
1. Collective Inteligence inside the entrerprise - Lee Bryant
1.1. info
1.1.1. headshift.com
1.1.2. social software consulting and development group
1.1.3. nice progresses with social tools on enterprises
1.1.4. [email protected]
1.2. key ideas
1.2.1. we need to feed our minds, not the machine
1.2.1.1. refactoring the factory
1.2.2. The good news: enterprise IT is changing!
1.2.3. people are great with pattern matching
1.2.4. "it systems do not understnd how we work"
1.2.4.1. peripheral vision and "intuition"
1.2.5. "we are wasting a lot of brain power in a large organisations"
1.2.6. A new generation of social tools is emerging
1.2.6.1. wikis
1.2.6.2. social tagging
1.2.6.3. blogging
1.2.7. "applications that harness netwrok effects to get better the more people use them" tim o'reilly
1.2.8. key elements of 'enterprise 2.0'
1.2.8.1. social tools
1.2.8.2. ecosystme of data
1.2.8.3. connected infrastructure
1.2.8.4. subscribption and aggregation
1.2.8.5. participation
1.2.9. next stage: from participation to collective intelligence
1.2.9.1. MIT center for collective inteligence
1.2.9.1.1. google
1.2.9.1.2. wikipedia
1.2.9.1.3. innocentive
1.2.10. WARNING: Collective Inteligence NSFW
1.2.10.1. not work place terms!!!!
1.2.10.2. preference elicitation
1.2.10.3. hundredth monkey
1.2.10.4. simulated reality
1.2.10.5. superorganism
1.2.10.6. ....
1.2.11. what matters inside large organizations
1.2.11.1. better understanding
1.2.11.2. more effecitve collaboration
1.2.11.3. better decisions
1.2.12. is there really such a thing as global CI?
1.2.12.1. Digg?
1.2.13. Collective Inteligence exists within defined communities
1.2.13.1. digg, slashdot, wikipedia, etc... reflect their native culture and norms
1.2.13.2. actionable CI existe within more bounded communities and networks
1.2.13.3. compannies > 1K people have just enought scale to support their own more productive versions of these systems
1.2.14. the enterprise opportunity for CI
1.2.14.1. far too much time and work is being lost
1.2.14.2. we should be able to ask the following
1.2.14.3. the bottom line
1.2.14.3.1. massive potencial cost savings throught doing existin work
1.2.14.3.2. a multiplier effect on productivity
1.2.14.3.3. greater pheriferal vision
1.2.14.3.4. less duplication of work
1.2.14.3.5. a major source of value in closer, more personal relationships
1.2.15. the basic process of social reading, writing and filtering
1.2.15.1. individuals, groups and divistions act as funnels
1.2.15.1.1. 100 items suggested by your social network
1.2.15.1.2. 10 items important enought to be linked and tagged
1.2.15.1.3. 1 item gets blogged in full
1.2.15.2. social reading and filetring drives relevance
1.2.15.2.1. other can share what you blog, link or read
1.2.15.2.2. information is finding me, instead of the other way arround
1.2.15.3. Untitled
1.2.16. encouraging CI within the web2.0 mix
1.2.16.1. Dion Hinchcliffe's 5 suggestions
1.2.16.1.1. be the hub of a hard recreate
1.2.16.1.2. seek collective inteligence
1.2.16.1.3. ....
1.3. some concrete steps towards CI in the enterprise
1.3.1. joined up social tools!!
1.3.1.1. feeds everywhere for everything
1.3.1.2. feed library managment with attention data baked in
1.3.1.3. simple filtering tools: social newsreaders, a good recomendation engine, social bookmarketing and blogs
1.3.1.4. clipstream tool to share collections and remixes
1.3.1.5. social search, driven by attention data & link authority
1.3.2. the importance o engagement and context
1.3.3. software is not enougth!!
1.3.3.1. to reach second wave adopters, we neet to create 'situated' apps that are mapped to existing practice in order to make them reflect the already existing workspaces
2. Contemporary space(s) - Christoph Zoels
2.1. strong link between the understading of universe and architecture
2.2. philosofy and architecture
3. Beyond Robotics - Frédéric Kaplan
3.1. Presence
3.1.1. what happens during the first 5 mins in the presence of an robotic object
3.1.1.1. camera, touch sensors, accelerometer, distance, etc... - SENSORS
3.1.1.1.1. from SENSORS, arrise opportunities: face recognition, etc..
3.1.1.2. experimentation protocol
3.1.1.2.1. what's the object capable
3.1.1.2.2. what do they respond to
3.2. Trajectories
4. Community on the net: going virtual in proportion to being actual - Sister Judith Zoebelein
4.1. internet is all about symbols
4.2. young people today, live on the internet
5. Entrepreneur - a messy mind Bernino Lind
6. Everyware: Further down the rabbit hole Adam Greenfield
6.1. information processing is showing up in new spaces and taking over new tasks
6.2. an emergente "internet of things"
6.2.1. personal biometric sensors
6.2.2. rfid tags
6.3. a class of systems that tends to colonize everyday life
6.4. "information processing dissolving behaviour"
6.5. curious inversion in which the visible is made invisible and the latent is brought to light
6.6. where do we stand with all of this?
6.7. REALITY CHECK: Robust obiquity appears structurally latent in many emerging standards and technologies
6.7.1. the new 128Bits addresses for the IPV6 provides some6.5X10^23 addresses for every square meter of earth's superficie
6.8. Everyware can be engaged even in the absence f an active, conscious decision to do so
6.8.1. you're not always ware of the sensors...
6.8.2. people do mistakes!
6.8.3. you have to be able to "turn off" some monitoring
6.9. everyware encourages the belief that meaningful knowledge of the world can be derived from the machine inference
6.10. everyeware obscures the locus of control
6.11. everyware enderwrites an information ecology. in which the presence of one component may trigger funcionality in another
6.11.1. devices that do something in some places and do nothing in other places
6.11.2. or unpredictable and undesired emergent behaviors
6.12. it's time to take everyware seriously
6.13. info: [email protected]
7. Panel: The new economics of creation How to make a living from creative work in the peer to peer and Youtube era?
7.1. Patrick Chappatte - Cartoonist
7.1.1. because of technology the world has gotten smaller
7.1.2. information superhighway term should came back now that internet is really fast
7.1.2.1. just like a regular highway, sometimes you have to pull aside and take a rest
7.1.2.2. rest-areas
7.1.3. cybercafes without coffee
7.1.4. the thirld world is now connected
7.1.5. more power to people who want to control us!
7.1.6. internet has changed everything
7.1.6.1. internet has changed music
7.1.6.2. because before you had to go to the store to steal it
7.1.6.3. the way we spend time
7.1.6.4. the way we define ourselfs
7.1.7. email has changed everything
7.2. John Buckman Founder, Magnatune and BookMooch, Creative Commons Board Member
7.2.1. Magnatune: leveraging consumer anger at the music industry
7.2.1.1. limited muscial diversity
7.2.1.2. poor quality
7.2.1.3. cd prices too high
7.2.1.4. ripped-off musicians speaking out
7.2.1.5. drm
7.2.1.6. symptom: using p2p is acting as a just-cause revolutionary
7.2.1.7. magnatune
7.2.1.7.1. sells downloads & cds
7.2.1.7.2. licenses music commercially
7.2.1.7.3. uses creative commons licence
7.2.1.7.4. main benefits
7.2.1.7.5. as average, users listen thru 2.4hours
7.2.1.7.6. 1/10 users do buy music
7.2.1.8. music biz isn't just CDs
7.2.1.8.1. most music heard is not at home, but in a business/commercial settings
7.2.1.8.2. it's where the real business is
7.2.1.8.3. it's a culture builder
7.2.1.9. respect your users time
7.2.1.10. licence terms
7.2.1.10.1. differente licenses for different uses!
7.2.1.10.2. negotiate
7.2.1.10.3. if its not porn you can use our music!
7.2.1.10.4. use it as in in-development products for free
7.2.1.11. podcasting is selling music!
7.2.1.11.1. help musicians sell their music
7.2.1.11.2. podcasts
7.2.1.12. review system
7.2.1.13. give 3 free copies to your friends
7.2.1.14. put your face on the project, whatever it is
7.2.1.14.1. create a bond with users
7.2.1.14.2. explain your reasons and doubts
7.3. Rodrigo Sepulveda Schulz CEO, vpod.tv
7.3.1. Think ouside the box
7.3.2. started vpod.tv in september 2005
7.3.3. time magazine nomineted you for person of the year
7.3.3.1. everyone is a producer this days
7.3.4. paradgim shift
7.3.4.1. time shifting
7.3.4.2. device shifting
7.3.4.2.1. I don't watch tv anymore
7.3.4.2.2. watch what really interest me!
7.3.4.3. place shifting
7.3.4.4. how to retain customers?
7.3.4.5. how to capture new markets?
7.3.4.6. content producers shifting
7.3.5. youtube
7.3.5.1. is this what internet video should be
7.3.5.2. too much choice, too much links
7.3.5.3. I'm confused
7.3.6. blinkx
7.3.7. joost
7.3.7.1. this is probably where we're all going!
7.3.7.2. full screen tv
7.3.8. 6 big pains points in the video value chain
7.3.8.1. creation/editing
7.3.8.2. sharing/publication
7.3.8.3. search
7.3.8.3.1. yahoo
7.3.8.3.2. blinks
7.3.8.3.3. google
7.3.8.3.4. ...
7.3.8.4. moderation
7.3.8.5. programming
7.3.8.6. syndication/monetization
7.3.8.7. infrastructure
7.3.9. vpod.tv simplifies the process of creating your own channel
7.3.9.1. allows the creation of a tv channel
7.3.9.2. allows the creation of an audience
7.3.10. vpod publishes to 7 screens families
7.3.10.1. internet
7.3.10.1.1. full screen
7.3.10.2. mobile phone
7.3.10.3. portable players
7.3.10.4. tv set top boxes
7.3.10.5. wireless frames
7.3.10.6. widgets
7.4. Zhang Ga - Artistic Director / Curator, China International New Media Arts Exhibition 2008
7.4.1. lives in NY near almost 300 art galleries
7.4.2. only one dedicated to new media art
7.4.3. laking a truly new media art oriented market
7.4.3.1. web art
7.4.3.2. interactive/robotics art
7.4.3.3. transgenic art
7.4.4. europe situation
7.4.4.1. goverments support artists
7.4.4.1.1. really important
7.4.4.1.2. to sustain and help mantain the artists
7.4.4.2. new media has to be rexamed for what it real means
7.4.4.3. media based art is very hard to be stored
7.4.4.3.1. some thing made today might be obsolete to mantain tomorrow
7.4.4.3.2. archiving?
8. Daniel Kaplan Fédération Internet Nouvelle Génération
8.1. info
8.1.1. dkaplan(at)find.org
8.1.2. http://lift07infrench.wordpress.com
8.2. technologies of disorder
8.2.1. we are suposed to provide technology that make things more rational
8.2.2. are the current tools and societies more easily to manage?
8.2.3. no... it's exactly the oposite
8.2.4. are we more productive?
8.2.5. it's all about disorder (inovation)
8.2.5.1. we're creating technologies that introduce more disorder in the world
8.2.5.2. allowing them to combine themself with other disorders
8.2.5.3. creating an even bigger potential
8.3. assertive technologies
8.3.1. there are something more than tools that need to be modified
8.4. technologies of identity
8.4.1. using technology to
8.4.1.1. disguise
8.4.1.2. create
8.4.1.3. assert
8.4.1.4. change
8.4.1.5. project
8.4.1.6. who we want to be recognise with
8.4.2. there's also a not so bright side of creating identities
8.5. fluid/organic world
8.5.1. borders are harder to transverse by people
8.5.2. it's the same set of technologies that is creating this
8.6. self-organizing, self-moving
8.6.1. mega-cities
8.6.2. gradual climate change
8.6.3. de-regulation
8.6.4. new regulation
8.6.5. privacy
8.6.6. e-governance
8.6.7. citizen participation
8.6.8. social inequality
8.6.9. ageing
8.7. power! borders! conflict!
8.7.1. they're here,
8.7.2. and they're here to stay
8.8. handles on the future
8.8.1. capture the power
8.8.2. handles for the change
8.8.3. platforms of change
8.8.4. agents of change
8.8.4.1. reconnect
8.8.4.2. recongnise
8.8.4.3. the
8.8.4.4. disorder
8.8.4.5. in
8.8.4.6. world
9. Wikipedia; A social Inovation - Florence Devouard
9.1. community based enviroment
9.2. 250 languages
9.3. "the idea encyclopedia should be radical, it should stop being safe
9.4. advantages
9.4.1. collect local, collect global
9.4.2. manipulate huge sets of data
9.4.3. reactivity
9.4.4. virtually unlimited space
9.4.4.1. no restraints to information sharing
9.4.5. nurtering a critical mind
9.4.5.1. NPOV: informing rather than manipulating
9.4.6. empowering individuals
9.4.6.1. the {{so fix it }} culture
9.4.7. A priori Trust
9.4.7.1. opening the gates rather then closing them
9.4.7.2. the more people you let inside the more likely you're of letting the doors open
9.4.8. " the problem with wikipedia is that it really works!
9.5. cool utopia?
9.5.1. sustainable?
9.5.1.1. @beggining
9.5.1.2. 2004
9.5.1.2.1. 3 servers
9.5.1.3. today
9.5.1.3.1. 350 servers
9.5.1.3.2. 6 millions articles
9.5.1.3.3. 50000 user accounts
9.5.2. or inovation?
9.6. vandalism?
9.6.1. people whatching and reparing stuff
9.6.2. the problem is with small corrections, like dates, changing lightly political views, etc...
10. Whisher: Wifi Reloaded (demo) - Ferran Moreno
10.1. different impressions
10.1.1. "people love to share"
10.1.2. "why would I want to share"
10.2. wifi map of israel
10.2.1. 7h/3weeks driving
11. Open-Ended play in Habbo - Sampo Karjalainen
11.1. intro
11.1.1. teenage hangout online
11.1.2. game/open-enviroment
11.1.3. virtual world like second life
11.1.4. it all starts on virtual hotel
11.1.5. there's virtual competions, virtual place like restaurantes, bla bla bla bla
11.2. why users come
11.2.1. personalization
11.2.1.1. profiles/character
11.2.1.2. hotel room
11.2.1.3. credits bought with real money
11.2.1.4. express themselfs
11.2.2. collecting items, rare items
11.2.2.1. tresure rooms
11.2.3. pollaroid photos
11.2.4. groups: military, mafia, etc
11.2.5. contests: singing, beauty, ugliest
11.2.6. familiar bonds
11.2.7. WebPage for every user
11.2.8. chat
11.2.8.1. converstions
11.2.9. real time interaction
11.3. main characteristcs
11.3.1. imersive user interface
11.3.2. playful
11.3.3. prize the fun of doing
11.3.3.1. instead of the money oriented view
11.3.4. defined use-cases
11.4. 10% actually pay for it, in the amount of a movie ticket per month aproximatly
12. Outdoctrination: society, children, technology and self-organization in education - Sugata Mitra
12.1. remoteness and the quality of education
12.1.1. Not necessarely in the geographic sense
12.1.2. schools in remote areas do not have good enougth
12.1.2.1. teachers
12.1.2.2. retention of teachers
12.1.2.3. educational technology
12.1.2.3.1. is traditionally piloted in affluent urban schools, biasing the results
12.1.2.3.2. EI is perceived to be over-hyped and under-performing in schools with good students and techers
12.1.2.3.3. ET should reach the under-privledge first!
12.1.3. Alternative primary education
12.1.3.1. where schools don't exist
12.1.3.2. where schools are not good enough
12.1.3.3. where teachers are not available
12.1.3.4. where teachers are not good enough
12.1.4. Children and Self organization
12.1.4.1. Experiments Showcase
12.1.4.1.1. 1999-2004
12.1.5. Children and Values
12.1.5.1. some examples of confusion
12.1.5.1.1. sometimes its necessary to tell a lie
12.1.6. Self organizing systems
12.1.6.1. natural systems seem to be self organized
12.1.6.2. trafic jams
12.1.6.3. stock markets
12.1.6.4. terrorism
12.1.7. ANSWERS:
12.1.7.1. remotness affects que quality of eductation
12.1.7.2. remote locations should be taken care first
12.1.7.3. values are adquired, doctrine and dogma are imposed
12.1.7.4. learning is a self-organized process
12.1.8. to address remoteness, values and violence
12.1.8.1. Outdoctrination
13. Communication Technology and new forms of social interaction - Laa Srivastava
13.1. connecteness
13.1.1. always connected
13.1.1.1. mobile mania
13.1.1.1.1. it took 21 years reaching 1 billion cell-phones, but it only took more 3 years to reach the 2 billion
13.1.1.2. interesting fact of cellphones
13.1.1.2.1. cross generations
13.1.1.2.2. cross society
13.1.1.2.3. personal
13.1.1.3. social networking craze
13.1.1.3.1. my space, youtube, facebook, etc...
13.1.1.3.2. added value to individuals
13.1.1.4. most people are afraid to be unconnected
13.1.1.5. pervasive technology
13.1.1.6. more and more channels
13.1.1.7. connectedness and the marginalization of space and time
13.1.1.7.1. perpetual and constant connectioness
13.1.2. we socialize online
13.1.2.1. much of human relation is mediated by some form of technology
13.1.3. culture is changing
13.1.3.1. less time reading newspapers
13.1.3.2. less time whatching television
13.1.3.3. less time going to the cinema
13.1.4. knowledge exchange
13.1.5. networking
13.1.5.1. whats the tipping point between connectiveness and sustanability
13.2. ambiguity
13.2.1. virtual intimacy and the ambiguity of communication
13.2.2. what creates intimacy
13.2.3. what stimulates relationships
13.2.4. we live by inference
13.2.4.1. we cannot live by a scientific manner
13.2.4.2. how can we create simple systems, but at the same time integrate complexity about our social interactions
13.2.4.2.1. simplexity!
13.3. identity
13.3.1. identity and the rewriting of the Self
13.3.1.1. create, re-create, rewrite ourselfs online
13.3.1.2. who am I?
13.3.1.3. today we can change
13.3.2. change has became the norm
13.3.3. are we creating shadows of ourselfs?
13.3.4. paintable internet
13.3.4.1. thru which people are actually creating the internet
13.3.4.2. painting ourselfs
13.3.5. creation of identidy?
13.3.5.1. how many can we create
13.3.5.2. how many can we handle
13.3.5.3. fragmented identity
13.3.5.3.1. several services
13.3.5.3.2. several identities
13.3.5.4. if we can or simple don't want to update our identity are we excluding ourselfs?
13.3.6. tags: people will be tagged
13.4. what way can emerging technologies help us deal with these human necessities?
13.5. info:
13.5.1. [email protected]
14. When 1st Life Meets 2nd Life - Julian Bleecker
14.1. Material contigencies
14.1.1. First life is made from material stuff
14.1.2. second life is virtual
14.1.3. what is the debt exactly?
14.1.3.1. human resources
14.1.3.2. expended energy
14.1.3.2.1. an avatar consumes 1,752 Kwh per year
14.1.3.2.2. by comparison a human consumes on average 2,436Kwh per year
14.1.3.2.3. (nicholas carr's blog, 05.12.06
14.1.3.2.4. an avatar produces 1061 Kilos od CO2, the equivalent of driving a suw for 3700Kms
14.1.3.3. a debt to the sedentary body sitting in front of computer screens
14.1.3.4. and sitting in front of our gaming machines
14.1.4. So what? why does this matter?
14.1.4.1. it matters because
14.1.4.1.1. there are critical externalities
14.1.4.1.2. 1st life doesn't reboot when the system crashes
14.1.4.1.3. in 1st life you can't really install more servers
14.1.4.1.4. in our 2nd life worlds we have multiples avatars
14.1.4.1.5. in our 1st life we only have one body
14.1.4.1.6. in 1st life we can only have one possible world to inhabit
14.1.4.2. so what?
14.1.4.2.1. is there ways to merge both of them?
14.1.4.2.2. to create links bethwwen them?
14.1.4.2.3. can we create 2nd life worlds that have the material contingencies of 1st life worlds
14.1.4.3. where should we start?
14.1.4.3.1. PLAY!
14.1.4.3.2. start by creating legible, playful reminders of the materiality of the 1st life
14.1.5. how do you account for your 2nd life?
14.1.6. info
14.1.6.1. julian bleecker
14.1.6.2. Near Future Laboratory
14.1.6.3. http://research.techkwondo.com
15. Collective Intelligence and Collaborative Creativity : What do we need more? - Jaewoong Lee
15.1. info
15.1.1. [email protected]
15.1.2. daum/lycos
15.1.3. 12 years work
15.2. Human brain
15.2.1. 100 bilion neurons
15.2.2. networked with as many as 10,000 neurons
15.2.3. layers - complexity
15.2.4. eye, retina, and visual cortex
15.2.5. artificial neural network
15.3. History of Media
15.3.1. one to one
15.3.2. few to one, one to few
15.3.3. one to mass
15.3.4. one to mass, mass to one
15.3.5. mass to mass
15.3.6. google, the end of the world?
15.3.6.1. the information provided is not from google itself, but provided by others in the mass crowd
15.4. More than Google
15.4.1. LIFT: london international festival of theatre
15.4.2. different interest
15.4.2.1. differente interests, contexts for one same query!
15.4.3. sea of information
15.4.3.1. too much information?
15.4.4. time is limited
15.4.4.1. google doesn't garantee the best results in the long term
15.4.4.2. many unrelated results in a query, for instance when people just use one word queries
15.4.5. media divide
15.4.6. Quality?
15.4.6.1. unverified user generated content
15.5. User Generated Content
15.5.1. participation/easy creation
15.5.2. collaborative
15.5.3. Metcalfe's law
15.5.3.1. the value of the network is increasing with every new user of the network´
15.5.3.2. more and more user generated content, more quality, more value
15.5.4. New Creativity - Mass Creativity
15.5.5. Long Tail
15.5.5.1. does quantity means quality?
15.5.5.2. physical stores vs virtual stores
15.5.6. Quality?
15.6. Intelligent Layers
15.6.1. content aggregator
15.6.2. community gardener
15.6.2.1. yourself take care of your fans
15.6.2.2. wikipedia started in a very caotic way, but right now they needed to actually find vollunteers to help mantaining quality
15.6.3. filtered information
15.6.4. insight from brain science
15.6.4.1. our brain does a lot of filtering for instance from all the information gathered from our eyes, only a small part of it is actually used
15.6.5. mass participation of community
15.6.5.1. taking part of the community
15.6.5.2. tools to facilitate participation
15.6.5.3. tools to filter information for the users
15.6.6. collective inteligence of group
15.6.7. collaborative filtering
15.6.8. Lycos MX, Daum Café
15.7. Homework
15.7.1. Can everybody can use goole?
15.7.2. Can everybody write wikipedia?
15.7.3. Divide in creation/information retrieving
15.7.4. Simple funciont layers are needed
15.7.5. Small group of collective intelligence and small group of collaborative creativity
15.7.6. meta web2.0 services
15.7.7. solution to media divide
15.7.7.1. if you provide people in third world countries of connectivity, can they use it in the right way?
15.7.7.2. do they need extra training besides the hardware part?
15.7.8. true mass market - new opportunity
15.8. Questions
15.8.1. transliteracy
15.8.1.1. literacy in differente mediums
16. Panel: Facing the digital divide - Bringing it home One billion users on the Internet. It's changing the world, but six billion people are left behind
16.1. it's all about technology in society
16.1.1. when its good
16.1.2. when its not that good