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How CIOs Misunderestimate Social Media - 0 views

  • Why should a CIO care? I have long said that the real source of competitive advantage in the future will stem from an organization’s ability to rapidly assemble, disassemble, and reassemble high-performance teams. Collaboration and community will replace rigid structures. Facilitating that kind of agility is the real promise of social media. And we’re missing it.Read more at www.enterpriseefficiency.com 
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
Dan R.D.

Social sites losing popularity with young - 0 views

  • Social networking websites have lost some of their “cool” factor with younger users and are on their way to becoming the preserve of the middle-aged, according to figures published by Ofcom. The proportion of British 15- to 24-year-olds with a profile on a social networking site such as Facebook or MySpace fell for the first time last year from 55 per cent to 50 per cent, according to the communications regulator. Older internet users are still flocking to the sites, however. The proportion of 25- to 34-year-olds claiming to have a social networking profile grew by 6 percentage points to 46 per cent, and among 35- to 54-year-olds by 8 percentage points to 35 per cent. the audience figures for individual social networking sites from Nielsen Online, another online research company, support the picture that social networking is an ageing medium. this ephemeral demographic may be moving on before media owners have properly learnt how to make money from their sites. Read more at www.ft.com Perhaps, older people will develop more serious, reflective uses for social networking than the young pioneers.
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09/1/07 Deep Web: Databases of Databases - 0 views

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      entered in diigo
  • Opportunities emerge from the deep semantic web
  • Economics is the science of incentives. While the promise of searching a huge store of databases may not sound like Saturday social night at the local drive in burger joint, it does by extension, introduce new incentives.  The new technology will drive people to build databases.  A new generation of entrepreneurs will collect, organize, analyze and create – not information – but data.Database of databases of databasesThe first things entrepreneurs will organize are human knowledge data – starting with their own, then relating it to others. Not unlike the human genome project, the vast human knowledge reservoir will be mapped. Entrepreneurs will enter their communities (on line, neighborhood, work, school, church, social networks) and create a database for what other people know and parse the data in any number of important and useful databases.The reason for this is simple; data are collections of human observations.This is the only thing people are willing to pay forRead more at www.conversationalcurrency.com
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    Opportunities emerge from the deep semantic web
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On top - In case you missed it, Skype is bigger than Facebook 10/04/25 - 0 views

  • “it’s interesting to see how large a company that provides an actually useful service can get bigger than one who’s apparent key reasons for existing are for you to share embarrassing photos of yourself and tend a virtual farm. Skype has also not felt a need to try to weasel its way into every corner of the Web with questionable tools that track your movement from site-to-site, or manipulate your profile because you click a “Like” button somewhere. Skype just exists. If you choose to use it, great, but if you don’t, they aren’t in your face about it.”
  • Some might say it’s like comparing apples and oranges as one is a social network, and one is not, but it’s still interesting to see Facebook is not the biggest thing out there despite what that company might like to have you thinkGigaOm provided some stats that Skype gave out at the recent eComm ConferenceSkype added 39 million registered users in the fourth quarter to end the year with a total of 560 millionSkype in 2009 accounted for 12 percent of the world’s international calling minutes, a 50 percent increase over 2008
  • 36 percent of Skype-to-Skype calls as of the end of the fourth quarter included video — in other words, Skype is going to figure prominently in the video conferencing business, challenging more established players with its no-cost solutionlike Facebook, there are people with multiple accounts, and there are also spammers, but those accounts get shut down pretty fastSkype has also not felt a need to try to weasel its way into every corner of the Web
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  • See more at www.technobuffalo.com
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New Methods - Measurement of Word of Mouth Marketing 10/04/01 - 0 views

  • A new way to measure word-of-mouth marketing Assessing its impact as well as its volume will help companies take better advantage of buzz. APRIL 2010 • Jacques Bughin, Jonathan Doogan, and Ole Jørgen Vetvik
  • Exhibit 1: Word of mouth is influential throughout the consumer decision journey. Exhibit 2: By looking at impact as well as volume, marketers can measure the effects of word-of-mouth messages more accurately.
  • Consumers have always valued opinions expressed directly to them. Marketers may spend millions of dollars on elaborately conceived advertising campaigns, yet often what really makes up a consumer’s mind is not only simple but also free: a word-of-mouth recommendation from a trusted source. As consumers overwhelmed by product choices tune out the ever-growing barrage of traditional marketing, word of mouth cuts through the noise quickly and effectively.Indeed, word of mouth1 is the primary factor behind 20 to 50 percent of all purchasing decisions. Its influence is greatest when consumers are buying a product for the first time or when products are relatively expensive, factors that tend to make people conduct more research, seek more opinions, and deliberate longer than they otherwise would. And its influence will probably grow: the digital revolution has amplified and accelerated its reach to the point where word of mouth is no longer an act of intimate, one-on-one communication. Today, it also operates on a one-to-many basis: product reviews are posted online and opinions disseminated through social networks. Some customers even create Web sites or blogs to praise or punish brands. Register to read this article.
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  • Read more at www.mckinseyquarterly.com 
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New API Takes Facial Recognition From Facebook and Puts It Everywhere - 0 views

  • Face.com has launched the alpha of their new API. Now, almost any site could find faces on photos.Face.com, the company responsible for Facebook applications Photo Tagger and Photo Finder, lets you take any photo and quickly identify who is in it and where they are in the photo. This facial recognition is a boon to those tagging photos, and now Face.com is ready to bring a similar capability to the rest of the internet. May 3rd saw the launch of their new open API capable of scanning images and rapidly identifying the location, orientation, and identity of human faces. The API platform is meant for web designers who want to include a facial recognition feature on their own website. With this API, any company could let you upload a photo of yourself and find other photos of you in their database. Now in alpha testing, registering to try the API is free and very quick. Face.com, operated by Israel-based Vizi Labs, is looking to share the API with the developer community to see if the next killer application for facial recognition will arise organically. Eventually, platforms like this one may help your face become an access point to all the digital data about you on the web.
  • Read more at singularityhub.com
Dan R.D.

Money Pioneers - New Currency Frontiers - 1 views

  • Currency: A formal system for shaping, enabling, and measuring currents (or flows)Currencies involve a number of functions, each of which can be modified independently: unit of measure, store of value, token of status, medium of exchange, etc. Monetary Currency or Money is just a common way of bundling those functions as a medium of exchange for a commercial economy. It is a minuscule part of the full spectrum of possible currencies. In this expanded sense, currencies are tools for seeing and changing flows.One specific way we use them is to create collective intelligence at the level of our social entities and institutions. At the individual level, we see humans born, growing, learning, walking around and dying. However, the state “sees” humans created through birth certificates, their activities and accounts woven together by social security numbers, their communication patterns via cell phone bills, and their discorporation via death certificates.Read more at newcurrencyfrontiers.com 
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    A new world of social currency is being neglected in this Information Age. Wouldn't you like to profit from the flow of your own social media contributions?
Dan R.D.

21 Tips for Using Twitter and Facebook for Business [03May10] - 1 views

  • 21 Tips for Using Twitter
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    "Businesses want to see results, that's the bottom line. Social media, as the title suggests, describes a social experience not necessarily a business one. This list helps to focus in on how business can benefit from the social processes to engage both internal collaboration and external customers and partners; perhaps a more appropriate name would be 'Business Media'?"
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Launching Today: Zaarly.com - a Location-Based, Real-Time Commerce Platform [18May11] - 0 views

  • Described as a location-based, real-time commerce platform that “makes the buying and selling of g
  • How Zaarly Works • According to the company, consumers can post what they're looking for on Zaarly, describe how much they're willing to pay for it, and announce how soon they need it. • Zaarly will immediately share that request in the local community through the Zaarly platform. Users may also use Facebook, Twitter and other social media channels to find what they're looking for. • Nearby people or businesses will see what you want and connect to Zaarly to fulfill your request. • Zaarly allows buyers and sellers to “anonymously message and talk on the phone to facilitate the logistics of a transaction, enabling an in-person or virtual meeting to complete the transaction,” the company says.
  • • To pay for the transaction, Zaarly features an integrated credit card payment system, “all within a safe and secure platform.” Users can also pay with cash
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  • Zaarly is available on the iPhone, Android, “and all Web-enabled mobile phones via your mobile Web browser, as well as through the Web and Facebook on your desktop computer,” the company says. “The integrated Zaarly platform allows buyers and sellers to connect while they are on-the-go or from the convenience of home or office.
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Bill Would Require Warrants For Govt to Access Your Email, Cloud Services [18May11] - 0 views

  • Sen. Patrick Leahy on Tuesday unveiled an overhaul to a 25-year-old digital privacy law that would require the government to obtain warrants before accesssing email and other cloud-based data. The update to the Electronic Communications Privacy Act (ECPA), would also extend to location-based data, and allow private companies to collaborate with the government in the event of a cyber attack. The ECPA was first enacted in 1986, well before the Internet, email, or smartphones. As a result, it is "significantly outdated and out-paced by rapid changes in technology and the changing mission of our law enforcement agencies after September 11," said Leahy, a Vermont Democrat. As a result, Leahy's updated 2011 version of the ECPA would apply to technologies like email, cloud services, and location data on smartphones. If the government wanted an ISP to hand over emails on a particular customer, for example, they would need to first obtain a warrant. At this point, the government abides by a rule that provides access to email after 180 days, depending on the circumstance.
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E-commerce innovation fades as competitors rush to replicate ideas [18May11] - 0 views

  • his ongoing flurry of activity is underpinned by a common desire to conquer three important cat
  • This ongoing flurry of activity is underpinned by a common desire to conquer three important categories of growth for consumer-oriented Internet companies: mobile, social and local commerce. The race to find the right mix is crucial for capturing revenues and the loyalty of consumers whose sources for information and entertainment are becoming increasingly fragmented.
  • some members of the startup and funding communities are looking for the next wave. “I’m really searching far and wide for new ideas,” Rosa said. “There seem to be a lot of clones. ... There’s this behemoth ball of social and apps and mobile, and they’re just tacking onto this ball and rolling along. We’d like to see some more snowballs.”
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Badgeville & Janrain: Turning Serious Games Players Into Loyal Brand Advocates [29Apr11] - 0 views

  • “After carefully weighing our options for building a social rewards solution in-house versus integrating with a best in class technology provider, we selected Badgeville, a recognized leader in the space, for their comprehensive, lightweight and flexible platform,” said Larry Drebes, CEO, Janrain.
  • Badgeville jumped onto the scene when they won “Audience Choice” at TechCrunch last fall. Within two quarters they’ve captured 50 clients for their “white label” social rewards, loyalty and analytics platform.
  • Badgeville helps web publishers of all sizes increase audience engagement and unlock new monetization opportunities. The Palo Alto– based company provides platform that makes it easy for web publishers, to increase user loyalty and engagement. 
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  • Badgeville aspires to democratize the Foursquare experience beyond retail by enabling publishers and other segments to build their own game mechanics and incentives platforms.
  • Publishers who use Badgeville can set up an account, offer defined rewards and track visitor behavior with realtime analytics. Badgeville works for any company that has a community on its site: anyone from gaming to education, to retail and more can use the service to reward people for checking into a site, taking tests or simply browsing through products. Virtually anything can correspond to a badge reward.
  • “It’s not about pageviews anymore.” Publishers can award badges for the behavior of their choice, such as leaving a comment or becoming a fan of the site on Facebook. Readers can also compare their results to friends’ on social networks like Facebook.”
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Research: The Educational Value of Serious Games [11Mar11] - 0 views

  • Literacy has evolved beyond the definition of the ability to read and write. Literacy now includes the ability to seamlessly interpret on-screen information, such as the graphics in a videogame, and the ability to rapidly decode symbols. To be effective, gamers must be able to quickly decipher each game’s symbols and conventions, which is essentially what good readers have to do in terms of deciphering the alphabetic code.
  • Serious Games are not replacing literacy activities, they ARE literacy activities.
  • Literacy specialists are just beginning to investigate how reading on the Internet affects reading skills. Students are developing new reading skills that are neither taught nor evaluated in school.
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  • Educational practices need to recognize today’s participatory culture and to find different ways of delivering content. Today’s new cultural competencies include the ability to navigate across different kinds of media and to “mashup” the various media content. Games are the ideal model for combining content in different ways and incorporating problem solving. There is a need for educators need to see games as an alternate learning system.
  • Games today can be divided into entertainment and Serious Game categories. Games are getting much more realistic, and can be incredibly motivating. The use of Ggames as entertainment may be dwarfed by Serious Game applications
  • Videogames, based on the training of socially valued practices, will create an educational system in which students learn to work and think as professionals. The purpose is not to train students for these professions, but rather to provide students with an opportunity to see the world in a variety of ways that are fundamentally grounded in meaningful activity and aligned with core skills, habits, and understandings of a postindustrial society. Games will help students create representations of professional knowledge.
  • Videogames are very effective at teaching logical, consequential thinking. U.S. Army studies indicate playing videogames as much as ten hours can improve the ability to process visual information and improve overall spatial orientation skills.
  • Games involve participation in collective intelligence, and blur the distinction between the production and consumption of information. They emphasized expertise rather than social status. They promote international and cross-cultural media and communities.
Dan R.D.

NFC System to Aid Diners [28Mar11] - 0 views

  • May 24, 2011—CustomerIn Systems, a Canadian software-development firm located in Vancouver, B.C., is providing Near Field Communication (NFC) solutions for restaurants, bars and other entertainment establishments.
  • The first of what the company hopes will be many NFC solutions is a restaurant application dubbed the Connected Restaurant. This application, which has been deployed and tested, allows diners to use their mobile phones to request a table, order a drink and receive other services via their NFC-enabled phones.
  • known as SimpleNFC.com will provide developers with application software to build their own NFC solutions, and enable them to purchase software kits and tags.
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  • A customer arriving at a participating restaurant—one with a CustomerIn application and NFC tags installed in its business—could check in by tapping his or her NFC phone against a tag affixed at the front desk. Once the patron taps the phone, it sends the tag's ID number to a CustomerIn server via a cellular link. By using the Connected Restaurant application loaded onto the phone, that individual can then select prompts to request a table.
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Measuring the Net's growth dividend [27May11 - 0 views

  • The Internet is a vast mosaic of economic activity, ranging from millions of daily online transactions and communications to smartphone downloads of TV shows. Little is known, however, about how the Net in its entirety contributes to global growth, productivity, and employment. New McKinsey research examined the Internet economies of the G8 nations (Canada, France, Germany, Italy, Japan, Russia, the United Kingdom, and the United States), as well as Brazil, China, India, South Korea, and Sweden. It found that the Internet accounts for a significant and growing portion of global GDP. Register to continue.
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    McKinsey Quarterly - Economic Studies - Productivity & Performance
Dan R.D.

How Mobile Can Bridge The Digital And Physical Worlds In New Ways [01Jun11] - 0 views

  • appending real-world purchase information to its treasure trove of online behavioral data will vastly increase the value of customers’ profiles and increase the rates Google (NSDQ: GOOG) can charge its advertisers. It will be a way for Google to increase its local presence. NFC (near-field communications) is too often equated simply with payments, but Google understands that NFC tags have broad application (working like Quick Response [QR] and other 2D barcodes do today). Google can help retailers use NFC tags for in-store promotions and check-ins, augmenting the understanding of customer behavior for ad targeting.
  • Numerous players—from Internet pure players to operators and retailers—are embracing the mobile/social/local combo. Unifying the online and offline worlds via mobile will create long-term market disruption. There are plenty of new opportunities opening up if you center your approach around the notion of context, trying to invent new product and services that will tie together places, brands, and consumers. Think about mobile augmented reality. At the end of the day, it is all about facilitating the discovery and understanding of information around you.
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rb.trends» Blog Archive » Location-based gaming - 0 views

  • Mage War Erupts on the Streets of Your Town in Shadow Cities “Shadow Cities allows players around the country to join the struggle between the ancient Animators and techo-magical Architects, two rival academies vying for control of this resurrected power. It’s an alternate reality game on a massively multiplayer scale, dividing communities and bringing them together on familiar battlefields.”
Dan R.D.

Kevin Fitchard: Nokia's new interim CTO Tirri on the concept of the "Internet of Things" | the internet of things - 0 views

  • "The Invisible Internet is associated closely with the concept of the “Internet of Things,” in which a multitude of everyday objects are connected wirelessly. In such a world, not every object will have the intelligence to make decisions for itself — your carton of milk doesn’t need an advanced processor, only the ability to communicate what it is and its expiration date — but collectively they’ll create a form of ambient intelligence, allowing them to self-organize as a group. If the Invisible Internet of Things does become a reality, the Web will cease to be merely a virtual space, where people interact with one another from behind a PC or phone’s screen, and become a real space — “meat space,” if you will — where thousands of objects, both personal and public, interact with one another.
  • The one element, besides a radio, all of those objects have in common is awareness. They have to be able to sense one another as well as their surroundings. Embedding devices and objects with that kind of sensitivity probably is the smallest challenge the Internet of Things faces right now, said Henry Tirri, head of the Nokia Research Center. The core sensors needed in the network of the future already are embedded in the average smartphone today: GPS and cellular triangulation sense location; accelerometers and digital compasses sense movement and direction; digital cameras can see for the devices. Some of those sensors need to be refined, but for the most part, devices already have access to enormous amounts of raw sensory data, Tirri said. The challenge for the industry is processing that data, interpreting it and combining it with data from other sensors to make it useful. Once the technology overcomes those problems, there’s no limit to what can be wirelessly enabled, he added.
  • “In today’s world of handsets, we talk in billions; in the future, we will talk about trillions of devices,” Tirri said. “Radios and sensors will be very small. They will be in everyday devices like coffeemakers and key chains, as well as all consumer devices, but also things you wouldn’t think you’d have wireless capabilities, like chairs, tables, even your bed.”
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Location Based Social Media and The Rule of Three [14May11] - 0 views

  • n advertising circles there is an axiom that says that a customer has to be exposed to your product or service at least three times before they will convert. It's called the rule of three. It's why companies run remarketing campaigns. It's also an explanation for two conflicting surveys concerning location based social media.
  • In the first survey by Dubit, a youth communications agency, they found that 48% of teenagers surveyed had never heard of location based social media services such as Facebook Places and Foursquare. And of the 52% of the teenagers that had heard of these services, few of them actually used those services. The survey consisted of 1,000 teens between the ages of 11 to 18.
  • The second survey by Comscore's MobiLens showed that 16.7 million mobile users accessed check-in services like Foursquare and Gowalla. And 95% of those users regularly accessed a mobile web browser. The medium age range was 18 to 34. So what's going on? How can teenagers, who practically live and sleep with their mobile phones, be so out of the loop when it comes to location based social media? The answer is that they simply haven't been exposed to the services often enough to see the value.
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