In celebration of Geek Pride Day (May 25), Modis asked people around the United States to weigh in on what it really means to be a geek and why they are proud to be one. Well, the geeks have spoken! Eighty-seven percent of American people said they do not sneak their geek! Flip through to see more information about our Geek Pride Day 2013 survey results & find out why America will no longer sneak their geek!
The document provides an overview of the structure and function of the respiratory system. It describes the major components including the upper and lower respiratory tract, lungs, breathing mechanisms, gas exchange, and control of respiration. Key points are that the respiratory system brings air into the body and removes carbon dioxide, gas exchange occurs through diffusion across respiratory membranes in the alveoli, and respiration is regulated by centers in the brainstem.
2013 Edelman Global Entertainment Study - BrazilEdelman
Edelman’s Global Entertainment Study highlights the importance and prevalence of entertainment in people’s daily lives, and how technology has enabled its consumption and sharing on a global basis. Now in its seventh year, the study, co-commissioned by Edelman and MATTER and fielded by Edelman Berland, has expanded beyond the U.S. and U.K. to include Brazil, China, Germany, India, Korea and Turkey. Here you will find the results focused on the Brazilian market.
Hispanic Millennial Project Wave 5: Media, Entertainment & Technology PreviewSensis
This document summarizes research from multiple waves of a study on Hispanic Millennials conducted between 2015-2019. Key findings include:
- Hispanic Millennials are a large and growing demographic segment, making up 27% of the total Hispanic population in the US.
- Research covered topics like healthcare, finances, food/beverage consumption, technology/media usage, and cultural influences.
- Across areas, Hispanic Millennials showed similarities to other Millennials but also differences reflecting their Hispanic heritage.
The document summarizes the findings of a survey of over 2,300 12-13 year old students regarding their online safety knowledge, behaviors, and education. Key findings include:
- 62% felt e-safety was important but only 42% thought about it often online
- 77% knew how to update privacy settings but only 67% had actually done so
- 44.9% found it easier to express themselves online, especially boys and gamers
- 90% received e-safety education at school focused on social media risks
- Only 40% would talk to a teacher about online concerns, 60% said no or unsure
- 19% had enforced time limits at home, 35% had no limits
-
New research from the UK's largest independent media agency, the7stars, in partnership with Newsworks, reveals that 63% of the nation want more serendipitous online content.
The document summarizes key findings from a media report conducted by Buzz Marketing Group. 500 millennials ages 18-34 were surveyed online in March 2013 about their media consumption habits. Key findings include that while 96% subscribe to the free YouTube, many are also willing to pay for services like Netflix, Hulu, and Spotify. Facebook and Twitter are the most popular social networks but Tumblr and LinkedIn are growing in popularity among millennials. About half have blogs or vlogs, preferring to express themselves through video on sites like YouTube rather than traditional writing.
Young adult males aged 18-34 spend a significant amount of time online, averaging over 12 hours per week. They are drawn to activities like sports, games, social networks, and adult content. While they value relationships and family, they also enjoy independent online activities. Effective marketing approaches engage them through interactive content, videos, and platforms they frequent like Twitter and YouTube. Their diverse online behaviors require a widespread presence rather than focusing on any one site.
The document provides an overview of the structure and function of the respiratory system. It describes the major components including the upper and lower respiratory tract, lungs, breathing mechanisms, gas exchange, and control of respiration. Key points are that the respiratory system brings air into the body and removes carbon dioxide, gas exchange occurs through diffusion across respiratory membranes in the alveoli, and respiration is regulated by centers in the brainstem.
2013 Edelman Global Entertainment Study - BrazilEdelman
Edelman’s Global Entertainment Study highlights the importance and prevalence of entertainment in people’s daily lives, and how technology has enabled its consumption and sharing on a global basis. Now in its seventh year, the study, co-commissioned by Edelman and MATTER and fielded by Edelman Berland, has expanded beyond the U.S. and U.K. to include Brazil, China, Germany, India, Korea and Turkey. Here you will find the results focused on the Brazilian market.
Hispanic Millennial Project Wave 5: Media, Entertainment & Technology PreviewSensis
This document summarizes research from multiple waves of a study on Hispanic Millennials conducted between 2015-2019. Key findings include:
- Hispanic Millennials are a large and growing demographic segment, making up 27% of the total Hispanic population in the US.
- Research covered topics like healthcare, finances, food/beverage consumption, technology/media usage, and cultural influences.
- Across areas, Hispanic Millennials showed similarities to other Millennials but also differences reflecting their Hispanic heritage.
The document summarizes the findings of a survey of over 2,300 12-13 year old students regarding their online safety knowledge, behaviors, and education. Key findings include:
- 62% felt e-safety was important but only 42% thought about it often online
- 77% knew how to update privacy settings but only 67% had actually done so
- 44.9% found it easier to express themselves online, especially boys and gamers
- 90% received e-safety education at school focused on social media risks
- Only 40% would talk to a teacher about online concerns, 60% said no or unsure
- 19% had enforced time limits at home, 35% had no limits
-
New research from the UK's largest independent media agency, the7stars, in partnership with Newsworks, reveals that 63% of the nation want more serendipitous online content.
The document summarizes key findings from a media report conducted by Buzz Marketing Group. 500 millennials ages 18-34 were surveyed online in March 2013 about their media consumption habits. Key findings include that while 96% subscribe to the free YouTube, many are also willing to pay for services like Netflix, Hulu, and Spotify. Facebook and Twitter are the most popular social networks but Tumblr and LinkedIn are growing in popularity among millennials. About half have blogs or vlogs, preferring to express themselves through video on sites like YouTube rather than traditional writing.
Young adult males aged 18-34 spend a significant amount of time online, averaging over 12 hours per week. They are drawn to activities like sports, games, social networks, and adult content. While they value relationships and family, they also enjoy independent online activities. Effective marketing approaches engage them through interactive content, videos, and platforms they frequent like Twitter and YouTube. Their diverse online behaviors require a widespread presence rather than focusing on any one site.
Estudio que analiza el comportamiento de la internauta brasileña en relación al uso de dispositivos tecnológicos e internet y el espacio que las marcas pueden aprovechar con el uso de este tipo de dispositivos.
Tara Hunt held a workshop on applying the concept of "whuffie", which is a measure of social capital and reputation within online communities. The workshop consisted of 3 sections: an introduction to whuffie and social media trends, a discussion of how whuffie works, and an exercise session where participants developed strategies for applying whuffie principles to their business. Some key ideas discussed were focusing on qualitative over quantitative metrics, embracing chaos to be more open, making deposits to build social capital through generosity and helping others, and creating experiences that deliver notable value to core customers.
This document discusses several negative effects of social media use. It notes that 73% of young adults check their phones right before bed, disrupting sleep habits. A study found students who used social media during a video performed worse on tests about the video than students who did not use social media. Heavy social media users tend to have lower GPAs than non-users. Social media can also negatively impact work productivity and job prospects if applicants post unprofessional content online. Oversharing of personal details on social media enables identity theft and privacy risks. Social media also facilitates online bullying.
Intrepid Millennial Explorers: Changing The Face Of Modern Consumerism (Webin...Influence Central
Millennials research products extensively online, relying heavily on peer recommendations from friends and family over traditional advertising or brand engagement. They seek out new experiences and share their unique perspectives on social media not to establish expertise but to connect with others. While technology immersed, Millennials trust in-person recommendations most of all and make contextual decisions based on crowdsourced opinions from their close-knit social networks.
APRIL 2013: Google on Boomers & Seniors OnlineAARP
This document discusses research about internet usage among baby boomers and seniors aged 50 and older. Some key findings include:
- 78% of boomers and 52% of seniors use the internet, and online activities like accessing news and videos are common
- Boomers and seniors spend more weekly time online than watching TV
- The internet is cited as the most popular source for gathering information on topics of interest
- YouTube is the most used website for online videos, which are watched for entertainment and informational purposes
- Social networking, especially Facebook, is widely used among these groups for staying connected with others
- Search engines are the most common way boomers and seniors gather information online, with Google being the most trusted
GEEKS HAVE INHERITED THE EARTH - AAGC 2014Brian Housand
BRIAN HOUSAND, PH.D.
EAST CAROLINA UNIVERSITY
BRIANHOUSAND.COM
Geek. Nerd. Dork. Dweeb. All terms that were once derogatory and served to
alienate and ridicule highly intelligent individuals who are passionate about
specific areas of interest. Yet, in 2014, these have become terms of empower-
ment to a great number of gifted students and a source of true pride. This keynote
session begins by examining the origin and evolution in the portrayal of stereotypes in popular culture while exploring the differences between each of these terms. From there, we will explore a collection of powerful online tools and resources for the geeks and nerds in your life. Come and GET YOUR GEEK ON!
This concise report by Schieber Research interns, Anja Husemann and Dylan Chung, reviews 5 Trends: Affirmations, Upcycling, Digital identity, Subcultures, (un)certain times.
- COVID-19 created new awareness (environmental, societal) amongst Gen-Z consumers.
- This, along with the search for identity (typical of the age group in any generation), and the shift in social norms, connects to #subcultures, #nonbinary consumers, #upcycling and prevention of #foodwaste.
- We noticed the need to stand out in a virtual (onto the metaverse) world - meaning, #NFT or #skins are a sub-trend and not "the need".
- We noted that the rise in anxiety and the search for mental wellness in an isolated world brought with it the cultural trend of #affirmations, #bodypositivity and even #tarot cards.
iCAAD London 2019 - Dr Don Grant - LEFT TO OUR OWN DEVICES: PRACTICING HEALT...iCAADEvents
Recommended for both professionals and individuals, this presentation will explore how our digitally-based devices and behaviours have and will perpetually continue to affect, effect, and alter our lives, lifestyles, and careers.
The document summarizes findings from a survey about American teens' video game playing habits and the potential relationship between gaming and civic engagement. Some key findings include: nearly all teens play games, especially games involving racing, puzzles and sports; games are highly social activities for many teens; having frequent civic gaming experiences where players help others or discuss social issues relates to greater civic participation offline; and parental monitoring of games does not reduce playing of mature-rated games or exposure to anti-social behavior.
Focus on the Future Conference 2015: "App-rehensive: The Blurring Lines of Ga...Julie Hynes
This document discusses the blurring lines between gaming and gambling due to new technologies. It notes that many games, especially those played on mobile devices, incorporate gambling-like features such as near-misses and variable rewards that can stimulate dopamine release in similar ways. Research suggests that some electronic games can become addictive for some players, especially youth whose prefrontal cortex is still developing. The document provides recommendations for policies, local systems, and individuals to help address risks and promote responsible gaming.
This document discusses the changing behaviors of digital consumers. It begins by introducing the concept of the digital consumer and centaur consumer, which blends traditional and digital behaviors. It then presents models of consumer decision making and discusses how the online environment and multiscreen usage are impacting consumer behaviors like showrooming. The document also explores different types of curious digital consumers and how their curiosity and research behaviors differ. It analyzes trends in online research and purchasing (ROPO) and the growth of mobile technology usage among digital consumers.
Fabio Torlini - Reality bytes - The digital experience IS the human experienceHallam
Gen Z has a strong dependency on being constantly connected to the internet, with over half unable to last more than 5 hours without access. They expect personalized and predictive experiences from websites and are more likely than older generations to prioritize personalized experiences over privacy. Gen Z is also more entrepreneurial than previous generations and sees their online presence and reputation as defining factors for their future opportunities.
Algorithms and the technology of personalisation finalColin Strong
This presentation was created for a Google working group meeting which explores the nature of the relationship between the consumer and the Internet. Presented at Google Offices, Berlin June 5th 2015.
Die Edelman Global Entertainment Studie untersucht 2013 im siebten Jahr die Haltung von Verbrauchern gegenüber der Unterhaltungsindustrie sowie ihre Verhaltensweisen in Bezug auf Konsumgewohnheiten und Kaufempfehlungen. Die Global Entertainment Studie wird von Edelman und Matter Inc. in Auftrag gegeben und von dem Marktforschungsunternehmen Edelman Berland durchgeführt. Die Datenerhebung fand online im Zeitraum vom 1. bis 12. April 2013 statt. Befragt wurden 18- bis 54-jährige Konsumenten in Brasilien, China, Indien, Deutschland, Korea, der Türkei, Großbritannien und den USA. Die Stichprobe umfasste 6.500 Befragte: je 1.000 in den USA, Großbritannien, Indien, Brasilien und China sowie jeweils 500 in Deutschland, der Türkei und Korea. Die globalen Daten sind so gewichtet, dass kein Land überrepräsentiert ist.
Wellness and Access Through the Eyes of Young People in Philadelphia - Commun...America's Promise Alliance
America's Promise Alliance Community Convention 2016
Wellness and Access Through the Eyes of Young People
What are the obstacles young people face to access wellness resources in their communities? With the support of Target Corporation, the Center for Promise deployed young people themselves in mapping the assets in their communities to tap their experience and ground-level perspective in better understanding what young people like them are experiencing and what we need to do better to improve the supports they have.
Created by
Youth Researchers, Center for Promise
Generation Z encompasses ages 13 to 19, with a psychographic overlap with young Millennials ages 20 to 24. As digital natives with more familiarity with virtual worlds than previous generations, Generation Z is redefining the "new normal."
The document summarizes key findings from a 2013 global entertainment survey conducted across 8 markets. Some of the main findings include:
- People are highly engaged with entertainment and want more immersive and interactive experiences like interacting with content in real-time or on social media. Emerging markets especially show high levels of engagement.
- Sharing entertainment content on social media is as common as sharing personal updates. People are more likely to share positive experiences to recommend entertainment to others.
- While television remains popular, people increasingly access entertainment on multiple devices simultaneously like laptops and mobile phones. Preferences vary significantly by country.
- Personal recommendations from friends and family have the strongest influence on entertainment choices, more so than
6 Healthy Habits of Social Media in the HomeAdam McLane
This document provides a parent's guide to understanding social media with 6 healthy habits:
1. The first principle is that while social media is new, connecting with others is not. The speed, searchability, and reach of social media are what's new.
2. The second principle is that there is no privacy on the internet - anything posted can be copied, searched, and shared.
3. The third principle is that people may act differently online than in person.
4. The fourth principle notes that where kids go online often determines what they do.
5. The fifth principle is that users are the product for social media companies collecting data.
6. The final principle encourages
The document summarizes research collected from 100 people within the target demographic of 15-28 year olds. It finds that most plan to continue their education or apprenticeship after school. Their main interests are gaming, dating, work, and sports. They prefer horror and thriller movies for dates to get closer to their partners. Lighting, climaxes/anticlimaxes, and symbolic objects are seen as important to an effective thriller. Most said establishing the genre through setting, props, and lighting is important. This provides insight into creating a film that will appeal to the target intelligent, dating, young adult audience.
Perceptions of Articificial Intelligence Among Canadian Consumers 2017, by Sk...Charlie Wilton
Artificial intelligence has reached a turning point. Every day, there are new advancements in AI, new ways for companies to use AI, new assessments of threats and opportunities of AI. As more and more businesses gear up to adopt AI technologies, do they truly understand how consumers perceive AI and what they expect from it? How can brands apply these insights to solve their tough business challenges? Given consumer perceptions, how can marketers influence innovation
and drive ethical standards around AI technology?
To understand how Canadians perceive AI, including what they think, feel, and do, we conducted a survey in August 2017 with 1,001 people representing the general adult (18+) population of Canada.
As you will soon learn, Canadians anticipate the advent of the AI economy with wonderment, but also with concern. This paper provides important insights and lessons into how government, businesses, and marketers can work to alleviate the trust issues and build a bridge to the future where AI is a positive, trusted, and valuable component of everyday products and services.
The national unemployment rate was 4.0% in June. 213,000 jobs were created in June, with an average of 211,000 jobs added per month over the last 3 months. Professional and business services saw the largest increase of 50,000 new jobs, with additional growth in computer systems design and management consulting services. The unemployment rate for professional and technical services was 1.9% and the sector saw 25,000 new jobs in June.
Estudio que analiza el comportamiento de la internauta brasileña en relación al uso de dispositivos tecnológicos e internet y el espacio que las marcas pueden aprovechar con el uso de este tipo de dispositivos.
Tara Hunt held a workshop on applying the concept of "whuffie", which is a measure of social capital and reputation within online communities. The workshop consisted of 3 sections: an introduction to whuffie and social media trends, a discussion of how whuffie works, and an exercise session where participants developed strategies for applying whuffie principles to their business. Some key ideas discussed were focusing on qualitative over quantitative metrics, embracing chaos to be more open, making deposits to build social capital through generosity and helping others, and creating experiences that deliver notable value to core customers.
This document discusses several negative effects of social media use. It notes that 73% of young adults check their phones right before bed, disrupting sleep habits. A study found students who used social media during a video performed worse on tests about the video than students who did not use social media. Heavy social media users tend to have lower GPAs than non-users. Social media can also negatively impact work productivity and job prospects if applicants post unprofessional content online. Oversharing of personal details on social media enables identity theft and privacy risks. Social media also facilitates online bullying.
Intrepid Millennial Explorers: Changing The Face Of Modern Consumerism (Webin...Influence Central
Millennials research products extensively online, relying heavily on peer recommendations from friends and family over traditional advertising or brand engagement. They seek out new experiences and share their unique perspectives on social media not to establish expertise but to connect with others. While technology immersed, Millennials trust in-person recommendations most of all and make contextual decisions based on crowdsourced opinions from their close-knit social networks.
APRIL 2013: Google on Boomers & Seniors OnlineAARP
This document discusses research about internet usage among baby boomers and seniors aged 50 and older. Some key findings include:
- 78% of boomers and 52% of seniors use the internet, and online activities like accessing news and videos are common
- Boomers and seniors spend more weekly time online than watching TV
- The internet is cited as the most popular source for gathering information on topics of interest
- YouTube is the most used website for online videos, which are watched for entertainment and informational purposes
- Social networking, especially Facebook, is widely used among these groups for staying connected with others
- Search engines are the most common way boomers and seniors gather information online, with Google being the most trusted
GEEKS HAVE INHERITED THE EARTH - AAGC 2014Brian Housand
BRIAN HOUSAND, PH.D.
EAST CAROLINA UNIVERSITY
BRIANHOUSAND.COM
Geek. Nerd. Dork. Dweeb. All terms that were once derogatory and served to
alienate and ridicule highly intelligent individuals who are passionate about
specific areas of interest. Yet, in 2014, these have become terms of empower-
ment to a great number of gifted students and a source of true pride. This keynote
session begins by examining the origin and evolution in the portrayal of stereotypes in popular culture while exploring the differences between each of these terms. From there, we will explore a collection of powerful online tools and resources for the geeks and nerds in your life. Come and GET YOUR GEEK ON!
This concise report by Schieber Research interns, Anja Husemann and Dylan Chung, reviews 5 Trends: Affirmations, Upcycling, Digital identity, Subcultures, (un)certain times.
- COVID-19 created new awareness (environmental, societal) amongst Gen-Z consumers.
- This, along with the search for identity (typical of the age group in any generation), and the shift in social norms, connects to #subcultures, #nonbinary consumers, #upcycling and prevention of #foodwaste.
- We noticed the need to stand out in a virtual (onto the metaverse) world - meaning, #NFT or #skins are a sub-trend and not "the need".
- We noted that the rise in anxiety and the search for mental wellness in an isolated world brought with it the cultural trend of #affirmations, #bodypositivity and even #tarot cards.
iCAAD London 2019 - Dr Don Grant - LEFT TO OUR OWN DEVICES: PRACTICING HEALT...iCAADEvents
Recommended for both professionals and individuals, this presentation will explore how our digitally-based devices and behaviours have and will perpetually continue to affect, effect, and alter our lives, lifestyles, and careers.
The document summarizes findings from a survey about American teens' video game playing habits and the potential relationship between gaming and civic engagement. Some key findings include: nearly all teens play games, especially games involving racing, puzzles and sports; games are highly social activities for many teens; having frequent civic gaming experiences where players help others or discuss social issues relates to greater civic participation offline; and parental monitoring of games does not reduce playing of mature-rated games or exposure to anti-social behavior.
Focus on the Future Conference 2015: "App-rehensive: The Blurring Lines of Ga...Julie Hynes
This document discusses the blurring lines between gaming and gambling due to new technologies. It notes that many games, especially those played on mobile devices, incorporate gambling-like features such as near-misses and variable rewards that can stimulate dopamine release in similar ways. Research suggests that some electronic games can become addictive for some players, especially youth whose prefrontal cortex is still developing. The document provides recommendations for policies, local systems, and individuals to help address risks and promote responsible gaming.
This document discusses the changing behaviors of digital consumers. It begins by introducing the concept of the digital consumer and centaur consumer, which blends traditional and digital behaviors. It then presents models of consumer decision making and discusses how the online environment and multiscreen usage are impacting consumer behaviors like showrooming. The document also explores different types of curious digital consumers and how their curiosity and research behaviors differ. It analyzes trends in online research and purchasing (ROPO) and the growth of mobile technology usage among digital consumers.
Fabio Torlini - Reality bytes - The digital experience IS the human experienceHallam
Gen Z has a strong dependency on being constantly connected to the internet, with over half unable to last more than 5 hours without access. They expect personalized and predictive experiences from websites and are more likely than older generations to prioritize personalized experiences over privacy. Gen Z is also more entrepreneurial than previous generations and sees their online presence and reputation as defining factors for their future opportunities.
Algorithms and the technology of personalisation finalColin Strong
This presentation was created for a Google working group meeting which explores the nature of the relationship between the consumer and the Internet. Presented at Google Offices, Berlin June 5th 2015.
Die Edelman Global Entertainment Studie untersucht 2013 im siebten Jahr die Haltung von Verbrauchern gegenüber der Unterhaltungsindustrie sowie ihre Verhaltensweisen in Bezug auf Konsumgewohnheiten und Kaufempfehlungen. Die Global Entertainment Studie wird von Edelman und Matter Inc. in Auftrag gegeben und von dem Marktforschungsunternehmen Edelman Berland durchgeführt. Die Datenerhebung fand online im Zeitraum vom 1. bis 12. April 2013 statt. Befragt wurden 18- bis 54-jährige Konsumenten in Brasilien, China, Indien, Deutschland, Korea, der Türkei, Großbritannien und den USA. Die Stichprobe umfasste 6.500 Befragte: je 1.000 in den USA, Großbritannien, Indien, Brasilien und China sowie jeweils 500 in Deutschland, der Türkei und Korea. Die globalen Daten sind so gewichtet, dass kein Land überrepräsentiert ist.
Wellness and Access Through the Eyes of Young People in Philadelphia - Commun...America's Promise Alliance
America's Promise Alliance Community Convention 2016
Wellness and Access Through the Eyes of Young People
What are the obstacles young people face to access wellness resources in their communities? With the support of Target Corporation, the Center for Promise deployed young people themselves in mapping the assets in their communities to tap their experience and ground-level perspective in better understanding what young people like them are experiencing and what we need to do better to improve the supports they have.
Created by
Youth Researchers, Center for Promise
Generation Z encompasses ages 13 to 19, with a psychographic overlap with young Millennials ages 20 to 24. As digital natives with more familiarity with virtual worlds than previous generations, Generation Z is redefining the "new normal."
The document summarizes key findings from a 2013 global entertainment survey conducted across 8 markets. Some of the main findings include:
- People are highly engaged with entertainment and want more immersive and interactive experiences like interacting with content in real-time or on social media. Emerging markets especially show high levels of engagement.
- Sharing entertainment content on social media is as common as sharing personal updates. People are more likely to share positive experiences to recommend entertainment to others.
- While television remains popular, people increasingly access entertainment on multiple devices simultaneously like laptops and mobile phones. Preferences vary significantly by country.
- Personal recommendations from friends and family have the strongest influence on entertainment choices, more so than
6 Healthy Habits of Social Media in the HomeAdam McLane
This document provides a parent's guide to understanding social media with 6 healthy habits:
1. The first principle is that while social media is new, connecting with others is not. The speed, searchability, and reach of social media are what's new.
2. The second principle is that there is no privacy on the internet - anything posted can be copied, searched, and shared.
3. The third principle is that people may act differently online than in person.
4. The fourth principle notes that where kids go online often determines what they do.
5. The fifth principle is that users are the product for social media companies collecting data.
6. The final principle encourages
The document summarizes research collected from 100 people within the target demographic of 15-28 year olds. It finds that most plan to continue their education or apprenticeship after school. Their main interests are gaming, dating, work, and sports. They prefer horror and thriller movies for dates to get closer to their partners. Lighting, climaxes/anticlimaxes, and symbolic objects are seen as important to an effective thriller. Most said establishing the genre through setting, props, and lighting is important. This provides insight into creating a film that will appeal to the target intelligent, dating, young adult audience.
Perceptions of Articificial Intelligence Among Canadian Consumers 2017, by Sk...Charlie Wilton
Artificial intelligence has reached a turning point. Every day, there are new advancements in AI, new ways for companies to use AI, new assessments of threats and opportunities of AI. As more and more businesses gear up to adopt AI technologies, do they truly understand how consumers perceive AI and what they expect from it? How can brands apply these insights to solve their tough business challenges? Given consumer perceptions, how can marketers influence innovation
and drive ethical standards around AI technology?
To understand how Canadians perceive AI, including what they think, feel, and do, we conducted a survey in August 2017 with 1,001 people representing the general adult (18+) population of Canada.
As you will soon learn, Canadians anticipate the advent of the AI economy with wonderment, but also with concern. This paper provides important insights and lessons into how government, businesses, and marketers can work to alleviate the trust issues and build a bridge to the future where AI is a positive, trusted, and valuable component of everyday products and services.
Similar to America's Inner Geek is Out: Geek Pride Day 2013 Survey (20)
The national unemployment rate was 4.0% in June. 213,000 jobs were created in June, with an average of 211,000 jobs added per month over the last 3 months. Professional and business services saw the largest increase of 50,000 new jobs, with additional growth in computer systems design and management consulting services. The unemployment rate for professional and technical services was 1.9% and the sector saw 25,000 new jobs in June.
The national unemployment rate was 4.1% in March. 103,000 jobs were created in March, with an average of 202,000 jobs added per month over the last 3 months. 33,000 new jobs were added in professional and business services, while 400 jobs were lost in management and technical consulting services. The unemployment rate for professional and technical services was 2.1% with 19,000 new jobs added in that sector.
The US national unemployment rate was 4.1% in February. 313,000 new jobs were created in February, with an average of 242,000 new jobs added per month over the last 3 months. Professional and business services added 50,000 new jobs in February, with computer systems design and related services adding 3,000 and management and technical consulting services losing 1,800 jobs. Professional and technical services unemployment rate was 2.9% in February, with 19,000 new jobs added to that industry.
The U.S. national unemployment rate was 4.1% in December. 148,000 jobs were created last month, with an average of 204,000 jobs added per month over the last 3 months. Professional and business services added 19,000 new jobs, with computer systems design and related services gaining 3,300 and management and technical consulting services adding 800. The unemployment rate for professional and technical services was 2.8% in December.
The national unemployment rate was 4.1% in November. 228,000 jobs were created in November with an average of 170,000 jobs added per month over the last 3 months. Professional and business services added 46,000 new jobs, with computer systems design and related services adding 38,000 and management and technical consulting services adding 7,200. Professional and technical services unemployment rate was 2.7% with 24,000 new jobs added in that industry.
The national unemployment rate was 4.2% in September. Only 33,000 jobs were created in September, though on average 91,000 jobs have been added per month over the last 3 months. Professional and business services added 13,000 new jobs, with additional growth in computer systems design services of 4,200 jobs and management consulting services of 1,900 jobs. The unemployment rate for professional and technical services was 2.8% in September.
The national unemployment rate was 4.4% in August. 156,000 new jobs were created in August, with an average of 196,000 new jobs added per month over the last 3 months. Professional and business services saw the largest growth with 40,000 new jobs, particularly in computer systems design and management consulting which added 8,000 and 3,000 new jobs respectively.
The national unemployment rate was 4.3% in July. 209,000 new jobs were created in July, with an average of 195,000 new jobs added per month over the last 3 months. Professional and business services saw the largest growth with 49,000 new jobs, particularly in computer systems design and management consulting which added 5,000 and 7,000 new jobs respectively.
The national unemployment rate was 4.3% in May. 138,000 jobs were created in May, with an average of 121,000 jobs added per month over the last 3 months. Professional and business services added 38,000 new jobs throughout the US, Canada, and Europe, with 70 offices. Within professional and business services, computer systems design lost 0.2k jobs while management and technical consulting services gained 6.4k jobs. The unemployment rate for professional and technical services was 2.4% in May.
The national unemployment rate was 4.7% in December. 156,000 new jobs were created in December, with an average of 165,000 new jobs added per month over the last 3 months. Professional and business services added 15,000 new jobs, with additional growth in computer systems design services and management consulting. The unemployment rate for professional and technical services was 3.3%.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
2. SURVEY BACKGROUND
• Modis conducted an Omnibus survey in support of Geek Pride Day (May 25th, 2013)
regarding Americans’ perception of geeks, personal passions and hobbies, and
technology.
• Telephone survey of 1,011 Americans age 18+ years of age.
- Fielded by Opinion Research Corporation (ORC)
- Conducted April 11-14, 2013
• This survey explores the differences that were identified between those who self-
identify as Geeks and those who do not.
• Survey results have a margin of error +/- 3 percent at the 95 percent confidence level
for this sample size.
2
+
++
3. KEY FINDINGS
3
Americans
do
not
“sneak
their
geek”
and
are
proud
of
their
passions,
hobbies,
even
their
toys
and
cartoon
pajamas!
• According
to
Modis’
Geek
Pride
2013
survey
results,
a
majority
(87
percent)
of
the
general
populaEon
say
that
they
do
not
“sneak
their
geek”
(e.g.
hide
personal
or
embarrassing
passions
or
interests)
and
only
13
percent
of
Americans
do.
-‐ Sixty-‐five
percent
of
respondents
say
that
if
they
were
trying
to
impress
someone,
they
would
take
pride
in
their
“geek”
toys
(i.e.
stuffed
animals
and
acEon
figures),
90
percent
say
they
would
be
proud
of
their
books
and
comic
books,
and
a
surprising
65
percent
would
be
proud
of
their
superhero
or
cartoon
character
clothing,
including
pajamas.
-‐ Other
personal
items
that
respondents
say
they
would
be
proud
of
include:
their
music
collecEons
(94
percent),
video
games
(77
percent),
and
the
people
they
follow
on
social
media
(72
percent.)
• Of
those
who
do
sneak
their
geek
(13
percent),
who
do
they
hide
geek
interests
from
the
most?
Their
neighbors
(72
percent)!
They
also
hide
their
interests
from:
-‐ Co-‐workers
(70
percent)
-‐ Friends
(63
percent)
-‐ Significant
others
(32
percent)
-‐ Parents
(28
percent)
Geeks
are
ready
for
wearable
tech
• As
major
tech
companies
conEnue
to
roll
out
wearable
gadgetry,
it
seems
a
lot
of
geeks
are
ready
to
hop
on
the
trend.
A
majority
(61
percent)
of
self-‐described
geeks
say
they
would
purchase
and
wear
a
“smart
watch”
(a
computerized
wristwatch
with
Smartphone
funcEonality)
and
56
percent
say
the
same
about
“smart
glasses”
(glasses
with
Smartphone
and
camera
funcEonality).
-‐ InteresEngly,
around
one-‐third
of
non-‐geeks
are
also
interested
in
purchasing/wearing
a
“smart
watch”
(37
percent)
and
“smart
glasses”
(35
percent).
4. KEY FINDINGS (Continued)
4
American
percep?on
of
geeks
improves
year
over
year;
geeks
are
thought
to
be
extremely
intelligent,
hard
working,
and
even
dateable!
• Public
percepEon
of
geeks
conEnues
to
improve
year
over
year
-‐
more
than
half
(58
percent)
of
Americans
define
geeks
as
extremely
intelligent
-‐-‐
a
13
percentage
point
increase
since
Modis’
Geek
Pride
Survey
in
2011!
• But
geeks
are
more
than
just
smart.
When
asked
which
characterisEcs
they
associate
with
geeks,
a
majority
of
consumers
say
that
geeks
are
hard
working
(76
percent)
and
confident
(58
percent).
-‐ Are
geeks
more
likely
to
be
gainfully
employed?
Seventy
percent
of
respondents
who
self-‐idenEfy
as
a
geek
are
employed,
compared
to
only
54
percent
of
non-‐geeks.
• Less
complimentary
percepEons
also
exist.
Only
34
percent
of
respondents
say
they
associate
geeks
with
being
good
looking,
and
69
percent
of
respondents
(including
geeks
and
non-‐geeks
alike)
think
of
geeks
as
awkward.
• All
in
all,
though,
being
a
geek
isn’t
prevenEng
love
connecEons.
Sixty-‐eight
percent
(68
percent)
of
all
respondents
say
they
would
date
a
geek!
This
could
be
because
a
majority
(67
percent)
of
Americans
associates
geeks
with
being
loyal,
an
important
component
to
any
relaEonship.
Geeks
may
not
see
themselves
as
others
see
them
• It’s
quite
possible
geeks
think
they
are
funnier
than
they
actually
are.
Seventy-‐four
percent
of
self-‐described
geeks
say
they
think
geeks
are
funny,
compared
to
only
53
percent
of
non-‐geeks.
• AddiEonally,
a
majority
(62
percent)
of
self-‐described
geeks
define
a
‘geek’
as
someone
who
is
influenEal,
an
associaEon
not
necessarily
shared
by
non-‐geeks
(30
percent.)
5. KEY FINDINGS (Continued)
5
Geeks
con?nue
to
rank
technology
as
“can’t
live
without”
parts
of
their
daily
rou?ne.
• When
asked
which
items
Americans
would
have
a
very
difficult
Eme
living
without
for
one
day,
geeks
are
clear
that
technology
is
a
priority
–
much
more
so
than
their
non-‐geek
counterparts.
Geeks
are
nearly
twice
as
likely
than
non-‐geeks
to
say
they
can’t
live
without:
-‐ Internet
(61
percent
vs.
36
percent,
respecEvely)
-‐ Computer
(54
percent
vs.
35
percent,
respecEvely)
-‐ Smartphone
(46
percent
vs.
33
percent,
respecEvely)
6. MAIN FINDINGS
WAVE THE GEEK BANNER!
Americans are proud of their passions, hobbies, even
their toys and cartoon pajamas!
7. MOST AMERICANS DO NOT “SNEAK THEIR GEEK”
7
K3)
Do
you
sneak
your
geek,
meaning
you
hide
your
personal
passions
and
interests
that
you
feel
are
embarrassing?
(n=1,011)
K6)
If
you
were
trying
to
impress
someone,
would
you
HIDE
or
would
you
TAKE
PRIDE
in
the
following?
(n=1,011)
Yes:
13%
Do
you
sneak
your
geek,
meaning
you
hide
your
personal
passions
and
interests
that
you
feel
are
embarrassing?
If
you
were
trying
to
impress
someone,
would
you
HIDE
or
would
you
TAKE
PRIDE
in…?
Percent
who
would:
TAKE
PRIDE
IN
65%
Your
superhero
or
cartoon
character
clothing,
including
pajamas
90%
Books
or
comics
you
read
77%
Video
games
you
play
94%
Your
music
collec?on
or
playlist
72%
The
people
you
follow
on
social
media,
such
as
Twi]er
or
Facebook
No:
87%
65%
Your
toys,
such
as
stuffed
animals
and
ac?on
figures
8. “SNEAKY” GEEKS HIDE FROM FRIENDS, COWORKERS, FAMILY
8
K3)
Do
you
sneak
your
geek,
meaning
you
hide
your
personal
passions
and
interests
that
you
feel
are
embarrassing?
(n=1,011)
K4)
Who
do
you
hide
your
personal
passions
and
interests
from?
Would
you
say
your…
(Check
All
That
Apply)
(n=124)
Who
do
you
hide
your
personal
passions
and
interests
from?
Would
you
say
your…?
Yes:
13%
Do
you
sneak
your
geek,
meaning
you
hide
your
personal
passions
and
interests
that
you
feel
are
embarrassing?
Of those who do “sneak their geek”, most hide their geek interests from their neighbors
(72 percent).
One-‐third
(32
percent)
hide
their
personal
passions
from
their
significant
other.
9. MAIN FINDINGS
GEEKS
ARE
READY
FOR
WEARABLE
TECH
Majority of geeks would buy smart watch, smart glasses
10. GEEKS ARE READY TO HOP ON THE WEARABLE
TECHNOLOGY TREND
10 K7)
Would
you
consider
purchasing
or
wearing
either
of
the
following?
(Check
All
That
Apply)
(n=1,011)
Would
you
consider
purchasing
or
wearing
either
of
the
following?
Percent
responding
‘Yes’
(A computerized
wristwatch with
Smartphone
functionality)
A majority (61 percent) of self-described geeks say they would consider purchasing or
wearing a “smart watch” and 56 percent would consider purchasing/wearing “smart glasses”.
InteresEngly,
37
percent
of
non-‐geeks
would
consider
purchasing
or
wearing
a
“smart
watch”
and
35
percent
would
consider
purchasing
or
wearing
“smart
glasses.”
(Glasses with
Smartphone and
camera functionality)
Smart
Watch
Smart
Glasses
11. MAIN FINDINGS
GEEKS
CONTINUE
TO
BE
WELL
PERCEIVED
Geeks are thought to be extremely intelligent, hard
working, and even dateable!
12. 12
K2)
You
personally
define
a
‘geek’
as
someone
who…(CHECK
ALL
THAT
APPLY)
(n=1,011)
I
personally
define
a
‘geek’
as
someone
who…
A
13
percentage
point
increase
since
Modis’
Geek
Pride
Survey
in
2011!
Public perception of geeks continues to improve year over year - more than half (58 percent)
of Americans define geeks as extremely intelligent.
GEEKS ARE KNOWN FOR SMARTS, TECH ADVICE,
AND TECH ADDICTION
13. GEEKS, RELATIONSHIPS, AND EMPLOYMENT
13
76%
Hard
Working
67%
Loyal
58%
Confident
69%
Awkward
34%
Good
looking
Being
a
geek
isn’t
prevenEng
love
connecEons,
68
percent
of
all
respondents
say
they
would
date
a
geek!
This
could
be
because
a
majority
(67
percent)
of
Americans
associate
geeks
with
being
loyal,
an
important
component
to
any
relaEonship.
68%
Dateable
K9)
Which
of
the
following
characterisEcs
do
you
associate
with
a
geek?
Would
you
say…(CHECK
ALL
THAT
APPLY)
(n=1,011)
K10)
Would
you
date
a
geek?
(n=1,011)
S1)
Which
of
the
following
best
describes
your
current
employment
status?
Are
you…?
(n=1,011)
Some less complimentary associations for geeks exist - 69 percent of respondents (geeks
and non-geeks alike) think of geeks as awkward. But a majority say they would date a geek.
Which
characteris?cs
do
you
associate
with
a
geek?
Geeks
are
more
likely
to
be
gainfully
employed:
70
percent
of
those
who
self-‐idenEfy
as
geeks
are
employed
Vs.
54
percent
of
non-‐geeks
are
employed
Employable
14. MAIN FINDINGS
GEEKS
ARE
NOT
AS
FUNNY
OR
INFLUENTIAL
AS
THEY
THINK
Geeks see themselves a bit differently than others do
15. GEEK PERCEPTION VS. REALITY
15
Which
of
the
following
characteris?cs
do
you
associate
with
a
geek?
Would
you
say…
K9.
Which
of
the
following
characterisEcs
do
you
associate
with
a
geek?
Would
you
say…(CHECK
ALL
THAT
APPLY)
(n=1,011)
K2.
Do
you
personally
define
a
‘geek’
as
someone
who…(CHECK
ALL
THAT
APPLY)
(n=1,011)
Most (74 percent) self-described geeks say they think geeks are funny, compared to only 53
percent of non-geeks. A majority (62 percent of geeks) also define a geek as someone who is
influential, an association not necessarily shared by non-geeks (30 percent).
16. MAIN FINDINGS
GEEKS
RELY
HEAVILY
ON
TECHNOLOGY
Geeks would have a harder time than non-geeks living
without their Smartphone, computer and the Internet
17. GEEKS ATTACHED TO THEIR TECH
17
13%
39%
36%
33%
33%
35%
59%
36%
60%
76%
16%
30%
41%
44%
46%
48%
50%
54%
55%
57%
61%
65%
78%
47%
47%
46%
Facebook
Your
TV
Your
daily
exercise
routine
Newspaper,
book
or
e-‐Reader
Your
smartphone
Your
morning
coffee
or
tea
Your
pet
Your
computer
Your
pen
or
paper
to
write
with
Your
car
High
speed
Internet
Your
significant
other
Your
family
Non-‐Geek Geek
K8)
Which
of
the
following
items,
if
any,
would
you
have
a
very
difficult
Eme
living
without
for
one
day?
Would
you
say…(CHECK
ALL
THAT
APPLY)
(n=1,011)
Geeks are clear that technology is a priority – much more so that their non-geek counterparts..
Geeks
are
nearly
TWICE
as
likely
than
non-‐geeks
to
say
they
can’t
live
without:
61% vs. 36%
54% vs. 35%
46% vs. 33%
Which
of
the
following
items,
if
any,
would
you
have
a
very
difficult
?me
living
without
for
one
day?