
1. Wikipedia; A social Inovation - Florence Devouard
1.1. community based enviroment
1.2. 250 languages
1.3. "the idea encyclopedia should be radical, it should stop being safe
1.4. advantages
1.4.1. collect local, collect global
1.4.2. manipulate huge sets of data
1.4.3. reactivity
1.4.4. virtually unlimited space
1.4.4.1. no restraints to information sharing
1.4.5. nurtering a critical mind
1.4.5.1. NPOV: informing rather than manipulating
1.4.6. empowering individuals
1.4.6.1. the {{so fix it }} culture
1.4.7. A priori Trust
1.4.7.1. opening the gates rather then closing them
1.4.7.2. the more people you let inside the more likely you're of letting the doors open
1.4.8. " the problem with wikipedia is that it really works!
1.5. cool utopia?
1.5.1. sustainable?
1.5.1.1. @beggining
1.5.1.2. 2004
1.5.1.2.1. 3 servers
1.5.1.3. today
1.5.1.3.1. 350 servers
1.5.1.3.2. 6 millions articles
1.5.1.3.3. 50000 user accounts
1.5.2. or inovation?
1.6. vandalism?
1.6.1. people whatching and reparing stuff
1.6.2. the problem is with small corrections, like dates, changing lightly political views, etc...
2. Whisher: Wifi Reloaded (demo) - Ferran Moreno
2.1. different impressions
2.1.1. "people love to share"
2.1.2. "why would I want to share"
2.2. wifi map of israel
2.2.1. 7h/3weeks driving
3. Open-Ended play in Habbo - Sampo Karjalainen
3.1. intro
3.1.1. teenage hangout online
3.1.2. game/open-enviroment
3.1.3. virtual world like second life
3.1.4. it all starts on virtual hotel
3.1.5. there's virtual competions, virtual place like restaurantes, bla bla bla bla
3.2. why users come
3.2.1. personalization
3.2.1.1. profiles/character
3.2.1.2. hotel room
3.2.1.3. credits bought with real money
3.2.1.4. express themselfs
3.2.2. collecting items, rare items
3.2.2.1. tresure rooms
3.2.3. pollaroid photos
3.2.4. groups: military, mafia, etc
3.2.5. contests: singing, beauty, ugliest
3.2.6. familiar bonds
3.2.7. WebPage for every user
3.2.8. chat
3.2.8.1. converstions
3.2.9. real time interaction
3.3. main characteristcs
3.3.1. imersive user interface
3.3.2. playful
3.3.3. prize the fun of doing
3.3.3.1. instead of the money oriented view
3.3.4. defined use-cases
3.4. 10% actually pay for it, in the amount of a movie ticket per month aproximatly
4. Collective Inteligence inside the entrerprise - Lee Bryant
4.1. info
4.1.1. headshift.com
4.1.2. social software consulting and development group
4.1.3. nice progresses with social tools on enterprises
4.1.4. [email protected]
4.2. key ideas
4.2.1. we need to feed our minds, not the machine
4.2.1.1. refactoring the factory
4.2.2. The good news: enterprise IT is changing!
4.2.3. people are great with pattern matching
4.2.4. "it systems do not understnd how we work"
4.2.4.1. peripheral vision and "intuition"
4.2.5. "we are wasting a lot of brain power in a large organisations"
4.2.6. A new generation of social tools is emerging
4.2.6.1. wikis
4.2.6.2. social tagging
4.2.6.3. blogging
4.2.7. "applications that harness netwrok effects to get better the more people use them" tim o'reilly
4.2.8. key elements of 'enterprise 2.0'
4.2.8.1. social tools
4.2.8.2. ecosystme of data
4.2.8.3. connected infrastructure
4.2.8.4. subscribption and aggregation
4.2.8.5. participation
4.2.9. next stage: from participation to collective intelligence
4.2.9.1. MIT center for collective inteligence
4.2.9.1.1. google
4.2.9.1.2. wikipedia
4.2.9.1.3. innocentive
4.2.10. WARNING: Collective Inteligence NSFW
4.2.10.1. not work place terms!!!!
4.2.10.2. preference elicitation
4.2.10.3. hundredth monkey
4.2.10.4. simulated reality
4.2.10.5. superorganism
4.2.10.6. ....
4.2.11. what matters inside large organizations
4.2.11.1. better understanding
4.2.11.2. more effecitve collaboration
4.2.11.3. better decisions
4.2.12. is there really such a thing as global CI?
4.2.12.1. Digg?
4.2.13. Collective Inteligence exists within defined communities
4.2.13.1. digg, slashdot, wikipedia, etc... reflect their native culture and norms
4.2.13.2. actionable CI existe within more bounded communities and networks
4.2.13.3. compannies > 1K people have just enought scale to support their own more productive versions of these systems
4.2.14. the enterprise opportunity for CI
4.2.14.1. far too much time and work is being lost
4.2.14.2. we should be able to ask the following
4.2.14.3. the bottom line
4.2.14.3.1. massive potencial cost savings throught doing existin work
4.2.14.3.2. a multiplier effect on productivity
4.2.14.3.3. greater pheriferal vision
4.2.14.3.4. less duplication of work
4.2.14.3.5. a major source of value in closer, more personal relationships
4.2.15. the basic process of social reading, writing and filtering
4.2.15.1. individuals, groups and divistions act as funnels
4.2.15.1.1. 100 items suggested by your social network
4.2.15.1.2. 10 items important enought to be linked and tagged
4.2.15.1.3. 1 item gets blogged in full
4.2.15.2. social reading and filetring drives relevance
4.2.15.2.1. other can share what you blog, link or read
4.2.15.2.2. information is finding me, instead of the other way arround
4.2.15.3. Untitled
4.2.16. encouraging CI within the web2.0 mix
4.2.16.1. Dion Hinchcliffe's 5 suggestions
4.2.16.1.1. be the hub of a hard recreate
4.2.16.1.2. seek collective inteligence
4.2.16.1.3. ....
4.3. some concrete steps towards CI in the enterprise
4.3.1. joined up social tools!!
4.3.1.1. feeds everywhere for everything
4.3.1.2. feed library managment with attention data baked in
4.3.1.3. simple filtering tools: social newsreaders, a good recomendation engine, social bookmarketing and blogs
4.3.1.4. clipstream tool to share collections and remixes
4.3.1.5. social search, driven by attention data & link authority
4.3.2. the importance o engagement and context
4.3.3. software is not enougth!!
4.3.3.1. 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
5. Contemporary space(s) - Christoph Zoels
5.1. strong link between the understading of universe and architecture
5.2. philosofy and architecture
6. Beyond Robotics - Frédéric Kaplan
6.1. Presence
6.1.1. what happens during the first 5 mins in the presence of an robotic object
6.1.1.1. camera, touch sensors, accelerometer, distance, etc... - SENSORS
6.1.1.1.1. from SENSORS, arrise opportunities: face recognition, etc..
6.1.1.2. experimentation protocol
6.1.1.2.1. what's the object capable
6.1.1.2.2. what do they respond to
6.2. Trajectories
7. Outdoctrination: society, children, technology and self-organization in education - Sugata Mitra
7.1. remoteness and the quality of education
7.1.1. Not necessarely in the geographic sense
7.1.2. schools in remote areas do not have good enougth
7.1.2.1. teachers
7.1.2.2. retention of teachers
7.1.2.3. educational technology
7.1.2.3.1. is traditionally piloted in affluent urban schools, biasing the results
7.1.2.3.2. EI is perceived to be over-hyped and under-performing in schools with good students and techers
7.1.2.3.3. ET should reach the under-privledge first!
7.1.3. Alternative primary education
7.1.3.1. where schools don't exist
7.1.3.2. where schools are not good enough
7.1.3.3. where teachers are not available
7.1.3.4. where teachers are not good enough
7.1.4. Children and Self organization
7.1.4.1. Experiments Showcase
7.1.4.1.1. 1999-2004
7.1.5. Children and Values
7.1.5.1. some examples of confusion
7.1.5.1.1. sometimes its necessary to tell a lie
7.1.6. Self organizing systems
7.1.6.1. natural systems seem to be self organized
7.1.6.2. trafic jams
7.1.6.3. stock markets
7.1.6.4. terrorism
7.1.7. ANSWERS:
7.1.7.1. remotness affects que quality of eductation
7.1.7.2. remote locations should be taken care first
7.1.7.3. values are adquired, doctrine and dogma are imposed
7.1.7.4. learning is a self-organized process
7.1.8. to address remoteness, values and violence
7.1.8.1. Outdoctrination
8. Community on the net: going virtual in proportion to being actual - Sister Judith Zoebelein
8.1. internet is all about symbols
8.2. young people today, live on the internet
9. Communication Technology and new forms of social interaction - Laa Srivastava
9.1. connecteness
9.1.1. always connected
9.1.1.1. mobile mania
9.1.1.1.1. it took 21 years reaching 1 billion cell-phones, but it only took more 3 years to reach the 2 billion
9.1.1.2. interesting fact of cellphones
9.1.1.2.1. cross generations
9.1.1.2.2. cross society
9.1.1.2.3. personal
9.1.1.3. social networking craze
9.1.1.3.1. my space, youtube, facebook, etc...
9.1.1.3.2. added value to individuals
9.1.1.4. most people are afraid to be unconnected
9.1.1.5. pervasive technology
9.1.1.6. more and more channels
9.1.1.7. connectedness and the marginalization of space and time
9.1.1.7.1. perpetual and constant connectioness
9.1.2. we socialize online
9.1.2.1. much of human relation is mediated by some form of technology
9.1.3. culture is changing
9.1.3.1. less time reading newspapers
9.1.3.2. less time whatching television
9.1.3.3. less time going to the cinema
9.1.4. knowledge exchange
9.1.5. networking
9.1.5.1. whats the tipping point between connectiveness and sustanability
9.2. ambiguity
9.2.1. virtual intimacy and the ambiguity of communication
9.2.2. what creates intimacy
9.2.3. what stimulates relationships
9.2.4. we live by inference
9.2.4.1. we cannot live by a scientific manner
9.2.4.2. how can we create simple systems, but at the same time integrate complexity about our social interactions
9.2.4.2.1. simplexity!
9.3. identity
9.3.1. identity and the rewriting of the Self
9.3.1.1. create, re-create, rewrite ourselfs online
9.3.1.2. who am I?
9.3.1.3. today we can change
9.3.2. change has became the norm
9.3.3. are we creating shadows of ourselfs?
9.3.4. paintable internet
9.3.4.1. thru which people are actually creating the internet
9.3.4.2. painting ourselfs
9.3.5. creation of identidy?
9.3.5.1. how many can we create
9.3.5.2. how many can we handle
9.3.5.3. fragmented identity
9.3.5.3.1. several services
9.3.5.3.2. several identities
9.3.5.4. if we can or simple don't want to update our identity are we excluding ourselfs?
9.3.6. tags: people will be tagged
9.4. what way can emerging technologies help us deal with these human necessities?
9.5. info:
9.5.1. [email protected]
10. When 1st Life Meets 2nd Life - Julian Bleecker
10.1. Material contigencies
10.1.1. First life is made from material stuff
10.1.2. second life is virtual
10.1.3. what is the debt exactly?
10.1.3.1. human resources
10.1.3.2. expended energy
10.1.3.2.1. an avatar consumes 1,752 Kwh per year
10.1.3.2.2. by comparison a human consumes on average 2,436Kwh per year
10.1.3.2.3. (nicholas carr's blog, 05.12.06
10.1.3.2.4. an avatar produces 1061 Kilos od CO2, the equivalent of driving a suw for 3700Kms
10.1.3.3. a debt to the sedentary body sitting in front of computer screens
10.1.3.4. and sitting in front of our gaming machines
10.1.4. So what? why does this matter?
10.1.4.1. it matters because
10.1.4.1.1. there are critical externalities
10.1.4.1.2. 1st life doesn't reboot when the system crashes
10.1.4.1.3. in 1st life you can't really install more servers
10.1.4.1.4. in our 2nd life worlds we have multiples avatars
10.1.4.1.5. in our 1st life we only have one body
10.1.4.1.6. in 1st life we can only have one possible world to inhabit
10.1.4.2. so what?
10.1.4.2.1. is there ways to merge both of them?
10.1.4.2.2. to create links bethwwen them?
10.1.4.2.3. can we create 2nd life worlds that have the material contingencies of 1st life worlds
10.1.4.3. where should we start?
10.1.4.3.1. PLAY!
10.1.4.3.2. start by creating legible, playful reminders of the materiality of the 1st life
10.1.5. how do you account for your 2nd life?
10.1.6. info
10.1.6.1. julian bleecker
10.1.6.2. Near Future Laboratory
10.1.6.3. http://research.techkwondo.com
11. Entrepreneur - a messy mind Bernino Lind
12. Everyware: Further down the rabbit hole Adam Greenfield
12.1. information processing is showing up in new spaces and taking over new tasks
12.2. an emergente "internet of things"
12.2.1. personal biometric sensors
12.2.2. rfid tags
12.3. a class of systems that tends to colonize everyday life
12.4. "information processing dissolving behaviour"
12.5. curious inversion in which the visible is made invisible and the latent is brought to light
12.6. where do we stand with all of this?
12.7. REALITY CHECK: Robust obiquity appears structurally latent in many emerging standards and technologies
12.7.1. the new 128Bits addresses for the IPV6 provides some6.5X10^23 addresses for every square meter of earth's superficie
12.8. Everyware can be engaged even in the absence f an active, conscious decision to do so
12.8.1. you're not always ware of the sensors...
12.8.2. people do mistakes!
12.8.3. you have to be able to "turn off" some monitoring
12.9. everyware encourages the belief that meaningful knowledge of the world can be derived from the machine inference
12.10. everyeware obscures the locus of control
12.11. everyware enderwrites an information ecology. in which the presence of one component may trigger funcionality in another
12.11.1. devices that do something in some places and do nothing in other places
12.11.2. or unpredictable and undesired emergent behaviors
12.12. it's time to take everyware seriously
12.13. info: [email protected]
13. Collective Intelligence and Collaborative Creativity : What do we need more? - Jaewoong Lee
13.1. info
13.1.1. [email protected]
13.1.2. daum/lycos
13.1.3. 12 years work
13.2. Human brain
13.2.1. 100 bilion neurons
13.2.2. networked with as many as 10,000 neurons
13.2.3. layers - complexity
13.2.4. eye, retina, and visual cortex
13.2.5. artificial neural network
13.3. History of Media
13.3.1. one to one
13.3.2. few to one, one to few
13.3.3. one to mass
13.3.4. one to mass, mass to one
13.3.5. mass to mass
13.3.6. google, the end of the world?
13.3.6.1. the information provided is not from google itself, but provided by others in the mass crowd
13.4. More than Google
13.4.1. LIFT: london international festival of theatre
13.4.2. different interest
13.4.2.1. differente interests, contexts for one same query!
13.4.3. sea of information
13.4.3.1. too much information?
13.4.4. time is limited
13.4.4.1. google doesn't garantee the best results in the long term
13.4.4.2. many unrelated results in a query, for instance when people just use one word queries
13.4.5. media divide
13.4.6. Quality?
13.4.6.1. unverified user generated content
13.5. User Generated Content
13.5.1. participation/easy creation
13.5.2. collaborative
13.5.3. Metcalfe's law
13.5.3.1. the value of the network is increasing with every new user of the network´
13.5.3.2. more and more user generated content, more quality, more value
13.5.4. New Creativity - Mass Creativity
13.5.5. Long Tail
13.5.5.1. does quantity means quality?
13.5.5.2. physical stores vs virtual stores
13.5.6. Quality?
13.6. Intelligent Layers
13.6.1. content aggregator
13.6.2. community gardener
13.6.2.1. yourself take care of your fans
13.6.2.2. wikipedia started in a very caotic way, but right now they needed to actually find vollunteers to help mantaining quality
13.6.3. filtered information
13.6.4. insight from brain science
13.6.4.1. 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
13.6.5. mass participation of community
13.6.5.1. taking part of the community
13.6.5.2. tools to facilitate participation
13.6.5.3. tools to filter information for the users
13.6.6. collective inteligence of group
13.6.7. collaborative filtering
13.6.8. Lycos MX, Daum Café
13.7. Homework
13.7.1. Can everybody can use goole?
13.7.2. Can everybody write wikipedia?
13.7.3. Divide in creation/information retrieving
13.7.4. Simple funciont layers are needed
13.7.5. Small group of collective intelligence and small group of collaborative creativity
13.7.6. meta web2.0 services
13.7.7. solution to media divide
13.7.7.1. if you provide people in third world countries of connectivity, can they use it in the right way?
13.7.7.2. do they need extra training besides the hardware part?
13.7.8. true mass market - new opportunity
13.8. Questions
13.8.1. transliteracy
13.8.1.1. literacy in differente mediums
14. Panel: The new economics of creation How to make a living from creative work in the peer to peer and Youtube era?
14.1. Patrick Chappatte - Cartoonist
14.1.1. because of technology the world has gotten smaller
14.1.2. information superhighway term should came back now that internet is really fast
14.1.2.1. just like a regular highway, sometimes you have to pull aside and take a rest
14.1.2.2. rest-areas
14.1.3. cybercafes without coffee
14.1.4. the thirld world is now connected
14.1.5. more power to people who want to control us!
14.1.6. internet has changed everything
14.1.6.1. internet has changed music
14.1.6.2. because before you had to go to the store to steal it
14.1.6.3. the way we spend time
14.1.6.4. the way we define ourselfs
14.1.7. email has changed everything
14.2. John Buckman Founder, Magnatune and BookMooch, Creative Commons Board Member
14.2.1. Magnatune: leveraging consumer anger at the music industry
14.2.1.1. limited muscial diversity
14.2.1.2. poor quality
14.2.1.3. cd prices too high
14.2.1.4. ripped-off musicians speaking out
14.2.1.5. drm
14.2.1.6. symptom: using p2p is acting as a just-cause revolutionary
14.2.1.7. magnatune
14.2.1.7.1. sells downloads & cds
14.2.1.7.2. licenses music commercially
14.2.1.7.3. uses creative commons licence
14.2.1.7.4. main benefits
14.2.1.7.5. as average, users listen thru 2.4hours
14.2.1.7.6. 1/10 users do buy music
14.2.1.8. music biz isn't just CDs
14.2.1.8.1. most music heard is not at home, but in a business/commercial settings
14.2.1.8.2. it's where the real business is
14.2.1.8.3. it's a culture builder
14.2.1.9. respect your users time
14.2.1.10. licence terms
14.2.1.10.1. differente licenses for different uses!
14.2.1.10.2. negotiate
14.2.1.10.3. if its not porn you can use our music!
14.2.1.10.4. use it as in in-development products for free
14.2.1.11. podcasting is selling music!
14.2.1.11.1. help musicians sell their music
14.2.1.11.2. podcasts
14.2.1.12. review system
14.2.1.13. give 3 free copies to your friends
14.2.1.14. put your face on the project, whatever it is
14.2.1.14.1. create a bond with users
14.2.1.14.2. explain your reasons and doubts
14.3. Rodrigo Sepulveda Schulz CEO, vpod.tv
14.3.1. Think ouside the box
14.3.2. started vpod.tv in september 2005
14.3.3. time magazine nomineted you for person of the year
14.3.3.1. everyone is a producer this days
14.3.4. paradgim shift
14.3.4.1. time shifting
14.3.4.2. device shifting
14.3.4.2.1. I don't watch tv anymore
14.3.4.2.2. watch what really interest me!
14.3.4.3. place shifting
14.3.4.4. how to retain customers?
14.3.4.5. how to capture new markets?
14.3.4.6. content producers shifting
14.3.5. youtube
14.3.5.1. is this what internet video should be
14.3.5.2. too much choice, too much links
14.3.5.3. I'm confused
14.3.6. blinkx
14.3.7. joost
14.3.7.1. this is probably where we're all going!
14.3.7.2. full screen tv
14.3.8. 6 big pains points in the video value chain
14.3.8.1. creation/editing
14.3.8.2. sharing/publication
14.3.8.3. search
14.3.8.3.1. yahoo
14.3.8.3.2. blinks
14.3.8.3.3. google
14.3.8.3.4. ...
14.3.8.4. moderation
14.3.8.5. programming
14.3.8.6. syndication/monetization
14.3.8.7. infrastructure
14.3.9. vpod.tv simplifies the process of creating your own channel
14.3.9.1. allows the creation of a tv channel
14.3.9.2. allows the creation of an audience
14.3.10. vpod publishes to 7 screens families
14.3.10.1. internet
14.3.10.1.1. full screen
14.3.10.2. mobile phone
14.3.10.3. portable players
14.3.10.4. tv set top boxes
14.3.10.5. wireless frames
14.3.10.6. widgets
14.4. Zhang Ga - Artistic Director / Curator, China International New Media Arts Exhibition 2008
14.4.1. lives in NY near almost 300 art galleries
14.4.2. only one dedicated to new media art
14.4.3. laking a truly new media art oriented market
14.4.3.1. web art
14.4.3.2. interactive/robotics art
14.4.3.3. transgenic art
14.4.4. europe situation
14.4.4.1. goverments support artists
14.4.4.1.1. really important
14.4.4.1.2. to sustain and help mantain the artists
14.4.4.2. new media has to be rexamed for what it real means
14.4.4.3. media based art is very hard to be stored
14.4.4.3.1. some thing made today might be obsolete to mantain tomorrow
14.4.4.3.2. archiving?
15. 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
15.1. it's all about technology in society
15.1.1. when its good
15.1.2. when its not that good
16. Daniel Kaplan Fédération Internet Nouvelle Génération
16.1. info
16.1.1. dkaplan(at)find.org
16.1.2. http://lift07infrench.wordpress.com
16.2. technologies of disorder
16.2.1. we are suposed to provide technology that make things more rational
16.2.2. are the current tools and societies more easily to manage?
16.2.3. no... it's exactly the oposite
16.2.4. are we more productive?
16.2.5. it's all about disorder (inovation)
16.2.5.1. we're creating technologies that introduce more disorder in the world
16.2.5.2. allowing them to combine themself with other disorders
16.2.5.3. creating an even bigger potential
16.3. assertive technologies
16.3.1. there are something more than tools that need to be modified
16.4. technologies of identity
16.4.1. using technology to
16.4.1.1. disguise
16.4.1.2. create
16.4.1.3. assert
16.4.1.4. change
16.4.1.5. project
16.4.1.6. who we want to be recognise with
16.4.2. there's also a not so bright side of creating identities
16.5. fluid/organic world
16.5.1. borders are harder to transverse by people
16.5.2. it's the same set of technologies that is creating this
16.6. self-organizing, self-moving
16.6.1. mega-cities
16.6.2. gradual climate change
16.6.3. de-regulation
16.6.4. new regulation
16.6.5. privacy
16.6.6. e-governance
16.6.7. citizen participation
16.6.8. social inequality
16.6.9. ageing
16.7. power! borders! conflict!
16.7.1. they're here,
16.7.2. and they're here to stay
16.8. handles on the future
16.8.1. capture the power
16.8.2. handles for the change
16.8.3. platforms of change
16.8.4. agents of change
16.8.4.1. reconnect
16.8.4.2. recongnise
16.8.4.3. the
16.8.4.4. disorder
16.8.4.5. in
16.8.4.6. world