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LIFT 07 by Mind Map: LIFT 07

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