Blockchain for Policy: a Pragmatic AssessmentGabriel LaenderPresentation delivered at ARNIC USC, January 24th, 2019.
Among the digital agoras of the Internet, one in particular defies that pervasive dreamless state of politics. Blockchain enthusiasts not only are eagerly engaged in a lively debate over the future of society, they are also actively pursuing their collective dreams. They seek as much to remake the institutions central to modern society, as to embody a new kind of public digital freedom. However, in the pursuit of their dream, blockchain enthusiasts are constrained by the harsh reality of everyday choices. In those choices, they are forced to interact with current organizations and institutions. A dialogue is already developing between blockchain more radical proposals and traditional government institutions, as less radical visions are more and more also populating the blockchain space. So, despite the naive discourse of disregard of the State that blockchain utopia seems to cling to, their solutions to their everyday legitimacy and due process problems may lead to interesting new ways of organizing representation and dialogue in collective decision-making. We should therefore look carefully into those initiatives and try to evaluate them for what they are: a laboratory for new ways in which political collective action can take place.
CrowdsourcingAshish SinghCrowdsourcing involves obtaining services, ideas, or content from a large group of people, especially online, rather than from traditional employees or suppliers. It began in the early 2000s with open source software projects and has expanded to include tasks such as product ideas, software testing, and microtasks. Crowdsourcing provides benefits to both companies and individuals - companies can lower costs and improve quality, while individuals can earn money or recognition for their contributions. Common examples include open source software, idea competitions, and microtask platforms like Amazon Mechanical Turk.
Cultivating Diverse Participation through Digital MediaNettrice Gaskins, Ph.D.This document discusses using augmented reality and digital media to engage diverse museum audiences. It presents several projects using technologies like augmented reality browsers, motion capture, HTML5 canvas, and cultural design tools to develop representations and artifacts that can be overlaid on the physical world. Museums are encouraged to use open platforms and situate projects in mixed reality environments to cultivate participation from various social and economic groups. Contact information is provided for several relevant technologies and initiatives.
Cyber Republic: reinventing democracy in the age of intelligent machinesGeorge ZarkadakisGeorge Zarkadakis gave a talk about reinventing democracy in the age of intelligent machines. He proposed a model where citizen groups would deliberate on issues, with the help of experts and knowledge synthesis. The different citizen groups' deliberations would then be brought together in a citizen assembly to build consensus. The talk also contrasted the pre-COVID, COVID, and post-COVID world, noting how the pandemic may lead to businesses broadening their purpose, more inclusive governance, better management of data and privacy, and reinventing work through the symbiosis of automation and humans.
Research Presentation for SSESClaire Ingram BoguszThe document discusses value creation by communities, known as "the crowd". It examines crowdfunding in Sweden, which has raised approximately $1 million compared to over $800 million worldwide. The author interviews entrepreneurs and institutional actors in Sweden about their perceptions and experiences with crowdfunding. Institutional logics present constraints but also opportunities for institutional entrepreneurs to drive change. Success stories may help shift perceptions that crowdfunding is only for "loser cases" and help it be seen as a legitimate screening and financing mechanism.
Virtuality and the rise of the avatar | Patrick Collings 2008Patrick CollingsVirtual worlds are becoming increasingly real as people spend more time socializing and expressing themselves through avatars. Brands can connect with consumers by understanding virtuality and following avatars in these digital environments. While virtuality is already part of our lives through video games and social media, it will likely continue growing as more activities and concepts are experienced online through graphical representations of data.
120217 What are social cities of tomorrowMartijn de WaalHow do we make use of new media technologies in urban design? At the conference Social Cities of Tomorrow (Amsterdam 17-2-2012) we propose the concept of the social city as an alternative design approach to 'smart cities'.
The Mobility Revolution and the Power of Social Media (Gerd Leonhard at ACTE0...Gerd LeonhardA presentation on how mobile and social media trends impact business, in general, and the corporate travel industry, in particular. The social media and mobile Internet explosion is resulting in unprecedented changes in communications and commerce. The need to reduce CONTROL to get more SHARE is evident... but how can this be done within large organizations? How can social media add value, and what are the risks? Find out more at http://www.mediafuturist.com and http://www.gerdtube.net (videos)
ʰԳٲó1barraaaMarta describes her typical Saturday which starts with a morning walk with her dogs Lucky and Baldufa. In the afternoon she goes to a radio show with her music group Hazen Eye's. In the evening she enjoys going to a party with her friends before going to sleep late at night, tired from her full day of activities.
Eegii2Monhjargal TuulThis document provides a lesson plan on teaching the differences between singular and plural nouns when used with "a few" and "a little". The objectives are to learn countable and uncountable nouns, practice exercises, and memorize fruits and vegetables. Examples are given to show that "a little" is used with singular uncountable nouns like rice while "a few" is used with plural countable nouns like grapes. An exercise is included to choose the correct word to complete sentences.
Research Paper - Radhika KapoorRadhika Kapoor LalitThis document analyzes China's comparative advantage in clean energy technologies over a decade using revealed comparative advantage (RCA) analysis. It finds that China has built a strong and growing comparative advantage in many clean energy sectors like wind, solar and energy efficient lighting based on RCA scores above 1. The analysis compares China's RCA scores to those of the US and Germany. China's industrial policies like subsidies and local content requirements have helped boost its domestic clean tech industries and exports. The study aims to determine if China can sustain its leadership in clean energy trade by overtaking the US and Germany as global clean tech export leaders.
Energy Efficiency and Renewable Energy CompendiumRadhika Kapoor LalitThis document provides case studies of various industrial companies in India that have implemented energy efficiency measures and use of renewable energy. Some of the key initiatives discussed include replacement of equipment with energy efficient models, process optimization, use of LED lighting and use of biomass and solar energy. Implementation of these measures has resulted in significant energy savings and reduction in carbon emissions for these companies.
Energy Efficiency Retrofits in Existing BuildingsRadhika Kapoor LalitThis document provides a 6-step roadmap for incorporating energy efficiency retrofits in existing buildings:
1. Conduct an internal assessment to determine the building's energy usage bandwidth.
2. Conduct a detailed energy survey to identify savings opportunities and data collection needs.
3. Perform a technical analysis including benchmarking, energy simulations, and developing a retrofit strategy.
4. Conduct a cost-benefit analysis to evaluate financing options like self-financing or partnering with an ESCO.
5. Develop an implementation plan and discuss it with facility managers while conducting site visits.
6. Ensure proper operation, maintenance, training after retrofits are completed.
AJCU-DACE Virtual Worldsguest5e867This document discusses virtual worlds and their potential uses for education. It describes how virtual worlds allow for immersive digital environments using avatars. Popular virtual worlds mentioned include Second Life, Active Worlds, There, Whyville, Project Wonderland, and World of Warcraft. The document outlines various educational activities that take place in these worlds like teaching, collaboration, meetings, and 3D visualization. Challenges with virtual worlds are also noted around technical issues, time demands, and social concerns.
Marketing avatarArjun PaulThis document discusses avatar based marketing in the Indian context. It begins with an introduction to avatars and their history, then describes various virtual worlds like Second Life and There.com. It notes that Second Life has over 20,000 acres and 500,000 members. The document also discusses how brands like Coke and Nike have marketed in virtual worlds. While avatar marketing faces challenges in India like infrastructure issues, it may help overcome preferences for touch/feel and allow user creativity and testing. The online ad market in India is growing and avatar marketing could capitalize on digital-native youth.
Koinup Techgaragel Pitch for RomePierluigi CasolariKoinup is a social network that connects people from various virtual worlds to make accessing and discovering virtual worlds easier. It currently has 20,000 members and 100,000 unique monthly visitors. The virtual worlds market has over 100 million active users. Koinup aims to be the social network for virtual world communities by allowing people to share their virtual identities and experiences across worlds.
Week 18 marketing_in_second_lifepika8686The document discusses marketing strategies for brands in Second Life, a popular virtual world. It notes that over 8 million people actively participate in Second Life, spending over $1.7 million daily on virtual goods and services. The document outlines how various brands like Reuters, Calvin Klein, and Toyota have established a presence in Second Life. It emphasizes that brands must tailor their strategies to the unique culture of Second Life to be successful, such as by creating interactive environments and opportunities for user engagement and customization. Proper marketing in Second Life can provide benefits like customer feedback, market research, and relationship building.
Can Second Life house synthetic organisms?alex bal1. Second Life currently houses artificial organisms created by artists and researchers and may house more complex artificial intelligence as its architecture becomes more open.
2. The document discusses different frameworks for social and economic interaction between humans and artificial agents in virtual worlds, including classic corporate and collective models.
3. As virtual worlds allow for more autonomous artificial agents, an economy driven by the capabilities of artificial general intelligence may emerge, where agents are employed or provide services in exchange for payments.
Avatar based marketing in indian contextAmit MoryaAvatar-based marketing involves using virtual representations of users (avatars) in online communities and virtual worlds to engage with customers. Several large virtual worlds exist, including Second Life, which has over 27 million registered users and $12 million spent daily. In these worlds, users can socialize, design products, and run virtual businesses. Some real-world companies have established a presence by opening virtual stores or showrooms to advertise, get customer feedback, and even sell real products. While avatar-based marketing shows potential in India as internet use grows, challenges include low penetration, infrastructure issues, and user privacy concerns regarding data collection.
The Real Opportunities of Virtual WorldsJane McGonigalThe document discusses the opportunities presented by virtual worlds. It argues that virtual worlds allow for better sociability, visualization, and dynamics compared to the real world. Specifically, they improve communications, social connections, navigation, sense-making, coordination, engagement, and understanding of opportunities. The document also discusses how virtual worlds will diversify in the future across dimensions like purpose, interface, user interaction, content production, fictional/non-fictional nature, connection to real space, and experience location. Finally, it outlines innovation skills and abilities like mobality, influency, and emergensight that are emerging from virtual worlds and can benefit the real world.
The Real Opportunities Of Virtual WorldsSharon Terrell ConsultancyThe document discusses the opportunities presented by virtual worlds. It argues that virtual worlds allow for better sociability, visualization, and dynamics compared to the real world. Specifically, they improve communications, social connections, navigation, sense-making, coordination, engagement, and understanding of opportunities. The document also discusses how virtual worlds will diversify in the future across dimensions like purpose, interface, user interaction, content production, fictional/non-fictional nature, real/imaginary space, and in/out of place experiences. Finally, it outlines innovation skills and abilities like mobality, influency, and emergensight that are emerging from virtual worlds and can benefit the real world.
Emerging economic community models in virtual societiesalex balThis presentation outlines economy models that found themselves in the arts communities of Second LIfe
Avatar-Based Innovation and the Ideation QuestThomas KohlerThis document discusses using virtual worlds for real-world innovation through avatar-based collaboration. It presents opportunities for open innovation using virtual worlds' interactive collaboration and user-generated content capabilities. Several case studies are described that involved identifying needs, concept development, testing, and launches in virtual environments. The research aims to understand what creates a compelling co-creation experience in virtual worlds by examining elements like challenge, desirability, interactivity, usability, and community. Preliminary results suggest these elements are important for effective avatar-based innovation.
Virtual CommunityAleks KrotoskiThis document summarizes a talk on virtual communities. The talk discusses how social groups form in virtual worlds like Second Life, with members bonding over shared interests and identities. Virtual communities serve both game and social goals for their members. Successful communities establish norms, hierarchies, and reputation systems. The talk uses Second Life as a case study, describing communities there focused on issues like government, disabilities, and fundraising. Virtual communities operate similarly to real-world groups and can transfer relationships offline, while also providing opportunities for businesses to engage distributed audiences.
Presentation 6Pakistan Gum Industries Pvt. LtdThis document summarizes a panel discussion on virtual worlds held at the 28th International Conference on Information Systems in December 2007. It discusses 5 perspectives presented by panelists: 1) barriers to virtual world adoption, 2) the role of trust and security in virtual commerce, 3) opportunities to enhance e-commerce through virtual worlds, 4) selecting an appropriate virtual world, and 5) closing comments on psychological, sociological and technological themes in virtual world research.
The Eikonicopolis Project ppGiovanni EspositoThe document discusses the opportunity presented by Eikonicopolis, a proposed virtual world. It identifies four problems with existing virtual worlds: lack of social responsibility, inability to transfer social capital between worlds, lack of diverse governance models, and privacy being traded for commercial interests.
To address these problems, Eikonicopolis would implement the following solutions: 1) an economic system based on euergetism where reputation and status is earned through contributions to the community, 2) use of an ePortfolio that allows users to maintain their identity and social capital across worlds, 3) a governance model based on Goertzelian principles of diversity and separation of power, and 4) inversion of the current data model so
ʰԳٲó1barraaaMarta describes her typical Saturday which starts with a morning walk with her dogs Lucky and Baldufa. In the afternoon she goes to a radio show with her music group Hazen Eye's. In the evening she enjoys going to a party with her friends before going to sleep late at night, tired from her full day of activities.
Eegii2Monhjargal TuulThis document provides a lesson plan on teaching the differences between singular and plural nouns when used with "a few" and "a little". The objectives are to learn countable and uncountable nouns, practice exercises, and memorize fruits and vegetables. Examples are given to show that "a little" is used with singular uncountable nouns like rice while "a few" is used with plural countable nouns like grapes. An exercise is included to choose the correct word to complete sentences.
Research Paper - Radhika KapoorRadhika Kapoor LalitThis document analyzes China's comparative advantage in clean energy technologies over a decade using revealed comparative advantage (RCA) analysis. It finds that China has built a strong and growing comparative advantage in many clean energy sectors like wind, solar and energy efficient lighting based on RCA scores above 1. The analysis compares China's RCA scores to those of the US and Germany. China's industrial policies like subsidies and local content requirements have helped boost its domestic clean tech industries and exports. The study aims to determine if China can sustain its leadership in clean energy trade by overtaking the US and Germany as global clean tech export leaders.
Energy Efficiency and Renewable Energy CompendiumRadhika Kapoor LalitThis document provides case studies of various industrial companies in India that have implemented energy efficiency measures and use of renewable energy. Some of the key initiatives discussed include replacement of equipment with energy efficient models, process optimization, use of LED lighting and use of biomass and solar energy. Implementation of these measures has resulted in significant energy savings and reduction in carbon emissions for these companies.
Energy Efficiency Retrofits in Existing BuildingsRadhika Kapoor LalitThis document provides a 6-step roadmap for incorporating energy efficiency retrofits in existing buildings:
1. Conduct an internal assessment to determine the building's energy usage bandwidth.
2. Conduct a detailed energy survey to identify savings opportunities and data collection needs.
3. Perform a technical analysis including benchmarking, energy simulations, and developing a retrofit strategy.
4. Conduct a cost-benefit analysis to evaluate financing options like self-financing or partnering with an ESCO.
5. Develop an implementation plan and discuss it with facility managers while conducting site visits.
6. Ensure proper operation, maintenance, training after retrofits are completed.
AJCU-DACE Virtual Worldsguest5e867This document discusses virtual worlds and their potential uses for education. It describes how virtual worlds allow for immersive digital environments using avatars. Popular virtual worlds mentioned include Second Life, Active Worlds, There, Whyville, Project Wonderland, and World of Warcraft. The document outlines various educational activities that take place in these worlds like teaching, collaboration, meetings, and 3D visualization. Challenges with virtual worlds are also noted around technical issues, time demands, and social concerns.
Marketing avatarArjun PaulThis document discusses avatar based marketing in the Indian context. It begins with an introduction to avatars and their history, then describes various virtual worlds like Second Life and There.com. It notes that Second Life has over 20,000 acres and 500,000 members. The document also discusses how brands like Coke and Nike have marketed in virtual worlds. While avatar marketing faces challenges in India like infrastructure issues, it may help overcome preferences for touch/feel and allow user creativity and testing. The online ad market in India is growing and avatar marketing could capitalize on digital-native youth.
Koinup Techgaragel Pitch for RomePierluigi CasolariKoinup is a social network that connects people from various virtual worlds to make accessing and discovering virtual worlds easier. It currently has 20,000 members and 100,000 unique monthly visitors. The virtual worlds market has over 100 million active users. Koinup aims to be the social network for virtual world communities by allowing people to share their virtual identities and experiences across worlds.
Week 18 marketing_in_second_lifepika8686The document discusses marketing strategies for brands in Second Life, a popular virtual world. It notes that over 8 million people actively participate in Second Life, spending over $1.7 million daily on virtual goods and services. The document outlines how various brands like Reuters, Calvin Klein, and Toyota have established a presence in Second Life. It emphasizes that brands must tailor their strategies to the unique culture of Second Life to be successful, such as by creating interactive environments and opportunities for user engagement and customization. Proper marketing in Second Life can provide benefits like customer feedback, market research, and relationship building.
Can Second Life house synthetic organisms?alex bal1. Second Life currently houses artificial organisms created by artists and researchers and may house more complex artificial intelligence as its architecture becomes more open.
2. The document discusses different frameworks for social and economic interaction between humans and artificial agents in virtual worlds, including classic corporate and collective models.
3. As virtual worlds allow for more autonomous artificial agents, an economy driven by the capabilities of artificial general intelligence may emerge, where agents are employed or provide services in exchange for payments.
Avatar based marketing in indian contextAmit MoryaAvatar-based marketing involves using virtual representations of users (avatars) in online communities and virtual worlds to engage with customers. Several large virtual worlds exist, including Second Life, which has over 27 million registered users and $12 million spent daily. In these worlds, users can socialize, design products, and run virtual businesses. Some real-world companies have established a presence by opening virtual stores or showrooms to advertise, get customer feedback, and even sell real products. While avatar-based marketing shows potential in India as internet use grows, challenges include low penetration, infrastructure issues, and user privacy concerns regarding data collection.
The Real Opportunities of Virtual WorldsJane McGonigalThe document discusses the opportunities presented by virtual worlds. It argues that virtual worlds allow for better sociability, visualization, and dynamics compared to the real world. Specifically, they improve communications, social connections, navigation, sense-making, coordination, engagement, and understanding of opportunities. The document also discusses how virtual worlds will diversify in the future across dimensions like purpose, interface, user interaction, content production, fictional/non-fictional nature, connection to real space, and experience location. Finally, it outlines innovation skills and abilities like mobality, influency, and emergensight that are emerging from virtual worlds and can benefit the real world.
The Real Opportunities Of Virtual WorldsSharon Terrell ConsultancyThe document discusses the opportunities presented by virtual worlds. It argues that virtual worlds allow for better sociability, visualization, and dynamics compared to the real world. Specifically, they improve communications, social connections, navigation, sense-making, coordination, engagement, and understanding of opportunities. The document also discusses how virtual worlds will diversify in the future across dimensions like purpose, interface, user interaction, content production, fictional/non-fictional nature, real/imaginary space, and in/out of place experiences. Finally, it outlines innovation skills and abilities like mobality, influency, and emergensight that are emerging from virtual worlds and can benefit the real world.
Emerging economic community models in virtual societiesalex balThis presentation outlines economy models that found themselves in the arts communities of Second LIfe
Avatar-Based Innovation and the Ideation QuestThomas KohlerThis document discusses using virtual worlds for real-world innovation through avatar-based collaboration. It presents opportunities for open innovation using virtual worlds' interactive collaboration and user-generated content capabilities. Several case studies are described that involved identifying needs, concept development, testing, and launches in virtual environments. The research aims to understand what creates a compelling co-creation experience in virtual worlds by examining elements like challenge, desirability, interactivity, usability, and community. Preliminary results suggest these elements are important for effective avatar-based innovation.
Virtual CommunityAleks KrotoskiThis document summarizes a talk on virtual communities. The talk discusses how social groups form in virtual worlds like Second Life, with members bonding over shared interests and identities. Virtual communities serve both game and social goals for their members. Successful communities establish norms, hierarchies, and reputation systems. The talk uses Second Life as a case study, describing communities there focused on issues like government, disabilities, and fundraising. Virtual communities operate similarly to real-world groups and can transfer relationships offline, while also providing opportunities for businesses to engage distributed audiences.
Presentation 6Pakistan Gum Industries Pvt. LtdThis document summarizes a panel discussion on virtual worlds held at the 28th International Conference on Information Systems in December 2007. It discusses 5 perspectives presented by panelists: 1) barriers to virtual world adoption, 2) the role of trust and security in virtual commerce, 3) opportunities to enhance e-commerce through virtual worlds, 4) selecting an appropriate virtual world, and 5) closing comments on psychological, sociological and technological themes in virtual world research.
The Eikonicopolis Project ppGiovanni EspositoThe document discusses the opportunity presented by Eikonicopolis, a proposed virtual world. It identifies four problems with existing virtual worlds: lack of social responsibility, inability to transfer social capital between worlds, lack of diverse governance models, and privacy being traded for commercial interests.
To address these problems, Eikonicopolis would implement the following solutions: 1) an economic system based on euergetism where reputation and status is earned through contributions to the community, 2) use of an ePortfolio that allows users to maintain their identity and social capital across worlds, 3) a governance model based on Goertzelian principles of diversity and separation of power, and 4) inversion of the current data model so
Koinup Ars Roma PitcharcoroscaThe document discusses the problem of disconnected virtual worlds and the need for a solution to connect them. It proposes Koinup as the first social network to connect people across virtual worlds by allowing users to manage their virtual identities, discover new virtual worlds, share their virtual experiences, and stay connected to friends across multiple worlds. Koinup aims to provide a single site for users to manage their virtual lives and identities across different virtual worlds.
Online Worlds And Second LifeDavid OrbanThe University of Milan Seminar Series in real life. Hosted by Berkman Center for Internet and Society on Berkman Island in Second Life, and Virtual Italian Parks on University Parioli in Second Life.
Online presence is not only about the web. The interactivity and creativity of the new plaforms for virtual worlds can revolutionize the economy, education, and culture. The only community of Second Life is a significant example of the new possibilities of virtual worlds. Through a threedimensional interface and the possibility of manipulating and freely programming its objects, it relies on creativity as the main level for user participation.
AIIP Webinar: Virtual WorldsJill Hurst-Wahl1) The document discusses virtual worlds and their growing use and potential, providing examples like Second Life.
2) It notes that over $1 billion was invested in virtual worlds in 2007 and outlines some common uses like education, conferences, and marketing.
3) The document concludes by encouraging information professionals to get involved with virtual worlds and consider how their organizations could utilize the technology.
PresentationNevilleHobsonSerge CornelusThis document discusses how virtual worlds like Second Life present new challenges and opportunities for communication management. Second Life has experienced explosive growth, with over 4.6 million members from around the world. Many businesses are now participating in Second Life to experiment with new communication and business models, conduct research, and foster collaboration in ways not possible in the real world. The transition to virtual worlds is coming, and companies should explore these technologies now to be better prepared for their future impact.
Future of Virtual EngagementCharles MuddThe document discusses the future of virtual engagement and interaction through virtual worlds and avatars, noting how virtual worlds have been used by companies for meetings, training, recruitment, and more. It explores legal and policy issues that can arise from the use of virtual worlds and avatars in business contexts, such as intellectual property, privacy, harassment, and employment discrimination. The document provides examples of how some companies like IBM and Corporate Planners Unlimited have developed policies for appropriate employee avatar appearance and behavior in virtual worlds.
Stepping into the Internet_MISQ SI on VWsRobin TeiglandThis is the Introduction for the MIS Quarterly Special Issue on Virtual Worlds that was published in September 2011.
2. Virtual WorldsBased on postmodernist concept of hyperrealities “The idea that reality is constructed, and therefore it is possible to construct things that are more real than real” – Venkatesh et al.Existing virtual worlds include:
3. Second LifeFounded by Linden Labs in 2003Over 20 million registered residents, 800,000 actively usedUsers can construct alternative identities & environments$1 USD = Approx L$265
4. Virtual Worlds vs. Other Social MediaInteract with users in real-timeCreate fully customized virtual self-presentations in avatarsWorlds are 3-D versus 2-D