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LIFT 07 by Mind Map: LIFT 07

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 no restraints to information sharing

1.4.5. nurtering a critical mind NPOV: informing rather than manipulating

1.4.6. empowering individuals the {{so fix it }} culture

1.4.7. A priori Trust opening the gates rather then closing them 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? @beggining 2004 3 servers today 350 servers 6 millions articles 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 profiles/character hotel room credits bought with real money express themselfs

3.2.2. collecting items, rare items 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 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 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


4.1.2. 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 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" 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 wikis social tagging 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' social tools ecosystme of data connected infrastructure subscribption and aggregation participation

4.2.9. next stage: from participation to collective intelligence MIT center for collective inteligence google wikipedia innocentive

4.2.10. WARNING: Collective Inteligence NSFW not work place terms!!!! preference elicitation hundredth monkey simulated reality superorganism ....

4.2.11. what matters inside large organizations better understanding more effecitve collaboration better decisions

4.2.12. is there really such a thing as global CI? Digg?

4.2.13. Collective Inteligence exists within defined communities digg, slashdot, wikipedia, etc... reflect their native culture and norms actionable CI existe within more bounded communities and networks 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 far too much time and work is being lost we should be able to ask the following the bottom line massive potencial cost savings throught doing existin work a multiplier effect on productivity greater pheriferal vision less duplication of work a major source of value in closer, more personal relationships

4.2.15. the basic process of social reading, writing and filtering individuals, groups and divistions act as funnels 100 items suggested by your social network 10 items important enought to be linked and tagged 1 item gets blogged in full social reading and filetring drives relevance other can share what you blog, link or read information is finding me, instead of the other way arround Untitled

4.2.16. encouraging CI within the web2.0 mix Dion Hinchcliffe's 5 suggestions be the hub of a hard recreate seek collective inteligence ....

4.3. some concrete steps towards CI in the enterprise

4.3.1. joined up social tools!! feeds everywhere for everything feed library managment with attention data baked in simple filtering tools: social newsreaders, a good recomendation engine, social bookmarketing and blogs clipstream tool to share collections and remixes social search, driven by attention data & link authority

4.3.2. the importance o engagement and context

4.3.3. software is not enougth!! 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 camera, touch sensors, accelerometer, distance, etc... - SENSORS from SENSORS, arrise opportunities: face recognition, etc.. experimentation protocol what's the object capable 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 teachers retention of teachers educational technology is traditionally piloted in affluent urban schools, biasing the results EI is perceived to be over-hyped and under-performing in schools with good students and techers ET should reach the under-privledge first!

7.1.3. Alternative primary education where schools don't exist where schools are not good enough where teachers are not available where teachers are not good enough

7.1.4. Children and Self organization Experiments Showcase 1999-2004

7.1.5. Children and Values some examples of confusion sometimes its necessary to tell a lie

7.1.6. Self organizing systems natural systems seem to be self organized trafic jams stock markets terrorism

7.1.7. ANSWERS: remotness affects que quality of eductation remote locations should be taken care first values are adquired, doctrine and dogma are imposed learning is a self-organized process

7.1.8. to address remoteness, values and violence 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 mobile mania it took 21 years reaching 1 billion cell-phones, but it only took more 3 years to reach the 2 billion interesting fact of cellphones cross generations cross society personal social networking craze my space, youtube, facebook, etc... added value to individuals most people are afraid to be unconnected pervasive technology more and more channels connectedness and the marginalization of space and time perpetual and constant connectioness

9.1.2. we socialize online much of human relation is mediated by some form of technology

9.1.3. culture is changing less time reading newspapers less time whatching television less time going to the cinema

9.1.4. knowledge exchange

9.1.5. networking 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 we cannot live by a scientific manner how can we create simple systems, but at the same time integrate complexity about our social interactions simplexity!

9.3. identity

9.3.1. identity and the rewriting of the Self create, re-create, rewrite ourselfs online who am I? 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 thru which people are actually creating the internet painting ourselfs

9.3.5. creation of identidy? how many can we create how many can we handle fragmented identity several services several identities 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? human resources expended energy an avatar consumes 1,752 Kwh per year by comparison a human consumes on average 2,436Kwh per year (nicholas carr's blog, 05.12.06 an avatar produces 1061 Kilos od CO2, the equivalent of driving a suw for 3700Kms a debt to the sedentary body sitting in front of computer screens and sitting in front of our gaming machines

10.1.4. So what? why does this matter? it matters because there are critical externalities 1st life doesn't reboot when the system crashes in 1st life you can't really install more servers in our 2nd life worlds we have multiples avatars in our 1st life we only have one body in 1st life we can only have one possible world to inhabit so what? is there ways to merge both of them? to create links bethwwen them? can we create 2nd life worlds that have the material contingencies of 1st life worlds where should we start? PLAY! 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 julian bleecker Near Future Laboratory

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? 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 differente interests, contexts for one same query!

13.4.3. sea of information too much information?

13.4.4. time is limited google doesn't garantee the best results in the long term many unrelated results in a query, for instance when people just use one word queries

13.4.5. media divide

13.4.6. Quality? 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 the value of the network is increasing with every new user of the network´ more and more user generated content, more quality, more value

13.5.4. New Creativity - Mass Creativity

13.5.5. Long Tail does quantity means quality? physical stores vs virtual stores

13.5.6. Quality?

13.6. Intelligent Layers

13.6.1. content aggregator

13.6.2. community gardener yourself take care of your fans 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 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 taking part of the community tools to facilitate participation 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 if you provide people in third world countries of connectivity, can they use it in the right way? do they need extra training besides the hardware part?

13.7.8. true mass market - new opportunity

13.8. Questions

13.8.1. transliteracy 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 just like a regular highway, sometimes you have to pull aside and take a rest 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 internet has changed music because before you had to go to the store to steal it the way we spend time 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 limited muscial diversity poor quality cd prices too high ripped-off musicians speaking out drm symptom: using p2p is acting as a just-cause revolutionary magnatune sells downloads & cds licenses music commercially uses creative commons licence main benefits as average, users listen thru 2.4hours 1/10 users do buy music music biz isn't just CDs most music heard is not at home, but in a business/commercial settings it's where the real business is it's a culture builder respect your users time licence terms differente licenses for different uses! negotiate if its not porn you can use our music! use it as in in-development products for free podcasting is selling music! help musicians sell their music podcasts review system give 3 free copies to your friends put your face on the project, whatever it is create a bond with users explain your reasons and doubts

14.3. Rodrigo Sepulveda Schulz CEO,

14.3.1. Think ouside the box

14.3.2. started in september 2005

14.3.3. time magazine nomineted you for person of the year everyone is a producer this days

14.3.4. paradgim shift time shifting device shifting I don't watch tv anymore watch what really interest me! place shifting how to retain customers? how to capture new markets? content producers shifting

14.3.5. youtube is this what internet video should be too much choice, too much links I'm confused

14.3.6. blinkx

14.3.7. joost this is probably where we're all going! full screen tv

14.3.8. 6 big pains points in the video value chain creation/editing sharing/publication search yahoo blinks google ... moderation programming syndication/monetization infrastructure

14.3.9. simplifies the process of creating your own channel allows the creation of a tv channel allows the creation of an audience

14.3.10. vpod publishes to 7 screens families internet full screen mobile phone portable players tv set top boxes wireless frames 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 web art interactive/robotics art transgenic art

14.4.4. europe situation goverments support artists really important to sustain and help mantain the artists new media has to be rexamed for what it real means media based art is very hard to be stored some thing made today might be obsolete to mantain tomorrow 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)


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) we're creating technologies that introduce more disorder in the world allowing them to combine themself with other disorders 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 disguise create assert change project 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 reconnect recongnise the disorder in world