This document discusses virtual worlds and social media. It defines virtual worlds and examines the success factors of 2D virtual worlds targeting kids, tweens, and teens (KT&T). These worlds have been more successful than 3D adult-oriented worlds, with some registering over 10 million users. The document also looks at key trends in the 3D virtual world industry and different virtual world business models. It analyzes how consumers, especially younger ones, use virtual worlds and social media. The document concludes with a summary and recommendations.
Patents are a good indicator of the technology innovations in a specific innovation entity. To find the technology innovation status of Roblox, a key player in metaverse game platform development, patent applications of Roblox as of September 1, 2020 are searched and reviewed. Total of 91 published patent applications (include 56 granted patents) in the USPTO and WIPO are selected for detail analysis.
Following figure shows the Roblox patent application landscape with respect to the key technology innovation field. As shown in the figure, Virtual Item/Object is the most innovated technology followed by User Collaboration/Networking, Virtual Environment, Game Search, User Interaction/Relation Management, Data, Management, Mobile Connection, Game Assessment, Virtual Reality, Electronic Payment, Game Character, AI Application, Cybersecurity, Game Resource Management, Interactive Multimedia System, Multi-Player Game System, User Privacy, Virtual Camera, Audio Processing, Game Accessory, Game Controller , GUI, Online Advertising, Virtual Experience, and Web Search Optimization.
1. The document discusses trends in web2.0 and mobile technologies including the shift from desktop to mobile browsing and the growth of social networking and user participation on the web.
2. It predicts that open platforms, user personalization, social advertising, and the "attention economy" will be important trends in 2008.
3. The document also makes predictions for web trends in Korea, including the growth of social networking services (SNS), mobile web, and the transition to an "IPTV era."
This document discusses virtual worlds and their uses. It describes virtual worlds as computer-simulated environments where users interact through avatars. It outlines how virtual worlds can be used for social networking, education, training, marketing, and more. It also discusses the types of virtual worlds that exist, including commercial worlds like Second Life as well as open-source options. Potential future applications are explored, such as fully integrating virtual worlds into education and combining them with augmented reality.
The document discusses definitions of the metaverse from various sources and proposes categories. It notes that while the metaverse concept originated in the 1990s, it has recently gained attention due to technological advances, changing consumer trends, and the pandemic. The metaverse can be defined narrowly as virtual worlds accessed via avatars or broadly to include most online services. Characteristics include persistence regardless of individual access and simultaneous participation through individual existences.
These slides are from my presentation at Stanford's Metaverse U event May 29th - 30th 2009 on web3D and the standard defining the mixed reality Metaverse.
Web 3.0 is the next evolution of the World Wide Web that aims to make it smarter and more personalized. It will treat the entire web as a giant database that can be queried to provide tailored answers and recommendations to users. For example, a user could ask "What are my options for an action movie and Chinese food?" and Web 3.0 would analyze their question, search the internet, and present optimized results. It is expected that mobile technology will be integral to Web 3.0's development given growing mobile internet usage worldwide. Web 3.0 could enable more advanced mobile applications for tourism, banking, and marketing.
1. Game marketing provides an engaging way for brands to integrate with consumers through digital channels in games. It allows two-way communication and direct measurement of effectiveness.
2. Myths about gamers are debunked - the typical gamer is over 30 years old, half of all gamers are women, and gamers will accept ads and product placements if they don't interfere with gameplay.
3. The landscape of game marketing is evolving as gaming expands across multiple platforms including consoles, PC, mobile and online games. This allows consumers to connect their identity and gameplay across devices.
The document discusses emerging technologies related to virtual reality, 3D displays, and brain-computer interfaces. It describes how these technologies could enable highly immersive virtual worlds, thought-controlled devices and games, and potentially restore sight through "bionic eyes". The pattern of the future is seen as the convergence of massively multiplayer online games, virtual worlds, realistic 3D display, brain interfaces, and visual immersion technologies.
Patents are a good indicator of the technology innovations in a specific innovation entity. To find the technology innovation status of Roblox, a key player in metaverse game platform development, patent applications of Roblox as of September 1, 2020 are searched and reviewed. Total of 91 published patent applications (include 56 granted patents) in the USPTO and WIPO are selected for detail analysis.
Following figure shows the Roblox patent application landscape with respect to the key technology innovation field. As shown in the figure, Virtual Item/Object is the most innovated technology followed by User Collaboration/Networking, Virtual Environment, Game Search, User Interaction/Relation Management, Data, Management, Mobile Connection, Game Assessment, Virtual Reality, Electronic Payment, Game Character, AI Application, Cybersecurity, Game Resource Management, Interactive Multimedia System, Multi-Player Game System, User Privacy, Virtual Camera, Audio Processing, Game Accessory, Game Controller , GUI, Online Advertising, Virtual Experience, and Web Search Optimization.
1. The document discusses trends in web2.0 and mobile technologies including the shift from desktop to mobile browsing and the growth of social networking and user participation on the web.
2. It predicts that open platforms, user personalization, social advertising, and the "attention economy" will be important trends in 2008.
3. The document also makes predictions for web trends in Korea, including the growth of social networking services (SNS), mobile web, and the transition to an "IPTV era."
This document discusses virtual worlds and their uses. It describes virtual worlds as computer-simulated environments where users interact through avatars. It outlines how virtual worlds can be used for social networking, education, training, marketing, and more. It also discusses the types of virtual worlds that exist, including commercial worlds like Second Life as well as open-source options. Potential future applications are explored, such as fully integrating virtual worlds into education and combining them with augmented reality.
The document discusses definitions of the metaverse from various sources and proposes categories. It notes that while the metaverse concept originated in the 1990s, it has recently gained attention due to technological advances, changing consumer trends, and the pandemic. The metaverse can be defined narrowly as virtual worlds accessed via avatars or broadly to include most online services. Characteristics include persistence regardless of individual access and simultaneous participation through individual existences.
These slides are from my presentation at Stanford's Metaverse U event May 29th - 30th 2009 on web3D and the standard defining the mixed reality Metaverse.
Web 3.0 is the next evolution of the World Wide Web that aims to make it smarter and more personalized. It will treat the entire web as a giant database that can be queried to provide tailored answers and recommendations to users. For example, a user could ask "What are my options for an action movie and Chinese food?" and Web 3.0 would analyze their question, search the internet, and present optimized results. It is expected that mobile technology will be integral to Web 3.0's development given growing mobile internet usage worldwide. Web 3.0 could enable more advanced mobile applications for tourism, banking, and marketing.
1. Game marketing provides an engaging way for brands to integrate with consumers through digital channels in games. It allows two-way communication and direct measurement of effectiveness.
2. Myths about gamers are debunked - the typical gamer is over 30 years old, half of all gamers are women, and gamers will accept ads and product placements if they don't interfere with gameplay.
3. The landscape of game marketing is evolving as gaming expands across multiple platforms including consoles, PC, mobile and online games. This allows consumers to connect their identity and gameplay across devices.
The document discusses emerging technologies related to virtual reality, 3D displays, and brain-computer interfaces. It describes how these technologies could enable highly immersive virtual worlds, thought-controlled devices and games, and potentially restore sight through "bionic eyes". The pattern of the future is seen as the convergence of massively multiplayer online games, virtual worlds, realistic 3D display, brain interfaces, and visual immersion technologies.
Mobile technology is driving towards a hyper-connected world in 3 key ways:
1) Everything from appliances to vehicles is becoming "smart" and internet-connected.
2) Access to mobile internet is widening through more affordable devices and expanding infrastructure.
3) Technology is becoming more humanized through voice control, personalized experiences, and devices taking on human qualities.
As this shift accelerates, mobile will change our lives in many ways such as acting as a wellness coach, lifesaver during emergencies, universal remote for smart homes and vehicles, and seamless interface across devices. It will also take on more of our identity through mobile payments, digital keys and consolidation of personal information.
The document discusses building the metaverse through 7 layers: experiences, discovery, creator economy, spatial computing, decentralization, human interface, and infrastructure. It describes over 160 companies working in these layers and 9 megatrends like virtual mainstreaming, machine intelligence, and blockchain adoption that are enabling the metaverse. The metaverse will be led by creators using new tools to build distributed, open experiences across immersive 3D worlds.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
The document discusses the Metaverse and investment opportunities related to it. It explains that the Metaverse refers to virtual reality and augmented reality technologies that will allow for more immersive online experiences. Facebook is changing its name to Meta to reflect its focus on developing Metaverse technologies, while Microsoft's $70 billion acquisition of Activision Blizzard positions it as a major player in the Metaverse through its gaming content and platforms. The document outlines several companies actively working on Metaverse technologies that could present investment opportunities as the concept continues to evolve in coming years.
The document describes an online 3D virtual environment called the Arts Metaverse being developed at the University of British Columbia. It aims to provide an immersive collaborative space for students to reconstruct and experience ancient civilizations. The environment uses Open Croquet, an open-source platform, allowing students to build virtual models piece-by-piece and review each other's work. The goal is to enhance experiential and visual learning about history, culture, and artifacts through a participatory virtual community.
Metaverse Marketing: Games and Virtual Worlds in Product PromotionSebastian Küpers
The document discusses how companies can effectively market and advertise in virtual worlds. It notes that over 80 million people actively participate in virtual worlds each month. The author argues that a presence in virtual worlds will become critical for businesses as more people spend time and have social experiences in these spaces. The document provides advice on how to avoid common mistakes made by early virtual world advertisers, and emphasizes the importance of engaging residents through in-world activities and experiences that keep them within the virtual world, rather than just linking to external websites. It also highlights how interactions, user behavior and interests can be measured and connected to existing business data systems to gain insights.
This document discusses luxury brands marketing in virtual worlds like Second Life. It provides context on virtual worlds and their growing user bases. Some key points:
- Virtual worlds allow users to interact in 3D digital environments in real-time from anywhere.
- Second Life has over 19 million users, many between ages 32-45 and female. It is a top platform for luxury brands.
- Brands can accurately recreate luxury goods virtually and engage users through unique virtual experiences beyond just products.
- The virtual goods market is sizable, especially for clothing/accessories. Users spend real money to customize their avatar identities and homes.
- Some luxury brands like Calvin Klein and Mercedes have launched new products first in virtual worlds to
The document discusses the potential business applications of virtual worlds like AlphaWorld, which was launched in 1996 by Worlds Inc. It describes how virtual worlds allow for new forms of collaboration, learning, marketing and transactions. Worlds Inc. is a leader in this area and has many corporate customers. AlphaWorld in particular allows for 3D interactions between users and has over 100,000 citizens. The document outlines both the technical challenges and opportunities that virtual worlds provide for businesses.
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
The document discusses the sharing economy and collaborative consumption. It defines the sharing economy as an economic model based on sharing, swapping, bartering, trading or renting access to products rather than ownership. Key points include the rise of sharing driven by new technologies and idle capacity, the growth of sharing startups and funding, and opportunities and challenges around trust, regulation, and impact on existing businesses and jobs.
The metaverse is not new! The technology behind the latest immersive experiences has been building for years. Find out more about the history of the metaverse.
1. Virtual worlds like Second Life allow for highly immersive and realistic social interactions through user avatars in 3D online spaces.
2. These virtual worlds are being used for commerce, education, media, and other applications due to their ability to simulate real-life environments and foster collaboration.
3. Emerging technologies like thought-controlled interfaces and brain-computer interactions may allow for an even greater convergence between real and virtual worlds.
The document discusses various examples of how companies are using and exploring the metaverse. Some key examples include:
- Hyundai launching a virtual world called Hyundai Mobility Adventure to showcase its mobility technologies.
- Nike partnering with Roblox to create Nikeland, a virtual world where users can dress avatars in Nike gear.
- Justin Bieber announcing a virtual concert on the Wave platform where fans can interact with a digital avatar of Bieber.
- Ferrari collaborating with Epic Games to create a highly realistic, drivable Ferrari vehicle for Fortnite.
- An American couple holding what's described as the first metaverse wedding with their digital avatars.
EON Reality Knowledge Metaverse Program (EKM Program)Senthilkumar R
By bringing the knowledge metaverse to life, EON Reality will merge the physical, virtual, and augmented reality worlds to reshape the way people everywhere experience their realities. Physical objects and spaces will be complete with informational annotations, activities, and other enhanced knowledge points, while users in virtual reality will be able to digitally teleport themselves into real-life settings around the world.
The metaverse refers to shared virtual spaces where users interact through avatars. It builds on concepts from science fiction and seeks to make online interactions more lifelike through technologies like virtual and augmented reality. While still in early stages, many tech companies and investors see the metaverse as the future of the internet and are working to develop the required technologies and digital spaces.
The document provides an overview and key takeaways from Activate Technology & Media Outlook 2022. Some of the main points covered in the 14 takeaways include:
- Consumer spend on technology and media increased during the pandemic and more time spent will lead to new opportunities for growth.
- Cryptocurrency usage will double in the next year as consumers move from investment to payments/transfers, though Bitcoin and Ethereum dominate currently.
- NFTs will become a mainstream behavior as many industries create and trade them.
- Video games are leading to the metaverse as most digital activities will take place within games.
- The pursuit of the metaverse will drive extensive technology and experience investments by
SocialGrow Round Two Pitch Slides - 2010 MassChallenge Global Startup Competi...Ken Herron
On July 13, 2010, SocialGrow President Marsh Sutherland and Chief Marketing Officer Ken Herron pitched SocialGrow as part of round two of the 2010 MassChallenge Startup Competition at Fan Pier Boston.
The slides have been annotated to include the talking points used for each slide.
Learn more about Microsoft BizSpark SocialGrow and the SocialGrow software application at http://socialgrow.com, and keep up with the latest social media best practices by following SocialGrow on Twitter at http://twitter.com/socialgrow.
Decentralized exchange-Banco: presented by PentagonLuyaoZhangPhD
Here are the key points discussed:
- Discussed the project topic and divided tasks
- Brian will research on the background and key information of Bancor
- 吴希婷 will focus on the cons of Bancor
- 董欣怡 will collect information on the key partners
- 焦月诣 will work on the presentation slides
- Set up a schedule to exchange information before the deadline
All members showed good cooperation and understanding of each other's strengths. The meeting ended smoothly with clear tasks and timeline.
Mastering Digital Transformation for your businessScopernia
This document discusses preparing for digital transformation through digital transformation modeling (DTM). It begins by outlining 7 metaphors - The Glass House, The Package, The Frog, etc. - to understand the impacts of changes driven by digital transformation. It then provides examples of how each metaphor could impact businesses. The document advocates for using DTM, which involves trend watching, defining business impact scenarios, and gaining insights, to help businesses prepare for an increasingly digital future and the ongoing changes it will bring. DTM can help identify where businesses may be disrupted and determine if they are ready to deal with issues like increased transparency, new competitors, and changing customer relationships.
Marketing involves creating and delivering value to customers through communication and managing customer relationships. It aims to deliver authentic content to audiences rather than propaganda. Effective marketing shifts from mass marketing to targeted strategies online. Social networking, blogs, microblogs, video/photo sharing, and chatrooms can increase a library's visibility, promote programs and resources, and connect users without needing real-time interactions. Networking in libraries involves developing contacts to advance work and careers through collaboration, sharing, and learning from each other. It builds on individual skills and facilitates exchanges to provide equal access to opportunities.
Mobile technology is driving towards a hyper-connected world in 3 key ways:
1) Everything from appliances to vehicles is becoming "smart" and internet-connected.
2) Access to mobile internet is widening through more affordable devices and expanding infrastructure.
3) Technology is becoming more humanized through voice control, personalized experiences, and devices taking on human qualities.
As this shift accelerates, mobile will change our lives in many ways such as acting as a wellness coach, lifesaver during emergencies, universal remote for smart homes and vehicles, and seamless interface across devices. It will also take on more of our identity through mobile payments, digital keys and consolidation of personal information.
The document discusses building the metaverse through 7 layers: experiences, discovery, creator economy, spatial computing, decentralization, human interface, and infrastructure. It describes over 160 companies working in these layers and 9 megatrends like virtual mainstreaming, machine intelligence, and blockchain adoption that are enabling the metaverse. The metaverse will be led by creators using new tools to build distributed, open experiences across immersive 3D worlds.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
The document discusses the Metaverse and investment opportunities related to it. It explains that the Metaverse refers to virtual reality and augmented reality technologies that will allow for more immersive online experiences. Facebook is changing its name to Meta to reflect its focus on developing Metaverse technologies, while Microsoft's $70 billion acquisition of Activision Blizzard positions it as a major player in the Metaverse through its gaming content and platforms. The document outlines several companies actively working on Metaverse technologies that could present investment opportunities as the concept continues to evolve in coming years.
The document describes an online 3D virtual environment called the Arts Metaverse being developed at the University of British Columbia. It aims to provide an immersive collaborative space for students to reconstruct and experience ancient civilizations. The environment uses Open Croquet, an open-source platform, allowing students to build virtual models piece-by-piece and review each other's work. The goal is to enhance experiential and visual learning about history, culture, and artifacts through a participatory virtual community.
Metaverse Marketing: Games and Virtual Worlds in Product PromotionSebastian Küpers
The document discusses how companies can effectively market and advertise in virtual worlds. It notes that over 80 million people actively participate in virtual worlds each month. The author argues that a presence in virtual worlds will become critical for businesses as more people spend time and have social experiences in these spaces. The document provides advice on how to avoid common mistakes made by early virtual world advertisers, and emphasizes the importance of engaging residents through in-world activities and experiences that keep them within the virtual world, rather than just linking to external websites. It also highlights how interactions, user behavior and interests can be measured and connected to existing business data systems to gain insights.
This document discusses luxury brands marketing in virtual worlds like Second Life. It provides context on virtual worlds and their growing user bases. Some key points:
- Virtual worlds allow users to interact in 3D digital environments in real-time from anywhere.
- Second Life has over 19 million users, many between ages 32-45 and female. It is a top platform for luxury brands.
- Brands can accurately recreate luxury goods virtually and engage users through unique virtual experiences beyond just products.
- The virtual goods market is sizable, especially for clothing/accessories. Users spend real money to customize their avatar identities and homes.
- Some luxury brands like Calvin Klein and Mercedes have launched new products first in virtual worlds to
The document discusses the potential business applications of virtual worlds like AlphaWorld, which was launched in 1996 by Worlds Inc. It describes how virtual worlds allow for new forms of collaboration, learning, marketing and transactions. Worlds Inc. is a leader in this area and has many corporate customers. AlphaWorld in particular allows for 3D interactions between users and has over 100,000 citizens. The document outlines both the technical challenges and opportunities that virtual worlds provide for businesses.
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
The document discusses the sharing economy and collaborative consumption. It defines the sharing economy as an economic model based on sharing, swapping, bartering, trading or renting access to products rather than ownership. Key points include the rise of sharing driven by new technologies and idle capacity, the growth of sharing startups and funding, and opportunities and challenges around trust, regulation, and impact on existing businesses and jobs.
The metaverse is not new! The technology behind the latest immersive experiences has been building for years. Find out more about the history of the metaverse.
1. Virtual worlds like Second Life allow for highly immersive and realistic social interactions through user avatars in 3D online spaces.
2. These virtual worlds are being used for commerce, education, media, and other applications due to their ability to simulate real-life environments and foster collaboration.
3. Emerging technologies like thought-controlled interfaces and brain-computer interactions may allow for an even greater convergence between real and virtual worlds.
The document discusses various examples of how companies are using and exploring the metaverse. Some key examples include:
- Hyundai launching a virtual world called Hyundai Mobility Adventure to showcase its mobility technologies.
- Nike partnering with Roblox to create Nikeland, a virtual world where users can dress avatars in Nike gear.
- Justin Bieber announcing a virtual concert on the Wave platform where fans can interact with a digital avatar of Bieber.
- Ferrari collaborating with Epic Games to create a highly realistic, drivable Ferrari vehicle for Fortnite.
- An American couple holding what's described as the first metaverse wedding with their digital avatars.
EON Reality Knowledge Metaverse Program (EKM Program)Senthilkumar R
By bringing the knowledge metaverse to life, EON Reality will merge the physical, virtual, and augmented reality worlds to reshape the way people everywhere experience their realities. Physical objects and spaces will be complete with informational annotations, activities, and other enhanced knowledge points, while users in virtual reality will be able to digitally teleport themselves into real-life settings around the world.
The metaverse refers to shared virtual spaces where users interact through avatars. It builds on concepts from science fiction and seeks to make online interactions more lifelike through technologies like virtual and augmented reality. While still in early stages, many tech companies and investors see the metaverse as the future of the internet and are working to develop the required technologies and digital spaces.
The document provides an overview and key takeaways from Activate Technology & Media Outlook 2022. Some of the main points covered in the 14 takeaways include:
- Consumer spend on technology and media increased during the pandemic and more time spent will lead to new opportunities for growth.
- Cryptocurrency usage will double in the next year as consumers move from investment to payments/transfers, though Bitcoin and Ethereum dominate currently.
- NFTs will become a mainstream behavior as many industries create and trade them.
- Video games are leading to the metaverse as most digital activities will take place within games.
- The pursuit of the metaverse will drive extensive technology and experience investments by
SocialGrow Round Two Pitch Slides - 2010 MassChallenge Global Startup Competi...Ken Herron
On July 13, 2010, SocialGrow President Marsh Sutherland and Chief Marketing Officer Ken Herron pitched SocialGrow as part of round two of the 2010 MassChallenge Startup Competition at Fan Pier Boston.
The slides have been annotated to include the talking points used for each slide.
Learn more about Microsoft BizSpark SocialGrow and the SocialGrow software application at http://socialgrow.com, and keep up with the latest social media best practices by following SocialGrow on Twitter at http://twitter.com/socialgrow.
Decentralized exchange-Banco: presented by PentagonLuyaoZhangPhD
Here are the key points discussed:
- Discussed the project topic and divided tasks
- Brian will research on the background and key information of Bancor
- 吴希婷 will focus on the cons of Bancor
- 董欣怡 will collect information on the key partners
- 焦月诣 will work on the presentation slides
- Set up a schedule to exchange information before the deadline
All members showed good cooperation and understanding of each other's strengths. The meeting ended smoothly with clear tasks and timeline.
Mastering Digital Transformation for your businessScopernia
This document discusses preparing for digital transformation through digital transformation modeling (DTM). It begins by outlining 7 metaphors - The Glass House, The Package, The Frog, etc. - to understand the impacts of changes driven by digital transformation. It then provides examples of how each metaphor could impact businesses. The document advocates for using DTM, which involves trend watching, defining business impact scenarios, and gaining insights, to help businesses prepare for an increasingly digital future and the ongoing changes it will bring. DTM can help identify where businesses may be disrupted and determine if they are ready to deal with issues like increased transparency, new competitors, and changing customer relationships.
Marketing involves creating and delivering value to customers through communication and managing customer relationships. It aims to deliver authentic content to audiences rather than propaganda. Effective marketing shifts from mass marketing to targeted strategies online. Social networking, blogs, microblogs, video/photo sharing, and chatrooms can increase a library's visibility, promote programs and resources, and connect users without needing real-time interactions. Networking in libraries involves developing contacts to advance work and careers through collaboration, sharing, and learning from each other. It builds on individual skills and facilitates exchanges to provide equal access to opportunities.
/Users/Aliceleblond/Documents/Compost Tea Power Point Show 1Alice LeBlond
Compost tea can be used to nourish the soil food web and benefit soil microorganisms. The soil food web includes bacteria, fungi, protozoa, nematodes, and arthropods that play important roles in soil health. A soil food web gardener uses compost, mulch, and compost tea to inoculate soils with beneficial microbes. Compost tea is made by steeping compost in water and aerating it to multiply microorganisms. It is rich in bacteria, fungi, and other microbes and their byproducts that nourish soil and plant life when applied as a soil drench or foliar spray.
Este documento presenta varios ejercicios y problemas relacionados con la termoquímica. Incluye definiciones de términos como energía cinética, trabajo y calor, y ejercicios sobre el cálculo de cambios de temperatura, capacidad calorífica, trabajo y cambios en la energía interna y entalpía durante diversos procesos térmicos y de combustión. También presenta problemas sobre el cálculo del tiempo necesario para quemar calorías al realizar diferentes actividades físicas.
This presentation gives an overview about the resources found in this virtual database. It also answers basic questions on how to access this database for free.
El documento describe la molécula del benceno. Es un hidrocarburo aromático con fórmula molecular C6H6 formado por un anillo de 6 átomos de carbono unidos. Inicialmente se propusieron estructuras abiertas para explicar sus propiedades, pero los datos experimentales no coincidían. Finalmente, Kekulé propuso que los enlaces cambian continuamente de posición dentro del anillo, explicando así sus reacciones.
Este documento describe las propiedades del benceno, un hidrocarburo aromático con fórmula C6H6. Explica que el benceno experimenta reacciones de sustitución más que de adición, y presenta una estructura resonante. También cubre la nomenclatura de derivados del benceno y cómo los grupos sustituyentes afectan su reactividad.
El documento resume la historia y estructura del benceno. Fue descubierto en 1825 y su fórmula molecular fue establecida como C6H6 en la década de 1840. En 1865, Kekulé propuso una estructura de anillo para el benceno que explicaba parcialmente sus propiedades, pero no fue hasta la década de 1860 que Dewar y Clauss propusieron estructuras más precisas que representaban adecuadamente su naturaleza aromática.
Myrl is a social network for the metaverse that is built around avatars. It brings together multiple virtual worlds on a single platform to create a cross-world community. Myrl also bridges the gap between virtual worlds and the web by integrating web2.0 tools into virtual worlds. It provides asynchronous and real-time communication tools for virtual world users. Myrl creates a web-based search engine to organize information about multiple virtual worlds in a meaningful way.
Grayscale Metaverse Report November 2021IQbal KHan
The document discusses the emerging concept of the Metaverse and crypto cloud economies. Some key points:
1) The Metaverse is a set of interconnected virtual worlds where people can socialize and interact in real-time, spanning both the digital and physical worlds.
2) Virtual worlds and gaming are converging to create large virtual goods economies worth potentially $400 billion by 2025.
3) Web3 metaverses allow users to truly own digital assets through NFTs and interact across worlds, in contrast to closed Web2 platforms. This enables new concepts like "play to earn".
This document provides an overview of virtual worlds and marketing in Second Life and other virtual environments. It discusses what Second Life is, including its origins, growth, and key characteristics like avatars and user-generated content. The document also explores early marketing efforts in Second Life, challenges with virtual marketing, and the future outlook for virtual worlds. It aims to help marketers understand the opportunities and appropriate ways to engage in virtual environments.
This academic report has been created in 2013 for the last year of study in ISC Paris business school.
The purpose of this study is to demonstrate the importance of digital communication in the video game industry, and the supremacy League of Legends possesses in this field. As in every other sector, the video game industry had to go through the digital revolution. Stores that sold cultural products are now in a difficult position because of their weak revenues1. Despite these dramatic circumstances, League of Legends plays its cards right by proposing a free offer that perfectly suits Internet users.
Virtual Worlds: An Overview and Larger TrendsJoshua Nair
1. Virtual worlds refer to simulated 3D online environments that users can interact with and where they can socialize, play games, or engage in other activities.
2. There are closed virtual worlds like Second Life that are self-contained, and open virtual worlds on the emerging 3D internet that allow user-generated content.
3. Virtual worlds have potential applications for entertainment, social networking, and even business, but the technology is still developing and how they will ultimately be used is still uncertain.
The document provides an overview of the metaverse, including:
1) The metaverse can be considered an evolution of the internet from 2D to 3D, allowing users to explore, interact and build communities using technologies like AR/VR, decentralization, AI and 5G.
2) Major companies are building the necessary hardware, software and network infrastructure to realize this vision of the metaverse, including technologies for 3D rendering, machine learning, decentralization and more.
3) Early uses of the metaverse include gaming, virtual shopping malls and stadiums, but future applications could include collaboration, education, healthcare and more as the technologies mature.
Social Media Attribution - Havas Digital InsightsHavas Media
This document discusses quantifying the contribution of social media in marketing campaigns. It outlines challenges with social media attribution, such as much social media activity escaping traditional tracking. The document proposes addressing this by building on an existing attribution methodology to encompass social media through techniques like agent-based modeling. This would create unified datasets and simulated user journeys to uncover attribution and interaction effects between paid digital campaigns and earned social media. The benefits would include optimizing campaign architecture and maximizing returns across channels.
Augur is a decentralized prediction market platform that uses blockchain technology to solve problems that have plagued past prediction markets. Augur's decentralized oracle solution enables anyone around the world to create markets with automated payouts that eliminate counterparty risk and require no centralized servers. In 2015, Augur had a successful crowdfunding campaign and beta launch, was featured in prominent publications and conferences, and its explanatory video received over 200,000 views, becoming the most viewed prediction market video on YouTube within two months. Augur aims to revolutionize forecasting through a transparent, decentralized system.
Harbor Research - The Internet of Things Meets the Internet of PeopleHarbor Research
The document discusses how the convergence of the Internet of Things and social networks will shape future market opportunities through collaborative innovation. It argues that alliances and collaboration will be important for creating new opportunities, as companies like Apple, Google, P&G and Facebook have shown. The emergence of smart systems that connect people, processes and knowledge through large-scale collaboration could drive radical new modes of value creation.
Social Networking: Socialization and Communities in a Virtual Worldmarlynt
The document discusses social networking and virtual worlds. It describes different types of social networking tools like collaborative software, social software, and metaverses. It explores how social networking affects people socially and economically. It also examines the challenges and future of social networking, virtual worlds' implications for business, and examples of their successful uses in education.
Learn Basics & Advances of Metaverse - 101BlockchainsJackSmith435850
Metaverse is basically a combination of multiple elements of technology, including virtual reality, augmented reality and video where users live within a digital universe. To learn more about Metaverse please go through the document.
This document discusses virtual worlds, which are online simulated environments where users interact through avatars. Users can explore virtual representations of places and objects, communicate with others, and engage in activities. Virtual worlds are used for gaming, tourism, education, and social networking. They also have applications in healthcare by allowing people to engage in activities they cannot do in real life and in commerce by providing opportunities for advertising, product testing, and business meetings.
There is no trust in digital—it is a thing of the past. Security breaches and deep fakes teach us to be skeptical. Social media, digital platforms, and marketing perpetuate scams and spam. Bots and algorithms dominate our attention, and fake news continues to be the watchword of the day. As designers, technologists and marketers in an industry that requires people to be comfortable with what’s going to happen when they click “submit,” we are at a crossroads. How can we recreate value and symbiosis in the products we design when trust can no longer be taken for granted and the very nature of truth has been subverted? Join panelists from technology, design, media and marketing to explore this issue that is defining our society as we identify a way forward.
The document discusses how four key technologies - massively multiplayer online gaming, the web, virtual reality, and decentralized avatar worlds - are enabling new forms of user creation, communication, and innovation in digital worlds. These technologies demonstrate that users will spend significant time and effort in online spaces, build large digital creations through collaboration, and that digital worlds can take forms beyond traditional MMORPGs. The convergence of these technologies is allowing digital worlds to become more innovative places than the real world by providing more powerful tools for creation and communication.
The document discusses the 3D Internet and provides details about its key aspects. It begins with an abstract that introduces the 3D Internet as a powerful new way to interact with consumers, customers, coworkers, and students through immersive 3D experiences. It then provides an outline of the document's contents before delving into further details. The main applications discussed include using the 3D Internet for education through virtual classrooms, commerce through virtual stores that allow trying products before buying, and social networking through interactive virtual environments. Overall, the document provides an in-depth technical overview of the 3D Internet, its potential uses, and some of the challenges to its commercial success.
The 5 Biggest Technology Trends In 2022Bernard Marr
The document discusses 5 major technology trends for 2022: 1) Artificial intelligence becoming more prevalent in everyday devices and tools, 2) Everything transitioning to an "as a service" model and no-code interfaces becoming more popular, 3) Continued digitization, data collection, and virtualization including the development of "metaverses", 4) Increased focus on transparency, governance, and accountability of AI and technology, and 5) Growing investment and viability of sustainable energy solutions like wind, solar, and green hydrogen.
The document provides an overview of mixed reality, including definitions of virtual reality, augmented reality, and mixed reality. It discusses the history and how mixed reality works by merging the real and virtual worlds. The types of mixed reality apps are enhanced environment apps, blended environment apps, and immersive environment apps. Examples of current and future applications are given across various industries like education, medicine, games, and more. Advantages include a detailed view while disadvantages are high costs and inability to touch.
Serious Games for Marketing: Learnings from Corporate and Amateur Efforts in ...Tyler Pace
Second Life is a 3D immersive virtual world built primarily with user-generated content and a thriving in-world economy where this content, from virtual houses to exotic virtual fashions, is bought and sold. In recent years, corporate developers have created branded locations within Second Life. In this study, we compared the content of 20 of Second Life’s top builds—10 corporate and 10 user-created—to discover how the next generation
of builds can be improved.
Олег Ульянский | Управление цифровым маркетингомOleg Ulyansky
Олег Ульянский управляет Digital розничных бизнесов в разных отраслях и странах по контракту.
✅ Разберется с тем, что работает в вашем Digital, а что надо улучшить.
Реализует задачи цифрового маркетинга с большим уважением к вашим деньгам.
Несет ответственность за результат.
Программа лояльности как инструмент роста прямых интернет-продаж: опыт AZIMUT...Oleg Ulyansky
1. Программа лояльности как инструмент перформенс-маркетинга: продвижение отелей через преимущества программы.
2. Немедленные льготы для участника, начиная с первой покупки:
- Легко вступить,
- Легко сэкономить,
3. Стимулирование повторного бронирования: что работает, что не работает.
4. Как присоединить к программе лояльности клиентов, лояльных маркетплейсам.
Прямые интернет-продажи отеля vs. Продажи через маркетплейс (OTA): опыт AZ...Oleg Ulyansky
Многие бренды развивают e-commerce в двух направлениях: свой продающий сайт и маркет-плейс. Это создает внутреннюю конкуренцию между каналами интернет-продаж.
Что выгоднее: прямые продажи – или интернет-посредники? Какие преимущества у прямых интернет-продаж в немедленной и долгосрочной перспективе?
Когда стоит развивать продажи своего бренд-сайта.
Конкуренция между собственными каналами eTravel:
- должны ли цены и скидки быть одинаковыми на сайте и на маркет-плейс?
- как конкурировать с более сильным дистрибутором твоего продукта?
Программа лояльности: лояльность гостя или лояльность гостю
User Research and Testing with ChildrenOleg Ulyansky
User research will be conducted with 8 year olds to inform the design of a new game about Clyde's Adventures for the Commonwealth Games. The research plan involves conducting focus groups of 4-6 children at a local community center after school. Permission will be obtained from parents beforehand. The sessions will explore what games children currently enjoy and don't enjoy playing, what sports they like, and ideas for Clyde's morning routine. A topic guide, visual activities, and refreshments will keep the children engaged during the 45 minute sessions. Feedback will be analyzed across groups to validate ideas for the new game.
This document summarizes how kids aged 8-10 have changed in the last 5 years in terms of technology use. It finds that kids now have much greater access to mobile devices like smartphones and tablets, which they use for social media, gaming, and content creation. Mobile gaming revenue and "creator" apps like Minecraft and Talking Tom have grown dramatically, while traditional toy markets have been stagnant. Kids are also more connected through chat apps, spending more time on mobile screens and less time with friends in person compared to 2009.
TNS изучила популярность безналичных способов оплаты в разных возрастных и социальных группах российских интернет-пользователей. Опросы проводились среди жителей городов с населением от 800 тысяч человек в возрасте от 12 до 55 лет. При этом подростки 12–17 лет и взрослые в возрасте 46–55 лет стали центром исследования впервые. Всего в опросе приняло участие более 2800 респондентов.
При этом подростки для платежей через интернет чаще всего выбирают электронные деньги: этот способ предпочитает 53% из них.
У подростков популярнее Яндекс.Деньги и Qiwi — их используют 27% молодежи, в то время как WebMoney и PayPal привлекают только 24% и 14% таких пользователей соответственно.
Среди молодых пользователей 12-17 лет активнее платят электронными деньгами юноши из семей с достатком выше среднего, продвинутые пользователи интернета. При этом 14% молодой аудитории уже подрабатывает и может тратить в интернете собственные деньги.
Подростки тратят деньги на онлайн-игры в три раза активнее, чем средний пользователь кошелька, а самые старшие чаще платят за товары и услуги.