IEEE Region 10 Young Professionals presentation to Section Chairs - IEEE Region 10 AGM Tokyo, Japan
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The Jump
Antonio Luis Flores-Galea
MS Communications & Electronic Engineering, MS International Trade - ICT Consultant - Ares 6, E9, 2-2, ES41 014 Seville (Spain) - [email protected]
Abstract The jump can be better described by its consequences. All these years we've been used to receive information from media like radio, TV or newspapers. Currently all the people have the opportunity to send information to everyone, everywhere. This fact is changing our social habits and will cause all topics involved in information processes be reconsidered. This article analyzes the reasons for the jump and compares how did it work before it and how will it probably work afterwards, in terms of technology and business models: the blog phenomenon, 3G and 4G streaming tools, Creative Commons licenses, pay-for-use model and augmented reality will be discussed among radio adaptation to the current needs and the way TV is mixing with Internet to produce a new way of entertainment and information system. And, on the other hand, a social study of behaviours and trends since broadcasting was able until now is provided as well.
Index Terms - web 2.0, blog, 3G, L TE, Creative Commons, pay-for-use, augmented reality, social habits, Internet, change.
I. INTRODUCTION
Every person on Earth has always felt the need for
information. Information was the base of the society even
before the History began. Nowadays it's probably the main
concept for evolution and progress worldwide.
Broadcasting was the first tool for spreading information to
any location on Earth at the speed of light and it was one of
the very first steps forward the current technological world.
However, the jump has recently broken the line of business based upon broadcasting, the way of doing things and will
probably change the whole conception of all topics related in
information processes we currently deal with.
II. SEND VS. RECEIVE
The jump can be better described by its consequences. All these years we've been used to receive information from
media like radio, TV or newspapers. Currently all the people
have the opportunity to send information to everyone, everywhere. Neither of those media is able to provide the user
with a return channel for sending information by itself. But the
Internet and the telecom carriers networks do. The web 2.0
applications and those for mobile devices are shaking the
traditional broadcasting model.
978-1-4244-7451-61101$26.00 ©2010 IEEE
III. BEHAVIOUR
As a result, the jump is based upon technology but is not
about technology. The jump consists of a social revolution,
where individuals have jump out to the scene to play like a
kind of traditional journalist.
Nonetheless there is a difference: no one pays for that. This
new model relays on doing things in the subject's own
interests, the love for sharing the information and the concern
of establishing relationships with others.
A. The teenagers' jump
The widest poll for teenagers' habits there currently exists,
surveyed over 10,000 teens aged 13-19 who were the 15%
most active social networkers on my Yearbook -the #1 site
for teens in the US according to comScore-, offers
interesting results to be analyzed here. These are shown in the
Fig. I.
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Figure 1: Teenagers' current behaviour about technology.
The first conclusion that shows up is the generalization of
social media networks among them. These web sites manage a huge amount of information, including texts, photos, video,
links and almost every kind of content anyone would share
with others.
On the other hand, location based applications stand for the loser, as they cause the individuals to feel nervous or annoyed.
The third idea we should take into account is the fast crash
the traditional social media are currently undergoing.
Attending on these results, it could be said two times more
people are preferred to be online than watching TV.
B. The silver surfers
This is the name for people older than 50 which are active
on the Internet. A recent study from the AARP -the
American Association of Retired Persons- shows that over
27% of them uses the social media to stay in contact with their
family. 40% of all adults aged 50 and older said they consider
themselves extremely or very comfortable using the Internet.
They use the social web to keep in touch with family
members. Almost 75% said they are connected online to
relatives other than children and grandchildren, 62% are
connected to their children and 36% are connected to
grandchildren, as well.
This is also part of the jump, as many of these older people
will spend on high-tech gadgets, if they find them useful. The
more global the world is, the more attractive the new Internet era becomes.
IV. TECHNOLOGIES
The jump is based upon several technologies developed in
the last years, although it's further a social phenomenon.
Nevertheless it's necessary to understand the basics of them
to understand the jump itself.
In this chapter the most influencer technologies under the
author's point of view are shown.
A. The Web 2.0 The first time this term was used was in the O'Reilly Media
Web 2.0 conference in 2004. The term Web 2.0 is commonly
associated with web applications that facilitate interactive
information sharing, interoperability, user-centred design, and
collaboration on the World Wide Web.
A Web 2.0 site allows the user to interact with the page as a
contributor for its content, in contrast to classical websites
where he or she is limited to the passive viewing of the
information.
Web 2.0 websites typically include some of the following
features. Andrew McAfee used the acronym SLATES to refer
to them (McAfee, 2006): Search: Finding information through keyword search. Links: Connects information together into a meaningful information ecosystem using the model of the Web, and provides low-barrier social tools.
• Authoring: The ability to create and update content leads to the collaborative work of many rather than just a few web authors. In wikis, users may extend, undo
and redo each other's work. In blogs, posts and the comments of individuals build up over time.
• Tags: Categorization of content by users adding tags -short, usually one-word descriptions- to facilitate searching, without dependence on pre-made categories.
• Extensions: Software that makes the Web an application platform as well as a document server.
• Signals: The use of syndication technology such as RSS to notify users of content updates.
The most common browser technology in Web 2.0 sites is
AJAX (Asynchronous JavaScript and XML), followed by Flex
from Adobe. AJAX code allows data on a web page to be
downloaded and uploaded from the server without undergoing
a full page reload.
The data fetched by an AJAX request is typically formatted
in XML or JSON (JavaScript Object Notation) format, two
widely used structured data formats. Since both of these
formats are natively understood by JavaScript, a programmer
can easily use them to transmit structured data in their web
application. When this data is received via AJAX, the
JavaScript program then uses the Document Object Model
(DaM) to dynamically update the web page, allowing for a
rapid and interactive user experience. This is how the page can
act like a desktop application on the browser.
One of the success keys for this technique to be applied is
the possibility to have widgets, which are independent pieces
of code that accomplish such a common task as picking a date
from a calendar, displaying a data chart, or making a tabbed
panel.
On the server side, the jump has been able by using standard
formats to share the data saved in files and databases with
other websites. In the early days of the Internet, there was
little need for different web sites to communicate with each
other and share data. Currently sharing data between sites has
become an essential capability (think of the Facebook like
button). To share its data with other sites, a web site must be
able to generate output in machine-readable formats such as
XML, RSS, and JSON. Imagination for developing new services based upon Web 2.0 applications do the rest.
B. 3G/4G Services
Some years ago 3G allowed us to access to Internet through
a wireless link globally, and this fact has produced a wide set of mobile devices in the market, such as smartphones,
netbooks and, more recently, tablets and ereaders.
Now 4G services are about to be launched. They're based
on the Long Term Evolution (LTE) protocol, a new high
speed radio access method for mobile communications
systems. L TE offers a smooth evolutionary path to higher
speeds and lower latency, realising the full potential of L TE
requires an evolution from today's hybrid packet/circuit
switched networks to a simplified, all-IP (Internet Protocol) environment. From an operator's point of view, the pay-off is
reduced delivery costs for rich, blended applications
combining voice, video and data services plus simplified
interworking with other
fixed and wireless networks.
L TE is intended to be capable of supporting the broadband Internet user experience we already enjoy in today's fixed
networks -with the addition of full mobility to enable
exciting new service possibilities.
Figure 2: 3G and 4G technologies bandwidth.
Some services to be considered are large-scale streaming,
downloading and sharing of video, including high-quality
videoconferencing, downloading and sharing music and rich
multimedia content.
All these services will need significantly greater throughput
to provide adequate quality of service, particularly as users'
future expectations will be increased by the growing
popularity of other high-bandwidth platforms like High
Definition TV transmission.
L TE will soon bring the features of Web 2.0 into the mobile
environment, as well as real-time peer-to-peer applications
like multiplayer gaming and file sharing.
In addition, some new applications are to be deployed,
including 'machine to machine' (M2M) interaction sharing
images or real-time controlling, Internet connected vehicles
and large-scale exchange of information within community
based projects.
C. Augmented Reality
Augmented reality CAR) consists of adding extra
information or images over a real image in real-time, like in
Fig. 3. It's been widely applied in sports matches on TV.
This technology is based upon several features: • Live video streams available to be processed. • Enough processing power on a device, usually a mobile
one. A range of sensors, like a GPS receiver, a compass, gyroscopes and accelerometers.
• A database with the information to be searched and showed.
• The AR software application that generates the final view for the user.
• A way to display these results.
Figure 3: Application for augmented reality.
The most genuine applications currently available are: • Labels to be displayed on parts of a system to clarify
operating instructions for a mechanic who is performing maintenance on the system.
• Images of hidden parts, which can be particularly effective for medical diagnostics or surgery.
• Safeguarding for confidential data in combination with existing real prototypes.
• Layering of virtual maps over a terrain for military or emergency services, as well as for hydrology, ecology and geology study.
• Simulation of planned construction for architects. • Showing ruins, buildings, previous landscapes or
decoration rebuilt, when sightseeing. • Videoconferencing with real and virtual participants. • Guiding lines directly on the road for GPS navigation. • Adapting views for panoramic virtual windows in
homes or offices. • Virtual gadgets, like clocks, consoles, calendars, etc. on
the wall or the table. • Feeds for augmented reality data and user information
geo-posts (for example, virtual graffiti or virtual artwork analysis in a museum).
D. Electronic paper
Electronic paper is a new technology based on
electrochemical processes. It will replace the traditional ink and paper in those applications where content or colour
updating is expensive.
Currently, the most common utility are ereaders but this is only the beginning of the jump. Electronic paper will soon
change our behaviour, our tools and the society itself [3].
Nonetheless there are high-quality, full-motion displays
based on back-lighted LCD. They are quite affordable too.
Then why do we need electronic paper displays?
Electronic paper does not consist of light filters like LCD
but real ink, therefore it attends on reflection instead of
refraction. The advantage is precisely this: a backlight source
is not needed hence power consumption is dramatically
lowered and it can be used under the sunlight, where an LCD
backlight fails.
light Transparent top-electrode
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Figure 4: B&W electronic ink principle.
A very interesting application is electronic paper labels for
stores, as they reduce the cost of updating prices, taxes or
special deals but also let the store implement a price policy for
variable prices upon the day of the week as well as the hour of
the day. There could be possible hence a price policy in terms
of the current sales in an specific store department or the
remaining stock.
Another application to come is the use of transparent
electronic paper on smart windows able to shade the light
passing through them and turning them opaque for privacy.
Even though there is a more interesting thing the electronic
ink can deploy. It is the ability to act as an IR or UV filter so it can protect our home furniture or a museum collection, as well
as reduce overheating due to direct sunlight in summer.
Last but not least, attending on its low power consumption
and high visibility, another usage comes up with traffic panels.
Additionally electronic ink could also make them adaptable to
the traffic or the weather condition easily and inexpensively.
V. THE CONTENTS ERA
Information is currently the basis for the operation of the
world. Like a Swiss clock machinery, the global economy
ticks with all parts of business doing it possible together and
instant information is what does make it work.
The content industry recent developments have attached
importance to the fact that information is a real and very
valuable part of a company assets and therefore individuals
should realize it is one of the most powerful tools one can
manage nowadays.
It is certainly this point where the jump has push up all the people to generate information and this information has
become a need for the society to work.
The rules are not the same as ten years ago. The most
important progress on that topic can be found in this chapter.
A. Biogs
Blogs are probably one the most impressive changes on
communications occurred in the last decade and the clearest
expression of the jump.
A blog is nothing but a website where its author publishes
articles (called 'posts') regularly, displayed in reverse
chronological order. Currently these posts are being replaced by much shorter tweats (Twitter website updates) in some
cases so one should think about what the future of blogs and
content sharing will be. Two scenes can be considered:
evolution and extermination (or darwinism) [4].
One possibility is that blogs remain the primary social hub
for many of the people, hosting all kind of content, aggregated
from anywhere (Posterous is a good example). Another
possibility for evolution is that blogs become social networks
of their own (Facebook is getting linked with more and more
blogs every day).
On the other hand, there's no doubt that the micro-blogs and social networks are stealing time away from blogs. Given our
finite window of attention this may threaten many existing
bloggers.
B. Creative Commons Licenses
Creative Commons (CC) licenses were created to allow the
authors other ways for copyright management besides the
classical "All rights reserved' statement. Therefore these
licenses stand for "Some rights reserved'. They can be understood as the GNU license for content. As an example,
anyone interested in distributing his intellectual work can use
them to force the author to be mentioned despite the work is
available for free. Original licenses are: • Attribution (by): Licensees may copy, distribute,
display and perform the work and make derivative works based on it only if they give the author or licensor the credits in the manner specified by these.
• Non-commercial (nc): Licensees may copy, distribute, display, and perform the work and make derivative works based on it only for non-commercial purposes.
• No Derivative Works (nd): Licensees may copy, distribute, display and perform only verbatim copies of the work, not derivative works based on it.
• Share-Alike (sa) : Licensees may distribute derivative works only under a license identical to the license that governs the original work.
The high volume of information uploaded to the Internet by
users in the last few years has encouraged the intensive use of
CC licenses. Many people generate content but very few of
them want to get cash for it, so CC is the ideal solution.
But what moves people to share information, to develop full
free sites or applications, to upload tons of photos and video
with no money compensation? The answer is found in
psychology, next chapter.
C. Tiny & Specific: Widgets
Everyone wants to be known for anything. The Web 2.0
offers the possibility to create your own fan group despite it is
very small. This fact makes a person to feel loved and
important and, at the end, this is the source for the Web 2.0
explosion.
The more impact you want for your idea the more interactive and easier to share your 2.0 application should be
on the web. Some interesting evolution for easy sharing of
applications in the Web 2.0 is the concept of 'widget'. A
widget is a piece of interactive code that can be inserted into
an webpage or even the computer desktop easily -usually
just drag and drop- to perform a very specific task, like a
clock or a street map.
D. Pay-per-use model and monthly foe
Nowadays, due to the impact of new generation global
communication systems, specially the Internet, a lot of
business are to be redefined. That's a part of the Business
Model Innovation (BMI) concept [5].
Probably the first concern is about determining a pricing
strategy. Two primary categories of pricing taxonomy are pay
per-use (each time one uses a service a well known amount is
charged). and fixed recurring pricing (the user pays some
periodic fee for generally unlimited access). These two
strategies take there isn't a product but a service for granted.
This mean making a tough decision for some traditional
business and this is indeed part of the jump.
The decision about selecting one of them relays on the value
acquisition from the customers perspective. In order to charge
on a recurring basis, the customer has to feel the need for
using it frequently. If the service is a very valuable solution to be used once or twice a month, you'll barely find anybody
interested in a monthly fee. Most of the companies actually
offer both models for their services, hence the user is able to
switch between them as needed.
VI. CONCLUSIONS
All we have read in this article is about the changes caused
by the last technology available in the market nowadays. It
also shows the path for the next evolution in personal and
business communications. The jump, as described, is mainly
based on the Web 2.0 concept and therefore on the interaction
between the subjects and the Internet. Spontaneous and
scattered information generation is the base of our current
world and the principle for the progress in the future. And,
attending on the increasing change in our behaviour and
environment, you can figure almost everything is to be done
yet.
ACKNOWLEDGEMENT
Enrique Dans. www.enriquedans. com.
Ana Maria Trigo. www.anatrigo.es.
IEEE TMC Spanish Chapter.
REFERENCES
[I] McAfee, A., 2006. Enterprise 2.0: The Dawn of Emergent Collaboration. In MIT Sloan Management review. Vol. 47, No. 3, p. 21-28.
[2] UMTS Forum, 2008. White Paper on Towards Global Mobile Broadband Standardising the future of mobile communications with LTE.
[3] Heikenfeld, J., 2010. The Electronic Display of the Future. In IEEE Spectrum (Vol. 47, March 2010).
[4] Rubel, S., 2009. Mashable Mind Map: What is the Future of Blogging? In www.mashable.com.
[5] Christensen, C., 2008. The Innovator's Prescription. McGraw Hill.