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Friday, September 15, 2006
Smart Innovation
WSJ has an interview with Nicholas Carr:
Social Networking Sites
The Economist writes:
Microsoft's Zune
Engadget has details about the announcement: "they've confirmed the basics we've known for a while, like WiFi, 30GB of HDD, built-in FM, a 3-inch screen and the basic music, pictures and video playback. They also finally let slip the screen res -- an unsurprising QVGA -- and some better news on the codec front: the Zune supports h.264, MP3, AAC and WMA. As for ballyhoo, wireless Zune-to-Zune sharing is where the real action is at, and it works pretty much like we've been hearing: you can share a full-length track with a friend, and they've got three times to listen to it over a three day period, after which they can flag the song for purchase on the Zune Marketplace -- unless they're an unlimited "Zune Pass" subscriber, of course. You can also share playlists and pictures with your buddies, along with what we suppose are "unprotected" homemade recordings."
Video Advertising
AlwaysOn has a comment by Greg Stuart, president of the Interactive Advertising Bureau: "there's absolutely no relationship between a click-through and a brand attitude change - it has nothing to do with it whatsoever. Consumers hear messages, they see messaging and they begin to shift their perceptions about that brand as a result of that, and that again leads to that change of behavior. So I would be very concerned if the broadband video industry started to measure click performance as some metric. It's just not the right thing to do."
Software
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"Consumers hear messages, they see messaging and they begin to shift their perceptions about that brand as a result of that, and that again leads to that change of behavior.".. I like this thought. I am an advertising major and definitely ads are very effective in people.
Mobile Entertainment
News.com writes:
TECH TALK: The Now-New-Near Web: EventWeb (Part 4)
Ramesh Jain’s fourth post discusses Experiential Data. The experiential attributes of an event are fundamentally different from informational attributes. Each experiential attribute represents a data (stream) that is experienced using a specific natural human sensor. Thus we may have visual data, audio, tactile, olfactory, and taste related data. Currently good sensing and reproduction techniques are available for visual (image and video) and audio data. Tactile is improving fast and others are slowly getting developed. Thus, experiential data will be defined as the data of a particular sensory type rather than an integer or real or character type as commonly used in informational data. Experiential data is usually much larger in volume than other data types. For historical reasons, in computing most representations evolved to represent simple data like numbers and characters. A collection of numbers representing an image is thus represented using an array of data, an intensity value at different pixels forming an image. A video will be an array of such arrays. In databases, when designers faced such data, they usually lumped it all and called it a ‘binary large object’, or a blob. Search engines analyze a text file and identify words in it by analyzing arrangement of characters, but usually don’t open an image to analyze it. In general, except few people specializing in particular experiential data analysis, people have avoided dealing with experiential data. Interestingly, slowly experiential data started becoming popular and now photos, video, and audio are becoming the central data elements in computing. Another distinguishing feature of the experiential data is that it is always grounded in space and time. A sensor captures data at a point in space and in many cases over a time period. Thus the data captures a physical phenomenon at a given point in space and over a particular time interval. The operators and methods to be applied to experiential data are significantly different than the methods used for processing alpha-numeric data that was commonly used in many traditional computing fields. Of course due to the nature of digital computers, the most basic operations must be reduced to the basic processing operation in computing. For human abstraction and use, however, these operations are fundamentally different. The computational techniques for experiential data are emerging and clearly are not as well developed as techniques for computing and managing alpha-numeric data. Rapid progress in sensing, storage, processing and display (reproduction) technology is making experiential data rapidly popular. It is rapidly becoming not the secondary source of information, but a primary source of experiences and communication. Have you noticed that computer as well as mobile phone manufacturers usually advertise their devices based on their experiential characteristics? They tell you how good the camera or video processing capability of the device is. They know that experiential data appeals to humans much more than the abstract numbers. Next Week: The Now-New-Near Web (continued) Related Entries: [All]TECH TALK: The Now-New-Near Web: Leapfrogging [September 29, 2006] TECH TALK: The Now-New-Near Web: Content Discovery [September 28, 2006] TECH TALK: The Now-New-Near Web: Citizen Media and Physical World Hyperlinks [September 27, 2006] TECH TALK: The Now-New-Near Web: The Near Web [September 26, 2006] TECH TALK: The Now-New-Near Web: Future of Feeds [September 25, 2006]
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I agree. And by the way, innovation is very important for tomorrow's economy. So we should work hard in order to develope new technologies.
Posted by Kyl