Jugendliche: Smartphones und Internetflatrates
Mobil online zu gehen ist für Jugendliche Alltag: 51% besitzen Smartphones und 34% Internetflatrates; http://eicker.at/JIM2012
Mobil online zu gehen ist für Jugendliche Alltag: 51% besitzen Smartphones und 34% Internetflatrates; http://eicker.at/JIM2012
Pew: Mobile phones have become a near-ubiquitous tool for information seeking and communicating; http://eicker.at/CellPhones
Pew: “Mobile phones have become a near-ubiquitous tool for information-seeking and communicating: 83% of American adults own some kind of cell phone. These devices have an impact on many aspects of their owners’ daily lives. In a telephone survey conducted from April 26 to May 22, 2011 among a nationally-representative sample of Americans, the Pew Research Center’s Internet & American Life Project found that, during the 30 days preceding the interview: Cell phones are useful for quick information retrieval (so much so that their absence can cause problems)… Text messaging and picture taking continue to top the list of ways that Americans use their mobile phones – three quarters of all cell owners (73%) use their phones for each of these purposes. Other relatively common activities include sending photos or videos to others (54% of cell owners do this) as well as accessing the internet (44%). – One third of American adults (35%) own a smartphone of some kind, and these users take advantage of a wide range of their phones’ capabilities. … Many activities – such as downloading apps, watching videos, accessing social networking sites or posting multimedia content online – are almost entirely confined to the smartphone population.”
Facebook dominates our idea of the social graph: but will it also claim the deep social graph? http://eicker.at/DeepSocialGraph
Eine vorläufige Version des Programms der re:publica 2011 (13. bis 15. April) ist online; http://eicker.at/republica2011 #rp11
Eine vorläufige Version meiner Programmplanung für die re:publica 2011:
13.04.2011
10:00 Willkommen zur re:publica 2011
11:00 Open (Government) Data: What, Why, How?
11:30 Open Statecraft
12:00 Open Government, Transparenz und Beteiligung in Deutschland
14:00 Open Government made in Germany
15:00 Die Geburt des Wikis aus der Wade der Wunderkammer
16:00 Contentindustrie, Internet-Rechtsprechung, Gesetzgebung
17:00 We transform them before they transform us
19:00 JMSTV: Wie weiter mit dem Jugendmedienschutz?
14.04.2011
10:00 Social Media Measurement
11:00 Google Books
12:00 Spiel das Leben
14:00 Leaking Transparency
15:00 Diaspora
16:00 Was macht eigentlich der digitale Mensch
17:00 Egyptian Social Media Stories
19:00 What’s happening? Love.
15.04.2011
10:00 Was ist ein Kontrollverlust?
11:00 Cameras Everywhere
12:00 Policing Content in the Quasi-Public Sphere
14:00 Die Illusion vom öffentlichen Raum
15:00 Die Zukunft des Internets, der Welt und des ganzen Rests
16:00 TV kills the YouTube-Star
17:00 Modeblogs
18:00 Abschluß
Evans: Throw out your touchscreens, your Kinects: thought-controlled computing is the new new thing; http://eicker.at/Wetware
3D Virtual Worlds and the Metaverse – Current Status and Future Possibilities; Dionisio, Burns, Gilbert: “In the past three decades considerable progress has been made in moving from text-based multi-user virtual environments to the technical implementation of advanced virtual worlds that previously existed only in the literary imagination. …[P]rogressive capabilities enable them to serve as elaborate contexts for work, socialization, creativity, and play and to increasingly operate more like digital cultures than as games. Virtual world development now faces a major new challenge: how to move from a set of sophisticated, but completely independent, immersive environments to a massive, integrated network of 3D virtual worlds or Metaverse and establish a parallel context for human interaction and culture. …[C]entral elements of a fully-realized Metaverse: realism (enabling users to feel fully immersed in an alternative realm), ubiquity (establishing access to the system via all existing digital devices and maintaining the user’s virtual identity throughout all transitions within the system), interoperability (allowing 3D objects to be created and moved anywhere and users to have seamless, uninterrupted movement throughout the system) and scalability (permitting concurrent, efficient use of the system by massive numbers of users). … The first aspect of ubiquity – ubiquitous availability and access to virtual worlds – rides on the crest of developments in ubiquitous computing in general. As ubicomp has progressed, access to virtual worlds has begun to move beyond a stationary ‘desktop PC rig,’ expanding now into laptops, tablets, mobile devices, and augmented reality. … The second aspect – ubiquitous identity, or manifest persona – has emerged as multiple avenues of digital expression (blogs, social networks, photo/video hosting, etc.) have become increasingly widespread. … As long as virtual world developments move alongside general ubicomp developments, moving in and out of the Metaverse may become as convenient and fluid as browsing the Worldwide Web is today. … It is also possible that virtual worlds may take a leadership position in this regard, as virtual world artifacts may be more closely linked to one’s digital persona due to the immersive environment… Interoperability in virtual worlds currently exists as a loosely connected collection of information, format, and data standards, most of which focus on the transfer of 3D models/objects across virtual world environments. … [V]irtual world interoperability is not solely limited to 3D object transfer: true interoperability also involves communication protocol, locator, identity, and currency standards… The wide-ranging requirements and scope of digital assets involved in virtual worlds have the potential of making the Metaverse the ‘killer app’ that finally leads the charge toward seamless interoperability. … Scalability. Virtual world technologies are currently in an initial stage of departure from highly centralized system architectures… Going forward, an integrative phase is needed where the multiple independent research threads are brought together in complementary and cohesive ways to form a whole that is greater than the sum of its parts. … Progress in virtual world scalability implies progress in the scalability of many other types of multiuser, multitiered systems. … There are several factors that promote optimism that a fully developed Metaverse can be achieved, as well as a number of significant constraints to realizing this goal. … [A] new generation accustomed to graphically rich, 3D digital environments [both virtual worlds and immersive games offered online and through consoles such as PlayStation, Xbox360, and Wii] is rapidly coming of age and will likely fuel continued development in all immersive digital platforms including advanced virtual worlds. … Along with forces that are propelling the development of the Metaverse forward, there are two significant barriers that may inhibit the pace or extent of this progress. The first pertains to current limits in computational methods related to virtual worlds. … In addition to conceptual and computational challenges, the development of the Metaverse may be constrained by significant economic and political barriers. Currently virtual worlds are dominated by proprietary platforms such as Second Life, Cryworld, Utherverse, IMVU, and World of Warcraft, or government-controlled worlds such as the China-based Hipihi. …[J]ust as the old walled gardens of AOL, CompuServe, and Prodigy were instrumental in expanding Internet usage early on, but ultimately became an inhibitory force in the development of the Worldwide Web, these proprietary and state-based virtual world platforms have sparked initial growth but now risk constraining innovation and advancement. … [T]he advancement of a fully-realized Metaverse would likely be maximized by harnessing the same process of collective effort and mass innovation that was instrumental in the creation and expansion of the Web.“