6. new rules of the game
Economic Transformation Technological Revolution
g
New Global Economy
New Rules of the Game
Fast Slow
Linked Isolated
Continuous Learning Static
% 100 Trustable < % 100 Trustable
New Opportunities New Challenges
Source:
World Bank
7. knowledge economy
“(Basic economic resource) is knowledge and will
be knowledge…”
Peter F Drucker Post Capitalist Society
F. Drucker, Post-Capitalist
“An economy that makes effective use of knowledge
for its
f it economic and social development. This
i d i ld l t Thi
includes tapping foreign knowledge as well as
adapting and creating knowledge for its specific
pg g g p
needs.”
Knowledge for Development, WBI
8. pillars of the knowledge economy
1. Economic incentive and institutional regime that
provides incentives for the efficient use of existing and
new knowledge and the flourishing of
entrepreneurship
2. Educated, creative and skilled p p
, people
3. Dynamic information infrastructure
4. Effective national innovation system
5. and a fifth and “missing” pillar:
(Knowledge) C lt
(K l d ) Culture
9. dynamic information infrastructure
Building a dynamic information infrastructure, and a
competitive and innovative information sector of the economy,economy,
that fosters a variety of efficient and competitive information and
th t f t i t f ffi i t d titi i f ti d
communications services and tools available to all sectors of
society. This includes not only high-end information and
high-
communication technologies (ICTs) such as the Internet and mobile
telephony but also other elements of an information-rich society
information-
such as radio, television and other media, computers and other
devices for storing processing and using information and a range
storing, information,
of communication services.“
Final Report of the Knowledge Economy Forum - Paris, February 19-22, 2002
19-
10. ICT impact
• Strong impact on productivity and economic
growth
• Gl b li ti of business
Globalization f b i
• Networking of information technology
• New products, services and process
• Transparency Accountability, Participation:
Transparency, Accountability
eGovernance
12. Pew internet survey, December 2006
• 17% of world population use Internet
• 91% of Internet surfers use e-mail
• 91% use search engines
• 67% read news online
• 66% visit government web sites
• 39% read blogs
Photo: Kimi Iwasaki
http://www.flickr.com/photos/quimix/149816828/
16. fuel for the new economy: immaterial investments
1985-1998 1998
10% 10%
10,0%
9%
9,0%
8,0%
7,0%
6,0%
5,0%
3,3%
4,0%
2,9%
2,7%
2 7%
3,0%
2,0%
1,0%
0,0%
USA France
F EU
Source: D. Foray, OECD
After 1998, investing to knowledge in developed countries
(education, Research&Development, software,
(education Research&Development software human resources etc ) increase
etc.) increase.
These investments supply the fuel for the new economy.
20. global bandwidth
0.4
04
USA /
Canada
56 Gbps
Asia / Europe
Pacific
Latin
Africa
America
0.1 Gbps
Note:Gbps=
Note:Gbps= Gigabits (1 000 Mb) per second
(1’000 second.
Source: ITU adapted from
TeleGeography
.
34. position of individual toward media
Old Media New Media
Role Spectator User
Behavior Passive Active
Function Consumer Producer
Location Physical Space Everywhere
(home, office, etc.) (Network)
Kaynak: New Paradigm Learning Corporation, 1997
y g g p ,
35. Convergence
Definition:
Convergence has been made possible by digitalization which allows
different types of content (audio, video, text) to be stored in the same
format and delivered through a wide variety of technologies
(computers, mobile phones, televisions, etc).
There are therefore two b oad
The e a e the efo e t o broad definitions of convergence:
con e gence
• technological and
• media or content.
Technological convergence refers to the trend for some set of
technologies initially having distinct functionalities to evolve to having
those that overlap; it occurs when multiple products come together to
form one product with the advantages of all of them – eg your
computer as purveyor of voice as well as text and graphics; cell
f
phones that provide text and graphics as well as voice.
Convergence in the media refers to the removal of entry barriers
across the IT, telecoms, media and consumer electronics industries,
IT telecoms industries
creating one large ‘converged’ industry.
36. Why does convergence matter?
Around the world, countries are competing for leadership in the global
knowledge economy. Success in this race will depend upon how
g y p p
quickly countries can leverage the opportunities for innovation,
investment and economic growth presented by convergence.
Convergence between the telecoms, IT, consumer electronics,
broadcasting and creative content sectors is now starting to have a
real impact in the globe.
It has the potential to deliver an unparalleled degree of choice,
flexibility
fl ibilit and convenience to users (b th consumers and
d i t (both d
businesses) in terms of the way in which they access and
exploit information, communication and new media content,
services and applications.
Convergence has the potential both to create and to destroy value.
Deloitte predicts that worldwide, it will lead to $1 trillion shift in
valuations and revenues in the converging sectors by 2010. As
such,
such it represents both a disruptive threat and a huge
opportunity for companies of any nation, across a wide and fast
moving global sector...
37. ICT & collision of industries
Source: New Paradigm Learning Corporation, 1996
42. underground living
‘the taisei company's’ ambitious plan
for subterranean living imaginatively
titled li
titl d alice city f
it from Alice in
Ali i
Wonderland offers a utopia that is
almost as fantastical as the book.
56. computer counter-culture
“The fact is that a few of us saw what “We are still enthusiastic about the
was happening and we wrestled the Net,
Net the way Walt Whitman was about
power of LSD away from CIA, and trains and the telegraph. He thought
now the power of computers away they would unite us, make us all a
from IBM, just as we rescued community. He couldn’t predict the
psychology away from the doctors and trains would go to concentration
analysts.” camps.”
Timothy Leary Andrei Codresku
57. William Gibson
Philip K. Dick / Ridley Scott
Bruce Sterling
Neil Stephenson
60. cyberspace
“ Program a map to display frequency data exchange
exchange,
every thousand megabytes a single pixel on a very
large screen. Manhattan and Atlanta burn solid white.
Then they start to pulse, the rate of traffic threatening
to overload your simulation. Your map is about to go
nova. Cool it down. Up your scale. Each pixel a million
megabytes. At a hundred million megabytes p
gy gy per
second, you begin to make out certain blocks in
midtown Manhattan, outlines of hundred-year-old parks
ringing the old core of Atlanta.”
William Gibson, Harper Collins, 1993 (1984), p. 57
61. cyberspace
“A new universe, a parallel universe created and
sustained by the world’s computers and
communication lines A world in which the global traffic
lines.
of knowledge, secrets, measurements, indicators,
entertainment, and alter-human agency takes on form:
sights, sounds, presence never seen on the surface of
g, ,p
the earth blossoming in a vast electronic night.”
Michael Benedikt, Cyberspace: First Steps, 1991
62. cyberspace
“Cyberspace. A consensual hallucination experienced
daily by billions of legitimate operators, in every nation,
by children being taught mathematical concepts… A
graphical representation of data abstracted from the
banks of every computer in the human system.
Unthinkable complexity Lines of light ranged in the
complexity.
non-space of the mind, clusters and constellations of
data. Like city lights, receding...”
(William Gibson, Neuromancer, 1984, p. 51)
63. cyberspace
“Cyberspace is the ‘place’ where a telephone
conversation appears to occur. Not inside your actual
phone... Not inside the other person’s phone… The
place between the phones. The indefinite place out
there, where the two of you, two human beings,
actually meet and communicate Although it is not
communicate…
exactly ‘real’, ‘cyberspace’ is a genuine place. Things
happen there that have very genuine consequences.
This ‘place’ is not ‘real’, but it is serious, it is earnest ”
place real serious earnest.
(Bruce Sterling, “The Hacker Crackdown, 1992, p. xi-xii)
64. cyberspace
“It is the Broadway, the Champs Élyseés of the
Metaverse. It i th b illi tl lit boulevard… Th
Mt is the brilliantly b l d The
dimensions of the Street are fixed by a protocol,
hammered out by the computer graphics ninja
overlords of the Association for Computing Machinery’s
Machinery s
Global Multimedia Group… Like any place in Reality,
the Street is subject to development. Developers can
build their own small streets feeding off the main one.
They can build buildings, parks, signs, as well as
things that do not exist is Reality, such as vast hovering
overhead light shows and special neighborhoods
g p g
where the rules of three-dimensional spacetime are
ignored. Put a sign or a building on the street and the
hundred million richest, hippest, best-connected people
on the earth will see it every day of their lives..”
(Neil Stephenson, “Snow Crash, 1992, p. 24-25)
65. virtual reality
“Artificially stimulated perception” – Marjan Kindersley
“Virtual Reality won’t merely replace TV. It will eat it alive” – Arthur C. Clark.
“This will represent the greatest event in human evolution. For the first
time, mankind will be able to deny reality and substitute its own preferred
version.” – J.G. Ballard
“A VR is a computer world that tricks the sense or mind. A virtual glove
might give you the feel of holding your hand in water or mud or honey. A
VR cybersuit might make you f l as if you swam th
b it i ht k feel through water or mud
h t d
or honey. VR grew out of cockpit simulators used to train pilots and may
shape the home and office multimedia systems of the future. The idea of
advanced VR systems as future substitutes for sex and drugs and
classroom training is the stock and trade of modern science fiction or
‘cyberpunk’ writing.” – Bart Kosko
“Used today in architecture, engineering and design, tomorrow in mass-
market entertainment, surrogate travel, virtual surgery and cybersex, by
the next century ‘VR’ will have transformed our lives.” – Howard Rheingold
92. a brief history of virtual communities
•1975 – MSGGROUP Mailing List •1992 – “HTTP://” and “URL”
HTTP://” URL”
•1979 – SF-Lovers Mailing List •1992 – “Cypherpunk” (Crypto cultural group)
•1980 – MUD (Multi User Dungeon) •1992 – Project Gutenberg
•1981 – “Usenet” term used on ARPAnet •1993 – Wired Magazine
•1982 – “Newsgroup” term used on ARPAnet •1993 – “Surf” term used for wander on the Net
•1985 – Chain e-mails •1993 – AOL.com gives access to the newsgroups
•1986 – The Well ( Whole Earth ‘Lectronic Link) •1993 – HTML
•1986 – “Netiquette”
1986 Netiquette •1993 – “Netizen”
1993 Netizen
•1988 – “@ ! Party” (Internet and Usenet party) •1993 – “Cybersex” term used for the first time
•1989 – IRC (Internet Relay Chat) •1994 – Epic (Electronic Privacy Information Center)
•1990 – EFF (Electronic Frontier Foundation) •1994 – “SPAM”
•1991 – “CyberSpace” term applied to the Internet. •1994 – Yahoo!
•1991 – TIN (Newsreader) •1995 – CDA (Communication Desency Act / S.314)
•1992 – WWW •1995 – “Chat Room”
93. a brief history of virtual communities
•1995 – Lycos
•1995 – DejaNews
•1996 – Compuserve.Com
•1996 – WebTV
•1996 – ICQ (I Seek You)
•1998 – Google
•1999 – Melissa Virus
•1999 – Napster
1999
•1999 – FreeNet (Ian Clark)
•2000 – Gnutella
•2000 – Love Bug Virus
•2001 – Yahoo! bought E-groups
•2002-now- mobility & broadband – smartmobs…
94. “The words community and communication have the same root. Wherever you put a
The
communications network, you put a community as well. And whenever you take away that network –
confiscate it, outlaw it, crash it, raise its price beyond affordability- then you hurt that community.”
B. Strerling, The Hacker Crackdown
102. and after
after…
• Web 2.0 Web3.0, 4.0, etc.
• MARC MARCML (or Memo MemoML)
• Search engine Semantic Web
• Descritives FRBR (Functional Requirements for
( q
Bibliographic Records - http://en.wikipedia.org/wiki/FRBRoo ),
Ontologies
• User accounts Avatars
• 217 millions users on neopet > Myspace;
• Habbo users > Facebook;
• There are more videos on CyWorld than
YouTube;
• “Target” is always “younger”…
Source : FredCavazza : http://www.fredcavazza.net/2007/11/07/l%e2%80%99invasion-
des-nouvelles-plateformes-sociales/
103.
104. virtual communities
“When you think of a title for a book, you are forced to
think of something short and evocative, like well, ‘The
Virtual Community,’ even th
Vi t l C it ’ though a more accurate title
h t titl
might be: ‘People who use computers to
communicate, form friendships that sometimes form
the basis of communities, but you have to be careful to
, y
not mistake the tool for the task and think that just
writing words on a screen is the same thing as real
community.’””
Howard Rheingold
105. 2002 2009
2002-2009-…. Mobility … what’s next
what s next…. ?
Smart mobs emerge when communication and computing technologies
amplify human talents for cooperation. The impacts of smart mob
technology already appear to be both beneficial and destructive, used by
some of its earliest adopters to support democracy and by others to
coordinate terrorist attacks. The technologies that are beginning to make
smart mobs possible are mobile communication devices and pervasive
computing - inexpensive microprocessors embedded in everyday objects
and environments. Already, governments have fallen, youth subcultures
have blossomed from Asia to Scandinavia, new industries have been born
and older industries have launched furious counterattacks
counterattacks.
Street demonstrators in the 1999 anti-WTO protests used dynamically
updated websites, cell-phones, and swarming tactics in the battle of
Seattle. A million Filipinos toppled President Estrada through public
demonstrations organized through salvos of text messages.
The people who make up smart mobs cooperate in ways never before
possible because they carry devices that possess both communication
and computing capabilities. Their mobile devices connect them with other
information devices in the environment as well as with other people's
pp
telephones. Dirt-cheap microprocessors embedded in everything f from
box tops to shoes are beginning to permeate furniture, buildings,
neighborhoods, products with invisible intercommunicating smartifacts.
When they connect the tangible objects and places of our daily lives with
the Internet, handheld communication media mutate into wearable
remote control devices for the physical world.
Howard Rheingold, SmartMobs / The Next Social Revolution, Perseus
Publishing, 2002
108. virtual agora
“The most recent incarnation of the agora is neither
The
the shopping mall nor the closed electronic
environment, but may just be the Internet itself. The
agora does not necessarily provide a sense of place,
rather it provides a sense of passage, t
th id f translation and
l ti d
personal freedom. If the Internet can achieve the right
balance of interaction, leisure and commerce it may in
time develop into a g
p genuine community space. While it
yp
continues to mirror the malls, theme parks and office
buildings of the Cartesian world it will never become
the mythical ‘place of meeting’ described by Homer in
the Iliad ”
Iliad.
Michael Ostwald,
“Virtual Urban Futures”, in The Cyberculture Readers,
ed. By David Bell-Barbara M. Kennedy, 2000, p. 673
119. Source: http://www.me.berkeley.edu/hel/bleex.htm
Bionic legs give soldiers a boost:
The exoskeleton allows people
to carry heavy loads.
US researchers have developed strap-on
robotic legs to allow people to carry heavy
loads over long distances.