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Researchers Say New Studies Confirm Cell Phone Hazards [23May11] - 0 views

  • a group of international researchers meeting in Istanbul, Turkey has released what they call “stunning proof” that confirms findings from the Council of Europe -- pulsed digital signals from cell phones disrupt DNA, impair brain function and lower sperm count. A meeting convened by Environmental Health Trust, with the Turkish cancer society, and Gazi University, revealed the new research that the scientists say shows damage to DNA, brain and sperm
  • Nesrin Seyhan, an advisor to the World Health Organization (WHO) and NATO and head of the Biophysics Department and Bioelectromagnetics Laboratory at Gazi University in Ankara, presented findings that he says confirm the warning that just four hours of exposure to cell phone radiation disrupts the ability of human brain cells to repair damaged genes. “We are deeply concerned about what this could mean for public health,” Seyhan said. Prof. Wilhelm Mosgoeller from the Medical University of Vienna, who has led European research teams, said he found that the cell waves induce DNA breaks. Despite industry claims to the contrary, he says DNA breaks are real.
  • Insect studies A research team at the University of Athens said insect studies have demonstrated that acute exposure to GSM (Global System for Mobile) signals brings about DNA fragmentation in insects’ ovarian cells, and consequently a large reduction in the reproductive capacity of the insects. Further studies, they said, demonstrated that long exposures induced cell death to the insects in the study. Other researchers said throughout a gestation period, exposure to radiation for just six minutes a day affects the bone formation of fetuses. The researchers also worry about the effect of cell phone use on children.
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  • At higher frequencies, children absorb more energy from external radio frequency radiation than adults, because their tissue normally contains a larger number of ions and so has a higher conductivity. The researchers strongly suggest limiting cell phone and cordless phone use by young children and teenagers to the lowest possible level and urgently ban telecom companies from marketing to them. The researchers call their findings “thought-provoking” and say they have never been investigated in North America. “The evidence justifies precautionary measures to reduce the risks for everyone of us,” Wosgoeller said. The meeting was sponsored by Environmental Health Trust, The International Commission on Electromagnetic Safety, Gazi University and Athens University.
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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.” [
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Nokia Abandons 2011 Profit Goal [31May11] - 0 views

  • PARIS — Nokia, the cellphone giant battling to maintain its position in the face of competition from the iPhone and Android, said Tuesday that it was abandoning its 2011 profit targets after an unexpectedly poor second-quarter showing. Shares in Nokia tumbled 17.5 percent, closing at €4.75 in Helsinki, after the company, which is based in Espoo, Finland, said “multiple factors are negatively impacting” sales, particularly lower selling prices and a reduced sales volume.
  • “The Symbian portfolio is in terminal decline,” Mr. Jeffrey said, “so the importance of the Windows phone is even greater now.”
  • Nokia lowered its forecast for second-quarter sales in its devices and services business to “substantially below” the range of €6.1 billion to €6.6 billion, or $8.8 billion to $9.5 billion, it had previously forecast.
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  • “Given the unexpected change in our outlook for the second quarter, Nokia believes it is no longer appropriate to provide annual targets for 2011,” it said
  • A world-beater just a few years ago, Nokia remains the world’s largest cellphone maker by unit sales. But it has fallen behind Apple, maker of the iPhone, to the No.2 position when measured by revenue generated in the mobile phone market.
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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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Imaginary Phone Concept Takes The Screen Out Of Touchscreen [28May11] - 0 views

  • Researchers Sean Gustafson, Christian Holz and Patrick Baudisch of the Hasso-Plattner Institute have created a working prototype of a touch interface
  • A wearable depth camera tracks the user's movements on the surface of the palm of his or hand, corresponding to specific commands for an iPhone or other touchscreen phone, such as sliding to unlock and time settings.
  • Imaginary Phone allows users to control their mobile devices without taking it out of their pocket. Instead, users mimic the interaction on the palm of their hand. The interaction is tracked by a wearable depth camera which sends input events to the actual physical device. By mimicking the layout of the physical device, here an iPhone, users can operate the device based on spatial memory built up while using the physical device.
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  • More info at http://www.hpi.uni-potsdam.de/baudisch/projects/imaginary_phone.html
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The Future Of GPS Navigation With Wikitude Drive [26May11] - 0 views

  • Now Mobilizy, the leaders in augmented reality geo-location applications for mobile have taken the next major leap by combining augmented reality with GPS navigation software. Wikitude Drive is the award winning GPS navigation application for Android devices, it has already been awarded numerous prizes including the “Galileo Master 2010” of the European Satellite Navigation Competition, “Global Champion” of the NAVTEQ LBS Challenge and Winner of the “World Summit Award 2010”. Previously available for Austria, Germany and Switzerland the application is now available for Spain, UK, France and Italy. What’s different about Wikitude Drive from other navigation applications is it overlays the live route over the camera feed rather than using a traditional map view.  This new augmented reality view enables you to see exactly where you are going and the route without having to take your eyes off the road ahead. Having said sometime back that someday AR will change navigation, it’s been enjoyable playing around with the beta and testing the UK maps. As everything is stored on the server all the maps are up to date and I was even able to navigate to my house which hasn’t even made Google Street View yet. Turn by turn instructions are given clearly using a speech engine so you’ll always have the expected voice instructions.
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Books2Barcodes: Converting Great Books Into 2D Barcodes - 0 views

  • What is Books2Barcodes? Books2Barcodes is an ongoing effort to convert all the world's great books to QR codes (2D barcodes). Each work featured here is the entire text of a piece of classic literature translated into several thousand barcodes. With a mobile device equipped with a camera and a barcode-scanning app, you can experience the joy of a great book as read through 800-character fragments on your cellphone.
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Google Vies With Microsoft for Runner-Up to Apple's iPad [30May11] - 0 views

  • Computex trade show in Taipei.
  • “Investors want to know which tablet is better, which has the best price-performance, and when the non-iPad camp is going to get going,” said Angela Hsiang, an analyst at KGI Securities Co. in Taipei. “Previously, people couldn’t actually see the products. At Computex, we’ll be able to touch and use them.”
  • Global shipments of tablets will climb to 215 million units in 2015 from 17 million last year, Toni Sacconaghi, a New York- based analyst at Sanford C. Bernstein & Co., wrote in a May 26 report. Fifteen percent of all tablets will cannibalize the sale of consumer PCs, reducing computer-sales growth by 2 percent annually between 2010 and 2015, Sacconaghi wrote.
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  • Microsoft’s computer platform, isn’t compatible with ARM chips, which are used in tablets from Samsung Electronics Co. and Motorola Mobility Holdings Inc.
  • “ARM plus Microsoft will be a big development in the future, and if that’s a success then it’ll be big for the market,” said KGI’s Hsiang. “Windows 8 will also impact the market because many people can’t get used to Android while they’re familiar with Windows.”
  • “Most vendors still worry about quality and stability,” Chiang said. “At this moment, they choose Google because its cost is lower as the operating system is free, while Windows adds to the price.”
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Social media engagement huge in China - NevilleHobson.com - 0 views

  • I was especially interested in commentary on the Chinese market by Robin Goad, Hitwise UK’s research director, who adds some sharp focus on the huge growth in micro-blogging in China – and the tool of choice isn’t Twitter: [...] Chinese Internet users are primarily interested in micro-blogging when it comes to social media.  Sina Micro blog (China’s alternative to Twitter) accounted for 1 in every 158 Internet visits in China for April 2011. This makes China one of the most voracious micro-blogging nations worldwide, with a greater market share of visits going to micro-blogging sites in China than in the UK, US, France, Canada, Australia or India. Twitter is by far the most dominant micro-blogging platform in the UK and US, but Twitter accounted for 1 in every 250 visits online in the UK and 1 in every 555 in the US during April 2011, much lower than Sina Micro’s dominance of the online market in China. What’s more, this data doesn’t take into account mobile or 3rd party applications, so the actual usage of micro-blogging in China is likely much higher than our statistics suggest. The metrics Robin posted underline the sheer scale of what’s happening in China in terms of connecting people. Add that info to other metrics such as Royal Pingdom’s The incredible growth of the Internet since 2000. It shows China as clearly the top country on the internet with 420 million users (compared to 22.5 million in 2000).
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frog design: Smart Brands In The Connected Age - PSFK - 0 views

  • The internet of things with its unprecedented level of connectivity does not only catalyze the rise of “social” but also the rise of “smart.” And smart means complex. Increasingly, products and services are multi-functional, multi-layered, and connected to a broader ecosystem of services, serving as a platform for added-value applications. Companies, across industries, are beginning to develop smart solutions – from smart phones, smart energy, smart healthcare, smart housing, to smart mobility, and more. Smart ecosystems have emerged as the lynchpin of innovation – as the holy grail for user experiences that brands can truly own.
  • What if “connectedness” was a new modus operandi for brands and required them to be “smart brands”? By textbook definition, smart systems are self-organized systems with built-in feedback mechanisms and the ability to constantly reorganize themselves in order to adapt to their ever-changing environment. They are capable of describing and analyzing a situation, and taking decisions based on the available data in a predictive or adaptive manner, thereby performing smart actions.
  • as Allison Fine, author of Social Change in the Connected World, puts it aptly: “It is counterintuitive but true; the more decision making we push away from the center, the more powerful our social networks become. That’s the power-to-the-edges concept.”
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  • Social intelligence: Connected brands are social brands, and if they are smart, social for them means to be “socially intelligent.”
  • Social intelligence, in the most wide-ranging definition, is the capacity to “get along with people in general, social technique or ease in society, knowledge of social matters, susceptibility to stimuli from other members of a group, as well as insight into the temporary moods or underlying personality traits of strangers.” Applied to brands, social intelligence can be interpreted as the art of detecting the most subtle cue in understanding an individual’s behavior, and the ability to not only receive constant feedback but to convert it into changed behavior.
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Sony Sets Its Sights on Augmented Reality [31May11] - 0 views

  • The future of mobile gaming will merge the virtual and real worlds.
  • Unlike many augmented reality systems, Smart AR does not use satellite tracking or special markers to figure out where to overlay a virtual object. Instead, it uses object recognition. This means it works where GPS signals are poor or nonexistent, for example, indoors. The markerless system is more difficult to pull off, but it allows many more everyday objects to be used.
  • Sony has dabbled with the technology before, using two-dimensional barcodes known as CyberCodes as markers for tracking objects.
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EU to Recommend Location Data Protections [16May11] - 0 views

  • The European Union's data protection advisory body will reportedly recommend that location data about cell phone users be subject to strict privacy protections, a move that could challenge technology company practices
  • The panel will recommend that the location data that the mobile industry collects about users to provide location-based services and target advertising should be subject to the same protections as people's names, birthdays and other highly personal data.
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  • d not only need consent to collect the information, but should have to delete it after a certain amount of time and keep it anonymous, according the panel.
  • The recommendations are not binding in themselves, but are likely to inform national policy decisions in EU countries.
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EU Demands Explicit Geo-Location Permissions [20May11] - 0 views

  • "Apple, Google and employers are already contravening new European Union rules that will require companies to get explicit permission from users before any geo-location data can be used to track them, whether for the purposes of targeted advertising or monitoring employee behavior. This could be the start of the next big privacy argument. The hopes of companies planning to use geo-location data to push products and services to mobile device users have taken a beating in the European Union, following a pronouncement from the European Data Protection Supervisor, Peter Hustinx."
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How Will Android Play Out in Asia? A Conversation With A-Fund's David Chao [21May11] - 0 views

  • With a veritable “Cambrian explosion” of low- and high-end Android devices in Asia, venture firm DCM recently made a big bet that there will be some winning startups in the next few years by launching a $100 million early-stage Android fund with Japan’s GREE and mobile operator KDDI.
  • “We all recognize that Android is going to really take off in China and Japan over the next 12 months and we wanted to make sure we intersected with the best and brightest whether it’s apps guys or people working with chips,” he said. Chao says he sees Android as the fourth wave in a series of shifts affecting the gaming industry in Asia over the last several years. While there aren’t any truly reliable statistics, Chao says there might be about 15 million Android devices shipped in China by the end of this year. Higher-end Android devices like Sony Ericsson’s Xperia line of phones are starting to find a foothold in Japan.
  • “All of the majors are jumping on the bandwagon and the Android smartphones tend to do really well in Japan,” he said. “They’ll have traditional Japanese phone functions like FeliCA, which is a local payment method, and the ability to play GREE games.”
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  • But both the Chinese and Japanese markets have evolved in fundamentally different ways and have somewhat self-contained ecosystems. In China, there are naturally the large social networking services like QQ or Renren (another DCM investment that went public earlier this month) where developers can publish their games. There is also an emerging group of web MMOs (massive multiplayer online games) that aren’t really dependent on any platform.
  • Japan’s market in contrast has taken an unusual trajectory with companies like DeNA and GREE, Chao says. Often misunderstood in the West, these companies have a blended model where they create their own games in addition to operating a platform for third-party developers. That’s different from the U.S. market, where the biggest social networking sites here have tried to stay neutral and don’t tend to create their own IP.
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Tracking How Mobile Apps Track You [21May11] - 0 views

  • Third-party apps are the weakest link in user privacy on smart phones. They often get access to large quantities of user data, and there are few rules covering how they must handle that data once they have it. Worse yet, few third-party apps have a privacy policy telling users what they intend to do. That was the message delivered at a hearing of the U.S. Senate committee on Commerce, Science, and Transportation held yesterday. Companies and regulators are struggling to find ways to ensure that user data is handled properly by apps installed on smart phones, but the way apps are designed makes this difficult.
  • This week, Facebook joined Google and Apple on the hot seat. But all three companies run platforms that support thousands of third-party developers, and how to make sure those apps respect users' privacy, and explain their rules, is a major question. Sen. Mark Pryor (D-Arkansas) said at the hearing, "It's not clear that Americans understand how their information may be shared or transferred."
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Ultramobile PC To Make a Comeback? [16May11] - 0 views

  • "Remember the Oqo and other 'ultra-mobile PCs' — full-fledged Windows machines in a cell phone form factor, pushed without success in the early-to-mid '00s? Well, Japan's NTT DoCoMo thinks that they could still catch on, making plans for a Windows 7 computer with a 4-inch, 1024-by-600 screen."
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Ideal Marketing Mix A Combo of Digital and Physical Communications, Survey Says - 0 views

  • Pitney Bowes also noted that 12 percent of respondents added mobile marketing in the past year, and another nine percent added QR codes. Thompson-Van said this wasn’t bad for marketing methods that weren’t even being discussed 12 months ago.
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Study: Most Americans Want Gamifications At Work [08Jun11] - 0 views

  • 55 percent of Americans are interested in working for a company that uses gamification to increase productivity, according to a new survey by consulting firm Saatchi & Saatchi S. In its report titled "Engagement Unleashed: Gamification for Business, Brands and Loyalty", the agency found that around half of online Americans play social game during a typical day -- 28 percent of them who work play them more than 30 minutes a day at their jobs.
  • 37 percent of survey respondents said they prefer to hear about a new product via online game experiences, versus the 44 percent who said they prefer email and the 3 percent that prefer TV or radio advertisements
  • Among smartphone owners, 75 percent of participants want to play clues-based challenges from brands, and 85 percent would be willing to play them for at least half an hour for the chance to win a $100 cash prize
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  • Of those interested in game challenges tied to products, 27 percent said they would be likely to try out a challenge sponsored by a large corporate brand, and 64 percent said they would try it if sent by a friend or family member.
  • “Leaders are beginning to understand the enormous opportunities that games hold for businesses, brands and people," says Saatchi S co-founder and CEO Judah Schiller. Games, challenges and the notion of weaving fun and play into the fabric of society is tantamount to a renaissance."
  • He added, Well-designed games have the potential to create dynamic, rich and deeply enjoyable experiences that can foster innovation, reinforce positive behavior and increase engagement."
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The Social Addiction - It's More Serious Than We Think [14Jun11] - 0 views

  • With a pool of nearly 1,000 college students in ten countries over five continents – including the US, the study sought to witness the effects of abstaining from social media and ALL media for a period of 24 hours.
  • The word “addiction” while not clinically relevant was surely on the minds of the students as this word came back repeatedly in responses. “I was itching, like a crackhead, because I could not use my phone.” – US studentFacebook is the social media “drug” of choice. “There is no doubt that Facebook is really high profile in our daily life.” – Hong Kong studentBut “Texting is the glue of social life.” “I found it hard not to text my boyfriend as I am so used to doing that as our main way of communicating during the day.” – UK studentA sense of isolation and loneliness came over many. “When I couldn’t communicate with my friends by mobile phone, I felt so lonely as if I was in a small cage on an island.” – China student Envy led to hostility. "I realized that I was having hostile thoughts towards those students who were walking around texting. I was jealous of them and it literally felt like some sort of withdrawal.” – US student
  • My first reaction after reading over all of the findings was ‘I think much of this is applicable to ALL social media and media users as a whole.’
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  • My next thought was ‘how pathetic we’ve become.’ How utterly pathetic and dependent we’ve all become on technology, which is truly what this is all about.
  • I am merely making the point of how dependent – and that truly is the operative word, we’ve become as a society.
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Virtual offices vs. virtual selves: overcoming isolation in a wired future [17Jun11] - 0 views

  • while workers want autonomy and flexibility, they also want social connection. In an interview, Yosh Beier of Collaborative Coaching summed this up, saying, “people want to have control over the where and when of their work experience, but they don’t necessarily want to isolate themselves.” How will this tension be resolved in the future?
  • Many point to technology to keep people connected across physical distance, tools “that will make the remote less remote,” in Beier’s words. He points to the mania for Foursquare in the consumer space as an example of people who are physically distant but use tech to “locate themselves.” The same is true for Facebook, which provides a virtual social connection and is a bit like a remote social gathering. Beier sees this trend of using tech to overcome the social isolation of web-enabled distance moving from consumers to web workers:
  • But instead of substituting virtual spaces for real ones (the Matrix model), some folks are focusing on substituting virtual selves for physical presence and meeting in real spaces (the Avatar model). Just look at our recent piece on robot avatars you can send to work or events in your stead and control over the Internet. Commenters on the post were skeptical, but Trevor Blackwell, CEO of Anybots (he’s also a partner in Y Combinator), which makes the robo-avatars pictured above, insisted in an interview that the idea wasn’t science fiction:
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  • People actually get a kick out of locating themselves. They want to know where their colleagues are. There will be more programs like Sococo. The idea is to have a virtual office on your screen. You see your virtual coworkers located in their “office” room, can “walk” to their room, when in the same room the mics let you talk and listen seamlessly, you have conference rooms with whiteboards, water coolers and tea kitchens for those in need of small talk, etc. People’s real location doesn’t matter, but they choose to locate themselves in respect to the virtual office so the team cohesion is supported.
  • The thing that’s far-fetched is robots with their own intelligence. Who knows if general purpose A.I. is ever going to happen? But robots that can move around in an office and be used as communication devices isn’t science fiction at all. Now we’re getting to the point where you can do it over a much larger distance because you can just do it over the internet, and the cost is low enough and reliability is high enough that it makes sense to do every day in an office. Our goal is to have 100,000 of these out there in five years.
  • Of course, both technologies boil down to an extension of video conferencing, with the likes of Sococo adding the possibility of spontaneity and easy initiation of contact, and robot avatars offering mobility and the ability to inspect locations. Still, whichever technological future you favor, there will still be a screen between you and your fellow humans.
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