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Marc-Alexandre Gagnon

Apple quietly begins iPhone as wallet in-store trials - Computerworld Blogs [08Nov11] - 0 views

  • The mobile wallet is becoming a reality. Apple [AAPL] has already begun plotting to turn your iPhone into an iWallet which uses iTunes as your virtual bank.
  • The company this week begins rolling out its EasyPay payment system in US retail stores. Available inside Apple's own Apple Store for iOS app, EasyPay lets users purchase accessories at Apple retail stores just by scanning in the barcode and completing the transaction on their iOS device.
  • Payment is taken using your Apple ID. Users need to enter their ID and then payment is taken using the credit card associated with their iTunes account.
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  • This is a much bigger deal than it may seem, as World Payments Report 2011 informs: -- 15% of all card transactions will be mobile by 2013.-- 20 billion credit card transactions take place each year.
  • PayPal should be shaking in its boots. And as for Google Wallet? One day, you'll be paying for your public transit fees using iTunes and your iPhone.
  • There's three ways Apple may choose to create a payment infrastructure. It is possible there are more, but we'll settle on three for now:
  • -- NFC support in the iPhone 5Advantages: NFC is fully supported by the credit companies.Disadvantages: NFC isn't yet ready for prime time, but is expected to reach a much wider market by 2013.
  • -- Bluetooth-based payments: Advantages: It is possible now to use Bluetooth to make secure payment exchanges.Disadvantages: There's no agreed financial Bluetooth-based transfer standard, meaning there's no back-up or insurance in case of fraud.
  • -- Over-the-airAdvantages: Does it matter if you wave your device across a terminal? Why not pay from where you are? You could buy goods and services in this way.Disadvantages: I would argue that Apple's devices would still require RFID tags in order that payment status be easily verified. If RFID is required, then NFC makes sense.
  • What makes Apple's iTunes approach effective is that by using its existing credit service as a bank, it achieves an immediate potential user base of hundreds of millions of people, while also offering an extra layer of protection between banks and customers. If fraud takes place, Apple's insurance should protect a customer, reducing the risk to the banks.
  • Tie these NFC systems up with Apple's other in-development mobile technologies and there's lots of potential scenarios.
  • Some statistics may be of interest:-- 50,000 Dutch nurses now use NFC  to track and manage home healthcare visits.-- The Museum of London already offers interactive NFC services.-- Over 60% of manufacturers plan to put NFC in cars.
Marc-Alexandre Gagnon

Online Video Ad Budgets Expected To Rise Sharply In 2012 | TechCrunch [08Nov11] - 0 views

  • Here’s some good news for web video publishers and producers. Online video advertising budgets are expected to jump sharply in 2012. Brand advertisers who purchased online video ads this year are projected to spend 47 percent more next year. These numbers were released this morning in the second annual “Video State of the Industry Survey” by Adap.tv and Digiday.
  • For advertisers that didn’t purchase any video ads so far this year, 84% say they will include digital video in their campaigns in Q4 2011 or 2012.
  • Advertisers say they are most likely to shift spending away from display and print ads to fund the increased online video spending.
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  • The report, which surveyed nearly 600 advertisers, publishers, and video technology providers, says rates for interactive video ads are up an average of 19 percent over last year.
  • Some other key findings: Brand engagement is the top online video campaign objective. Sharing video via social networks is an important return-on-investment metric for buyers. Rich media overlays, pre-rolls, and content integration are the favorite ad formats. Page-roll, expanding video banners, and post-rolls are the least favorite. Video ad spending on the iPad is up 18%, the highest among all devices. Average CPM for Premium content, broadcast content online: $21-$30 Average CPM for Mid-Tier, professionally produced content: $11-$20 Average CPM for User Generated Content: $0 – $5
Marc-Alexandre Gagnon

Starbucks Augmented Reality App Animates Holiday Cups [08Nov11] - 0 views

  • Starbucks is launching its first major augmented reality app this holiday season that will let customers animate their coffee cups with their smartphones.
  • Starbucks Cup Magic launches for iPhone and Android devices in the U.S. next Tuesday. (In Canada, just the iPhone version will launch.) As demonstrated in the video above, the app works by pointing your phone’s camera at the company’s red holiday season coffee cups and 47 additional objects, such as bags of coffee, on display at Starbucks retail locations.
  • Doing so will produce animations involving five characters — an ice skater, a squirrel, a boy and a dog sledding and a fox — on your screen. You can also interact with the characters. For instance, if you tap the boy on the sled he does a somersault. Those who activate all five characters can qualify to win an as-yet-unnamed prize.
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  • The app also includes traditional and social sharing capabilities. You can the send ecards as well as holiday offers from Starbucks, among other things.
  • The object, says Alexandra Wheeler, vp-global digital marketing for Starbucks, is to “surprise and delight” customers during the holiday season.
  • Although Starbucks experimented with an AR app years ago in an ad, Wheeler says this is the first major AR push by the company. The effort follows some other recent AR programs from marketers including an app from Nivea featuring Rihanna and an Amazon app that lets you point your phone at objects and then buy them.
  • Cup Magic, created by Blast Radius, caps off a year of successful mobile implementations by Starbucks. The brand launched a mobile payment app in January that has been used in more than 20 million transactions and a QR code program designed, like Starbucks Cup Magic, to enhance the in-store brand experience.
Marc-Alexandre Gagnon

'Web Clipping 2.0′ Startup Clipboard Backed By Andreessen Horowitz, Index, Cr... - 0 views

  • Clipboard aims to become the go-to service for saving and sharing the relevant parts of any page or service available on the Web, including much of its core functionality, or put differently taking care of everything in between simply bookmarking a URL and having to save an entire Web page.
  • Using a bookmarklet, Clipboard users can ‘clip’ things like search query results, stock quotes, tweets or Facebook status updates, video clips, images with captions, a Google Maps map, a forum answer, an Amazon book review, an eBay product summary, a digital coupon, and the likes.
  • Select part of a Web page or service, and use your mouse (simply by hovering over something or, preferably, by using the scroll wheel) to increase or decrease the number of ‘zones’ you would like to clip. Your selection – including links and images etc. – will be saved to your Clipboard profile instantly, and you can jump straight to it to visit your clip collection
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  • Clips can be annotated, saved, shared publicly and with specific users, tagged and all that jazz. But you can also just bookmark simple services you use, games you play, or parts of Web pages you often visit, and interact with your clips by visiting just one website instead of all them separately.
  • Not all of a site’s functionality can be simply clipped to Clipboard, as you will notice, but that’s of course not necessarily their fault. Inevitably, some services that reside on other websites or rely on third-party API calls or whatever, will be tougher to clip in full.
  • TechCrunch has learned that Clipboard has raised an undisclosed amount of financing from the following, impressive list of investors: - Andreessen Horowitz - Index Ventures - CrunchFund (note: TechCrunch founder Michael Arrington is a founding partner) - DFJ - SV Angel / Ron Conway - Betaworks - First Round Capital - CODE Advisors - Founder’s Co-Op - Acequia Capital - Vast Ventures - Ted Meisel (former CEO of Overture and now at Elevation Partners) - Blake Krikorian (former CEO of Sling and now an Amazon board member) - the elusive Vivi Nevo
Marc-Alexandre Gagnon

Daring Fireball: Apps Are the New Channels [28Oct11] - 0 views

  • Whether Newsstand was Apple’s strategy all along, I don’t know, but I think it might have been. The app is the unit of distribution for newspapers and magazines, not the “issue” or the “article”. This puts more work on the publishers’ shoulders — they need to design, create, and maintain software, not merely publish content — but it gives them more control over the reader experience and more potential for creativity and differentiation.
  • Why not the same thing for TV channels? We’re seeing the beginnings of this, with iPhone and iPad apps like HBO Go, Watch ESPN, and the aforementioned Bloomberg TV+. Letting each TV network do their own app allows them the flexibility that writing software provides. News networks can combine their written and video news into an integrated layout. Networks with contractual obligations to cable operators, like HBO and ESPN, can write code that requires users to log in to verify their status as an eligible subscriber.
  • Why not the same thing for TV sized displays? Imagine watching a baseball game on a TV where ESPN is a smart app, not a dumb channel. When you’re watching a game, you could tell the TV to show you the career statistics for the current batter. You could ask the HBO app which other movies this actress has been in. Point is: it’d be better for both viewers and the networks1 if a TV “channel” were an interactive app rather than a mere single stream of video.
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  • Collect them in a Newsstand-like folder on iPhones and iPads, and make them the “home screen” of a future Apple TV.
  • Better for advertisers, too. Apps allow for fairly exact viewership statistics. There’d be no need for Nielsen-style statistical polling if exact analytics are available.
Marc-Alexandre Gagnon

How Natural Language Processing Helps Uncover Social Media Sentiment [08Nov11] - 0 views

  • NLP goes by many names — text analytics, data mining, computational linguistics — but the basic principle remains the same. NLP refers to computer systems that process human language in terms of its meaning.
  • Apart from common word processor operations that treat text like a mere sequence of symbols, NLP considers the hierarchical structure of language: several words make a phrase, several phrases make a sentence and, ultimately, sentences convey ideas. By analyzing language for its meaning, NLP systems have long filled useful roles, such as correcting grammar, converting speech to text and automatically translating between languages.
  • NLP can analyze language patterns to understand text. One of the most compelling ways NLP offers valuable intelligence is by tracking sentiment — the tone of a written message (tweet, Facebook update, etc.) — and tag that text as positive, negative or neutral.
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  • Much can be gleaned from sentiment analysis. Companies can target unhappy customers or, more importantly, find their competitors’ unhappy customers, and generate leads. I like to call these discoveries “actionable insights” — findings that can be directly implemented into PR, marketing, adverting and sales efforts.
  • As with most computer systems, NLP technology lacks human-level intelligence, at least for the foreseeable future. On a text-by-text basis, the system’s conclusions may be wrong — sometimes very wrong.
  • Finally, much of social media interaction is personal, expressed between two people or among a group. Much of the language reads in first or second person (“I,” “you” or “we”). This type of communication directly contrasts with news or brand posts, which are likely written with a more detached, omniscient tone.
  • NLP is a tool that can help move your business forward by providing insight into the minds of your target audience members. However, it is not meant to replace human intuition. In social media environments, NLP helps cut through noise and vast amounts of data to help brands understand audience perception, and therefore, to determine the most strategic response.
Marc-Alexandre Gagnon

A Coke Machine, A Dorm Room, A Gate: How NFC Will Be Adopted [11Nov11] - 0 views

  • Whenever people think of near field communications, they think of mobile payments. Your phone becomes your wallet and spending money becomes as easy as tap, tap, tapping all day. Well, the era of your tap-able digital wallet is not here yet. It may never come. But that does not mean there are not some very interesting uses of NFC coming down the pipeline.
  • For instance, there was a Coca-Cola vending machine at ad:tech this week that was tied to Google Wallet. Tap, tap, tap away and take a Diet Coke Break. At Nokia World there as a gate that could be opened with a tap from your phone. A developer is working on NFC solutions to help his father who has Alzheimer's. NFC could be great as a monetary transfer solution, but there is so much more.
  • Groundswell To An NFC Enabled World
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  • A couple of months ago we wrote about a pilot program at Arizona State University gives students NFC-enabled phones that can be used to access dormitories and university buildings. At the time we said that this is the perfect place for the widespread use of NFC to start: universities have long been known to be the birthplace of behavior-changing trends.
  • Let's look at the NFC Coca Cola machine. This is actually the second time that we have run across one of these prototypes (note: we were not at ad:tech this week but found this story from Mobile Commerce Daily). The first time we saw one of these Coke machines was at a reception around mobile payments from MasterCard in New York City a couple of months ago. It functioned just like any other Coke machine, except it accepted money through NFC. Make your selection and tap on the receiver instead of digging through your pocket for change.
  • "The combination of mobile commerce and location technology moves our business from the point of sale to the point of thirst," said Wendy Clark, SVP of integrated marketing communications and capabilities Coca Cola according to Mobile Commerce Daily. "We have to place bets and we have to take risks if we want to feel innovation in the way that we market."
  • We may see groundswell coming from the big brands that are looking to change how they interact with customers. NFC is not going to be adopted because the big corporations like Google make partnerships with other big corporations in the mobile and financial worlds and all of a sudden we are going to change how we go about our day-to-day lives just because they tell us so. The act of buying a Coke is one of the simplest and most straightforward acts in all of society. If you see that your friend just paid for a Coke at a vending machine with her smartphone, you are much more likely to go, "hey, I wonder if I can do that to." Once you have your foot in the door, you are more likely to use that process again.
  • Adapting Technology To The Situation
  • During Nokia World in London I met a developer that wanted to explore NFC because his father has Alzheimer's and he wanted to figure out how the technology could help him give his father a way to manage his day-to-day life. For instance, setting timers on items around the house to keep his father from doing odd things at odd moments, like opening cabinets in the kitchen at 4:00 a.m. or leaving the house at the same time and wandering the neighborhood, not knowing where he is going. If his father has a watch with NFC in it, he could program those household functions to only respond to the NFC timer at certain times of the day.
  • Think of it: this is how NFC will evolve. Consumers are not going to be bludgeoned from on high by companies like Google, Sprint and MasterCard. It will start as a groundswell where developers see a problem, solve a problem. Big brands, like Coca Cola or Wal-Mart, will start instituting NFC solutions and people will become familiar with the technology first. It is one thing for Google to have a big demo, roll out a bunch of partners and say "this is the future." It is another for people to actually have the technology in their hands, using it to do a variety of activities.
  • Even the Google Wallet competitor, ISIS, thinks that competition is good for the realm. In an interview with CNET, ISIS CEO Michael Abbott said, "competition is what this space needs." Why would he say something like that? Because Abbott understands that people learn from other people and that the more solutions there are out there for people to see the technology in action, the more will ultimately adopt it. Competition drives innovation and better products in consumers' hands. In that way, the technology adapts to the situation, not the situation to the technology.
Marc-Alexandre Gagnon

Orange and Barclaycard launch smartphone payment service - IT News from V3.co.uk [20May11] - 0 views

  • Orange and Barclaycard have launched the UK's first contactless payment service allowing customers to pay for purchases using a smartphone.
  • Orange Quick Tap allows payments of up to £15 in over 50,000 outlets around the country, including Pret A Manger, McDonald's and Subway.
  • Customers have to purchase a Samsung Tocco Lite smartphone to use the service, which is available for £55 on pay-as-you-go or free on a £10 per month, two-year contract.
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  • Customers also need an Orange credit card, Barclaycard or Barclays debit card to transfer money onto the Quick Tap app.
  • Barclaycard is touting the system as highly secure, highlighting the fact that users can opt to input a PIN every time they make a payment.
  • Using mobile phones to make payments is a natural extension of the smartphone, according to Pippa Dunn, vice president at Orange.
  • "We no longer use our mobile phones simply for talking and texting. Apps, cameras and music players allow us to use them for a lot more," she said.
  • "Orange Quick Tap is the first of its kind, a service that allows you to pay for everyday items just by tapping your phone wherever you see the contactless payment symbol. It's going to start a revolution in the way we pay for things on the high street."
  • Carolina Milanesi, research vice president at Gartner, told V3.co.uk that this will be the first of many services as near-field communication (NFC) technology becomes a common feature on Android, BlackBerry and possibly Apple devices.
  • "[However], a little more work needs to be done on the service side as there are different kinds NFC approaches being used by the providers," she said.
  • There are currently 12.9 million contactless cardholders in the UK, and Barclaycard expects the new service to drive adoption.
  • O2 is gearing up to introduce NFC services during 2011, including a wallet application and direct-to-bill and peer-to-peer payment facilities.
  • Analyst firm Juniper Research predicted that NFC will be built into one in five smartphones by 2014 as mobile payment and interactive promotions take off.
  • Over 23 million NFC-capable smartphones are expected to be in circulation by the end of 2011, according to Juniper.
Marc-Alexandre Gagnon

NFC will be incorporated into one in five smartphones by 2014 - IT News from V3.co.uk [... - 0 views

  • Near-field communications (NFC) technology will be built into one in five smartphones by 2014 as mobile payment and interactive promotions take off, according to a report from Juniper Research.
  • Over 23 million NFC-capable smartphones are expected to be in circulation by the end of 2011, said the NFC Retail Marketing & Mobile Payments report.
  • This willl rise to around 300 million by 2014, and half of these devices are expected to be active in the US.
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  • The technology is predicted to generate high revenues, explained Howard Wilcox​, senior analyst at Juniper Research.
  • "NFC-based services in North America will account for nearly $47bn, or 41 per cent of the total, by 2016. The Far East and China ($31bn or 27 per cent) and Western Europe ($23bn or 20 per cent) will follow," he said.
  • However, Wilcox warned that there are still significant infrastructure challenges, and institutions including banks and merchants will need to have sufficient point-of-sale readers installed.
  • The Google Nexus S was the first smartphone to ship with NFC technology, but the hardware has seen limited use in the UK so far.
  • Google is to start trialling NFC services in US this summer, and O2 is expected to roll out a mobile wallet application in the UK this year.
  • RIM has also backed the technology, and its forthcoming high-end devices, including the BlackBerry Bold Touch, are expected to ship with NFC.
  • HTC, meanwhile, has taken a more cautious approach, stating that it will incorporate the technology once there is established demand.
  • The iPhone 5 was tipped to feature contactless payment, but the latest reports suggest that Apple will omit NFC from its fifth-generation iPhone.
Marc-Alexandre Gagnon

Like Dwolla, SCVNGR is Building Local Mobile Payments Groundswell With LevelUp [24Nov11] - 0 views

  • Location-based social game mechanics are not inherently transactional. That is where the company's newest product, LevelUp comes into play. Take merchant offers, location, game mechanics and make then transactional and you have an idea what LevelUp is trying to do in the mobile payments space.
  • LevelUp is the path and it dives deep into the fundamental nature of payments, merchants and how people interact with money.
  • How Does LevelUp Work?
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  • Levelup is a mobile payments system at its core. It currently has 100,000 users across four cities (Boston, New York, Philadelphia and San Francisco) with 600 merchants signed up.
  • The basic payment structure is that LevelUp provides the merchants with an Android smartphone with a QR code reader and consumers with the LevelUp app that has a personalized QR code that effectively acts as the interface to their wallet
  • Users tie their debit/credit cards to the QR code in LevelUp's app. The security behind that is what could be considered a triple-blind token system. No actual payment information is being stored on the device (unlike the Google Wallet, for instance) and there are three steps from the phone to the bank to obfuscate where the payment is actually coming from.
  • Then there are the deals and game mechanics. When merchants sign up, they are prompted to give buyers a credit.
  • The more times that people pay with LevelUp, the more opportunities for credit to be accumulated (hence, the notion of leveling up to a new offer).
  • About 45% of users return to pay full price at the merchant and users on average use LevelUp about twice per week. The location system comes in by seeing on a map in the app what merchants close to you are using the service and what kind of deals they have.
  • "With LevelUp being transactional, we wanted to make it as fundamentally simple as humanely possible," Priebatsch said. "Frankly you should never have to do anything other than just pay with it and good things should happen to you and that should make you want to keep using it."
  • LevelUp has a certain type of groundswell that other local mobile payments options do not. In that way, LevelUp's closest kindred spirit is more likely to be Dwolla than it is something like Square or Google Wallet
  • There has been talk of SCVNGR being acquired but it is more likely that the company will eventually make partnerships with other ground-swell mobile payments companies like Dwolla.
  • What LevelUp and Dwolla have done is created a local ecosystem of merchants willing to use mobile payments in their communities. This is the bottom-up approach and, as of yet, is proving to be as effective than the top-down approach taken by companies like Google and PayPal.
  • What are the pain points for mobile payments? For the consumer, it is having the app and the ability to tie it to a payments process. LevelUp cuts down on the pain points by having the ability to tie the wallet to a debit/credit card through its triple-blind token system and using QR codes.
  • According to Priebatsch, QR codes are not necessary to the process. Any interface (like NFC) will do but the QR code is working for now and LevelUp can work with any device that can project a black and white image
  • This is where Priebatsch starts to get deep into the nature of payments and the notion that money is nothing but a form of information that transfers from one point to another. Priebatsch's grand plan, that translates well to a five to 10 years down the road for the company, is to bring the payments process down to "interchange zero" where the cost of moving that information from Point A to Point B is next to nothing.
  • Here is the philosophy, according to Priebatsch:
  • People will eventually make the flow of money more and more efficient, and the cost of transferring information, or money as information, will eventually converge to zero. This concept is something that we describe as "interchange zero". And as money flows frictionless-ly, all sorts of great things happen around that. You get to pay less at the store because the business does not have to pay interchange on top of their prices.
  • The really fascinating thing with that, is that a new monetization model needs to be found for the payments industry because somebody needs to make the $50 billion dollars a year to actually support the whole thing. And I believe, and I have a game mechanics background, that the way that that money is going to be replaced, as the idea of me paying you to just move money back and forth goes away, the way that people are going to make money on payments is taking the information inherent in payments and applying a series of game mechanics.
  • To create a series of actions which get consumers to spend more and come back more often. And this help the business make more money off of each transaction. So the payment, as a utility, will be frictionless, and the money will flow to the company, enterprise, person, organization who can add the most value to the transaction."
Marc-Alexandre Gagnon

British Musicians Design Augmented Reality Energy Drink Bottles @PSFK [24Nov11] - 0 views

  • An ad agency, several musicians, and an app developer have collaborated on Lucozade Energy’s latest campaign, creating drink bottles that launch videos through an augmented reality (AR) smartphone app.
  • Billington Cartmell, a UK ‘thinking brands’ agency, led the project to join artistic expression with an interactive brand experience. Using a the unique ability of the Aurasma app to map and track cylindrical objects, the agency asked seven of the UK’s biggest musicians to design a Lucozade bottle which when viewed through Aurasma leaps to life with video and animations.
  • A great deal of exclusive content was created for this campaign, and most of it is accessible only through the AR-enabled app. The animations that play from the bottles in the app are really only teasers, directing users to a website with documentaries and behind-the scenes video.
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  • The most interesting aspect of this project is the collaboration between three different groups to create a single brand experience centered on creativity and engagement. Two of the musicians involved, Plan B and Tinie Tempah, will promote the campaign with their massive social media following, with the hope that their ‘cool’ will spread to the client and that all involved will be seen as innovators.
Dan R.D.

Cosy social networks 'are stifling innovation' - 0 views

  • Previous research has shown that certain patterns of social interaction make radical innovation more likely. Bold ideas are typically incompletely formed when first conceived and easily shot down by criticism. Hence, they emerge more readily in communities in which individuals work mostly in small and relatively isolated groups, giving their ideas time and space to mature.today’s software developers work in social networks in which everyone is closely linked to everyone else. “The over-abundance of connections through which information travels reduces diversity and keeps radical ideas from taking holdTo restore the kind of aggressive innovation needed to build the next-generation internet will require re-engineering of the social networks of software developers themselvesThis could be doneif funding agencies ensured that research projects were carried out by many small, competing groups over longer periods.To enable innovation it may be necessary to reduce the number of social ties Read more at www.newscientist.com
D'coda Dcoda

Augmented Reality on the Big Screen [17May11] - 0 views

  • While tablet computing may in future transform the whole computer industry, it is already changing the way we look at augmented reality. And this is not only because of the big display. More and more different devices for multiple OS platforms are expected to appear on the market, equipped with advanced sensors such as high-resolution cameras. The cost of data roaming is likely to drop and considering the millions of people expected to buy such a device in the next few years, there are incentives enough for optimizing augmented reality (AR) tablet software and to start creating really useful and fascinating applications taking full advantage of the promising, new capabilities. metaio, with its junaio 2.6 release, a junaio plug-in for third party app integration, and the revised mobile AR SDK Unifeye 2.5, is well prepared and ready to go for the next generation of AR applications. If you want to learn more about mobile AR in general and on tablets, everything is summed up here: http://www.metaio.com/specials/augmented-reality-on-tablets/ And here you can find a movie with almost everything we´re working on: 3D tracking, markerless 2D tracking and image processing, virtual manuals, interactive TV, smart packaging, advertising as a service, context sensitive product visualization, AR gaming and so on. By the way: to my knowledge it´s the first AR demos running on the Android 3.0 based Xoom!
D'coda Dcoda

The Invisible iPhone [24May11] - 0 views

  • Over time, using your smart-phone touch screen becomes second nature, to the point where you can even do some tasks without looking. Researchers in Germany are now working on a system that would let you perform such actions without even holding the phone - instead you'd tap your palm, and the movements would be interpreted by an "imaginary phone" system that would relay the request to your actual phone.
  • The concept relies on a depth-sensitive camera to pick up the tapping and sliding interactions on a palm, software to analyze the video, and a wireless radio to send the instructions back to the iPhone. Patrick Baudisch, professor of computer science at the Hasso Plattner Institute in Potsdam, Germany, says the imaginary phone prototype "serves as a shortcut that frees users from the necessity to retrieve the actual physical device."
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    A new interface lets you keep your phone in your pocket and use apps or answer calls by tapping your hand.
D'coda Dcoda

The Hyperbook by Mollat editions: when 18th century meets 21th.[09May11] - 0 views

  • Mollat Editions just reissued a book written by Victor Louis in 1782 about the Theatre of Bordeaux, France. “Salle de Spectacle à Bordeaux” is made interactive by the  numerous digital content offered through the book: videos, pictures, comments and 3D animations. Our partner Axyz  was in charge of Augmented Reality integration on this cultural project.
D'coda Dcoda

TELE-PRESENCE International Workshop [13Nov09] - 0 views

  • The Meaning of Being There is Related to a Specific Activation in the Brain Located in the Parahypocampus
  • Social Presence in Virtual World Surveys
  • “I’m Always Touched by Your Presence, Dear”: Combining Mediated Social Touch with Morphologically Correct Visual Feedback
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  • The Role of Realism and Anthropomorphism in the Selection of Avatars
  • Attention, Spatial Presence and Engagement: Implications for Virtual Environment Learning Platforms
  • Social And Spatial Presence: An Application to Optimize Human-Computer Interaction
  • Tangible Presence in Blended Reality Space
  • Advertising Effects through Virtual Violence
  • Presence and the Meaning of Life: Exploring (Tele)Presence Simulation Scenarios and their Implications
  • Moderating Effects of Social Presence on Behavioral Conformation in Virtual Reality Environments: A Comparison between Social Presence and Identification
  • Presence and the Victims of Cybercrime in Virtual Worlds
  • Measuring Telepresence: The Temple Presence Inventory
  • Second Life as a Learning & Teaching Environment
  • The Effect of Avatar Perception on Attributions of Source and Text Credibility
  • Self-presence Standardized: Introducing the Self-Presence Questionnaire (SPQ)
  • Image vs. Sound: A Comparison of Formal Feature Effects on Presence, Video Game Enjoyment, and Player Performance
  • The Effects of Competition on Intrinsic Motivation in Exergames and the Conditional Indirect Effects of Presence
  • Who´s there? Can a Virtual Agent Really Elicit Social Presence?
  • Presence, Participation, and Political Text-on-Television: Pilot Testing a Converged Technology
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    A list of freely available pdf's of papers presented at this conference.
D'coda Dcoda

Digital Dualism versus Augmented Reality [24Feb11] - 0 views

  • The power of social media to burrow dramatically into our everyday lives as well as the near ubiquity of new technologies such as mobile phones has forced us all to conceptualize the digital and the physical; the on- and off-line.
  • And some have a bias to see the digital and the physical as separate; what I am calling digital dualism. Digital dualists believe that the digital world is “virtual” and the physical world “real.” This bias motivates many of the critiques of sites like Facebook and the rest of the social web and I fundamentally think this digital dualism is a fallacy. Instead, I want to argue that the digital and physical are increasingly meshed, and want to call this opposite perspective that implodes atoms and bits rather than holding them conceptually separate augmented reality.
  • geo-tagging (think Foursquare or Facebook Places), street view, face recognition, the Wii controller and the fact that sites like Facebook both impact and are impacted by the physical world to argue that “digital and material realities dialectically co-construct each other.” This is opposed to the notion that the Internet is like the Matrix, where there is a “real” (Zion) that you leave when you enter the virtual space (the Matrix) -an outdated perspective as Facebook is increasingly real and our physical world increasingly digital.
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  • I have used this perspective of augmentation to critque dualism when I see it. For instance, last year I posted a rebuttal to the digital-dualist critique of so-called “slacktivism” that claimed “real” activism is being traded for a cyber-based slacker activism. No, cyber-activism should be seen in context with physical world activism and how they interact. Taken alone, yes, much of the cyber-activism would not amount to much. But used in conjunction with offline efforts, it can be powerful. And, of course, my point is much, much easier to make with the subsequent uprisings in the Arab world that utilize both digital and physical organizing. This augmented dissent will be a topic for another post
  • conceptually splitting so-called “first” and “second” selves creates a “false binary” because “people are enmeshing their physical and digital selves to the point where the distinction is becoming increasingly irrelevant.” [
D'coda Dcoda

Hackers For Egypt Advocate For A Better Democracy Through Technology [27May11] - 0 views

  • Post-revolution Egypt is in a state of flux overlooked by outsiders. New political parties are forming while various factions hustle for power. As Egypt gears up for free elections, tech-savvy geeks are betting that their projects will have a major impact on how people will vote.
  • A combination of academics and entrepreneurs recently worked with Egyptian activists on a “Hackathon for Egypt” that provides some interesting--and fascinating--clues.
  • Participants in the hackathon were organized by Cloud to Street, a project dedicated to aiding Egyptian activists through technology. Cloud to Street is headed up by a loose group of primarily Canadian scholars and diplomats. Approximately 75 programmers took part, as well as Egyptian activists who attended both in person and via teleconference
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  • Most of the tech created at the conference was aimed at Egypt's upcoming elections, which civil-society activists have been obsessively monitoring. The upcoming vote is expected to be the first free election for a leader in Egypt's long, long history. Elections are expected to occur in October or November; the ruling military junta has been unclear on the exact date.
  • The conference's most intriguing result was a platform for crowdsourcing the new Egyptian constitution. The platform, which appears to have drawn inspiration from a similar project in Tunisia, allows users to simultaneously browse constitutional texts from multiple countries, propose articles and ideas online and to collaborate on compiling the ideas into a workable text. Owing to Egypt's special circumstances, the platform also contains extensive provisions for off-computer use--many Egyptians simply don't have regular access to either a computer or the Internet.
  • Other projects worked on at the hackathon included a web platform for training Egyptian election monitors and an interactive tool that allows voters to explore the policies of various parliamentary candidates.
Jan Wyllie

The Human Algorithm [20May10] - 0 views

  • A common mistake for those seeking to cope with this profound disruption is to confuse technology with innovation. Algorithms, apps and search tools help make data useful but they can’t replace the value judgements at the core of journalism.
  • Genuine innovation requires a fundamental shift in how journalists think about their role in a changed world. To begin with, they need to get used to being ‘curators’; sorting news from the noise on the social web using smart new tools and good old fashioned reporting skills.
  • I find it helps to think of curation as three central questions: * Discovery: How do we find valuable social media content? * Verification: How do we make sure we can trust it? * Delivery: How do we turn that content into stories for a changed audience?
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  • With some like-minded souls, I founded Storyful in early 2010.
  • he only way a curator can ultimately sort news from noise is to join the social media conversation which emerges from news events. Not just listen, but engage directly, openly and honestly with the most authentic voices.
  • Every news event in the age of social media creates more than a conversation, it creates a community.
  • When news breaks, a self-selecting network gathers to talk about the story. Some are witnesses – the creators of original content – others are amplifiers – passing that content on to a wider audience. And in every group are the filters, the people who everyone else looks to for judgement.
  • Twitter is the door to that community.
  • We had more profound experiences of this Human Algorithm at work in recent weeks, most notably with reports of mass graves being discovered outside the besieged Syrian town of Deraa. Interaction with Facebook groups led us to Twitter conversations and YouTube videos. E-mail conversations with US-based academics has led us to key translations and satellite imagery.
  • This is the ‘Human Algorithm’ at work; the wisdom of a social media community harnessed through open, honest and informed engagement.
  • Storyful judges the credibility of a source on social media by their behaviour and status within the community
  • Proximity to the event. • Established journalistic, academic, or official credentials. • Past behaviour on the social web. • Status withi
  • established activist/political/social media group.
  • it is the oldest journalistic skill of all which gives this process meaning and that is engagement.
Dan R.D.

SharePoint in Education - Mike Herrity's Blog about SharePoint in Education - 0 views

  • A recent TED video showcased a new publishing platform for the ipad which I believe offers educational publishers a route to producing compelling digital resources to support learning within schools. Push, pop, press are in the process of creating a publishing platform which they plan to license and which allows quick and easy creation of compelling interactive e-books.
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