Software is changing the way traditional business operate. People now have smartphones in their pockets - a supercomputer that is 25,000 times more powerful and the minicomputers of the 1960s. This is changing people´s behaviour and how people shop and use services. The organizational structure created in the 20th century cannot survive when new digital solution are being offered. Software is changing the way traditional business operate. People now have smartphones in their pockets - a supercomputer that is 25,000 times more powerful and the minicomputers of the 1960s. This is changing people´s behaviour and how people shop and use services. The organisational structure created in the 20th century cannot survive when new digital solution are being offered. The hierarchical structure of these established companies assumes high coordination cost due to human activity. But when the coordination cost drops
The organisational structure that companies in the 20th century established was based on the fact that employees needed to do all the work. The coordination cost was high due to the effort and cost of employees, housing etc. Now we have software that can do this for use and the coordination cost drops to close-to-zero. Another thing is that things become free. Consider Flickr. Anybody can sign up and use the service for free. Only a fraction of the users get pro account and pay. How can Flickr make money on that? It turns out that services like this can.
Many businesses make money by giving things away. How can that possibly work? The music business has suffered severely with digital distribution of content. Should musicians put all there songs on YouTube? What is the future business model for music?
What is the future like? Can we predict the future? Doing so is not easy. Even if you have some ideas on how things are developing, convincing others is not easy.
However, there are some clear signs that can tell us what are the next big industries. We are now in the digital age and real time software is causing dramatic transformation of industries.
In this lecture we look at nine important trends that you need to know about.
The 20th Century was the century of broadcasting. In this century we as films, books, TV, long play records, cassettes, CDs, DVD etc. The all had few things in common: they were one-way medium, a broadcast from one to many. Producers were limited and became gatekeepers of content. Somebody selected the films to show in theaters, movies to watch on TV etc. The 20th century was the time of movie stars and pop stars.
It turns out all these mediums have one other thing in common: they are based on a model of scarcity, i.e. program directors have to choose the program for you, since there are only finite number of channels and screens. There are only finite space of shelfs for CDs in store. So we needed pop starts. The many consumers had to listen to the same few albums.
With the Internet in the 21st century this model breaks down. We move from the economic model of scarcity to the economic model of abundance. This changes the game completely. In this lecture we will explore this transformation.
Local is the Lo in SoLoMo, the buzz word. Local is not only about location, it's also about your digital track record. Over 70% of Netflix users watch the films recommend. Mining data to understand people's behaviour is getting to be a huge and valuable business. Advertisers see opportunities in getting direct to their target groups. Predictive intelligence is also about where you will be at some time in the future, and where somebody you know will be.
It turns out that Facebook and Google know you better than you think you know yourself. The world is about to get really scary.
The normal interaction with computers is with keyboard and a mouse. For display a rectangular somewhat small screen is used with 2D windowing systems. The mouse was invented more the 40 years ago and has been for 20 years dominant input. Now we are seeing new types of input devices. Multi-touch adds new dimensions and new applications. Natural user interfaces or gesture interfaces where people point to drag objects. Computers are also beginning to recognise facial expressions of people, so it knows if you are smiling. Voice and natural language understanding is getting to a usable stage. All this calls all types of new applications.
Displays are getting bigger. What if any surface was a screen? If you could spray the wall with screen? Or have you phone project images to the wall.
This lectures explores some of these new types of interactions with computers and software. It makes the old mouse look old.
Over a billion and a half people signed up for Facebook. This site the most used site for people when using the Internet. People are not watching TV so much anymore - they using Facebook, Youtube and Netflix and number of popular web sites.
Some people denote their time working for others online. What drives people to write an article on Wikipedia? They don´t get paid. Companies are enlisting people to help with innovations and sites such as Galaxy Zoo ask people to help identifying images. And why do people have to film themselves singing when they cannot sing and post the video on Youtube?
In this lecture we talk about how people are using the web to interact in new ways, and doing stuff.
History has many examples of great innovators who had difficult time convincing their contemporaries of new technology. Even incumbent and powerful companies regarded new technologies as inferior and dismissed it as "toys". Then when disruptive technologies take off they often are overhyped and can cause bubbles like the Internet bubble of the late 1990s.
In this lecture we look at some examples of disruptive technologies and the impact they had. We look at the The Disruptive Innovation Theory by Harvard Professor Clayton Christensen.
Over two billion people signed up for Facebook. This site the most used site for people when using the Internet. People are not watching TV so much anymore - they using Facebook, Youtube and Netflix and number of popular web sites.
Some people denote their time working for others online. What drives people to write an article on Wikipedia? They don´t get paid. Companies are enlisting people to help with innovations and sites such as Galaxy Zoo ask people to help identifying images. And why do people have to film themselves singing when they cannot sing and post the video on Youtube?
In this lecture we talk about how people are using the web to interact in new ways, and doing stuff.
In 2011 a new app called FourSqure became wildly popular. It allowed people to "check-in" to a location so other could see where you are. This might be a stupid service to provide, but still 55 millions people signed up generating over 6 millions of check-ins. Think about all the data that got created about places and people.
Local is the Lo in SoLoMo, the buzz word. Local is not only about location, it´s also about your digital track record. Over 70% of Netflix users watch the films recommend. Facebook and Google customize the content the provide to you, presumably to create a better user experience. However, there are some problems with filtering too much. We might get stuck in a bubble and never exposed to new ideas.
Everything we do is tracked, creating digital footprint. Mining data to understand people´s behaviour is getting to be a huge and valuable business. Advertisers see opportunities in getting direct to their target groups.
What is the future like? Can we predict the future? Doing so is not easy. Even if you have some ideas on how things are developing, convincing others is not easy.
However, there are some clear signs that can tell us what are the next big industries. We are now in the digital age and real time software is causing dramatic transformation of industries.
In this lecture we look at nine important trends that you need to know about.
The 20th Century was the century of broadcasting. In this century we as films, books, TV, long play records, cassettes, CDs, DVD etc. The all had few things in common: they were one-way medium, a broadcast from one to many. Producers were limited and became gatekeepers of content. Somebody selected the films to show in theaters, movies to watch on TV etc. The 20th century was the time of movie stars and pop stars.
It turns out all these mediums have one other thing in common: they are based on a model of scarcity, i.e. program directors have to choose the program for you, since there are only finite number of channels and screens. There are only finite space of shelfs for CDs in store. So we needed pop starts. The many consumers had to listen to the same few albums.
With the Internet in the 21st century this model breaks down. We move from the economic model of scarcity to the economic model of abundance. This changes the game completely. In this lecture we will explore this transformation.
Local is the Lo in SoLoMo, the buzz word. Local is not only about location, it's also about your digital track record. Over 70% of Netflix users watch the films recommend. Mining data to understand people's behaviour is getting to be a huge and valuable business. Advertisers see opportunities in getting direct to their target groups. Predictive intelligence is also about where you will be at some time in the future, and where somebody you know will be.
It turns out that Facebook and Google know you better than you think you know yourself. The world is about to get really scary.
The normal interaction with computers is with keyboard and a mouse. For display a rectangular somewhat small screen is used with 2D windowing systems. The mouse was invented more the 40 years ago and has been for 20 years dominant input. Now we are seeing new types of input devices. Multi-touch adds new dimensions and new applications. Natural user interfaces or gesture interfaces where people point to drag objects. Computers are also beginning to recognise facial expressions of people, so it knows if you are smiling. Voice and natural language understanding is getting to a usable stage. All this calls all types of new applications.
Displays are getting bigger. What if any surface was a screen? If you could spray the wall with screen? Or have you phone project images to the wall.
This lectures explores some of these new types of interactions with computers and software. It makes the old mouse look old.
Over a billion and a half people signed up for Facebook. This site the most used site for people when using the Internet. People are not watching TV so much anymore - they using Facebook, Youtube and Netflix and number of popular web sites.
Some people denote their time working for others online. What drives people to write an article on Wikipedia? They don´t get paid. Companies are enlisting people to help with innovations and sites such as Galaxy Zoo ask people to help identifying images. And why do people have to film themselves singing when they cannot sing and post the video on Youtube?
In this lecture we talk about how people are using the web to interact in new ways, and doing stuff.
History has many examples of great innovators who had difficult time convincing their contemporaries of new technology. Even incumbent and powerful companies regarded new technologies as inferior and dismissed it as "toys". Then when disruptive technologies take off they often are overhyped and can cause bubbles like the Internet bubble of the late 1990s.
In this lecture we look at some examples of disruptive technologies and the impact they had. We look at the The Disruptive Innovation Theory by Harvard Professor Clayton Christensen.
Over two billion people signed up for Facebook. This site the most used site for people when using the Internet. People are not watching TV so much anymore - they using Facebook, Youtube and Netflix and number of popular web sites.
Some people denote their time working for others online. What drives people to write an article on Wikipedia? They don´t get paid. Companies are enlisting people to help with innovations and sites such as Galaxy Zoo ask people to help identifying images. And why do people have to film themselves singing when they cannot sing and post the video on Youtube?
In this lecture we talk about how people are using the web to interact in new ways, and doing stuff.
In 2011 a new app called FourSqure became wildly popular. It allowed people to "check-in" to a location so other could see where you are. This might be a stupid service to provide, but still 55 millions people signed up generating over 6 millions of check-ins. Think about all the data that got created about places and people.
Local is the Lo in SoLoMo, the buzz word. Local is not only about location, it´s also about your digital track record. Over 70% of Netflix users watch the films recommend. Facebook and Google customize the content the provide to you, presumably to create a better user experience. However, there are some problems with filtering too much. We might get stuck in a bubble and never exposed to new ideas.
Everything we do is tracked, creating digital footprint. Mining data to understand people´s behaviour is getting to be a huge and valuable business. Advertisers see opportunities in getting direct to their target groups.
Local is the Lo in SoLoMo, the buzz word. Local is not only about location, it´s also about your digital track record. Over 70% of Netflix users watch the films recommend. Mining data to understand people´s behaviour is getting to be a huge and valuable business. Advertisers see opportunities in getting direct to their target groups. Predictive intelligence is also about where you will be at some time in the future, and where somebody you know will be.
The world is about to get really scary.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialisation of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
We are currently living in times of great transformation. As the smartphone revolution ends, the next set of revolutions are starting. One of these revolutions is We have over the last couple of decade seen the Internet become the most powerful disrupting force in the world, connecting everyone and transforming businesses. Now everyday objects - things we use are getting smart with sensors and software. And they are connecting. What does this mean?
In this lecture we explore the Internet of Things, IoT or Internet of Everything
Manlike machines have fascinated humans since ancient times. The modern robots start to take shape with the industrial revolution. In the 20th century robots were mostly industrial machines you would see in factories, like car factories.
Today, robots can have sensors, vision, they can hear and understand. They can connect to the cloud for more information. However, we are still in the early stages of robotics and robots will need to go a long way to become useful as a ubiquitous general purpose devices.
The 20th Century was the century of broadcasting. In this century we as films, books, TV, long play records, cassettes, CDs, DVD etc. The all had few things in common: they were one-way medium, a broadcast from one to many. Producers were limited and became gatekeepers of content. Somebody selected the films to show in theaters, movies to watch on TV etc. The 20th century was the time of movie stars and pop stars.
It turns out all these mediums have one other thing in common: they are based on a model of scarcity, i.e. program directors have to choose the program for you, since there are only finite number of channels and screens. There are only finite space of shelfs for CDs in store. So we needed pop starts. The many consumers had to listen to the same few albums.
With the Internet in the 21st century this model breaks down. We move from the economic model of scarcity to the economic model of abundance. This changes the game completely. In this lecture we will explore this transformation.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
After the computing industry got started, a new problem quickly emerged. How do you operate this machines and how to you program them. The development of operating systems was relatively slow compared to the advances in hardware. First system were primitive but slowly got better as demand for computing power increased. The ideas of the Graphical User Interfaces or GUI (Gooey) go back to Doug Engelbarts Demo of the Century. However, this did not have much impact on the computer industry. One company though, Xerox, a photocopy company explored these ideas with Palo Alto Park. Steve Jobs of Apple and Bill Gates of Microsoft took notice and Apple introduced first Apple Lisa and the Macintosh.
In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In this lecture on we look so lessons for the development of algorithms or software, and see how our business theories apply.
In the second part we look at where software is going, namely Artificial Intelligence. Resent developments in AI are causing an AI boom and new AI application are coming all the time. We look at machine learning and deep learning to get an understanding of the current trends.
In the early days of product development, the technology is inferior and lacking in performance. The focus is very much on the technology itself. The users are enthusiast who like the idea of the product, find use for it, and except the lack of performance. Then as the product becomes more mature, other factors become important, such as price, design, features, portability. The product moves from being a technology to become a consumer item, and even a community.
In this lecture we explore the change from technology focus to consumer focus, and look at why people stand in line overnight to buy the latest gadgets.
What does the world look like in the year 2025? Digital living evangelist, Lindsay Smith, explores the communications and technology journey that has revolutionized the 21st century.
Are you ready for the changes that will come in this lifetime?
After the computing industry got started, a new problem quickly emerged. How do you operate this machines and how to you program them. The development of operating systems was relatively slow compared to the advances in hardware. First system were primitive but slowly got better as demand for computing power incresed. The ideas of the Graphical User Interfaces or GUI (Gooey) go back to Doug Engelbarts Demo of the Century. However, this did not have much impact on the computer industry. One company though, Xerox, a photocopy company explored these ideas with Palo Alto Park. Steve Jobs of Apple and Bill Gates of Microsoft took notice and Apple introduced first Apple Lisa and the Macintosh. In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In the second part we look at where software is going, namely Artifical Intelligence. Resent developmens in AI are causing an AI boom and new AI application are coming all the time. We look at machine learning and deep learning to get an understanding of the current trends.
The normal interaction with computers is with keyboard and a mouse. For display a rectangular somewhat small screen is used with 2D windowing systems. The mouse was invented more the 40 years ago and has been for 20 years dominant input. Now we are seeing new types of input devices. Multi-touch adds new dimensions and new applications. Natural user interfaces or gesture interfaces where people point to drag objects. Computers are also beginning to recognize facial expressions of people, so it knows if you are smiling. Voice and natural language understanding is getting to a usable stage. All this calls all types of new applications.
Displays are getting bigger. What if any surface was a screen? If you could spray the wall with screen? Or have you phone project images to the wall.
This lectures explores some of these new types of interactions with computers and software. It makes the old mouse look old.
The ideas for cellular phones were developed in the 1940s. However, it was not until the microprocessor becomes available that practical commercial solutions are possible.
Today there are more than 4.7 billion unique mobile phone subscriptions in the world and of them about 2 bilion are smartphones. This device is so powerful that people check it over 40 times a day.
In this lecture we look mobile. We also look at the history of communication since the telegraph and how the moble market developed in the 80s and 90s until the iPhone was released in 2007. That same year Western Union stopped sending telegraph messages.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
After the computing industry got started, a new problem quickly emerged. How do you operate this machines and how to you program them. The development of operating systems was relatively slow compared to the advances in hardware. First system were primitive but slowly got better as demand for computing power incresed. The ideas of the Graphical User Interfaces or GUI (Gooey) go back to Doug Engelbarts Demo of the Century. However, this did not have much impact on the computer industry. One company though, Xerox, a photocopy company explored these ideas with Palo Alto Park. Steve Jobs of Apple and Bill Gates of Microsoft took notice and Apple introduced first Apple Lisa and the Macintosh. In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In this lecture on we look so lessons for the development of software, and see how our business theories apply.
How organizations communicate with their customers had dramatically changed over time. Let's explore the challenges, past and present.
Learn more in our guide: http://bit.ly/2cb0XQ4
The ideas for cellular phones were developed in the 1940s. However, it was not until the microprocessor becomes available that practical commercial solutions are possible.
Today there are more than 4.7 billion unique mobile phone subscriptions in the world and of them about 2 billion are smartphones. This device is so powerful that people check it over 40 times a day.
In this lecture we look mobile. We also look at the history of communication since the telegraph and how the mobile market developed in the 80s and 90s until the iPhone was released in 2007. That same year Western Union stopped sending telegraph messages.
The ideas for cellular phones were developed in the 1940s. However, it was not until the microprocessor becomes available that practical commercial solutions are possible.
Today there are more than 4.7 billion unique mobile phone subscriptions in the world and of them about 2 billion are smartphones. This device is so powerful that people check it over 40 times a day.
In this lecture we look mobile. We also look at the history of communication since the telegraph and how the moble market developed in the 80s and 90s until the iPhone was released in 2007. That same year Western Union stopped sending telegraph messages.
Over a billion and a half people signed up for Facebook. This site the most used site for people when using the Internet. People are not watching TV so much anymore - they using Facebook, Youtube and Netflix and number of popular web sites.
Some people denote their time working for others online. What drives people to write an article on Wikipedia? They don´t get paid. Companies are enlisting people to help with innovations and sites such as Galaxy Zoo ask people to help identifying images. And why do people have to film themselves singing when they cannot sing and post the video on Youtube?
In this lecture we talk about how people are using the web to interact in new ways, and doing stuff.
Local is the Lo in SoLoMo, the buzz word. Local is not only about location, it´s also about your digital track record. Over 70% of Netflix users watch the films recommend. Mining data to understand people´s behaviour is getting to be a huge and valuable business. Advertisers see opportunities in getting direct to their target groups. Predictive intelligence is also about where you will be at some time in the future, and where somebody you know will be.
The world is about to get really scary.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialisation of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
We are currently living in times of great transformation. As the smartphone revolution ends, the next set of revolutions are starting. One of these revolutions is We have over the last couple of decade seen the Internet become the most powerful disrupting force in the world, connecting everyone and transforming businesses. Now everyday objects - things we use are getting smart with sensors and software. And they are connecting. What does this mean?
In this lecture we explore the Internet of Things, IoT or Internet of Everything
Manlike machines have fascinated humans since ancient times. The modern robots start to take shape with the industrial revolution. In the 20th century robots were mostly industrial machines you would see in factories, like car factories.
Today, robots can have sensors, vision, they can hear and understand. They can connect to the cloud for more information. However, we are still in the early stages of robotics and robots will need to go a long way to become useful as a ubiquitous general purpose devices.
The 20th Century was the century of broadcasting. In this century we as films, books, TV, long play records, cassettes, CDs, DVD etc. The all had few things in common: they were one-way medium, a broadcast from one to many. Producers were limited and became gatekeepers of content. Somebody selected the films to show in theaters, movies to watch on TV etc. The 20th century was the time of movie stars and pop stars.
It turns out all these mediums have one other thing in common: they are based on a model of scarcity, i.e. program directors have to choose the program for you, since there are only finite number of channels and screens. There are only finite space of shelfs for CDs in store. So we needed pop starts. The many consumers had to listen to the same few albums.
With the Internet in the 21st century this model breaks down. We move from the economic model of scarcity to the economic model of abundance. This changes the game completely. In this lecture we will explore this transformation.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
After the computing industry got started, a new problem quickly emerged. How do you operate this machines and how to you program them. The development of operating systems was relatively slow compared to the advances in hardware. First system were primitive but slowly got better as demand for computing power increased. The ideas of the Graphical User Interfaces or GUI (Gooey) go back to Doug Engelbarts Demo of the Century. However, this did not have much impact on the computer industry. One company though, Xerox, a photocopy company explored these ideas with Palo Alto Park. Steve Jobs of Apple and Bill Gates of Microsoft took notice and Apple introduced first Apple Lisa and the Macintosh.
In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In this lecture on we look so lessons for the development of algorithms or software, and see how our business theories apply.
In the second part we look at where software is going, namely Artificial Intelligence. Resent developments in AI are causing an AI boom and new AI application are coming all the time. We look at machine learning and deep learning to get an understanding of the current trends.
In the early days of product development, the technology is inferior and lacking in performance. The focus is very much on the technology itself. The users are enthusiast who like the idea of the product, find use for it, and except the lack of performance. Then as the product becomes more mature, other factors become important, such as price, design, features, portability. The product moves from being a technology to become a consumer item, and even a community.
In this lecture we explore the change from technology focus to consumer focus, and look at why people stand in line overnight to buy the latest gadgets.
What does the world look like in the year 2025? Digital living evangelist, Lindsay Smith, explores the communications and technology journey that has revolutionized the 21st century.
Are you ready for the changes that will come in this lifetime?
After the computing industry got started, a new problem quickly emerged. How do you operate this machines and how to you program them. The development of operating systems was relatively slow compared to the advances in hardware. First system were primitive but slowly got better as demand for computing power incresed. The ideas of the Graphical User Interfaces or GUI (Gooey) go back to Doug Engelbarts Demo of the Century. However, this did not have much impact on the computer industry. One company though, Xerox, a photocopy company explored these ideas with Palo Alto Park. Steve Jobs of Apple and Bill Gates of Microsoft took notice and Apple introduced first Apple Lisa and the Macintosh. In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In the second part we look at where software is going, namely Artifical Intelligence. Resent developmens in AI are causing an AI boom and new AI application are coming all the time. We look at machine learning and deep learning to get an understanding of the current trends.
The normal interaction with computers is with keyboard and a mouse. For display a rectangular somewhat small screen is used with 2D windowing systems. The mouse was invented more the 40 years ago and has been for 20 years dominant input. Now we are seeing new types of input devices. Multi-touch adds new dimensions and new applications. Natural user interfaces or gesture interfaces where people point to drag objects. Computers are also beginning to recognize facial expressions of people, so it knows if you are smiling. Voice and natural language understanding is getting to a usable stage. All this calls all types of new applications.
Displays are getting bigger. What if any surface was a screen? If you could spray the wall with screen? Or have you phone project images to the wall.
This lectures explores some of these new types of interactions with computers and software. It makes the old mouse look old.
The ideas for cellular phones were developed in the 1940s. However, it was not until the microprocessor becomes available that practical commercial solutions are possible.
Today there are more than 4.7 billion unique mobile phone subscriptions in the world and of them about 2 bilion are smartphones. This device is so powerful that people check it over 40 times a day.
In this lecture we look mobile. We also look at the history of communication since the telegraph and how the moble market developed in the 80s and 90s until the iPhone was released in 2007. That same year Western Union stopped sending telegraph messages.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
After the computing industry got started, a new problem quickly emerged. How do you operate this machines and how to you program them. The development of operating systems was relatively slow compared to the advances in hardware. First system were primitive but slowly got better as demand for computing power incresed. The ideas of the Graphical User Interfaces or GUI (Gooey) go back to Doug Engelbarts Demo of the Century. However, this did not have much impact on the computer industry. One company though, Xerox, a photocopy company explored these ideas with Palo Alto Park. Steve Jobs of Apple and Bill Gates of Microsoft took notice and Apple introduced first Apple Lisa and the Macintosh. In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In this lecture on we look so lessons for the development of software, and see how our business theories apply.
How organizations communicate with their customers had dramatically changed over time. Let's explore the challenges, past and present.
Learn more in our guide: http://bit.ly/2cb0XQ4
The ideas for cellular phones were developed in the 1940s. However, it was not until the microprocessor becomes available that practical commercial solutions are possible.
Today there are more than 4.7 billion unique mobile phone subscriptions in the world and of them about 2 billion are smartphones. This device is so powerful that people check it over 40 times a day.
In this lecture we look mobile. We also look at the history of communication since the telegraph and how the mobile market developed in the 80s and 90s until the iPhone was released in 2007. That same year Western Union stopped sending telegraph messages.
The ideas for cellular phones were developed in the 1940s. However, it was not until the microprocessor becomes available that practical commercial solutions are possible.
Today there are more than 4.7 billion unique mobile phone subscriptions in the world and of them about 2 billion are smartphones. This device is so powerful that people check it over 40 times a day.
In this lecture we look mobile. We also look at the history of communication since the telegraph and how the moble market developed in the 80s and 90s until the iPhone was released in 2007. That same year Western Union stopped sending telegraph messages.
Over a billion and a half people signed up for Facebook. This site the most used site for people when using the Internet. People are not watching TV so much anymore - they using Facebook, Youtube and Netflix and number of popular web sites.
Some people denote their time working for others online. What drives people to write an article on Wikipedia? They don´t get paid. Companies are enlisting people to help with innovations and sites such as Galaxy Zoo ask people to help identifying images. And why do people have to film themselves singing when they cannot sing and post the video on Youtube?
In this lecture we talk about how people are using the web to interact in new ways, and doing stuff.
With the computer revolution digital data has become available. With the Internet and smart connected product, the data is growing exponentially. With all this data, it becomes a platform for something new of its own. In this lecture, we look at what big data is and look at several examples of how to use data.
One of the great irony of successful companies is how easily they can fail. New companies are founded to take advantage of some new technology. They become highly successful and but when the technology shifts, something new comes along, they are unable to adapt and fail. This is the innovator’s dilemma.
Then there are companies that manage to survive. For example, Kodak survived two platform shift, only til fail the third. IBM has survived over 100 years. What do successful companies do differently?
Did you know that the term "Computer" once meant a profession? And what did people or computers actually do? They computed mathematical problems. Some problems were tedious and error prone. And it is not surprising that people started to develop machines to aid in the effort. The first mechanical computers were actually created to get rid of errors in human computation. Then came tabulating machines and cash registers. It was not until telephone companies were well established that computing machines became practical.
First computers were huge mainframes, but soon minicomputers like DEC’s PDP started to appear. The transistor was introduced in 1947, but its usefulness was not truly realized until in 1958 when the integrated circuit was invented. This led to the invention of the microprocessor. Intel, in 1971, marketed the 4004 – and the personal computer revolution started. One of the first Personal Computers was MITS’ Altair. This was a simple device and soon others saw the opportunities.
In this lecture we start our coverage of computing and look at some of the early machines and the impact they had.
We are currenlty living in times of great transformation. We have over the last couple of decade seen the Internet become the most powerful disrupting force in the world, connecting everyone and transforming businesses. Now everyday objects - things we use are getting smart with sensors and software. And they are connecting. What does this mean?
In this lecture we explore the Internet of Things, IoT.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
In the early days of product development, the technology is inferior and lacking in performance. The focus is very much on the technology itself. The users are enthusiast who like the idea of the product, find use for it, and except the lack of performance. Then as the product becomes more mature, other factors become important, such as price, design, features, portability. The product moves from being a technology to become a consumer item, and even a community.
In this lecture we explore the change from technology focus to consumer focus, and look at why people stand in line overnight to buy the latest gadgets.
In the early days of product development, the technology is inferior and lacking in performance. The focus is very much on the technology itself. The users are enthusiast who like the idea of the product, find use for it, and except the lack of performance. Then as the product becomes more mature, other factors become important, such as price, design, features, portability. The product moves from being a technology to become a consumer item, and even a commodity.
In this lecture we explore the change from technology focus to consumer focus, and look at why people stand in line overnight to buy the latest gadgets.
History has many examples of great innovators who had difficult time convincing their contemporaries of new technology. Even incumbent and powerful companies regarded new technologies as inferior and dismissed it as "toys". Then when disruptive technologies take off they often are overhyped and can cause bubbles like the Internet bubble of the late 1990s.
In this lecture we look at some examples of disruptive technologies and the impact they had. We look at the The Disruptive Innovation Theory by Harvard Professor Clayton Christensen.
Software is changing the way traditional business operate. People how have smartphones in their pockets - a supercomputer that is 25,000 times more powerful and the minicomputers of the 1960. This is changing people's behaviour and how people shop and use services. The organizational structure created in the 20th century cannot survive when new digital solution are being offered.
With the Internet and social networks, some new business models have emergied. Consider Flickr. Anybody can sign up and use the service for free. Only a fraction of the users get pro account and pay. How can Flickr make money on that? It turns out that services like this can.
Many businesses make money by giving things away. How can that possibly work? The music business has suffered severly with digital distribution of content. Should musicians put all there songs on YouTube? What is the future business model for music?
In this lecture we look at new busines models, include the business of free.
With the Internet and social networks, some new business models have emergied. Consider Flickr. Anybody can sign up and use the service for free. Only a fraction of the users get pro account and pay. How can Flickr make money on that? It turns out that services like this can.
Many businesses make money by giving things away. How can that possibly work? The music business has suffered severly with digital distribution of content. Should musicians put all there songs on YouTube? What is the future business model for music?
In this lecture we look at new busines models, include the business of free.
From the Perspective of a Founder - Creative Commons/ Magnatune/ Bookmooch - ...guestf94ca4
John Buckman speaks from his experience as a founder of multiple companies - Bookmooch, Magnatune and recently his activity on the Board at Creative Commons
RSA London: The Future Of Content And Creativity Gerd Leonhard @RSA London Ma...Gerd Leonhard
The internet is radically disrupting most of the traditional content distribution and selling models, starting with music and games, followed by TV, film, books and print publishing. Once everyone is always-on, mobile and hyper-connected, and everything is available everywhere, how will content be created, distributed, marketed, consumed, and paid for? Who will do what, for whom, and how will the traditional players such as broadcasters, record labels, publishers and distributors adapt? If new players, starting with telecoms, device makers, advertisers and brands, indeed move into the content business, what will be their challenges and opportunities?
Picture 22 Given the challenging financial climate, how do we reconcile the need to reward enterprise and secure sustainable revenue streams, with the expectations and demands of the “freeconomics” generation? What kind of legal, regulatory and cultural framework do we need to ensure that this new eco-system of creators, consumers and intermediaries generates more benefits for all involved? More http://www.mediafuturist.com/2009/04/the-future-of-content-creativity-my-presentation-at-the-rsa-in-london-april-8.html
A presentation I did for the Turkish advertising association in Istanbul, November 2006. It looks at the various societal changes that have meant the rise of new ways of communication and gives examples and cases of how to use digital media to conduct your marketing communications.
Fyrirlestur fyrir Félag tölvunarfræðinga og Verkfræðingafélagið þann 18.05.2022
Nýsköpun er forsenda tækniframfara sem eru forsendur framþróunar. Nýsköpun byrjar yfirleitt smátt og þarf margar ítranir til að virka. Frumkvöðlar sem eru að búa til nýjungar þurfa ekki einungis að glíma við tæknina og takmarkanir hennar, heldur einnig skoðanir og álit samtímamanna sem sjá ekki alltaf tilgang með nýrri tækni. Í þessum fyrirlestri skoðar Ólafur Andri nýsköpun og þær framfarir sem hafa orðið. Einnig skoðar hann hvert tækniframfarir nútímans muni leiða okkur á komandi árum.
Ólafur Andri Ragnarsson er aðjúnkt við Háskólann í Reykjavík og kennir þar námskeið um tækniþróun og hvernig tæknibreytingar hafa áhrif á fyrirtæki. Hann er tölvunarfræðingur (Msc) að mennt frá Oregon University í Bandaríkjanum. Ólafur Andri er frumkvöðull og stofnaði, ásamt fleirum, Margmiðlun og síðar Betware. Þá tók Ólafur Andri þátt í að stofna leikjafyrirtækið Raw Fury AB í Stokkhólmi.
Fyrirlestur haldinn fyrir tæknifaghóp Stjórnvísi þann 13. október 2020.
Undanfarna áratugi höfum við séð gríðalegar framfarir í tækni og nýsköpun á heimsvísu. Þessar framfarir hafa skapað mannkyninu öllu aukna hagsæld. Þrátt fyrir veirufaraldur á heimsvísu eru framfarir ekkert að minnka heldur munu bara aukast næstu árum. Gervgreind, róbotar, sýndarveruleiki, hlutanetið og margt fleira er að búa til nýjar lausnir og ný tækifæri. Framtíðin er í senn sveipuð dulúð og getur verið spennandi og ógnvekjandi í senn. Eina sem við vitum fyrir vissu er að framtíðin verður alltaf betri. Í þessu fyrirlestri ætlar Ólafur Andri Ragnarsson kennari við HR að fjalla um nýjustu tækni og framtíðina.
Technology is one of the factors of change. When new disruptive technology is introduced, it can change industries. We have many examples of that and will start this journey it one of the most important innovation that has come in our lifetimes, the smartphone. We will explore the impact of the smartphone and the fate of existing companies at the time when iPhone, the first smartphone as we know them, was introduced to the world.
We will also look at other examples from history. Then we look at the broader picture, past industrial revolutions and the one that we are experiencing now, the fourth industrial revolution. Specifically we look briefly at the technologies that fuel this revolution, for example artificial intelligence, robotics, drones, internet of things and more.
Manlike machines have fascinated humans since ancient times. The modern robots start to take shape with the industrial revolution. In the 20th century robots were mostly industrial machines you would see in factories, like car factories.
Today, robots can have sensors, vision, they can hear and understand. They can connect to the cloud for more information. However, we are still in the early stages of robotics and robots will need to go a long way to become useful as a ubiquitous general purpose devices.
The normal interaction with computers is with keyboard and a mouse. For display a rectangular somewhat small screen is used with 2D windowing systems. The mouse was invented more the 40 years ago and has been for 20 years dominant input. Now we are seeing new types of input devices. Multi-touch adds new dimensions and new applications. Natural user interfaces or gesture interfaces where people point to drag objects. Computers are also beginning to recognize facial expressions of people, so it knows if you are smiling. Voice and natural language understanding is getting to a usable stage. All this calls all types of new applications.
Displays are getting bigger. What if any surface was a screen? If you could spray the wall with screen? Or have you phone project images to the wall.
This lectures explores some of these new types of interactions with computers and software. It makes the old mouse look old.
With the computer revolution vast amount of digital data has become available. With the Internet and smart connected product, the data is growing exponentially. It is estimated that every year, more data is generated than all history prior. And this has repeated over several years.
With all this data, it becomes a platform for something new of its own. In this lecture, we look at what big data is and look at several examples of how to use data. There are many well-know algorithms to analyse data, like clustering and machine learning.
We are currently living in times of great transformation. We have over the last couple of decade seen the Internet become the most powerful disrupting force in the world, connecting everyone and transforming businesses. Now everyday objects - things we use are getting smart with sensors and software. And they are connecting. What does this mean?
We will see the world become alive. Cars will talk to road sensors that talk to systems that guide traffic. Plants will talk to weather systems that talk to scientists that research climate change. Farming fields will talk to the farming system that talks to robots that do fertilising and harvesting. Home appliances like refrigerators, ovens, coffee machines and microwaves ovens will talk to the home food and cooking system that will inform the store that you are running out butter, cheese, laundry detergent and coffee beans, which will inform the robot driver to get this to your house after consulting your calendar upon when someone is at home.
In this lecture we explore the Internet of Things, IoT.
The ideas for cellular phones were developed in the 1940s. However, it was not until the microprocessor becomes available that practical commercial solutions are possible.
Today there are more than 5 billion unique mobile phone subscriptions in the world and of them about 2.5 billion are smartphones. This device is so powerful that people check it over 40 times a day.
In this lecture we look mobile. We also look at the history of communication since the telegraph and how the mobile market developed in the 80s and 90s until the iPhone was released in 2007. That same year Western Union stopped sending telegraph messages.
Did you know that the term "Computer" once meant a profession? And what did people or computers actually do? They computed mathematical problems. Some problems were tedious and error prone. And it is not surprising that people started to develop machines to aid in the effort. The first mechanical computers were actually created to get rid of errors in human computation. Then came tabulating machines and cash registers. It was not until telephone companies were well established that computing machines became practical.
First computers were huge mainframes, but soon minicomputers like DEC’s PDP started to appear. The transistor was introduced in 1947, but its usefulness was not truly realized until in 1958 when the integrated circuit was invented. This led to the invention of the microprocessor. Intel, in 1971, marketed the 4004 – and the personal computer revolution started. One of the first Personal Computers was MITS’ Altair. This was a simple device and soon others saw the opportunities.
In this lecture we start our coverage of computing and look at some of the early machines and the impact they had.
Software is changing the way traditional business operate. People now have smartphones in their pockets - a supercomputer that is 25,000 times more powerful and the minicomputers of the 1960s. This is changing people's behaviour and how people shop and use services. The organisational structure created in the 20th century cannot survive when new digital solution are being offered. Software is changing the way traditional business operate. People now have smartphones in their pockets - a supercomputer that is 25,000 times more powerful and the minicomputers of the 1960s. This is changing people's behaviour and how people shop and use services. The organisational structure created in the 20th century cannot survive when new digital solution are being offered. The hierarchical structure of these established companies assumes high coordination cost due to human activity. But when the coordination cost drops
The organisational structure that companies in the 20th century established was based on the fact that employees needed to do all the work. The coordination cost was high due to the effort and cost of employees, housing etc. Now we have software that can do this for use and the coordination cost drops to close-to-zero. Another thing is that things become free. Consider Flickr. Anybody can sign up and use the service for free. Only a fraction of the users get pro account and pay. How can Flickr make money on that? It turns out that services like this can.
Many businesses make money by giving things away. How can that possibly work? The music business has suffered severely with digital distribution of content. Should musicians put all their songs on YouTube? What is the future business model for music?
One of the great irony of successful companies is how easily they can fail. New companies are founded to take advantage of some new technology. They become highly successful and but when the technology shifts, something new comes along, they are unable to adapt and fail. This is the innovator’s dilemma.
Then there are companies that manage to survive. For example, Kodak survived two platform shift, only til fail the third. IBM has survived over 100 years. What do successful companies do differently?
History has many examples of great innovators who had difficult time convincing their contemporaries of new technology. Even incumbent and powerful companies regarded new technologies as inferior and dismissed it as "toys". Then when disruptive technologies take off they often are overhyped and can cause bubbles like the Internet bubble of the late 1990s.
In this lecture we look at some examples of disruptive technologies and the impact they had. We look at the The Disruptive Innovation Theory by Harvard Professor Clayton Christensen.
Technology evolves in big waves that we call revolutions. The first revolution was the Industrial revolution that started in Britain in 1771. Since than we have see more revolutions come and how we are in the fifth. These revolutions follow a similar path. First there is an installation period where the new technologies are installed and deployed, creating wealth to those who were are the right place at the right time. This is followed by a frenzy, where financial markets wants to be apart. The there is crash and turning point, followed by synergy, a golden age.
In 1908, a new technological revolution started. It was the Age of Oil and Automobile. The technology trigger was Henry Ford´s new assembly line technique that allowed the manufacturing of standardized, low cost automobile. This created the car industry and other manufacturing companies. This also created demand for gas thus creating the oil industry. During the Roaring Twenties the stock prices rose to new levels, until a crash and the Great Depression. Only after World War II, came a turnaround point followed by a golden age in the post-war boom.
In this lecture we look at a framework for understanding technological revolutions. There revolutions completely change societies and replace the old with new technologies. We will explore how these revolutions take place. We should now be in the golden age phase.
We also look at generations.
In the early days of product development, the technology is inferior and lacking in performance. The focus is very much on the technology itself. The users are enthusiast who like the idea of the product, find use for it, and except the lack of performance. Then as the product becomes more mature, other factors become important, such as price, design, features, portability. The product moves from being a technology to become a consumer item, and even a community.
In this lecture we explore the change from technology focus to consumer focus, and look at why people stand in line overnight to buy the latest gadgets.
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, the hummingbird effect, and serendipity.
At any given time, with all the knowledge we have, new knowledge can emerge. We call this the adjacent possible. It explains why new inventions are invented when they are, and why they are not possible before. Adjacent possible is a very useful term to understand the progress of technology. Technology evolves by using prevailing technologies to improve upon. Thus technology is combinatorial and built in layers. With each layer new ideas can be built upon the previous layers. Thus Gall´s Law says that any complex system that works is built of simpler systems that work.
We will look at the adjacent possible and some ideas that came when all the enabling technologies are available. We also look at an idea that was not possible to build at the time, Charles Babbage engines.
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 parents and your children. Nothing ever 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.
We will explore what exponential means. We look at Moore´s law and The Law of the Accelerating returns.
At any given moment it is easy to look back to see how technology has changed over time. At the same time it is difficult to see what transformations are taking place in current moment, and even more difficult to see where things are going.
We will explore what technology is. For us it may be the latest tech stuff we see, something new. But what about everyday objects that we take for granted. Are those not technologies also?
How does technology evolve and where did it come from? We look at some ideas on evolution of technology and how it is similar to biology in some ways. We will also look at the origin of the word technology. Finally we will define the term we will use in the course. Terms defined are technology, product performance, and innovation to name few.
At any given moment it is easy to look back to see how technology has changed over time. At the same time it is difficult to see what transformations are taking place in current moment, and even more difficult to see where things are going.
We will explore what technology is. For us it may be the latest tech stuff we see, something new. But what about everyday objects that we take for granted. Are those not technologies also?
How does technology evolve and where did it come from? We look at some ideas on evolution of technology and how it is similar to biology in some ways. We will also look at the origin of the word technology. Finally we will define the term we will use in the course. Terms defined are technology, product performance, and innovation to name few.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
5. Communication in the 20th Century
Phone call Postal Letter Talk with Clerk
Analog, slow and expensive - coordination cost is high
1900 2000
6. Travelling in the 20th Century
How would you organise a
vacation at a beach resort in the
Mediterranean in 1971?
How many people would need to
become involved?
7. Coordination
To solve coordination, hierarchical
structures must be formed
Corporate structure with layers of
middle managers
Coordination cost is high and
involves many people
Getting things done is expensive
and slow
Hierarchy
9. PDP-8
Computer from DEC in
March 1965
Cost 18.500 USD
50.000 machines sold
12 bit architecture
32K memory
0,5 MIPS
MIPS: millions instruction per second
iPhone 6
Smartphone from
September 2015
Cost $649
Sold 10 million phones
in 3 days
64 bit architecture
128GB “capacity”
25.000 MIPS
10. 2000 2010
iMac iPhone
iMac G3
Mac OS 9.0.4
500 MHz PowerPC G3 CPU, 128MB Memory
Screen - 786K pixels
Storage - 30GB Hard Drive
iPhone 4 iOS 4.0
1 Ghz ARM A4 CPU, 512MB Memory
Screen - 614K pixels
Storage - 32GB Flash Drive
MOORE’S LAW
20. Coordination Cost
All of the financial cost and institutional difficulties arranging
group output
Form an institution - get resources together
1. Management Problem
2. Structure - economic, legal, physical etc.
3. Inherently exclusionary
4. Professional class
21. Solving the Coordination Cost
Cost of communication is now basically zero and universal
Put the cooperation into the infrastructure
Design a system that coordinates the output of the system as a
byproduct of operating the system with out regard to institutional
models
22. New Solutions
New solutions get built on the Internet infrastructure
Napster in 1999
Music Industry goes crazy
23. New Solutions
New solutions get built on the Internet infrastructure
BitTorrent in 2001
Music Industry goes even more crazy
41. THE
DIGITAL DECADE
THE CONTENT
ESCAPES
THE FORM
INTERNET
DISRUPTION
BEGINS
1900 2000
From hierarchical structure to networks
From broadcasting to streaming - long tail
From Read-only culture to read-write culture
The Move to Networks
THE
TRANSFORMATION
DECADE
BUSINESS MODELS
CHANGE
SMARTPHONES
REAL TIME SOFTWARE
CLOUD AND AI
2010
42. 2010 2020
Defined Industry Boundaries
Single-purpose Products
Producers and Consumers
Buying Economy
Hierarchical Structure
Platforms, ecosystems
Connected Smart Products
User as producer, co-creation
Sharing economy
Network Structure
The Transformation Decade
Broadcasting Streaming
Gatekeepers Algorithms
2010 2020
43. What is happening to traditional businesses is that they
are getting challenged by digital real-time software base
network companies
It the transformation of old established physical way of
doing business into new ways that are optimized around
real-time software systems
This is called Digital Transformation
Digital Transformation
44. Software is becoming the change agent of all business
If the internet has not disrupted a business, it will
Traditional industries like retail, shipping, banking,
insurance, law firms, health and the list goes on…
Digital Transformation
45. Any business that is built around a
hierarchy with high coordination
cost, will be crushed by a
networked software solution with
low coordination cost
49. Traditional Banking
Highly established and structured
organisations
Conservative and secretive
Slow and expensive
Not very transparent with endless
“hidden fees”
54. Sales at US retail stores on Black Friday fell to $10.4 billion
this year, down from $11.6 billion in 2014
Source: ShopperTrak
image: Huffington Post Canada
59. “Retail guys are going to go out of business and
ecommerce will become the place everyone buys. You
are not going to have a choice. We’re still pre-death of
retail, and we’re already seeing a huge wave of growth.
The best in class are going to get better and better. We
view this as a long term opportunity.”
— Mark Andreessen
60. Retail is fundamentally implausible economic structure
You combine the fixed cost of real estate with inventory
Every retailer is put in a highly leveraged position
Few can survive a decline of 20 to 30 percent in revenues
There is fundamentally a better model
63. A) People that just steals, they will never pay
B) People that want to try before buy - if they like they pay
C) People that want something but it is not available
D) Copyright laws don’t apply anymore - its not piracy
Reasons for Piracy
68. Subscription to vast repository of music
Very accessible and relevant
Music Subscription
69. In the LP/CD era, the industry was based in scarcity model of
economics
Only few artists became popstarts - professionalised and limited
Today, consumers don’t want to pay as much as they did for music
Add to that, the fact that anybody can be a musician and be on
Soundcloud or Spotify
World of Music
70.
71.
72. “Every industry that becomes digital
becomes free”
- Chris Anderson, Editor WIRED
Freeconomics
73. The Economy of the Free
Source: Free! Why $0.00 Is the Future of Business
Subsidising Products is well known
Cross-subsidy
Now, a different sort of free has emerged
The new model is based on the fact that the cost
of products themselves is falling fast
76. A Taxonomy of Free
"Freemium"
What's free: Web software and services, some content
Free to whom: users of the basic version
Subscription model of media
Varying tiers of content, from free to
expensive, or a premium "pro" version
The 1% Rule - 1% of a community does
all the work
F2P in the video games industry
77. A Taxonomy of Free
Advertising
What's free: content, services, software, and more
Free to whom: everyone
Examples
Yahoo's pay-per-pageview banners
Google's pay-per-click text ads,
Amazon's pay-per-transaction "affiliate ads"
Paid inclusion in search results
Paid listing in information services
Lead generation
78.
79. A Taxonomy of Free
Cross-subsidies
What's free: any product that entices you to pay for something else
Free to whom: everyone willing to pay eventually, one way or another
Examples
Give the music, sell concerts
80. A Taxonomy of Free
Zero marginal cost
What's free: things that can be distributed
without an appreciable cost to anyone
Free to whom: everyone
Examples
On-line music
Digital reproduction and peer-to-peer
distribution, the real cost of distributing
music has truly hit bottom
81. A Taxonomy of Free
Labor exchange
What's free: Web sites and services
Free to whom: all users, since the act of using these sites and
services actually creates something of value
Examples
Free porn if you solve a few captchas
Rating stories on Digg, voting on Yahoo Answers,
or using Google's 411 service
82. A Taxonomy of Free
Gift economy
What's free: the whole enchilada, be it open source software
or user-generated content
Free to whom: everyone
Examples
Wikipedia
Zero-cost distribution has turned
sharing into an industry
83. Economy of Abundance
Traditional products exist in the economy of scarcity
When the cost of copying and distributing becomes
close to nothing, the economy shifts
You can’t sell copies – their worthless
It’s not only about money - time and respect are also
important
So is your digital footprint
114. Discoverability
Online web sites and
product reviews
Social media, Facebook,
Pinterest, Twitter etc
Youtube, Vimeo etc
Buying
Buying online
Show rooming and buying
online
Buying in-store has to be an
experience - shareable
Rating
Social media, Facebook,
Pinterest, Twitter etc
If it is not shareable, it did
not happen
Use the medium people use
119. The YouTube video was posted on July 6, 2009
It amassed 150,000 views within one day, prompting United to
contact Carroll saying it hoped to right the wrong
13.3 million by September 2013
http://en.wikipedia.org/wiki/United_Breaks_Guitars
120. Within 4 days of the video being posted online, United
Airlines' stock price fell 10%, costing stockholders about
$180 million in value