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From World Wide Web to World Wide Guide by Marjan Herbert (LogicaCMG)

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web 3.jpegPresentation by Marjan Herbert (LogicaCMG) at Cross media workshop Jan 25th 2008.

The four phases of Web 3.0 are

  1. creating,
  2. enhancing/ augmenting (with tags etc),
  3. analysis of mutual relevance which gives context, and
  4. the creation of new services/ new ways of representation based on that relevance.

  5. Marjan Herbert of Logica CMG took us on a journey through the Web 1.0 of the past, via the present Web 2.0, to a possible future Web 3.0 and even Web 4.0. We all remember static websites 1.0. Brochure-like expositions of companies on the web, on which you could only take information and do little else. With Web 2.0, this has changed. We can not only read, but also write, on our blogs or microblogs (e.g.Twitter), on our social network profile (e.g. Hyves, Facebook), we can put our pictures online (e.g. Flickr) and tag them by putting a label on them that’s meaningful to us, like we can also do with other content we find online (e.g. del.icio.us) and based on these meta-data, these tags of millions of people, aggregators can tell us which content is best-rated or most viewed or whatever. This is a big difference with the static “take it or leave it” websites of the past. Now we can create content and enhance/augment it by placing our own stamp on it. These are the first steps that bring us into the era of Web 3.0 according to Herbert, because based on the tagging that people do, one can analyze data based on their mutual relevance which gives information on the context of the information.

Comedy of the commons

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 Traditionally all resources were considered to be scarce. Nowadays however, we are dealing with resources that are abundant (think of information, ideas, experience), but that also have other characteristics that demand a different way of thinking. In a world of abundance and plentiness we need to rethink our thoughts about values and individuals.

The jazzband logic of the Gods

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People in P2P networks should be treated as Gods acting according to what Michel Bauwens calls the ‘jazzband logic’. What kind of influence does this jazzband logic of the Gods have for how we can deal with communities and P2P networks?

 

The Impact of Experience

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Pilot labtest Friday the 7th of april we started the first labtests on our research project Bereiken vs Beraken.Results will be published beginning of june.

Inside story on the Experience Economy by Mark van Doorn Philips Research

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“Many views on the experience economy start with the behavior of actors in society at large and try to understand and explain their dynamics. In other words, the focus is on the external, objective, physical world of experience. But since experiences are inherently personal and only exist in our own internal, subjective, mental universe it is interesting to start from the inside and see what cognitive science can tell us about the central role of experience and story. This article is therefore quite literally an inside story about the experience economy and the pervasiveness of story and text.”
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Making a Life in Second Life, Mark van Doorn Philips Research

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The computer gamers among you will know that the world’s best game players can actually make a living out out of shooting virtual monsters.  In some massive multiplayer online role playing games (MMORPG) players have also started to create and trade virtual objects for real money. Wired published an interesting article about a woman who decided to quit her job to start working full time as a virtual clothes designer in SecondLife.
SecondLife and other MMORPGs create an ever more complex world of hyperreality where the distinctions between real and unreal are blurred

test syndication MEDIA.FL to CM, LF, EE, 2Y

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Participatory networks & affinity groups

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I made a summary from a great publication in the Journal for Computer-mediated communication: " Overcoming Mass Confusion: Collaborative Customer Co-Design in Online Communities ". [Paul thanks for the tip!]

In the mass customization concept, goods and services are produced to meet individual customers’ needs with near mass production efficiency. The customer chooses an individualized combination of product specifications from an infinite set of options. During this process of elicitation, the customer is being integrated into the value creation of the supplier. The customer becomes a co-creator or "prosumer".
Co-design activities are the necessary prerequisite of mass customization in order to fulfill the needs of individual customers. However, these activities are also a major driver for complexity, effort, and perceived risk from the customers’ perspective, limiting the current success of mass customization strategies.

When acting as co-designers, customers face new uncertainties and risks, coined "mass confusion". The use of online communities for collaborative customer co-design icould be used in order to reduce the mass confusion phenomenon. In so doing so, we challenge the assumption made by most mass customization researchers that offering customized products requires an individual (one-to-one) relationship between customer and supplier.

read more on affinity groups, participatory communities (PEP), cost vs benefit, peer-group pressure, role model etc…

A visit to Philips Homelab:
Ambient Intelligence - A new user experience

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Last month we visited the research facilties of Philips HomeLab to discuss Ambient Experiences. A report of this visit: In the near future our homes will have a distributed network of intelligent devices that provides us with information, communication, and entertainment. Furthermore, these systems will adapt themselves to the user and even anticipate on user needs. These consumer systems will differ substantially from contemporary equipment through their appearance in peoples environments, and through the way users interact with them. Ambient Intelligence is the term that Philips uses to denote this new paradigm for in-home computing and entertainment. Salient features of these new experiences are ubiquitous computing, natural interaction, and intelligence.

Unleashing the Ideavirus by Seth Godin

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In a world where viral marketing, buzz and word of mouth are well-known terms for every manager, Godin, in Unleashing the Ideavirus (and for that matter also in his other books), points to the problems that companies face in implementing these concepts and also how to solve them. The same Copernican Revolution that is needed to enter the second generation of Experiences and the Support Economy, is needed within the field of marketing. The company is not – and ought not to be – at the center, but the customer, the individual, should be.

Horeca gaat op ON

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De een leverde de podia, de ander de tools, en de derde rolde het ICT-netwerk uit. Heineken, Sony en NBG presenteren ON, een multimediaal platform voor experience-communicatie in kroegen en clubs. Met liveregistraties van concerten, sms-games en een contentbibliotheek vol films en muziek. Aan de vooravond van een horecarevolutie.