This document discusses the rise of "Cute Capitalism" and its impact on social networks and knowledge production. It explores tensions between collective vs distributed intelligence, open vs closed platforms, and consumerism vs prosumerism. It also profiles several projects by "Creativusers" who are developing alternative approaches that decentralize information and promote sharing through open tagging and filtering systems. The document advocates for rethinking social tools to support collaboration over isolation.
The document discusses the growth of mobile internet usage and its significance. It notes that there are now 3.3 billion mobile users worldwide, representing half of the global population. Mobile internet usage in South Africa has also grown substantially, with the country now ranking 6th globally in terms of mobile internet traffic. The mobile platform allows reaching broader and more diverse audiences than traditional online and offline media.
This document discusses China's rapid economic growth and its potential to surpass the United States. It notes that China's population is over 1.3 billion compared to the US population of 300 million. It also discusses China's cement usage from 2011-2013 surpassing total US usage from 1900-1999. The document outlines Chinese President Xi Jinping's strategy of moderately prosperous society, deep reforms, rule of law, and strict party governance. It compares Alibaba to Google, eBay and Amazon combined. The document also discusses 5G technology and its potential uses including virtual communications, telepresence, remote healthcare and autonomous vehicles.
1. The document discusses a documentary film by Robert Greenwald that is critical of Fox News and its owner Rupert Murdoch.
2. Fox News responded by claiming the film illegally used clips from its programs and misrepresented former employees.
3. The document outlines discussion topics about the presence and opinions of Fox News in Canada and examples of biased media coverage in Canada.
1) The number of mobile devices has grown rapidly, reaching over 5 billion by the end of 2010, though many people own multiple devices.
2) Smartphones are projected to surpass basic mobile phones in sales in 2011, and mobile data usage on networks has increased 50-fold in the past 3 years.
3) Mobile devices are used for more than just calls and texts, including activities like social networking, gaming, photography, video, and location-based services, and both old and new applications are being created for these diverse mobile contexts.
M Abate: The Greatest Social Media CatalystAbatinater
A presentation trying to draw attention to the often overlooked industry of electronic entertainment and video games as a legitimate and central promoter of social media.
This document discusses the rise of "Cute Capitalism" and its impact on social networks and knowledge production. It explores tensions between collective vs distributed intelligence, open vs closed platforms, and consumerism vs prosumerism. It also profiles several projects by "Creativusers" who are developing alternative approaches that decentralize information and promote sharing through open tagging and filtering systems. The document advocates for rethinking social tools to support collaboration over isolation.
The document discusses the growth of mobile internet usage and its significance. It notes that there are now 3.3 billion mobile users worldwide, representing half of the global population. Mobile internet usage in South Africa has also grown substantially, with the country now ranking 6th globally in terms of mobile internet traffic. The mobile platform allows reaching broader and more diverse audiences than traditional online and offline media.
This document discusses China's rapid economic growth and its potential to surpass the United States. It notes that China's population is over 1.3 billion compared to the US population of 300 million. It also discusses China's cement usage from 2011-2013 surpassing total US usage from 1900-1999. The document outlines Chinese President Xi Jinping's strategy of moderately prosperous society, deep reforms, rule of law, and strict party governance. It compares Alibaba to Google, eBay and Amazon combined. The document also discusses 5G technology and its potential uses including virtual communications, telepresence, remote healthcare and autonomous vehicles.
1. The document discusses a documentary film by Robert Greenwald that is critical of Fox News and its owner Rupert Murdoch.
2. Fox News responded by claiming the film illegally used clips from its programs and misrepresented former employees.
3. The document outlines discussion topics about the presence and opinions of Fox News in Canada and examples of biased media coverage in Canada.
1) The number of mobile devices has grown rapidly, reaching over 5 billion by the end of 2010, though many people own multiple devices.
2) Smartphones are projected to surpass basic mobile phones in sales in 2011, and mobile data usage on networks has increased 50-fold in the past 3 years.
3) Mobile devices are used for more than just calls and texts, including activities like social networking, gaming, photography, video, and location-based services, and both old and new applications are being created for these diverse mobile contexts.
M Abate: The Greatest Social Media CatalystAbatinater
A presentation trying to draw attention to the often overlooked industry of electronic entertainment and video games as a legitimate and central promoter of social media.
“Getting the Best vQuotient” by Ran Hinrichs - Serious Play Conference 2012SeriousGamesAssoc
vQ refers to virtual quotient, which is the broad ability to reason, form concepts, and solve problems using unfamiliar information or novel procedures in virtuality. Getting the best vQ involves advancing one's knowledge in areas like immersion, engagement, virtuality, convergence, and social psychology to raise one's virtual quotient. The document discusses how virtuality and reality are converging, driven by factors like ubiquitous connectivity and imminent immersive surfaces.
Technology that has impacted Film ProductionNick Crafts
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- By 2013, all UK cinemas were projected to be digital as 35mm film projection was phased out due to high costs and the ability to project 3D films with digital formats.
- The rise of digital screens in the UK increased from 4 in 2002 to 3,538 in 2012, driven by the transition to digital projection technologies.
- Independent films may struggle without transitioning to digital formats, as digital provides lower costs and wider reach than 35mm film distribution.
- Technologies like smartphones and their multimedia recording capabilities have enabled low-budget film productions
A glimpse at the Future of Media presented to the Media and Entrepreneurship Students at the Digital Arts and Entertainment Lab at Georgia State University
Technologies Shaping The Future of Social MediaHans Leijström
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When will Virtual Reality become Reality? @NED2015Rori DuBoff
The evolution of Virtual Reality and Augmented Reality.
Brand Marketing Case examples across industries including retail, travel, hospitality, medical, sports, journalism, music, movies, education and more. Plus the future for expanded reality (XR)
When will Virtual Reality become Reality? @NED2015 Havas Media
The evolution of virtual reality and its impact upon experiences and escapism.
Is it a fad or is this genuinely going to become the next internet?
What is in place for brands and consumers to now step into another dimension? Is it safe?
Will blended realities become a reality?
What's the VR eco-system?
These topics, themes and opportunities are all explored in this keynote presentation.
Scenarios for Smart Devices in 2025: Brave New Smartphone and/or Black Mirror?3G4G
Presented by David Wood, Principal, Delta Wisdom
In this talk anticipating future scenarios for smart devices, futurist and smartphone industry pioneer David Wood suggests answers to a number of key questions. What are the key trends we should be watching, to see if they'll ever emerge from a slow disappointing phase into a fast and furious phase? How might these trends combine to shake up present-day usage patterns? Will the successors of the smartphone accelerate a Brave New World, and/or make Black Mirror a reality? And what can we learn from past predictions of future smartphone scenarios?
*** Shared with Permission ***
Predicting the Future - Avner Algom presentationAvner Algom
This document discusses predictions for the future of technology and its impact on humanity. It describes how advances like big data, artificial intelligence, cloud computing, and blockchain will continue and influence areas such as communication, perception of reality, and decision making. Major milestones are highlighted from the past like the creation of the internet and smartphones. Concerns are raised around who will control humans in the future through technologies like simulated reality and AI that can make decisions autonomously. The future possibilities of a simulated reality called "The Matrix" and humans colonizing Mars by 2030 and 2050 are also mentioned.
This document discusses the convergence of media industries and platforms in the digital age. It covers topics like the dominance of smartphones, uptake of tablet devices, new gaming platforms, vertical and horizontal integration in media, the concept of media convergence, and case studies of companies like Apple and Blackberry dealing with issues as technologies and markets change.
Anticipating a hostile reaction for Augmented RealityDavid Wood
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Adblock is a boycott: The failure of Big Data to see it coming. Version 2.0. ...David Carroll
As the value of online digital ads races to the bottom, we're left wondering if it's become just another form of spam, something that software should filter out. Indeed, some say adblocking is the biggest boycott ever known with 200 million people blocking the ads and growing. What caused this backlash against the business model that was supposed to fund free content on the Web? How has data been misused to trigger an abusive relationship between businesses and consumers? What's the prognosis for a marketplace that industry insiders are increasingly admitting might be "subprime?" What if it's about to be substantially reshaped by market forces, shifting social attitudes about personal data collection, and looming regulatory changes on privacy and data protection?
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It’s hard to stand still on a moving trainLowcus, LLC
Exponential technologies like AI, robotics, and computing are advancing rapidly and will transform many aspects of life over the next 5 years. Hardware is getting cheaper and more capable through advances like quantum computing. Software is benefiting from large datasets, open source projects, and new algorithms. This will drive progress in areas like autonomous vehicles, drones, personalized healthcare through technologies like CRISPR and 3D bioprinting. Realizing the benefits of these technologies will require addressing challenges around safety and aligning advanced AI systems with human values and priorities.
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There has been a lot of hype around social media, social networks and social business, much of it unhelpful in understanding what this is all about. For some people, “social” will always mean frivolity and time wasting. For others, social media just means marketing and communications.
The evolution of social media over the past several years has made it easier than ever before to find, connect and engage with “experts” and people with similar interests. Enlightened organisations have recognised that investment in social technologies and (most importantly) the organisational change required in order to nurture and embed a collaborative culture, can overcome the limitations of silo’d structures that have traditionally inhibited information flows and opportunities for innovation.
In a broader context, the pervasive and ubiquitous availability of social media in almost all aspects of daily life, from the way we communicate, get information, buy and sell, travel, live and learn is adding to the pressure on organisations to provide a more porous interface between internal (behind the firewall) and external services. Knowledge workers are increasingly making their own decisions on what tools, products and services that they need to work more effectively and will become increasingly disaffected if these are not available within the work environment.
This presentation looks at industry trends on how social media and social technologies are changing the way that we generate, organise and consume knowledge, and how this is driving emergent digital literacies for knowledge workers.
Partners in Technology (PiT) - Fast Forward to Year 2025 - 4 March 2016Digital Queensland
This document describes four scenarios for the digital marketplace for Queensland government services in the year 2025. It characterizes the scenarios based on two axes: the extent of digital immersion (deep to shallow) and the extent of institutional change (substantial to limited). The four scenarios are: 1) Heritage, 2) New Order, 3) Turbocharge, and 4) Stargate. The document provides examples to illustrate different points along the axes, such as the exponential growth of data and computing power to depict a deep level of digital immersion, and the rise of new platform economies and need for organizational redesign to depict a substantial level of institutional change.
This document describes four scenarios for the digital marketplace for Queensland government services in the year 2025. It characterizes the scenarios based on two axes: the extent of digital immersion (deep to shallow) and the extent of institutional change (substantial to limited). The four scenarios are: 1) Heritage, 2) New Order, 3) Turbocharge, and 4) Stargate. The document provides examples of trends and issues to illustrate different positions along the two axes, such as the exponential growth of data and computing power to depict a "deep" level of digital immersion.
Host:
Bart Raynaud - https://www.linkedin.com/in/bart-raynaud-160a0318/
Title: AI: Past, Present, and Future
Abstract: In 1956, the term "Artificial Intelligence" was coined for a workshop at Dartmouth. Since then there has been waxing and waning enthusiasm and investment, so called "AI Winters" after hype, did not live up to reality. In late 2022, with the release of ChatGPT, and over 100 million users in just 60 days, there is a new wave of hype, investment, excitement, and increased fears of AI use by 'bad actors' for misinformation and other harms to society. What are the future trajectories as this technology is tamed and becomes routine? Are we about to enter a 'golden age' of service in business and society, as technology comes to the service sector, as it came to agriculture and manufacturing in the past?
Bio: Jim Spohrer is a retired industry executive (Apple, IBM). In the 1970's, after graduating MIT with a degree in physics, he worked at an AI startup doing speech recognition with mathematical models. In the 1980's, after completing his PhD in Computer Science/AI & Cognitive Science at Yale, he moved to California to join Apple and work on AI for Education. In the late 1990's, he joined IBM as CTO of the Venture Capital Relations group during the internet investment boom, and later started IBM Research's service research area, led IBM Global University Programs, and led IBM's open source AI efforts. Jim's most recent co-authored book, "Service in the AI Era" was published in late 2022.
Presentation to the Producers Guild of American Social Impact Media Workshop, Jan 9th 2019. Hosted and Moderated by Will Nix at the Vortex Dome at Hollywood Center Studios.
This document discusses the history and future of virtual reality (VR), augmented reality (AR), and mixed reality (MR). It outlines some key dates and demonstrations in the development of VR from 1988 to the present. It also provides predictions for the size of the VR/AR market from several analysts, ranging from $150 billion to $4 billion by 2018-2020. The document then discusses the large addressable market of over 1 billion smartphone users. It provides statistics on VR/AR device sales and software revenue predictions. Finally, it categorizes different types of VR/AR experiences like mobile, cinematic VR, experiential attractions, journalism, education, commercial/industrial, and advertising.
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vQ refers to virtual quotient, which is the broad ability to reason, form concepts, and solve problems using unfamiliar information or novel procedures in virtuality. Getting the best vQ involves advancing one's knowledge in areas like immersion, engagement, virtuality, convergence, and social psychology to raise one's virtual quotient. The document discusses how virtuality and reality are converging, driven by factors like ubiquitous connectivity and imminent immersive surfaces.
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Is it a fad or is this genuinely going to become the next internet?
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Will blended realities become a reality?
What's the VR eco-system?
These topics, themes and opportunities are all explored in this keynote presentation.
Scenarios for Smart Devices in 2025: Brave New Smartphone and/or Black Mirror?3G4G
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In this talk anticipating future scenarios for smart devices, futurist and smartphone industry pioneer David Wood suggests answers to a number of key questions. What are the key trends we should be watching, to see if they'll ever emerge from a slow disappointing phase into a fast and furious phase? How might these trends combine to shake up present-day usage patterns? Will the successors of the smartphone accelerate a Brave New World, and/or make Black Mirror a reality? And what can we learn from past predictions of future smartphone scenarios?
*** Shared with Permission ***
Predicting the Future - Avner Algom presentationAvner Algom
This document discusses predictions for the future of technology and its impact on humanity. It describes how advances like big data, artificial intelligence, cloud computing, and blockchain will continue and influence areas such as communication, perception of reality, and decision making. Major milestones are highlighted from the past like the creation of the internet and smartphones. Concerns are raised around who will control humans in the future through technologies like simulated reality and AI that can make decisions autonomously. The future possibilities of a simulated reality called "The Matrix" and humans colonizing Mars by 2030 and 2050 are also mentioned.
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There has been a lot of hype around social media, social networks and social business, much of it unhelpful in understanding what this is all about. For some people, “social” will always mean frivolity and time wasting. For others, social media just means marketing and communications.
The evolution of social media over the past several years has made it easier than ever before to find, connect and engage with “experts” and people with similar interests. Enlightened organisations have recognised that investment in social technologies and (most importantly) the organisational change required in order to nurture and embed a collaborative culture, can overcome the limitations of silo’d structures that have traditionally inhibited information flows and opportunities for innovation.
In a broader context, the pervasive and ubiquitous availability of social media in almost all aspects of daily life, from the way we communicate, get information, buy and sell, travel, live and learn is adding to the pressure on organisations to provide a more porous interface between internal (behind the firewall) and external services. Knowledge workers are increasingly making their own decisions on what tools, products and services that they need to work more effectively and will become increasingly disaffected if these are not available within the work environment.
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5. Megatrends
● Nearly unlimited choice
● Good bandwidth and improving
● Mostly mobile
● 24/7access to media
● Personalization
● Niche audiences - Fragmentation
● Nationalism/Populism
● Security is a bigger problem
● Privacy is a bigger problem and
GDPR
•Limited Choice
•Limited Bandwidth
•Limited Mobility
•Scheduled Media
•Standardization
•Mass Audiences
•World is smaller
•information = democratization
•Security is a problem
•Privacy is a problem
Last Decade 2020 Decade
7. Winner Take All?
2018’s movie business hit all-time
benchmarks of $11.9 billion in North
America and $41.7 billion globally, with
Disney taking in nearly a fifth of that
figure. (Variety, 2 Jan 2019)
Netflix 180 mm subs
25. The Era of Spatial
25Stuart W. Volkow (svolkow@ucsd.edu)
Giulio Camillo’s depiction of a memory palace
(1511 AD). Memory palaces like this have
been used since the classical times as a
spatial mnemonic
26. Gartner Hype Cycle
Amara’s Law
We tend to overestimate the effect of
a technology in the short run and
underestimate the effect in the long
run.
35. 35Stuart W. Volkow (svolkow@ucsd.edu)
Oculus Go’s social apps look like its best feature
5
Despite gaming shortcomings, Oculus Rooms is a winning
touch
By Colin Campbell@ColinCampbellx May 2, 2018, 10:00am
EDT
Enterprise XR Collaboration Is an Oculus
Brightspot
36. Virtual Worlds
36Stuart W. Volkow (svolkow@ucsd.edu)
Who controls virtual objects in real spaces?
Photorealistic digital doubles - you can be in two
places at once!
They love you when your dead (or digitally recreated)
Virtual characters and performers are real
Mocap: Not just for gamers anymore
37. 37Stuart W. Volkow (svolkow@ucsd.edu)
THR:
Why More Stars Are Joining Video Games
(It's Not Just a Paycheck)
6:45 AM PST 11/15/2019 by Patrick Shanley
Better scripts, nuanced characters and realistic
performance-capture techniques are drawing Keanu
Reeves, Norman Reedus and others toward the $43
billion-plus industry: "There are increasingly blurred lines
between what is a film and what is a game."
38. 38Stuart W. Volkow (svolkow@ucsd.edu)
Hatsune Miku: The world's fakest pop star
https://ec.crypton.co.jp/pages/prod/vocaloid/cv01_us
Andy Serkis
40. Lawyer Fun!
● Digital Virtual Real Estate Rights
● Virtual Object and Locative IP
● Virtual XR Rights Overall
● XR Piracy
● XR GDPR
41. Mega Disputation?
● GDPR will impact almost everything
● Distribution: Competition and Exclusivity
● Windowing Insanity: Binge or not, theatrical or not
● Agents V Writers V Unions V Studios V
Streamers
● Globalization V Territories V Censorship