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Irene V.

SETI@home - Wikipedia, the free encyclopedia - 0 views

shared by Irene V. on 23 May 12 - Cached
  • SETI@home ("SETI at home") is an Internet-based public volunteer computing project
  • The two original goals of SETI@home were: to do useful scientific work by supporting an observational analysis to detect intelligent life outside Earth, and to prove the viability and practicality of the 'volunteer computing' concept.
  • With over 5.2 million participants worldwide, the project is the distributed computing project with the most participants to date. The original intent of SETI@home was to utilize 50,000-100,000 home computers.[11] Since its launch on May 17, 1999, the project has logged over two million years of aggregate computing time[when?]. On September 26, 2001, SETI@home had performed a total of 1021 floating point operations. It is acknowledged by the Guinness World Records as the largest computation in history.[18] With over 278,832 active computers in the system (2.4 million total) in 234 countries, as of November 14, 2009, SETI@home has the ability to compute over 769 teraFLOPS.[19] For comparison, the K computer, which as of June 20, 2011 was the world's fastest supercomputer, achieved 8.162 petaFLOPS.
Irene V.

Social Software: What It Is And How It Impacts Individuals And Organizations - A Report... - 0 views

  • Social software is whatever software or online network that enables users to interact and share knowledge in a social dimension, emphasizing the human potential instead of the technology that makes the exchange possible
  • reshaping the way in which collaboration happens
  • new generation organizations.
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  • These were 3D or virtual worlds (eg Second Life), photo publishing (eg Flickr), digital storytelling and podcasting
  • empowers individuals to: Make It – i.e. user-driven content Name It – i.e. social bookmarking referred to as folksonomy Work on It – i.e. mass collaboration or crowdsourcing Find It – i.e. online product search generating the new business model, Long Tail.
  • landscape is dynamically changing
  • Innovators: Brave people - pulling the change. Innovators are very important communicators. Early Adopters: Respectable people - opinion leaders, try out new ideas, but in a careful way. Early Majority: Thoughtful people - careful but accepting change more quickly than the average. Late Majority: Sceptical people - will use new ideas or products only when the majority is using it. Laggards: Traditional people - caring for the "old ways", are critical towards new ideas and will only accept it if the new idea has become mainstream or even tradition.
  • little causes have big effects; and changes happen not gradually but at one dramatic moment.
  • estimate target groups for communication purposes as well
  • The characteristics of the exceptional people who start epidemics
  • They are the messengers who spread social messages.
  • Connectors: People with a special gift for bringing the world together, people specialists, know lots of people and are able to make social connections. Mavens: Information specialists and problem solvers with social skills who like to share their knowledge. Salespeople: Have the skills to persuade when we are unconvinced of what we are hearing.
  • creating "contagious" social change
  • enables people to rendez-vous, connect or collaborate through computer mediated discussion and to form online communities. Broadly conceived, this term could encompass older media such as mailing lists but some would restrict its meaning to more recent software genres such as blogs and wikis."
  • intrinsic motivation
  • new challenges and a desire to make things better
  • empowered, professional and extremely resourceful.
  • confidence
  • characteristic of the "blogger"
  • (the early adopters) are ready to engage with social software: "I believe that it is the autonomy and freewill that has caught the attention of the second wave and it is their ability to "do it for themselves" that will be the sustainable feature of their ongoing elearning practices. It is the simplicity and ease of use of these social networking tools that has brought most success in the shortest amount of time during the [Framework] projects run in 2006."
  • it is a learned skill...if we want to communicate, through using blogs, we have to comment ...we have to have the confidence to 'talk' and build a profile. Commenting is a good starting point even if it is just to say 'thank you'."
  • meaning of groups, networks and communities.
  • blurring
  • linking and the forming of networks and/or communities that evolve from its use that many find so attractive.
  • Siemens’ Connectivism theory and is further supported by Stuckey and Arkell (2006) who state that, "The current mantra for knowledge management is connect don’t collect". (p 7)
  • "the importance of communities of practice and their generative knowledge building capacity"
  • The Domain – a shared interest The Community – Engaging in joint activities and discussions, help each other, and share information. The Practice - They develop a shared repertoire of resources: experiences, stories, tools, ways of addressing recurring problems - in short a shared practice.
  • A key element of linking, networking and forming communities of practice is "trust". You need to have trust in the judgments of the people with whom you are connecting. Trust is the basis of all human interactions. Boone in Stuckey and Arkell (2006 p 7) states, "I don’t want raw data, I don’t want information, I want the judgments of people I can trust".
  • Ownership – Fundamental to the whole "revolution" is the fact that individuals can now ‘own’ their own space on the Web – moving from being consumers to becoming contributors and collaborators. Sites that allow individuals to create and maintain their own collections of photos, videos, music and bookmarks online are examples of this. Personalization – the ability to customize the interface of many of these sites is an example of the personalized approach. But personalization goes a lot deeper with this, and includes the ability to actually ‘construct’ the way in which information is represented, where it comes from, how it is used etc. Participation – the move from simply publishing or participation is another hallmark of this software. Even blogs, while being a personal publishing tool, allow for participation – at one level through the comments that can be left, and at another through the communities of interest that develop. Aggregation – the availability of software that makes use of RSS (Really Simple Syndication) demonstrates how information from one source can so easily be integrated into another. Sites that allow individuals to create their personal aggregations of news feeds, blog links, and other feeds, such as NetVibes and PageFlakes, are good examples of this. Other sites such as Technorati illustrate how easily communities of interest can be formed through the aggregation of people’s blog entries.
Irene V.

Technology acceptance model - IS Theory - 0 views

  • when someone forms an intention to act, that they will be free to act without limitation. In practice constraints such as limited ability, time, environmental or organisational limits, and unconscious habits will limit the freedom to act.
  • TAM is an adaptation of the Theory of Reasoned Action (TRA) to the field of IS
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    estoy checando mas aproximaciones a la aceptacion del usuario Creo que de ahi parte la metodologia exitosa, una que considere los factores negativos y las cosas que "funcionan" Esta es otra teoria ste wiki es sobre Information Systems Research, buen punto de referencia.
Irene V.

Harvard Business Review:The Future of Work & Social Business Leadership Gamification | ... - 0 views

  • This progressive path of innovation in the Enterprise is leading us to the next level of deeper Engagement through Gamification to support real Social Business.
  • how games will transform work, from repetitive call-center jobs to high-level teams who must collaborate with members dispersed around the globe. The authors show why you must begin building a game strategy now
  • strategy that includes a focus on engagement in the process of accomplishing business objectives will help achieve higher levels of success
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  • exponential value
  • game theory
  • game mechanics
  • unlock deeper meaning
  • is easier though collaboration
  • will reduce risk and increase the return on investment
  • Game Elements can make Leadership easier today.
  • gamifying” their work environments in order to improve the quality of leadership — not in the future but right away
  • e benefits of network effects
  • beyond supporting internal collaboration, to include external partners and customers
Irene V.

Evolutionary theory - IS Theory - 0 views

  • selection as operating at the level of the firm with some firms surviving the competitive environment while others perish
  • distinction between evolutionary and evolutionist theories. Evolutionary theories concern themselves with the mechanisms that produce change while evolutionist theories address the direction of change and its final destination
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    hablando de evolucion en el mundo laboral
Irene V.

Technology-organization-environment framework - IS Theory - 0 views

  • The process by which a firm adopts and implements technological innovations is influenced by the technological context, the organizational context, and the environmental context (Tornatzky and Fleisher 1990). The technological context includes the internal and external technologies that are relevant to the firm. Technologies may include both equipment as well as processes. The organizational context refers to the characteristics and resources of the firm, including the firm’s size, degree of centralization, degree of formalization, managerial structure, human resources, amount of slack resources, and linkages among employees. The environmental context includes the size and structure of the industry, the firm’s competitors, the macroeconomic context, and the regulatory environment (Tornatzky and Fleisher 1990). These three elements present “both constraints and opportunities for technological innovation” (Tornatzky and Fleisher 1990, p. 154). Thus, these three elements influence the way a firm sees the need for, searches for, and adopts new technology.
Irene V.

Web 2.0 Guru - Web 2.0 Resources - 0 views

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    con miras educativas , free, no se que tan actualizado... pero un repertorio nada descartable para tener a mano, aunque sea pa jugar
Irene V.

In networks, cooperation trumps collaboration. | Social Media Today - 0 views

  • In networks, cooperation trumps collaboration. Collaboration happens around some kind of plan or structure, while cooperation presumes the freedom of individuals to join and participate. Cooperation is a driver of creativity. Stephen Downes commented here on the differences:collaboration means ‘working together’. That’s why you see it in market economies. markets are based on quantity and mass.cooperation means ’sharing’. That’s why you see it in networks. In networks, the nature of the connection is important; it is not simply about quantity and mass …You and I are in a network – but we do not collaborate (we do not align ourselves to the same goal, subscribe to the same vision statement, etc), we *cooperate*We are only beginning to realize how we can use networks as our primary form of living and working
  • form in itself that can address issues that the three other forms could not.
  • network
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  • implementing social business (a network mode) within corporations (institutional + market modes). Real network models are new modes, not modifications of the old ones, and cooperation is how work gets done.
  • Wirearchy: a dynamic multi-way flow of power and authority based on information, knowledge, trust and credibility, enabled by interconnected people and technology.Heterarchies are networks of elements in which each element shares the same “horizontal” position of power and authority, each playing a theoretically equal role [wikipedia].Chaordic refers to a system of governance that blends characteristics of chaos and order. The term was coined by Dee Hock the founder and former CEO of the VISA credit card association [wikipedia].
  • Combine the TIMN perspective with the Cynefin framework, and I created this table, looking at how work gets done:Shifting our emphasis from collaboration, which still is required to get some work done, to cooperation, in order to thrive in a networked enterprise, means reassessing some of our assumptions and work practices. For instance:The lessening importance of teamwork, versus exploring outside the organization may change our perceptions about being a “team player”.Detailed roles and job descriptions are inadequate for work at the edge.You cannot train people to be social.Collaboration is only part of working in networks. Cooperation is also necessary, but it’s much less controllable than our institutions, hierarchies and HR practices would like to admit.
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    Este articulo realmente me inspiro, de alguna manera me dio una clave para dar estructura a el caminito hacia el futuro del trabajo y la evolucion de los sistemas y modelos que estamos viviendo. es algo futurista, considerando que lo que hace la punta pasa tiempo hasta que se convierte en mainstream... pero nos habla de procesos y dinamicas y formas realmente diferentes, really open. y eso requiere de evolucion interna , de metas, de emociones, de coportamiento, y de ideas. Creo que ya hay generaciones haciendolo y listas, pero el mundo de las organizaciones y empresas aun esta liderado por gente del viejo mundo, de mi generacion inclusive. Es un reto usar la plasticidad del cerebro para trabajar de nuestro lado enfrente de ls esque mas y patrones aprendidos. De forma que creo que para seguir los pasos de ese caminito hace fata un entrenamiento personal mas alla que la asesoria de estructura. Primer paso: usar las herramientas. -En este punto estamos nosotros ofreciendo apoyo; como planteamos los siguientes pasos?- segundo paso: conocer lo posible tercer paso : trabajar las areas de reto para poder caminar en lo posible (normalmente de proceso personal primero) cuarto paso : entrar a la nueva estructura y navegar en ella, tomar las oportunidades, crearlas, vivirlo.
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