and a new layer of technology is added to the previous. This process is exponential. One such observation of exponential is Moore’s Law.
Any new technology that gets wide acceptance in society needs to be adopted by people. We will explore that type of people are the first to adopt new things, and what types come later.
When innovators try to envision how people will use their product they often have different ideas on what people want. Products that are of superior technology may fail and inferior succeed, only because the inferior product has some features that people are looking for.
In this lecture we look at how new products or technologies get adopted my markets. We look at the Law of Diffusion of Innovation, which explains how this adoption happens. We also look at what it takes for a new innovation to move from being a visionary idea to a practical product, or crossing the chasm. Finally we explore the hype cycle.
In this lecture we look at how innovation happens. We look at the slow hunch, the liquid network, and serendipity.
Innovation is the change in technology. The question is this: how does innovation happen? Many people have believe that new ideas come from brilliant inventors that have lightbulb moments or an epiphany. Greek scholar Archimedes had a Eureka moment, Newton discovered the theory of gravity when the apple fell on his head, and so on. This idea has been popularized, but the truth is quite different. Most discoveries are based on long evaluation - slow hunches, and collaboration.
In this lecture we look at how innovation happens. We look at the slow hunch, the liquid network, and serendipity.
PDHPE teaches essential life skills like problem solving, communication, decision making, and interacting through activities like games and sports. However, PDHPE also tackles important topics beyond just play, including safe living, growth and development, personal health choices, and interpersonal relationships to provide a well-rounded education.
The document compares the horror films The Exorcist and Insidious, discussing their themes of man versus demons, use of dialogue and tone, and differences in how they create shock and horror through small occurrences versus modern technology. The Exorcist from 1973 relies on displaying human suffering realistically within 27 to 48 seconds, while Insidious from 2010 employs sneaky happenings and the extraordinary use of film mechanics to unsettle viewers.
This document summarizes Garrett Hardin's 1968 article "The Tragedy of the Commons" published in Science magazine. The article discusses how individual interests can harm group resources if not regulated, using examples like overgrazing of public lands by herders. It also references what it means to be a "responsible citizen" and includes photos related to themes like pollution, families, and nuclear weapons to illustrate points about common resources. References at the end include Hardin's original article and Adam Smith's Wealth of Nations.
The document summarizes Garrett Hardin's 1968 article "The Tragedy of the Commons" published in Science magazine. It discusses how individuals acting in their own self-interest can ultimately destroy a shared limited resource, even when it is clear that it is not in anyone's long-term interest for this to happen. It also references what it means to be a responsible citizen and includes photos related to crowded grazing lands, nuclear weapons, large families, winter landscapes, and pollution.
The document summarizes key facts about ancient Egypt. It describes Egypt's location in North Africa along the Nile River, which was divided into Upper and Lower Egypt. It notes several important time periods in Egyptian history, including the Old Kingdom, Middle Kingdom, and New Kingdom, and mentions some important pharaohs like Menes and King Tut.
To succeed in the product image era, online retailers need 30 or more high-quality images per product that are beautiful, timely, accurate, and consistent. This puts increasing demands on photography and post-production teams to scale up. Pixelz enables companies to automate post-production processing through an innovative cloud platform that connects clients to professional image retouchers while providing control and flexibility. Their talent-as-a-service model allows companies to get products from studio to web in less than a day with next morning turnaround and three layers of QA ensuring quality before delivery.
Teachers have the opportunity to instill in students a lifelong love of learning by sparking their natural curiosity and teaching them how to discover answers for themselves, rather than just providing answers. Physical and health education is important for combating obesity by providing students knowledge to look after their physical and mental well-being. The teacher welcomes setting up a meeting to discuss further how they aim to teach these important life skills to students.
The document introduces a personal brand launch for "Boy Tigas" whose real name is Kit Ang who plays for the San Miguel team. The acronym TIGAS stands for Titanium which is referenced in the periodic table of elements and represents the strength and resilience of his spine and character. The brand launch is centered around the nickname "Boy Tigas" and his playing for the San Miguel team.
The document discusses personal knowledge management (PKM) and its importance. PKM involves tracking work, life experiences, and interests in a knowledge base for easy retrieval and sharing. It is challenging to maintain a PKM system due to human nature and the fragility of information spread across files. The document recommends using a plain text tool like org-mode to organize knowledge in a hierarchy. Effective PKM requires guidelines on content, backup, and turning the system into a collaborative resource.
The document compares the horror films The Exorcist and Insidious, discussing their themes of man versus demons, use of dialogue and tone, and differences in how they create shock and horror through small occurrences versus modern technology. The Exorcist from 1973 relies on displaying human suffering realistically within 27 to 48 seconds, while Insidious from 2010 uses mechanics and sneaky happenings through technology to unsettle viewers. Experts provide analysis of the films' techniques for creating extraordinary tension and unease.
The document compares the horror films The Exorcist and Insidious, discussing their themes of man versus demons, use of dialogue and tone, and differences in how they create shock and horror through small occurrences versus modern technology. The Exorcist from 1973 relies on displaying human suffering realistically within short time frames, while Insidious from 2010 employs sneaky happenings and the extraordinary use of film mechanics to unsettle viewers.
Personal 20 year marketing plan kristian angkristianf_ang
This document outlines Kristian Ang's 20-year personal marketing plan called "The Journey to Awesomeness." The plan's vision is to live life to the fullest through overcoming challenges with God's help, learning, hard work, and perseverance. The plan involves taking on aggressive challenges, being a good Christian, continuously learning, becoming the best business intelligence consultant, being tough yet awesome. It outlines roles, a system development life cycle, daily monitoring, and envisions becoming a top consulting manager while happily married with a family.
This chapter discusses the 6 major environmental forces that a marketer must monitor: the demographic environment, economic arena, socio-cultural arena, natural environment, technological arena, and political-legal environment. It stresses that marketers need to look at how these forces impact their business and marketing strategies.
The document discusses the Third Industrial Revolution and key thinkers related to it such as Neil Gershenfeld, Jeremy Rifkin, and Chris Anderson. It outlines some of the main ideas from their works, including that personal fabrication tools will allow everyone to become their own manufacturer. It also discusses challenges for open source practices being applied to hardware, and questions around how to best organize the emerging ecosystem of distributed digital manufacturing.
The document summarizes a panel discussion on open source and the commons held by Creative Commons in 2009. Some key points include:
- Creative Commons launched in 2002 to create legal and technical tools to enable sharing content with some rights reserved, similar to open source software licenses.
- There are now over 70 international projects using Creative Commons licenses to share content.
- While media and content is more diverse than software, it is about a decade behind in openly sharing and collaborating like open source software.
- Successful examples like Wikipedia and Magnatune show that with mass collaboration, free culture can progress faster than free software, though success will be uneven across different types of content and industries.
- Building the commons
Linksvayer, M. (2009, July 28). Panel on Open Source, The Commons as a collective intelligence meta-innovation. Retrieved Retrieved May 7, 2010, from http://slidesha.re/9ZXtHl.
This document summarizes Peter Troxler's background and involvement in the Fab Lab movement. It discusses key thinkers and texts related to digital fabrication and the Third Industrial Revolution, including Neil Gershenfeld, Jeremy Rifkin, and Chris Anderson. It also touches on challenges around organizing the Fab Lab ecosystem through collective action and self-organization while protecting open access to knowledge.
This document summarizes Peter Troxler's background and involvement in the Fab Lab movement. It discusses key thinkers and texts related to digital fabrication and the Third Industrial Revolution, including Neil Gershenfeld, Jeremy Rifkin, and Chris Anderson. It also touches on challenges around organizing the Fab Lab ecosystem through collective action and self-organization while protecting open access to knowledge.
This document provides an overview of the history of cyber technology and Apple Inc. as an example for business success. It discusses how Apple was founded in 1976 and introduced personal computers for home use, bringing the technology to the masses. While facing competition from IBM and Microsoft in the 1980s, Apple continued innovating with products like the Lisa and Macintosh that featured graphical user interfaces. In the late 1980s, Apple struggled after Steve Jobs was fired but later regained success when Jobs returned to lead the company with new innovations. The document uses Zygmunt Bauman's theory of liquid modernity to explain Apple's ability to adapt to rapid technological changes.
AUTHOR: Willi Schroll, strategiclabs Berlin –
CONFERENCE: IoT Week – London 16th-20th June 2014 –
DATE: 18th June 2014 –
TRACK: Society –
HASHTAG: #IoTweek –
Please download the study "Connected Reality 2025" for free:
http://de.slideshare.net/Z_punkt/z-punkt-studyconnectedreality2025englsingle
OUTLINE of the presentation:
I. Foresight perspective on IoT and related drivers
II. IoT and the „Power of Social“
THESES
Thesis I: Most of IoT has as much to do with social relationships as it does with technology
Thesis II: Socio-centric analysis complementing the user‐centric standards
Thesis III: Network theory and Social Capital theory are essential perspectives to build a framework for IoT development/UXD
A dominant part of the slidedeck introduces the study "Connected Reality 2025".
The Living Bridges Planet community (facebook group of 6.800) is intended as an exemplification of applied Social Capital theory. Since 2012 a "network of networks" has been – including frequent video chats, peer2peer learning, knowledge flow, the spreading and the re-accumulation of the social capital form trust. This dynamics illustrates the "power of social".
Implications for IoT design and development are affecting the IoT research design and the assumptions / process design in product and service development. (See theses above)
http://de.slideshare.net/Z_punkt/z-punkt-studyconnectedreality2025englsingle
Why did industrial revolution starts?
All about industrial revolution. It's a beginner friendly blog.
It contains explanation about Industrial_Revolution_1.0 ,
Industrial_Revolution_2.0 ,
Industrial_Revolution_3.0 ,
Industrial_Revolution_4.0
with effective animations.
for real ppt with animation contact me :)
This document summarizes Garrett Hardin's 1968 article "The Tragedy of the Commons" published in Science magazine. The article discusses how individual interests can harm group resources if not regulated, using examples like overgrazing of public lands by herders. It also references what it means to be a "responsible citizen" and includes photos related to themes like pollution, families, and nuclear weapons to illustrate points about common resources. References at the end include Hardin's original article and Adam Smith's Wealth of Nations.
The document summarizes Garrett Hardin's 1968 article "The Tragedy of the Commons" published in Science magazine. It discusses how individuals acting in their own self-interest can ultimately destroy a shared limited resource, even when it is clear that it is not in anyone's long-term interest for this to happen. It also references what it means to be a responsible citizen and includes photos related to crowded grazing lands, nuclear weapons, large families, winter landscapes, and pollution.
The document summarizes key facts about ancient Egypt. It describes Egypt's location in North Africa along the Nile River, which was divided into Upper and Lower Egypt. It notes several important time periods in Egyptian history, including the Old Kingdom, Middle Kingdom, and New Kingdom, and mentions some important pharaohs like Menes and King Tut.
To succeed in the product image era, online retailers need 30 or more high-quality images per product that are beautiful, timely, accurate, and consistent. This puts increasing demands on photography and post-production teams to scale up. Pixelz enables companies to automate post-production processing through an innovative cloud platform that connects clients to professional image retouchers while providing control and flexibility. Their talent-as-a-service model allows companies to get products from studio to web in less than a day with next morning turnaround and three layers of QA ensuring quality before delivery.
Teachers have the opportunity to instill in students a lifelong love of learning by sparking their natural curiosity and teaching them how to discover answers for themselves, rather than just providing answers. Physical and health education is important for combating obesity by providing students knowledge to look after their physical and mental well-being. The teacher welcomes setting up a meeting to discuss further how they aim to teach these important life skills to students.
The document introduces a personal brand launch for "Boy Tigas" whose real name is Kit Ang who plays for the San Miguel team. The acronym TIGAS stands for Titanium which is referenced in the periodic table of elements and represents the strength and resilience of his spine and character. The brand launch is centered around the nickname "Boy Tigas" and his playing for the San Miguel team.
The document discusses personal knowledge management (PKM) and its importance. PKM involves tracking work, life experiences, and interests in a knowledge base for easy retrieval and sharing. It is challenging to maintain a PKM system due to human nature and the fragility of information spread across files. The document recommends using a plain text tool like org-mode to organize knowledge in a hierarchy. Effective PKM requires guidelines on content, backup, and turning the system into a collaborative resource.
The document compares the horror films The Exorcist and Insidious, discussing their themes of man versus demons, use of dialogue and tone, and differences in how they create shock and horror through small occurrences versus modern technology. The Exorcist from 1973 relies on displaying human suffering realistically within 27 to 48 seconds, while Insidious from 2010 uses mechanics and sneaky happenings through technology to unsettle viewers. Experts provide analysis of the films' techniques for creating extraordinary tension and unease.
The document compares the horror films The Exorcist and Insidious, discussing their themes of man versus demons, use of dialogue and tone, and differences in how they create shock and horror through small occurrences versus modern technology. The Exorcist from 1973 relies on displaying human suffering realistically within short time frames, while Insidious from 2010 employs sneaky happenings and the extraordinary use of film mechanics to unsettle viewers.
Personal 20 year marketing plan kristian angkristianf_ang
This document outlines Kristian Ang's 20-year personal marketing plan called "The Journey to Awesomeness." The plan's vision is to live life to the fullest through overcoming challenges with God's help, learning, hard work, and perseverance. The plan involves taking on aggressive challenges, being a good Christian, continuously learning, becoming the best business intelligence consultant, being tough yet awesome. It outlines roles, a system development life cycle, daily monitoring, and envisions becoming a top consulting manager while happily married with a family.
This chapter discusses the 6 major environmental forces that a marketer must monitor: the demographic environment, economic arena, socio-cultural arena, natural environment, technological arena, and political-legal environment. It stresses that marketers need to look at how these forces impact their business and marketing strategies.
The document discusses the Third Industrial Revolution and key thinkers related to it such as Neil Gershenfeld, Jeremy Rifkin, and Chris Anderson. It outlines some of the main ideas from their works, including that personal fabrication tools will allow everyone to become their own manufacturer. It also discusses challenges for open source practices being applied to hardware, and questions around how to best organize the emerging ecosystem of distributed digital manufacturing.
The document summarizes a panel discussion on open source and the commons held by Creative Commons in 2009. Some key points include:
- Creative Commons launched in 2002 to create legal and technical tools to enable sharing content with some rights reserved, similar to open source software licenses.
- There are now over 70 international projects using Creative Commons licenses to share content.
- While media and content is more diverse than software, it is about a decade behind in openly sharing and collaborating like open source software.
- Successful examples like Wikipedia and Magnatune show that with mass collaboration, free culture can progress faster than free software, though success will be uneven across different types of content and industries.
- Building the commons
Linksvayer, M. (2009, July 28). Panel on Open Source, The Commons as a collective intelligence meta-innovation. Retrieved Retrieved May 7, 2010, from http://slidesha.re/9ZXtHl.
This document summarizes Peter Troxler's background and involvement in the Fab Lab movement. It discusses key thinkers and texts related to digital fabrication and the Third Industrial Revolution, including Neil Gershenfeld, Jeremy Rifkin, and Chris Anderson. It also touches on challenges around organizing the Fab Lab ecosystem through collective action and self-organization while protecting open access to knowledge.
This document summarizes Peter Troxler's background and involvement in the Fab Lab movement. It discusses key thinkers and texts related to digital fabrication and the Third Industrial Revolution, including Neil Gershenfeld, Jeremy Rifkin, and Chris Anderson. It also touches on challenges around organizing the Fab Lab ecosystem through collective action and self-organization while protecting open access to knowledge.
This document provides an overview of the history of cyber technology and Apple Inc. as an example for business success. It discusses how Apple was founded in 1976 and introduced personal computers for home use, bringing the technology to the masses. While facing competition from IBM and Microsoft in the 1980s, Apple continued innovating with products like the Lisa and Macintosh that featured graphical user interfaces. In the late 1980s, Apple struggled after Steve Jobs was fired but later regained success when Jobs returned to lead the company with new innovations. The document uses Zygmunt Bauman's theory of liquid modernity to explain Apple's ability to adapt to rapid technological changes.
AUTHOR: Willi Schroll, strategiclabs Berlin –
CONFERENCE: IoT Week – London 16th-20th June 2014 –
DATE: 18th June 2014 –
TRACK: Society –
HASHTAG: #IoTweek –
Please download the study "Connected Reality 2025" for free:
http://de.slideshare.net/Z_punkt/z-punkt-studyconnectedreality2025englsingle
OUTLINE of the presentation:
I. Foresight perspective on IoT and related drivers
II. IoT and the „Power of Social“
THESES
Thesis I: Most of IoT has as much to do with social relationships as it does with technology
Thesis II: Socio-centric analysis complementing the user‐centric standards
Thesis III: Network theory and Social Capital theory are essential perspectives to build a framework for IoT development/UXD
A dominant part of the slidedeck introduces the study "Connected Reality 2025".
The Living Bridges Planet community (facebook group of 6.800) is intended as an exemplification of applied Social Capital theory. Since 2012 a "network of networks" has been – including frequent video chats, peer2peer learning, knowledge flow, the spreading and the re-accumulation of the social capital form trust. This dynamics illustrates the "power of social".
Implications for IoT design and development are affecting the IoT research design and the assumptions / process design in product and service development. (See theses above)
http://de.slideshare.net/Z_punkt/z-punkt-studyconnectedreality2025englsingle
Why did industrial revolution starts?
All about industrial revolution. It's a beginner friendly blog.
It contains explanation about Industrial_Revolution_1.0 ,
Industrial_Revolution_2.0 ,
Industrial_Revolution_3.0 ,
Industrial_Revolution_4.0
with effective animations.
for real ppt with animation contact me :)
Jaap Van Til's Presentation at Emerging Communication Conference & Awards 200...eCommConf
The document summarizes the keynote speech given by Jaap van Till at the eComm Emerging Communications Conference in Amsterdam. It discusses how networking technology will help societies overcome economic crises through cooperative commons and synthecracy. Examples like Wikipedia and open source show how value increases exponentially as more people contribute and connect. Network effects will scale solutions through collaboration rather than markets or states alone.
This document provides an overview of digital marketing and disruptive innovation by Apple Inc. It discusses how technologies like the computer, internet and mobile phone have disrupted industries through innovations. Apple is highlighted for innovations like the iPod, iPhone, and how it uses digital marketing strategies. The document also reviews the history of innovations in computing from the personal computer revolution to modern smartphones and social media.
Level 1 undergrad class in which we chart the emergence of the term web 2.0 following the dot-com bubble. Looks at key players and problems of specificity. Also looks at some of the criticisms made of the by-product of web 2.0 tech, namely user generated content
People have created and modified tools to address their needs since prehistoric times. But since a few generations we simply buy the tools we need and use them in the way they have been designed. With the current pervasive presence of digital technology, these digital 'tools' are increasingly defining how we live, communicate, learn and work.
Many think of this as nauseating and constraining. We feel that we are forced to live the way big corporations have designed it for us. We feel no longer free to do what we want.
Why can't we design our own tools anymore? Is it really true that corporations always know better what we want? What about those people who fall outside of the mainstream, and have needs and contexts of life that require special tools, that these people can design themselves better than anyone else? And are we not all sometimes out of the mainstream?
In fact, we are increasingly becoming tech tinkerers, adapting our digital tools to a great variety of human needs.
This phenomenon has only just started. The open source hardware revolution has hardly kicked off, also due to the fact that digital technology that surrounds us is not always easy to modify.
But what would our world be like if technology was easy to modify? Would there be more empowerment? Innovation? Democracy? Participation? What could be in it for business? What could this all mean for people in emerging markets and for the future web of things?
The document provides an overview of the past, present, and future of free/open source software (FOSS).
In the past section, it describes the origins of software sharing in the 1960s-70s and key events like the creation of GNU in 1983 and Linux in 1991.
The present section outlines government FOSS adoption in countries like Peru, Venezuela, India, and Malaysia. It also discusses FOSS use in Europe and other parts of Asia.
The future section features quotes from industry leaders acknowledging trends like greater FOSS skills being necessary for careers and the vision of all devices running Linux. The document concludes that the future is open.
The role of individuals and communities in IoT Paola Negrin
Presented on May 10, 2016 by Luca Mari at the International conference “IoTnow Everything but hype” (Milan Disruptive week) in the session “Overview of IoT key issues, opportunities and threats”.
Abstract:
Differently from the industrial automation epitomised in the Computer Integrated Manufacturing of the ’70s and ’80s, IoT is a human-centric technology, in which the widespread adoption of open source and hardware tools lowers the barriers to entry and blurs the roles, toward scenarios of extreme customisation made by prosumers operating in informal, dynamic communities. With some reflections on this perspective, from the data and experiences obtained in an ongoing European research project on the “Digital Do It Yourself” phenomenon.
The document summarizes the history of the free software and open source movements. It discusses early hacker culture at MIT, the founding of the GNU project and Free Software Foundation by Richard Stallman, the development of Linux by Linus Torvalds, and Eric Raymond's analysis of open source collaboration in "The Cathedral and the Bazaar." It also covers diversity between the free software and open source communities and the impact of open source software.
Hong Kong Knowledge Management Conference 20132016
The document summarizes an upcoming conference on the relationship between knowledge management and big data. The conference will be organized by HKKMS and have keynote speeches and a panel discussion on topics related to big data, analytics, artificial intelligence, social media, and the role of knowledge management professionals. It provides details on the date, location, schedule, speakers, and topics of the keynote presentations. The goal is to discuss whether big data represents an opportunity or threat to the field of knowledge management and how professionals can navigate the issues around vast data collection and use of analytics.
This document provides an introduction to the new field of the Internet of Things (IoT). It discusses the evolution from traditional machine-to-machine communications to a world where billions of intelligent physical objects are connected via the Internet. The document is written by experts from Ericsson, SAP and Imperial College London who have extensive experience in IoT technologies, applications, systems architecture and deployments. It aims to provide an overview of this new area and the basic building blocks needed to realize a connected world of intelligent physical objects.
This document discusses implementing an Internet of Things (IoT) system in the manufacturing plant of company XYZ. It first reviews the evolution of IoT and previous literature on IoT applications in industry. It then outlines the scope and methodology of the project, which involves a functional analysis to identify how IoT can minimize costs and improve performance at the plant. Key aspects that will be analyzed include integrating sensor data via SAP HANA to enable predictive maintenance and optimize processes. A financial analysis will also be conducted to evaluate the costs and benefits of the IoT implementation over time. The goal is to reduce quality costs and increase profits through this new IoT-enabled system.
IoT Now And In The Future: Presented by Niroshan Madampitige, Head of Deliver...InterCon
InterCon is a premier technology conference that brings together like-minded people on a common platform to share knowledge, present ideas, get recognition, and network. InterCon Dubai will offer knowledgeable sessions, informative content, extraordinary speakers, and an overall memorable experience.
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Free Software Movement and Open Source CommunitiesHaggen So
The document summarizes the history of the free software and open source movements. It discusses early hacker culture at MIT, the founding of the GNU project and Free Software Foundation by Richard Stallman, the creation of the Linux kernel by Linus Torvalds, and Eric Raymond's influential essay "The Cathedral and the Bazaar" which helped popularize the open source term. It also covers diversity and conflicts between the free software and open source communities as well as the impact of open source software on the software industry and politics.
Free Software Movement and Open Source Communities
Final project social production 1
1. Evolution from Industrial Information Economy to
Networked Information Economy
through Social Production
How social production and collaboration will change the way
we do business
Based on Yochai Benkler’s peer production theory
By tarja kallinen
7. References:
Slide 2: http://twitterbrainstorming.edublogs.org/2011/04/30/the-
wisdom-produced-by-the-industrial-revolution/
Slide 3: http://arstechnica.com/science/news/2009/08/looking-back-at-
ten-years-of-nasas-great-observatories.ars
Slide 4: http://stallman.org/photos/rms-working/pages/7.html &
http://en.wikipedia.org/wiki/File:Linus_Torvalds.jpeg
Slide 5: http://www.londongoods.co.uk/neon-sign-open-neon4-85-p.asp
Slide 6: http://www.pkamk.fi/ebusiness/
Apache Software Foundation. Retrieved May 18, 2011 from www.apache.org
Benkler, Y. (2006). The wealth of networks: how social production
transforms markets and freedom. Yale University Press, New Haven, CT.
GNU Operating System. Retrieved May 20, 2011 from http://www.gnu.org/
licenses/licenses.html
Red Hat. Retrieved May 20, 2011 from http://www.redhat.com/
Wikipedia. Retrieved May 18, 2011 from http://en.wikipedia.org/wiki/
History_of_free_and_open_source_software
Editor's Notes
We are at a moment of great opportunity and challenge; “different technologies make different kinds of human action and interaction easier or harder to perform. All other things being equal, things that are easier to do are more likely to be done, and things that are harder to do are less likely to be done (p. 27)”. \n\nIt is natural for humans to share – they are social beings\n\n\n
http://twitterbrainstorming.edublogs.org/2011/04/30/the-wisdom-produced-by-the-industrial-revolution/\n\nIndustrial Information Economy: focus around capital-intensive production and distribution techniques;\nBenkler, p. 32\n\nOne-way model: “newspapers became means of communication intended to reach ever-larger and more dispersed audiences, and their management required substantial capital investment.” (p. 29)\n\nToday, 2 fundamental facts have changed in the economic ecology: \n1: human meaning and communication have become dominant in advanced economies (culture and information);\n2: basic physical capital necessary to express and communicate human meaning is the connected personal computer;\n- high capital costs that used be required, have disappeared – the means to communicate are widely dispersed in society\n- radical decentralization and emerging patterns of cooperation and sharing.\n
http://arstechnica.com/science/news/2009/08/looking-back-at-ten-years-of-nasas-great-observatories.ars\n\nBenkler states that we live in the midst of a radical disruption that can shift the balance of power and money from the industrial producers of culture and communication to “widely diffuse populations around the globe and the market actors that will build the tools that make this population better able to produce its own information environment... (p. 23).”\n\nThe battle over the relative salience of the proprietary, industrial models of information production and exchange and the emerging networked information economy is being carried out in the domain of the institutional ecology of the digital environment. (p.23)\n\nTo what extent will resources necessary for information production and exchange be governed as commons and or proprietary? (23)\nCommon infrastructure open for all, or proprietary?\n\n
While working at MIT, Richard Stallman began a project in 1983 to build an operating system that was nonproprietary. He called it GNU. According to Stallman MIT had shared software freely for years before he launched his project. It was common for researchers to to share software in academia and by computer scientists in the private sector. Software was not considered a commodity. Richard Stallman was politically motivated: he did not believe in patenting software and extending copyright laws. He wanted people to be able to use software and information freely and share it with others. He created an idea that continues to thrive today: anybody can freely use, copy, modify and distribute GNU software as long as he/she preserve the same licensing agreement. This idea created an atmosphere of collaboration and sharing and promoted innovation and creativity. Stallman’s license became GNU General Public License, or GPL. \nIn 1985 Stallman wrote the GNU Manifesto, which explains the free software philosophy in more detail (http://www.gnu.org/gnu/manifesto.html). Stallman also created the idea of ‘copyleft’, which is a “general method for making a program (or other work) free, and requiring all modified and extended versions of the program to be free as well” (gnu.org). Stallman is still actively involved with the free software movement.\n\nLinus Torvalds, a Finnish computer engineer, began to develop the kernel for GNU software in 1991. He shared his early work as freely modifiable source code under the GNU General Public License. Others began building on Torvalds’ model sharing their ideas liberally. Each person added incrementally, contributing to the whole. The work was all voluntary and decentralized. Linux kernel has evolved into many open source software products and applications that are popular today. Apache HTTP Server is the most commonly used web server software.\n
http://www.londongoods.co.uk/neon-sign-open-neon4-85-p.asp\n\n“In general, open source refers to any program whose source code is made available for use or modification as users or other developers see fit. Open source software is usually developed as a public collaboration and made freely available.”\nhttps://sites.google.com/a/iccns.ca/open-source/home\nThere is a difference between open source and free software\nApache serves 63% of all websites in 2011\n\n
http://www.pkamk.fi/ebusiness/\n\nWhat motivates people to share and collaborate are human psychological needs for companionship, belonging, recognition and self-esteem. The behavior and motivation patterns that we are so familiar with through our social relations, have emerged as “modes of motivating, informing, and organizing productive behavior at the very core of the information economy” (p.92).\n\nLink to Anderson video:\nhttp://www.bbc.co.uk/programmes/p0057wdf\n\nFuture:\n“different technologies make different kinds of human action and interaction easier or harder to perform. All other things being equal, things that are easier to do are more likely to be done, and things that are harder to do are less likely to be done (p. 27)”. People are communicators and social beings by nature. When technology made networking and communication easy across space and time, and when computers became widely available, sharing became commonplace.\nBenkler argues that just because a society is technologically advanced and networked does not mean that it will enhance and improve its democracy, freedom or justice. He does not believe in technological determinism. During a time of economic disruption we have an opportunity to realign our social and economic relationships. Benkler argues that we must choose the path ourselves:\nThe same technologies of networked computers can be adopted in very different patterns. There is no guarantee that networked information technology will lead to the improvements in innovation, freedom, and justice that I suggest are possible. That is a choice we face as a society. The way we develop will, in significant measure, depend on choices we make in the next decade or so (p. 17).\n\nOur current economic structures are based on economic standing: we measure our success or failure by material wealth and level of pay (extrinsic motivations). ). \nThe social production model turns the economic model on its head: in the social production model we are motivated to fulfill our social and psychological needs, not our market-exchangeable needs. Money does not motivate us to share more or less. The rewards are intrinsic. It is vital to understand how these intrinsic motivations can be “mobilized, directed, and made effective in ways that we recognize as economically valuable” (p.99).\n\nIn a networked information economy all necessary inputs for productive activity are under the control of individuals. This enables effective social production (Benkler, p. 99). People are free to contribute within their own capacity and available tools, time and attention. \nMicrotask, \nWikipedia,\n\nAccording to Benkler, there are three characteristics that make the emergence of non-proprietary information production possible; i.e. the production is not profit/market-based. First, in advanced economies, the computers necessary for information and cultural production are almost universally distributed. Second, the raw materials in the information economy are public goods: existing culture and knowledge. Third, people are able to structure solutions to information production problems in a modular fashion. This allows for independent creation of cultural and information products that can be used and recreated by others either in peer-production or independently (p. 105).\nSocial production of information and cultural goods requires social norms and social capital. Social norms, according to Christina Bicchieri et. al, are “...the customary rules thatSome cultures/societies are better equipped to face this disruption due to social capital/trust.\n\n