The document discusses the evolution of digital technology and its increasing integration into people's lives. It notes that as technology progresses, it matches and enhances human intelligence through artificial intelligence and human enhancement. This shifts people's interactions and relationships with brands from advertising towards more meaningful engagement as digital becomes embedded in people's identities and physical environments through augmented reality, social networks, and mass interaction. The document suggests that technology will continue to evolve exponentially and revolutionize how people use and experience the digital world.
The document discusses how brands should approach digital marketing and relationships with customers. It argues that digital is no longer just a new media but is now an integral part of people's lives. Effective "bra(i)nding" leverages digital evolution in culture and technology to create relationships that fulfill people's needs for more enjoyment and less pain. Brands must acknowledge how digital has changed people and embrace being digital themselves by focusing on conversations, participation and social networks rather than one-way advertising.
1) The document promotes downloading a free iPad app now and discusses how digital technology is changing how we interact with products and each other.
2) As technology becomes more integrated into our lives and we have constant access to the internet, our awareness shifts from memory to online search and our purchasing decisions move from independent choice to assisted choices based on omniscience.
3) Relationships also shift from brands leading the conversation to consumers and social influence replacing traditional advertising as friends and peers become more accessible through technology.
Introducing a simple way of programing robots, hardware in general and various approaches developed by Microsoft Research Cambridge. The talk was held at the MSRC Christmas Lecture 2005.
The document discusses a concept called Project Modai, which explores designing a mobile device interface that can forge an emotional connection between the user and device by understanding the user's needs based on context, having meaningful interactions, and adapting to technological advances in a sustainable way over time through two paradigms representing social and work modes. It aims to address issues with current devices like lack of understanding of user needs, ineffective ways to get a user's attention, meaningless interactions, and fast obsolescence making it hard to form bonds.
CENDOO is your internet butler. CENDOO is based upon this new technology, ai-one™, which provides the ability to think and learn like a biological brain. CENDOO is your automatic service in the background that helps you get things done and does jobs on your behalf. And the more you use CENDOO, the better the service knows your preferences and adapts. In other words, CENDOO knows exactly what you want and does it.
The document discusses the potential of virtual reality games that enable direct brain connections between players and servers. It outlines how this technology could allow for highly immersive VR experiences by facilitating information exchange without standard input devices. The summary discusses how such advanced VR games may be used to improve education, inspire creativity in solving problems, and address real-world issues through simulated scenarios. However, it also notes some potential negative impacts like isolation, loss of morality, and privacy/security risks if direct brain interfaces are not properly implemented and regulated.
The document discusses how brands should approach digital marketing and relationships with customers. It argues that digital is no longer just a new media but is now an integral part of people's lives. Effective "bra(i)nding" leverages digital evolution in culture and technology to create relationships that fulfill people's needs for more enjoyment and less pain. Brands must acknowledge how digital has changed people and embrace being digital themselves by focusing on conversations, participation and social networks rather than one-way advertising.
1) The document promotes downloading a free iPad app now and discusses how digital technology is changing how we interact with products and each other.
2) As technology becomes more integrated into our lives and we have constant access to the internet, our awareness shifts from memory to online search and our purchasing decisions move from independent choice to assisted choices based on omniscience.
3) Relationships also shift from brands leading the conversation to consumers and social influence replacing traditional advertising as friends and peers become more accessible through technology.
Introducing a simple way of programing robots, hardware in general and various approaches developed by Microsoft Research Cambridge. The talk was held at the MSRC Christmas Lecture 2005.
The document discusses a concept called Project Modai, which explores designing a mobile device interface that can forge an emotional connection between the user and device by understanding the user's needs based on context, having meaningful interactions, and adapting to technological advances in a sustainable way over time through two paradigms representing social and work modes. It aims to address issues with current devices like lack of understanding of user needs, ineffective ways to get a user's attention, meaningless interactions, and fast obsolescence making it hard to form bonds.
CENDOO is your internet butler. CENDOO is based upon this new technology, ai-one™, which provides the ability to think and learn like a biological brain. CENDOO is your automatic service in the background that helps you get things done and does jobs on your behalf. And the more you use CENDOO, the better the service knows your preferences and adapts. In other words, CENDOO knows exactly what you want and does it.
The document discusses the potential of virtual reality games that enable direct brain connections between players and servers. It outlines how this technology could allow for highly immersive VR experiences by facilitating information exchange without standard input devices. The summary discusses how such advanced VR games may be used to improve education, inspire creativity in solving problems, and address real-world issues through simulated scenarios. However, it also notes some potential negative impacts like isolation, loss of morality, and privacy/security risks if direct brain interfaces are not properly implemented and regulated.
- Unlike the previous internet revolution which was centered in the US, the mobile revolution will not be localized to one country as mobile phone ownership and networks are more developed globally
- Many Asian and European countries adopted texting before the US and have stronger mobile networks with better coverage than parts of the US
- The mobile revolution is happening everywhere as basic 2.5G networks can work well even in remote rural areas, and mobile subscriptions per capita exceed 100% in some countries outside the US
Barney Loehnis, Head of Digital, Asia-Pacific, Thomas Crampton | Regional Director, Asia-Pacfic, Hannah Law, Senior Regional Strategist, Asia-Pacific, show us how mobile is changing the way the world works is below.
Design thinking for next dacade will center around three interesting paradigms. Specially as lot of information will be emitted by various devices and the complexity increases, we need to evolve a way to simplify the complex. This talk given at IIT Kanpur, attempts to figure out how we would be designing simpler intelligent interfaces.
The document provides an overview of the history of currencies in India, noting that the first currency notes were introduced by the Bank of Bengal in the early 1800s, though they lacked security features, and that the British government later established a monopoly on printing currency under the Paper Currency Act of 1861, introducing several different series of notes up until the modern-looking George V series in 1923, which also included a high-value 10000 denomination note.
The document discusses ubiquitous computing and how mobile devices are enabling this vision. It defines ubiquitous computing as computers embedded everywhere and interacting seamlessly with users and the digital environment. Mobile phones have evolved beyond basic calling to incorporate additional functions and context awareness. As technologies like wireless communication, location services, and embedded sensors advance, mobile devices are playing a key role in ubiquitous computing by blending into the background yet augmenting human abilities. The document explores ideas like hardware becoming more invisible through displays in eyewear or phones in clothing, and applications adapting based on context like time of day. It encourages thinking of new ways for devices and applications to leverage context and interact intuitively in ubiquitous computing environments.
This document provides a high-level introduction to the technology involved in massively multiplayer online (MMO) games. It discusses IBM's role in gaming and provides an overview of MMO architecture patterns, components, and growth considerations. Key systems like economic, game, and support organs are examined at a basic level. Factors like upfront and ongoing costs, user base sizing, and infrastructure scaling are also addressed. The future of MMOs is speculated to include more genres, platforms, user-generated content, and global free-to-play models.
This presentation was made in a conference in India, in 2005. eight years on, with broad band reaching six lac villages in India, time is ripe to implement a technology plan for wildlife conservation in India.
This document discusses how cities can become smarter through the use of data and analytics. It provides examples of how predictive analytics have helped reduce crime rates and optimize maintenance schedules. It also discusses the value of integrating data across organizations to coordinate emergency response efforts and engage citizens on important issues like water conservation. Overall, the document advocates for cities to capture more data, anticipate problems, and coordinate resources to increase the value provided to residents.
This document provides an agenda for an event on harnessing digital technology for better mental health. The event will include presentations on using digital technology in mental health, the role of technology in youth services, delivering best practices in e-mental health, the policy context and future of e-mental health, and psychological therapies in the digital world. There will also be exhibitions, workshops, and a question time debate. The goal is to discuss how digital tools can help improve mental health services and outcomes.
This document discusses two systems that use gestural interfaces for 3D navigation of maps using the Wiimote and Kinect controllers. The systems, called Wing and King, allow natural 3D navigation without using traditional point-and-click interfaces. An empirical user study evaluated how the degree of body involvement with each controller affected the user experience. Results showed that gestural interfaces can immerse users in a dynamic 3D experience and move interaction beyond the novice level quickly by exploiting physical movement.
The following is an erratic thought-experiment to place the significant, incremental technologies required to produce true, emergent Artificial Intelligence (AI). It is a culmination of thousands of hours of discussions and parallel-thought experiments I've had with Tristan and others over the past 5 years. It is a work in progress and dates are approximate. If you have any further ideas, thoughts or feedback, please contact me via my blog. I'd love to hear from you!
This document summarizes the findings of an extensive online survey about modern life and technology in 2012.
Three tensions are highlighted as driving an evolution in the human-technology relationship: balancing sharing information with protecting privacy; enjoying technology conveniences while slowing down the pace of life; and explaining the world through science while retaining mystery.
The survey found that technology is blurring the lines between private and public lives, turning intimacy into a mirage. It is also blending what is machine and what is human, making hybridization our new nature. Additionally, some see technology giants as new gods and high-tech as a new religion, replacing rationality with mysticism.
The key takeaways are that people are
This document discusses social robotics for assisted living. It describes motivations for social robotics including an aging world population, changes in the workplace and healthcare, and a demographic gap. Examples of social robotics applications are provided, including smart cabs that can recognize a driver's state of mind, affective robotics that can physically express emotions, and real-time emotion recognition. The document promotes a vision for social robotics including semi-autonomous robots that can interact with people and augment healthcare providers. It provides information on Tampere University of Applied Sciences research and development programs in technology, wellbeing and culture.
The document summarizes online digital marketing and MphasiS's services in this area. It discusses how (1) everything is now connected, tracked, and taking place online, so companies need to advertise, connect, and engage users online; (2) MphasiS helps clients identify the right digital marketing strategy and approach through integrated platform usage, brand reinforcement, use of humor, and other techniques; and (3) MphasiS provides application services, infrastructure services, business process outsourcing, and a team of over 285 user experience design professionals worldwide.
A Best Practice Approach to the Design of Natural User Interfaces (ERGOSIGN)Ergosign GmbH
This document discusses best practices for designing natural user interfaces. It begins by defining natural interfaces as those that mimic natural human communication through gestures, expressions, and physical manipulation. The document then outlines guidelines for interface design, including making interfaces intuitive through realism and reducing cognitive load. It also describes a three-stage design process involving paper mockups, previsualizations, and interactive prototypes. Emerging technologies like Microsoft Surface and Apple's iPad/iPhone are examined. Open research questions on gestures, hand dominance, and other factors are presented.
The New Incumbents: Anti-trust in the Digital EconomyCamille Mendler
The document discusses anti-trust issues in the digital economy. It compares traditional telecom incumbents like AT&T in 1982 to current large tech companies and examines their assets, business models, and regulatory challenges. While vertical integration was deemed anti-competitive for AT&T, it is less clear how to assess the power and practices of today's large internet firms that control significant digital assets and user data. Regulators may struggle to keep pace with the fast-changing digital economy.
This document discusses the concept of embodiment as it relates to interactive systems and phenomenology. It argues that tangible and social computing have a common foundation in embodiment, which phenomenology explores as our experiences as embodied actors interacting in and through the world in an absorbed, unreflective manner. Since phenomenology takes embodiment as central, it seems a good place to turn for help in developing an understanding of embodiment's role in interactive systems. The document examines how embodiment can organize embodied interaction in terms of creating, manipulating, and communicating meaning and establishing practices.
Utilising cutting edge techniques and taking advantage of market-leading expertise, Digital Life offers both a lens on the digital world and the frameworks required to make actionable business decisions within it. It can be used to drive global strategies or inform local tactics.
Books as a Service - Presentation for AHLIST 2012Justo Hidalgo
This document discusses the opportunities and challenges presented by new digital reading paradigms such as eBooks. It notes that eBooks allow for features like cross-device synchronization and recommendations based on prior readings. However, it also acknowledges the challenges in getting publishers and readers to embrace these new formats. It envisions a future where the boundaries between books and readers are broken down through interactive features, social sharing capabilities, and new business models like freemium.
- Unlike the previous internet revolution which was centered in the US, the mobile revolution will not be localized to one country as mobile phone ownership and networks are more developed globally
- Many Asian and European countries adopted texting before the US and have stronger mobile networks with better coverage than parts of the US
- The mobile revolution is happening everywhere as basic 2.5G networks can work well even in remote rural areas, and mobile subscriptions per capita exceed 100% in some countries outside the US
Barney Loehnis, Head of Digital, Asia-Pacific, Thomas Crampton | Regional Director, Asia-Pacfic, Hannah Law, Senior Regional Strategist, Asia-Pacific, show us how mobile is changing the way the world works is below.
Design thinking for next dacade will center around three interesting paradigms. Specially as lot of information will be emitted by various devices and the complexity increases, we need to evolve a way to simplify the complex. This talk given at IIT Kanpur, attempts to figure out how we would be designing simpler intelligent interfaces.
The document provides an overview of the history of currencies in India, noting that the first currency notes were introduced by the Bank of Bengal in the early 1800s, though they lacked security features, and that the British government later established a monopoly on printing currency under the Paper Currency Act of 1861, introducing several different series of notes up until the modern-looking George V series in 1923, which also included a high-value 10000 denomination note.
The document discusses ubiquitous computing and how mobile devices are enabling this vision. It defines ubiquitous computing as computers embedded everywhere and interacting seamlessly with users and the digital environment. Mobile phones have evolved beyond basic calling to incorporate additional functions and context awareness. As technologies like wireless communication, location services, and embedded sensors advance, mobile devices are playing a key role in ubiquitous computing by blending into the background yet augmenting human abilities. The document explores ideas like hardware becoming more invisible through displays in eyewear or phones in clothing, and applications adapting based on context like time of day. It encourages thinking of new ways for devices and applications to leverage context and interact intuitively in ubiquitous computing environments.
This document provides a high-level introduction to the technology involved in massively multiplayer online (MMO) games. It discusses IBM's role in gaming and provides an overview of MMO architecture patterns, components, and growth considerations. Key systems like economic, game, and support organs are examined at a basic level. Factors like upfront and ongoing costs, user base sizing, and infrastructure scaling are also addressed. The future of MMOs is speculated to include more genres, platforms, user-generated content, and global free-to-play models.
This presentation was made in a conference in India, in 2005. eight years on, with broad band reaching six lac villages in India, time is ripe to implement a technology plan for wildlife conservation in India.
This document discusses how cities can become smarter through the use of data and analytics. It provides examples of how predictive analytics have helped reduce crime rates and optimize maintenance schedules. It also discusses the value of integrating data across organizations to coordinate emergency response efforts and engage citizens on important issues like water conservation. Overall, the document advocates for cities to capture more data, anticipate problems, and coordinate resources to increase the value provided to residents.
This document provides an agenda for an event on harnessing digital technology for better mental health. The event will include presentations on using digital technology in mental health, the role of technology in youth services, delivering best practices in e-mental health, the policy context and future of e-mental health, and psychological therapies in the digital world. There will also be exhibitions, workshops, and a question time debate. The goal is to discuss how digital tools can help improve mental health services and outcomes.
This document discusses two systems that use gestural interfaces for 3D navigation of maps using the Wiimote and Kinect controllers. The systems, called Wing and King, allow natural 3D navigation without using traditional point-and-click interfaces. An empirical user study evaluated how the degree of body involvement with each controller affected the user experience. Results showed that gestural interfaces can immerse users in a dynamic 3D experience and move interaction beyond the novice level quickly by exploiting physical movement.
The following is an erratic thought-experiment to place the significant, incremental technologies required to produce true, emergent Artificial Intelligence (AI). It is a culmination of thousands of hours of discussions and parallel-thought experiments I've had with Tristan and others over the past 5 years. It is a work in progress and dates are approximate. If you have any further ideas, thoughts or feedback, please contact me via my blog. I'd love to hear from you!
This document summarizes the findings of an extensive online survey about modern life and technology in 2012.
Three tensions are highlighted as driving an evolution in the human-technology relationship: balancing sharing information with protecting privacy; enjoying technology conveniences while slowing down the pace of life; and explaining the world through science while retaining mystery.
The survey found that technology is blurring the lines between private and public lives, turning intimacy into a mirage. It is also blending what is machine and what is human, making hybridization our new nature. Additionally, some see technology giants as new gods and high-tech as a new religion, replacing rationality with mysticism.
The key takeaways are that people are
This document discusses social robotics for assisted living. It describes motivations for social robotics including an aging world population, changes in the workplace and healthcare, and a demographic gap. Examples of social robotics applications are provided, including smart cabs that can recognize a driver's state of mind, affective robotics that can physically express emotions, and real-time emotion recognition. The document promotes a vision for social robotics including semi-autonomous robots that can interact with people and augment healthcare providers. It provides information on Tampere University of Applied Sciences research and development programs in technology, wellbeing and culture.
The document summarizes online digital marketing and MphasiS's services in this area. It discusses how (1) everything is now connected, tracked, and taking place online, so companies need to advertise, connect, and engage users online; (2) MphasiS helps clients identify the right digital marketing strategy and approach through integrated platform usage, brand reinforcement, use of humor, and other techniques; and (3) MphasiS provides application services, infrastructure services, business process outsourcing, and a team of over 285 user experience design professionals worldwide.
A Best Practice Approach to the Design of Natural User Interfaces (ERGOSIGN)Ergosign GmbH
This document discusses best practices for designing natural user interfaces. It begins by defining natural interfaces as those that mimic natural human communication through gestures, expressions, and physical manipulation. The document then outlines guidelines for interface design, including making interfaces intuitive through realism and reducing cognitive load. It also describes a three-stage design process involving paper mockups, previsualizations, and interactive prototypes. Emerging technologies like Microsoft Surface and Apple's iPad/iPhone are examined. Open research questions on gestures, hand dominance, and other factors are presented.
The New Incumbents: Anti-trust in the Digital EconomyCamille Mendler
The document discusses anti-trust issues in the digital economy. It compares traditional telecom incumbents like AT&T in 1982 to current large tech companies and examines their assets, business models, and regulatory challenges. While vertical integration was deemed anti-competitive for AT&T, it is less clear how to assess the power and practices of today's large internet firms that control significant digital assets and user data. Regulators may struggle to keep pace with the fast-changing digital economy.
This document discusses the concept of embodiment as it relates to interactive systems and phenomenology. It argues that tangible and social computing have a common foundation in embodiment, which phenomenology explores as our experiences as embodied actors interacting in and through the world in an absorbed, unreflective manner. Since phenomenology takes embodiment as central, it seems a good place to turn for help in developing an understanding of embodiment's role in interactive systems. The document examines how embodiment can organize embodied interaction in terms of creating, manipulating, and communicating meaning and establishing practices.
Utilising cutting edge techniques and taking advantage of market-leading expertise, Digital Life offers both a lens on the digital world and the frameworks required to make actionable business decisions within it. It can be used to drive global strategies or inform local tactics.
Books as a Service - Presentation for AHLIST 2012Justo Hidalgo
This document discusses the opportunities and challenges presented by new digital reading paradigms such as eBooks. It notes that eBooks allow for features like cross-device synchronization and recommendations based on prior readings. However, it also acknowledges the challenges in getting publishers and readers to embrace these new formats. It envisions a future where the boundaries between books and readers are broken down through interactive features, social sharing capabilities, and new business models like freemium.
The document discusses the importance and power of spiritual storytelling. It notes that some of the greatest religious teachers were expert storytellers, and that religion is largely communicated through stories found in scriptures. Stories contain hidden meanings and concepts, and can inspire people with faith when told by someone who understands their profound and sacred nature. When both tellers and listeners regard storytelling as a sacred activity, the stories will be held more dear.
ELS2014 - Add a Data Scientist to your Startup or Call it QuitsJusto Hidalgo
The document discusses adding a data scientist to a startup. It recommends having someone manage metrics to only measure what is important. Vanity metrics may hide problems. A data scientist can help achieve goals through acquisition, activation, retention, referral, and revenue using tools like SEO, SEM, campaigns, emails, landing pages, and product features. A data scientist role may fit within the build-measure-learn cycle and on the tech or product team. The document provides resources on data science basics and roles at startups.
Data Analytics for Startups - Tetuan Valley Startup School Fall 2014Justo Hidalgo
1) Metrics are numbers that measure key performance indicators like traffic, activation, retention, referrals, and revenue.
2) Common traffic metrics include number of visits, page views, bounce rate, and time on site. Activation metrics measure how engaging a site is, like time per page. Retention metrics track return visitors and engagement over time.
3) Referral metrics indicate if users share or talk about a site on social media. Viral rate and amplification rate show how much growth referral is generating.
4) Business metrics tie metrics to profitability, like lifetime value (LTV), customer acquisition cost (CAC), average revenue per user (ARPU), and churn. LTV should be higher
Most Web 2.0 companies take months of hard planning and work. But what does it look like when you have to develop 6 new technology startups in just 48 hours? And what if those 48 hours were on-board a bus driving at 60mph from San Francisco to Austin with 26 strangers? That’s what happened to me and 25 other intrepid (foolish?) San Francisco-based technologists as we made our way to SXSW 2010. In my talk, I’ll discuss the exhausting and once-in-a-lifetime event that came to be known as The Startup Bus, how we did it, and what kinds of results we saw. The talk will include examples of how we used JIRA Studio, Atlassian’s collaborative, hosted development suite, to build the 6 new technology startups.
Digital Footprint and Social Media AnalysisJusto Hidalgo
This document discusses the importance of understanding a company's digital footprint and presence on social media. It notes that customers increasingly engage with companies online rather than at their physical locations. It also emphasizes that a company's reputation is influenced by what others say about them online. The document advocates building systems that can listen to, analyze, and engage in online conversations to understand customers and how they perceive a company and its competitors. It also stresses the importance of adapting technologies to understand markets, which are now largely represented as online conversations.
Upload Lisboa 2012: Chad Wittman : CLOSING THE GAP BETWEEN PAID AND OWNED ON ...Upload Lisboa
Fundador da EdgeRank Checker, Chad Wittman é considerado como sendo o principal especialista EdgeRank dentro da indústria. EdgeRank é o algoritmo do Facebook para determinar o que é exibido dentro do feed de notícias, um dos factores mais importantes para alcance Orgânico (Organic Reach) no Facebook.
Percepções de Chad Wittman e as suas pesquisas foram mencionados pelo TechCrunch, Mashable, Inc, Entrepreneur, entre outros. Chad já esteve presente em painéis com as mais e inovadoras empresa termos sociais, tais como Buddy Media e Wildfire.
Upload Lisboa 2012: Kiruba Shankar Eswaran : Mobile Payments & its convergenc...Upload Lisboa
Tem sido o responsável pelo desenvolvimento do Mobile Money Business da TIMWE, fazendo-o crescer até se tornar no fornecedor global de faturação com o maior número de ligações diretas às Mobile Carriers de todo o mundo. Antes da TIMWE, Kiruba trabalhou para um grande fornecedor de serviços de IT na Índia e nos EUA. Enquanto líder de diversas iniciativas e aplicações, ele ajudou a reduzir custos e a aumentar a produtividade, solucionando os congestionamentos em diversos processos e sistemas para algumas das empresas da Fortune 500. Kiruba tem um bacharelato em Engenharia com especialização em Eletrónica e Comunicação e um MBA com especialização em Marketing e Estratégia.
Upload Lisboa 2012: Nathalie Nahai:Web psychology and the future of online in...Upload Lisboa
Nathalie Nahai é uma oradora vencedora de vários prémios, autora e psicóloga da Web, e encontra-se a escrever um livro para a Pearson, intitulado 'Teias de Influência: A Psicologia da Persuasão Online', com lançamento previsto para Outubro deste ano.
Com formação em psicologia e estratégia digital, ela é uma das poucas vozes principais neste campo a ter tanto experiência académica, como prática comprovada na engenharia da persuasão online.
Nathalie dá palestras regulares sobre o tema da Psicologia da Web e Social Media e trabalha com empresas para aumentar a sua reputação, base de clientes e o lucro online.
É também um membro do #OgilvyChange, uma nova Prática de Ciências Comportamentais que utiliza o pensamento mais recente em psicologia cognitiva, psicologia social e economia comportamental para criar intervenções comportamentais no mundo real.
Poderá encontrar os seus tweets @TheWebPsych, e ler o seu blog em TheWebPsychologist.com.
Upload Lisboa 2012:Cesar Christoforidis: SOCIALBAKERS: WHO'S WINNING IN SOCIA...Upload Lisboa
Cesar Christoforidis gave a presentation on social media trends and opportunities in Portugal. He discussed key facts and stats about Facebook's growth, predictions for Facebook's future, and how to detect fake fans. He also provided an overview of top performing social and video campaigns in Portugal and the leaders in social customer service.
1) O documento discute a importância da criatividade social e como as ideias podem mudar o comportamento das pessoas.
2) A criatividade social encoraja a participação e compartilhamento entre as pessoas e marcas.
3) Mudar comportamentos requer entender os comportamentos atuais e o que os motiva, e encontrar tensões culturais onde a marca pode ajudar.
Upload Lisboa 2011 - Facebook: Como Comunicar no Reino da Desatenção - Edson...Upload Lisboa
O documento discute a arte do storytelling e como contar histórias é importante para marcas. Ele lista sete dicas para contar histórias de forma efetiva, incluindo ter uma história, trabalhar nela, contá-la de forma não linear e ser verdadeiro. O storytelling é descrito como uma forma interativa de estimular a imaginação através de palavras e imagens.
Upload Lisboa 2011 - Medição da Presença Online - Salvador P. GouveiaUpload Lisboa
O documento discute a importância da medição da presença online de marcas. A ascensão das redes sociais deu mais poder aos consumidores, que agora influenciam as percepções de marcas através de conversas online. Monitorar a presença online permite às empresas corrigirem imagens erradas, aprenderem com os clientes e avaliarem o impacto de suas estratégias.
Upload Lisboa 2011 - Social Buying em Portugal: Principio, meio e… - Ricardo...Upload Lisboa
O documento discute como as compras sociais online estão mudando com o compartilhamento de experiências e opiniões. As pessoas usam mídias sociais para obter recomendações de outros sobre o que comprar, influenciando suas decisões de compra e levando a novas experiências de consumo.
Upload Lisboa 2011 - "A Arte do Viral" - Media contagiante, WOM e a ciência d...Upload Lisboa
O documento discute a arte do viral e a ciência das redes, explicando como ideias se amplificam na Internet através da propagação de mídia contagiante. Discute táticas como criar conteúdo que as pessoas queiram compartilhar para gerar buzz positivo e alcançar audiências maiores.
O documento discute métricas de engajamento em mídia social, incluindo likes, comentários, taxas de interação e conteúdo. Ele também analisa formas de conteúdo, como texto, imagens e vídeo, além de discutir tempos ideais de publicação e apoio ao cliente.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
4. ...and it's not facebook
(sorry)
4 facebook.com/damoncrepinburr
5. Did you ever
wonder why digital
is so addictive?
5 facebook.com/damoncrepinburr
6. Cookies
&
Laundry
6 facebook.com/damoncrepinburr
7. More enjoyment
&
Less pain
7 facebook.com/damoncrepinburr
8. Human nature
drives digital evolution
8 facebook.com/damoncrepinburr
9. People use more digital
Artificial Intelligence
Digital matches human intelligence
Human Enhancement
Digital is embedded in our own body
Augmented Reality
Digital is changing our physical environment
Social Networks
Digital revolutionizes of our social life
YO
U
Mass Interaction
AR
E
Digital is part of our identity
H
ER
E
Mass Media
Digital influences behavior
Internet
Digital is born
Technologies evolves exponentially faster
9 facebook.com/damoncrepinburr
10. People use more digital
Artificial Intelligence
Digital matches human intelligence
Human Enhancement
Digital is embedded in our own body
Augmented Reality
Digital is changing our physical environment
Social Networks
Digital revolutionizes of our social life
YO
U
Mass Interaction
AR
E
Digital is part of our identity
H
ER
E
Mass Media
Digital influences behavior
Internet
Digital is born
Technologies evolves exponentially faster
10 facebook.com/damoncrepinburr
11. People use more digital
Artificial Intelligence
Digital matches human intelligence
Human Enhancement
Digital is embedded in our own body
Augmented Reality
Digital is changing our physical environment
Social Networks
Digital revolutionizes of our social life
YO
U
Mass Interaction
AR
E
Digital is part of our identity
H
ER
E
Mass Media
Digital influences behavior
Internet
Digital is born
Technologies evolves exponentially faster
11 facebook.com/damoncrepinburr
12. People use more digital
Artificial Intelligence
Digital matches human intelligence
Human Enhancement
Digital is embedded in our own body
Augmented Reality
Digital is changing our physical environment
Social Networks
Digital revolutionizes of our social life
YO
U
Mass Interaction
AR
E
Digital is part of our identity
H
ER
E
Mass Media
Digital influences behavior
Internet
Digital is born
Technologies evolves exponentially faster
12 facebook.com/damoncrepinburr
13. People use more digital
Artificial Intelligence
Digital matches human intelligence
Human Enhancement
Digital is embedded in our own body
Augmented Reality
Digital is changing our physical environment
Social Networks
Digital revolutionizes of our social life
YO
U
Mass Interaction
AR
E
Digital is part of our identity
H
ER
E
Mass Media
Digital influences behavior
Internet
Digital is born
Technologies evolves exponentially faster
13 facebook.com/damoncrepinburr
14. People use more digital
Artificial Intelligence
Digital matches human intelligence
Human Enhancement
Digital is embedded in our own body
Augmented Reality
Digital is changing our physical environment
Social Networks
Digital revolutionizes of our social life
YO
U
Mass Interaction
AR
E
Digital is part of our identity
H
ER
E
Mass Media
Digital influences behavior
Internet
Digital is born
Technologies evolves exponentially faster
14 facebook.com/damoncrepinburr
15. People use more digital
Artificial Intelligence
Digital matches human intelligence
Human Enhancement
Digital is embedded in our own body
Augmented Reality
Digital is changing our physical environment
Social Networks
Digital revolutionizes of our social life
YO
U
Mass Interaction
AR
E
Digital is part of our identity
H
ER
E
Mass Media
Digital influences behavior
Internet
Digital is born
Technologies evolves exponentially faster
15 facebook.com/damoncrepinburr
16. People use more digital
Artificial Intelligence
Digital matches human intelligence
Human Enhancement
Digital is embedded in our own body
Augmented Reality
Digital is changing our physical environment
Social Networks
Digital revolutionizes of our social life
YO
U
Mass Interaction
AR
E
Digital is part of our identity
H
ER
E
Mass Media
Digital influences behavior
Internet
Digital is born
Technologies evolves exponentially faster
16 facebook.com/damoncrepinburr
17. People
have
changed
17 facebook.com/damoncrepinburr
22. Communication strategy Conversation planning
Consumer Relationship Management Vendor Relationship Management
Reach: Impression Engagement: Expression
Content Context
Sticky Spreadable
Integrated campaign Brand attitude
Advertising
DOING BEING Service
Competition Self improvement
Planing Experimenting
Marketing and Communication teams Everybody's job
Hiring Training
Brand markets to consumers (top-down) Brand advocates market to friends (peer to peer)
Interactivity (if any) predefined Participation
Unified consumer experience Diversified experience
Target is individual users Develop social networks
22 facebook.com/damoncrepinburr
23. Bra(i)nding
Leveraging digital evolution
(culture & technology)
to create a brand relationship
that fullfils people's primal needs
(more enjoyment & less pain)
23 facebook.com/damoncrepinburr
24. Game Dynamics
= More Enjoyment
24 facebook.com/damoncrepinburr
25. Game Dynamics
= More Enjoyment
25 facebook.com/damoncrepinburr
33. Be digital.
It's not another fuc
king media…
Bra(i)nding
Leveraging digital evolution
(culture & technology)
to create a brand relationship
that fullfils people's primal needs
(more enjoyment & less pain)
Give a shit a bout people.
33 Do things t hat matters! facebook.com/damoncrepinburr
34. Thank You!
Questions? Reactions? Insults?
My wall is open: facebook.com/damoncrepinburr
Like the slides?
Go ahead, still 'em: slideshare.net/damoncb
34 facebook.com/damoncrepinburr