[IEEE 2010 Second IEEE Region 8 Conference on the History of Telecommunications (HISTELCON) -...

5
The Jump Antonio Luis Flores-Galea MS Communications & Electronic Engineering, MS Inteational 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 aſterwards, 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. Ind 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 retu channel for sending information by itself But the Inteet 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 joualist. 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 conce 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. / r I J/ 90% J/ - 80% - / - 70% 60% / - J/ - 50% - 40% - - - - 20% - - 10% - - , 0% - - - - - - -j d 0 0 + -"_" - - - - - - - r r -- - - - - - r - - - - :j :� - Figure 1: Teenagers' current behaviour about technology. The first conclusion that shows up is the generalization of social media networks among them. These websites manage a huge amount of infoation, including texts, photos, video,

Transcript of [IEEE 2010 Second IEEE Region 8 Conference on the History of Telecommunications (HISTELCON) -...

Page 1: [IEEE 2010 Second IEEE Region 8 Conference on the History of Telecommunications (HISTELCON) - Madrid, Spain (2010.11.3-2010.11.5)] 2010 Second Region 8 IEEE Conference on the History

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.

/ r III

J/ 90%

J/

-80%

-/ -70%

60% / -

J/

-50%

-40% -

--

-20% -

-10% -

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po -

-

-

I-

-

-

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-j

UJ 'C

iji '" :E:§ d c: 0 0 '" +

1--"_" r-- -

I-- -

I-- -

-r r -- -

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- r I-- -

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:j :�trl; .... ...J -

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,

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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

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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?

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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

electro� phoretic ink

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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.

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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.