Consumerisation, Community, Culture, Collaboration

Transcription

Consumerisation, Community, Culture, Collaboration
Software Group – Emerging Technologies
Digital Communities in Web 2.0
Digital Communities in Web 2.0
© Copyright IBM Corporation 2008
Tony Fricko, IBM
Software Group – Emerging Technologies
Web 2.0 – Consumers take over !
Consumerisation, Community,
Culture, Collaboration,
Commoditization
ƒ The Rise of “Personal Infrastructure”
`
`
Affordable, available, powerful
Consumer oriented services
ƒ Working patterns and practices
`
Home, remote, contracting, mobile
ƒ Societal use of technology
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`
IT isn’t technology – it’s just the stuff we use
every day to do our jobs and live our lives
Communities, Collaboration, peer-to-peer,
globalization, “declarative living”, “alwayson”, location aware, trust and reputation
ƒ Objects of desire
`
“Stuff” you simply have to have!
Digital Communities in Web 2.0
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Software Group – Emerging Technologies
The 17 & Under Generation…
• ‘No fears’ when it comes to
technology*
– Approximately 90% are Internet
users; >50% (11M) go online daily
– 84% have a cell phone; 44% 2 or
more devices
– Online games (81%), News (76%),
Purchase (31%)
– Tipping point – 7th grade
• Fond of Networking
• They express their identity through
technology
“When I’m out and my parents
are trying to get a hold of me,
they can call but that also
doesn’t mean that I’m going to
pick it up when it’s them….”*
• $87B in buying power
*Pews Internet & American Life Project/July 2005
© Copyright IBM Corporation 2008
Digital Communities in Web 2.0
Software Group – Emerging Technologies
Informal Survey: The Worker of Tomorrow
Mechanism
Frequency
Age 18
Frequency
Age 24
Rationale
Cell Phone
50%
40%
No land line; family & good friends
Text Message
30%
30%
Conversation not needed
Instant Message
10%
None
Re-connect w/o phone call
Facebook or
MySpace
7%
15%
How update others; post message
Email
3%
15%
Communicate with older generation
Digital Communities in Web 2.0
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Examples of social software & uses
ƒ More examples
Source: Forrester Research, Inc
ƒSocial Software, (Wikipedia, 2006-09-12) http://en.wikipedia.org/wiki/Social_software
ƒList of Social networking sites (Wikipedia, 2006-09-12)
http://en.wikipedia.org/wiki/List_of_social_networking_sites
Digital Communities in Web 2.0
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Web 2.0 – Disrupting established businesses
While established
businesses focused on
preserving their existing
business models, new
businesses emerged that
tapped into the potential at
the edge of the Internet
• A billion people
• 2-way network
• Targeted markets
Digital Communities in Web 2.0
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Banking 2.0: The landscape is changing – New Market Entrants - People-to-people
lending
•“It's Like Lending to a
Friend, Except You'll Get
Interest”
•Prosper.com is “a mixed
brew of eBay, Friendster and
the local bank.”
•Zopa.com, which operates
in Britain, has attracted more
than 100,000 registered
users and claims that at any
given time about 15 percent
of the users are either
lending or borrowing money.
The New York Times
13/Feb/2006
Sources: http://www.prosper.com
http://zopa.com
http://www.nytimes.com/2006/02/13/technology/13ecom.html?ei=5088&en=f287a0e54b314e1b&ex
=1297486800&adxnnl=1&partner=rssnyt&emc=rss&adxnnlx=1160885310CR+D8Io1R/SjBZqaTQ7hXQ
Digital Communities in Web 2.0
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Software Group – Emerging Technologies
Banking 2.0: The landscape is changing – Personal Banking Personal
Advisors
Pickuradvisor, a new online initiative from
ING, enables both existing and potential
clients to approach advisors in three easy
steps:
1.Select their area of interest from the portal.
2.Choose from a panel of experts with
qualifications that best appeal to their needs.
3.Start a private query session and pose
questions, or leave messages for their preferred
advisor, who is committed to responding within
24 hours. This private blog is only accessible by
the client and the advisor.
ING Press Release
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Banking 2.0: The landscape is changing – Help Desk Virtual Agents
•Virtual agents are digital people – realistic-looking,
3-D characters on screen – to help talk you through
complex processes.
•RBC (Canada’s largest bank) is using one of the
basic virtual agents created by CodeBaby. Her
name is May, and she walks customers through
online banking with a soothing voice.
•The Royal Bank is putting a big push on attracting
new immigrants as customers. The bank has
already created a Cantonese avatar for its Chinese
language website.
•The bank is looking at creating virtual agents that
look and speak like 20-somethings, and others that
will appeal to the baby boomers.
See also:
Ms. Dewey
(interactive search assistant)
The Toronto Star
04/Feb/2007
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Digital Communities in Web 2.0
Software Group – Emerging Technologies
Banking 2.0: The landscape is changing – New Market Entrants
Financial Services 2.0 + Software As A Service
Personal Finance, Money Management, Expense Sharing
Stock Market, Investing, Tracking, Portfolio Management
Real Estate
Source:
Top 25 Web 2.0 Apps for Money, Finance, and Investment
http://www.yourcreditadvisor.com/blog/2006/11/top_25_web_20_a.html
Digital Communities in Web 2.0
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Banking 2.0: The landscape is changing – Desktop Widgets: You say gadget, I say
widget
Digital Communities in Web 2.0
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Software Group – Emerging Technologies
A very current example – flooding in the UK
BBC
supported
website
Digital Communities in Web 2.0
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Software Group – Emerging Technologies
Digital Communities Functional Landscape
Business Value
Work
Work // Create
Create //
Innovate
Innovate // Learn
Learn
Play
Play
Social Value
Commerce
Commerce
Socialize
Socialize
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Digital Communities in Web 2.0
Software Group – Emerging Technologies
Big business on Web 2.0 – summary
List of most significant takeovers
ƒ Goggle
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Blogger
Jotspot
YouTube
undisclosed
undisclosed
1.6 bill
ƒ Yahoo
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Flickr
Del.icio.us
50 mill
30 Mill - unconfirmed
ƒ EBay
`
Skype
?
ƒ News corporation (Rupert Murdoch)
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MySpace
Digital Communities in Web 2.0
580 mill
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Most popular online communities in US and Europe
Time
spent (in
minutes)
Visitors /
month
(1000s)
Total
174 199
1 764,9
MySpace.com
60 887
234,6
YouTube.com
29 587
Facebook.com
Time
spent (in
minutes)
Visitors /
month
(1000s)
217 626
1 313,2
YouTube.com
42 822
70,0
59,3
Windows Live
Spaces
35 933
16,0
19 105
150,4
MySpace.com
17 933
81,3
Windows Live
Spaces
9 589
17,3
AuFeminin.com
17 500
n/a
Xanga.com
4 588
25,4
StudiVZ.net
2 034
140,9
MyYearbook.com
4 078
12,5
Facebook.com
1 754
104,3
LiveJournal.com
3 498
23,1
Xing.com
964
26,9
872
8,0
LinkedIn.com
548
9,3
LinkedIn.com
Total
Source: comSource Media Metrix
© Copyright IBM Corporation 2008
Digital Communities in Web 2.0
Software Group – Emerging Technologies
What is a Community?
Formalized hierarchy
& defined budgets
Increasing
Levels of Focus,
Formalization,
and Shared
Identity
Group
Identity
Direct
Interaction
Social
Network
Organization
Formal
Teams w/
Assigned
members
Community
Formal groups w/
Voluntary members
Informal or Transitory groups
Audience
Specific
Interests
General
Population
(Specialized
Population)
Individuals
Digital Communities in Web 2.0
Individuals w/
Common Interests
Increasing Levels of
Involvement, Organization,
and Complexity
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Online Communities & Innovation
• Shift from employeecentric innovation to
extend the process
beyond the enterprise
• Impacts customer
service, intellectual
property, business
partnerships and
relationships.
Digital Communities in Web 2.0
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Software Group – Emerging Technologies
Online Netzwerk NIKETALK
Digital Communities in Web 2.0
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Online Netzwerk NIKETALK
Digital Communities in Web 2.0
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Software Group – Emerging Technologies
Online Netzwerk NIKETALK
Digital Communities in Web 2.0
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Online Netzwerk NIKETALK
Source: www.niketalk.com
Digital Communities in Web 2.0
© Copyright IBM Corporation 2008
Software Group – Emerging Technologies
What is Second Life
ƒ Second Life is a 3-D virtual world
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Representation through an ‘avatar’
ƒ Built and ‘owned’ entirely by residents
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Vast digital continent - adult oriented themes
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Residents retain the rights to their digital
creations, so one can buy, sell and trade with
other residents.
ƒNo rules
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It is all community driven
`
Marketplace supports millions of US Dollars in
monthly transactions. An economy growing >15%
per month !
Digital Communities in Web 2.0
Zeddy Warf in SecondLife
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SLTRADEPARK.COM
A virtual
economy has
emerged,
inside as well
as outside of
Second Life
Digital Communities in Web 2.0
© Copyright IBM Corporation 2008
Software Group – Emerging Technologies
Virtual currency
ƒQQ coins in China
` Tencent
Holdings Ltd. Is China’s largest
Internet provider, based in Hong Kong
` Designed
the payment system in 2002 to allow
its 233 million regular registered users to
shop for treats in its virtual world.
` Virtual
currency ‘escapes’ into real world,
resulting in a crack down by the Chinese
government on illegal use as a ‘shadow
currency’ for illegal business transactions.
Digital Communities in Web 2.0
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Software Group – Emerging Technologies
Benefits & motivation for business in SL
ƒLow entry cost for a new
technology
ƒA huge marketing opportunity
ƒEstablishing contact with a new
kind of audience
Example:
Car manufacturers:
Toyota
Nissan
BMW
DaimlerChrysler
Mazda
GM
…..
ƒExperience benefits and
possibilities of a VR
ƒGet ready for a 3D Internet
Digital Communities in Web 2.0
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Software Group – Emerging Technologies
Virtuelle Welten nutzbar machen:
businessMart goes „Second Life“
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IBM’s Business Center in Second Life
”…none of the major companies has bothered to "staff" their virtual spaces. There are no avatars to … answer
your questions…right now the social part of the shopping experience -- which is supposedly what Second
Life offers over the Web -- is completely lacking.”
Information Week, Feb 3, 2007
Digital Communities in Web 2.0
© Copyright IBM Corporation 2008
Software Group – Emerging Technologies
Alternatives: Metaverse project / OpenSim
ƒ IBM Metaverse
ƒ Innovation Quick team is building a virtual world
that can be deployed behind the firewall
ƒ Investigative project to understand how this could
be just another client
Additional activities:
• Active Worlds meetings
• Evaluation of almost 200 different virtual worlds
OpenSim
• An endeavor by DeepGrid – an alternative to Second Life (grid)
• Can use the SL client to access a parallel world operated on diverse servers
• Movement between servers is seamless
Digital Communities in Web 2.0
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inDuality: IBM-backed startup debuts fully-functional Web-based Second Life
viewer
Prototype in Q1 2008:
Second Life client for
mobile devices
Just
Announced !
http://www.pelicancrossing.com/
© Copyright IBM Corporation 2008
Digital Communities in Web 2.0
Software Group – Emerging Technologies
Level of Interaction
Towards 3-D Internet
Inside
Connected
Individual
Time
Digital Communities in Web 2.0
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Nutzerzahlen in virtuellen Welten
Active % of Second Life Residents in the Top 100 Countries
• Mit 54% hat Europa mehr
Mitglieder in virtuellen Welten als
die USA (Reuters)
• Gartner prognostiziert, dass bis
2011 80% der heutigen Nutzer im
Internet auch Mitglied in
mindestens einer virtuellen Welt
sein werden
• Die Mitglieder von virtuellen
Welten nähern sich immer
stärker der demografischen
Verteilung der
realen Welt an
25 neue Virtuelle Welten in Nov 2007
Data: Linden Lab
Graph: http://services.alphaworks.ibm.com/manyeyes/home
© Copyright IBM Corporation 2008
Digital Communities in Web 2.0
Software Group – Emerging Technologies
Converging trends
Web 2.0
Community building
Web 2.0
Community
building
SOA
Data feeds and API’s
Online VR presence
Current Gen.
CMOS
Games
Online interaction
core
Advance in gaming engines
Hardware – multi-core
Rendering technology
Digital Communities in Web 2.0
~20x20mm
Processor Core
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SONY - Home
Digital Communities in Web 2.0
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Software Group – Emerging Technologies
Indication of what to expect
ƒ MTV
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`
`
`
Current presence:
Virtual Laguna Beach
Future:
Leapfrog project
http://www.wired.com/wired/archive/15.02/mtv.html
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Digital Communities in Web 2.0
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Software Group – Emerging Technologies
Mindark – Entropia Universe
ƒMindark – a Swedish company
`
Holds 1st virtual banking license
ƒOne of the World’s Largest Virtual Economies
`
Just sold virtual malls for 200.000 US$
ƒPartners with Chinese Cyber-Giant
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Chinese Cyber Recreation Development
ƒCreate a New Network Capable of Handling
`
`
7 Million Concurrent Users
and $1 Billion in Commerce Annually
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China uses virtual worlds to transform business
ƒ Beijing's Cyber Recreation Project (CRP)
`
Cooperation based on contract with paynova (the company behind Mindark)
ƒ Getting ready for Olympics 2008
ƒ ONE OF THE WORLD’S GREATEST PROJECTS WITHIN VIRTUAL
WORLDS
ƒ CRD is commissioned by the Chinese Government to build an extensive
virtual world & real world called Cyber Recreation District.
`
`
`
The District aims, among other things, to create a virtual-real platform for ecommerce. CRD will, for example, be able to connect manufacturers in China
with companies and people from the rest of the world.
Moreover, the virtual world enables contacts to be established between nonChinese companies and China’s fast-growing middle class.
The first stages of the project are planned to go live during the third quarter of
2008.
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Digital Communities in Web 2.0
Software Group – Emerging Technologies
Possible Metaverse Roadmap
ƒEveryware: The
Dawning Age of
Ubiquitous Computing
`
Adam Greenfield, book
author / visionary
`
Sensors for feedback into a
virtual world
Smart, J.M., Cascio, J. and Paffendorf, J.,
Metaverse Roadmap Overview, 2007.
Digital Communities in Web 2.0
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New technologies
ƒ‘NeuroHelmet’ – eMotive
` Game
control via brain waves
ƒ3D – Development
` NVIDIA
– 3D graphics card announced at GDC
` Samsung – 3D TV shown at CES
-
ƒHolografic views; Cheoptix 360 XL
` http://3dscreen.ramboll.dk/
ƒAugmented reality
` Total
Immersion
Digital Communities in Web 2.0
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Software Group – Emerging Technologies
Total Immersion
ƒ French company, specializing on augmented reality
ƒ D’FUSION is a real time visual software which
makes possible to create Augmented Reality
Applications with standard PC receiving one or
several video inputs, with high performance and high
quality images.
ƒ http://www.timmersion.com/video_gallery/main.asp?idf=a0#
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Contact info:
Click me Æ
[email protected]
Zeddy Warf in SecondLife
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