Social Networks Forecast 2019
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Seven Theses on the Future of Smart Glasses
Seven Theses on the Future of Smart Glasses A trend analysis of the future of smart glasses in retail “Kapitelnavn” | Seven Theses on the future of Smart Glasses | Synoptik-Fonden side 1 ISBN: 978-87-93300-07-1 This trend report was funded by the Synoptik Foundation and carried out by Brian Due. Published as: CIRCD reports of social interaction, 1(4), 1-34, Centre of Interaction Research and Communications Design, Uni- Executive summary This report shows that opticians and people with interests in the eyeglass business need to be ready to understand, assist with and even sell smart glasses within the next five to seven years. On the background of an analysis based on research, papers, news stories, interviews and surveys, seven theses about the technological devel- opment and nearby future of smart glasses are proposed. The report shows that: • Today’s smart glasses are similar to the first versions of smartphones. But technological development is exponential and smart glasses will soon be mainstream. However, not as widely adopted as smartphones. • Google Glass is an icebreaker product and other products are following in the slipstream. There are already many different smart glass products on the market and on a prototy- pe level. All the big IT companies and many startups are already producing and/or have patents for new products. • Early adopters will start using smart glasses in three years and the early majority in five to seven years. • In terms of use and design, smart glasses will be divided into two types: 1) glasses for industrial, health and fitness purposes that will have many functionalities and thus a more computerized and sporty design, and 2) glasses for the ordinary consumer that will look more like ordinary glasses with fashionable designs. -
Music's Augmented Future
thereport ISSUE 410 | 17 OCTOBER 2017 Music’s augmented future 1 ISSUE 410 17.10.17 COVERAR SPECIAL FEATURE PART 1 AR you experienced? he first thing to understand about Cycle report alongside technologies like Kingston; in the years since there have been particularly around its potential to become augmented reality (AR) technology microblogging, social networking platforms a steady stream of experiments around music truly mainstream. There are several reasons is that while it may be a hot trend of and 3D printing. and AR. You can read about some of them for this, starting with 2016’s big app craze: 2017, it’s certainly not a new trend. 2008 was also the year when Apple and later in this issue. Pokémon Go (pictured). TSci-fi author William Gibson was writing Google launched their first app stores for In the years after 2008, many of these While catching virtual beasties in real- about the idea of augmenting humans’ vision smartphones, with startups like Layar and campaigns have, with hindsight (and often world locations also seemed gimmicky at first with digital content in 1994, although arguably Metaio early to experiment with “browser” even at the time) seemed like gimmicks; – the mobile game raced to $500m of revenue head-up displays (HUDs) in aircraft were the apps that overlaid information onto the good for getting a few headlines when they and then $1bn. Even in April 2017, there were first example of AR decades before that. phone’s camera feed. launched, then quickly forgotten with no still 65m active players globally, and for many report AR as we understand it in 2017 has been By 2009, Music Ally was writing about AR obvious impact on sales or fan engagement. -
Oculus Go 32 GB Quickstart Guide
Oculus Go 32 GB Quickstart Guide VR Expert [email protected] Demkaweg 11 030 7116158 3555HW, Utrecht Oculus Go 32 GB - Guide Hardware Power button Volume adjuster Micro USB port 3.5 mm Audio Jack Oculus button Back button Touchpad Trigger In the box Before you start ● 1x Headset Oculus Go ● Do not allow the lenses to come in contact 32 GB with periods of direct sunlight. This will ● 1x Oculus Go motion permanently damage the screen and Controller does not fall under warranty. ● 1x AA Battery ● 1x Micro-USB cable ● Please install the Oculus App on your ● 1x Eyeglas Spacer smartphone. This is necessary to install ● 1x Cleaning Cloth the device. ● 1x Walkthrough booklet by Oculus ● 1x Lanyard Oculus Go 32 GB - Guide How to start 1. Put on the headset and press the “Power-Button” for 3 sec. How to install 2. The Oculus Symbol will appear at the screen of the headset 1. Put on the Oculus Go 32 GB headset and hold the “Power-Button” for 3. The instructions of the headset start automatically approximately 3 seconds. a. Take your phone and download the oculus app 2. The instructions of the headset will start automatically. b. Create an Oculus Account and log in a. Take your phone and download the Oculus App. c. Go to settings in the app Android: i. activate bluetooth https://play.google.com/store/apps/details?id=com.oculus.twil ii. activate the location service of the phone ight d. Tap on “Connect new headset” and choose Oculus Go or e. -
Ephemeral but Influential? the Correlation Between Facebook
healthcare Article Ephemeral But Influential? The Correlation between Facebook Stories Usage, Addiction, Narcissism, and Positive Affect Sen-Chi Yu 1,* and Hong-Ren Chen 2 1 Department of Counseling and Applied Psychology, National Taichung University of Education, Taichung City 40306, Taiwan 2 Department of Digital Content and Technology, National Taichung University of Education, Taichung City 40306, Taiwan; [email protected] * Correspondence: [email protected] Received: 8 September 2020; Accepted: 20 October 2020; Published: 26 October 2020 Abstract: Despite the steep increase in Facebook Stories users, there is scant research on this topic. This study compared the associations of frequency of Stories update, frequency of news feed updates, time spent reading Stories, and time spent reading news feeds, with regard to social media addiction, narcissism, and positive affect in college students. We recruited a sample of 316 college students from Taiwan. The analytical results show that Facebook Stories are more addictive and provoke more positive affect than conventional news feeds. Moreover, only usage behaviors associated with Stories predict narcissism. This study also found that the prediction of news feeds with regard to addiction, narcissism, and positive affect also seems to be diminishing and is being replaced by those of Stories. Future studies on the psychological consequences and predictors of social media usage should regard Stories as a crucial variable. Keywords: Facebook Stories; social media addiction; narcissism; positive affect 1. Introduction Facebook Stories are ephemeral, short user-generated photo and video collections that display shared content for a limited period of time [1]. Stories offer a news feed that relies on visual rather than written information. -
Jab, Jab, Jab, Right Hook: How to Tell Your Story in a Noisy Social World
DEDICATION TO MY TWO KIDS, MISHA AND XANDER. YOU HAVE BROUGHT A KNOCKOUT PUNCH OF LOVE TO MY LIFE THAT I DIDN’T KNOW EXISTED. AND TO THE WOMAN WHO BROUGHT THEM TO ME, THE LOVE OF MY LIFE, LIZZIE. CONTENTS Dedication Acknowledgments Author’s Note Introduction: Weigh-In Round 1: The Setup Round 2: The Characteristics of Great Content and Compelling Stories Round 3: Storytell on Facebook Round 4: Listen Well on Twitter Round 5: Glam It Up on Pinterest Round 6: Create Art on Instagram Round 7: Get Animated on Tumblr Round 8: Opportunities in Emerging Networks Round 9: Effort Round 10: All Companies Are Media Companies Round 11: Conclusion Round 12: Knockout Notes About the Author Also by Gary Vaynerchuk Credits Copyright About the Publisher ACKNOWLEDGMENTS I have so many people to thank I could never fit all their names into a tweet, so I decided to put them in an acknowledgments page. First and foremost, I want to thank my family, whom I love very much and who always help me, support me, and drive me. They really are the guiding light to my life. I also want to thank Stephanie Land, who is my true partner in writing these books. This is the third book we’ve written together. Steph—thank you so much. I truly, truly could never write a book without you. Huge shout-out to my boy Nathan Scherotter, who is the CEO of this book. Nate has been an amazing friend and business associate for many years. His help in guiding this book’s content and then its sales afterward was immensely important. -
UPDATED Activate Outlook 2021 FINAL DISTRIBUTION Dec
ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com Activate growth. Own the future. Technology. Internet. Media. Entertainment. These are the industries we’ve shaped, but the future is where we live. Activate Consulting helps technology and media companies drive revenue growth, identify new strategic opportunities, and position their businesses for the future. As the leading management consulting firm for these industries, we know what success looks like because we’ve helped our clients achieve it in the key areas that will impact their top and bottom lines: • Strategy • Go-to-market • Digital strategy • Marketing optimization • Strategic due diligence • Salesforce activation • M&A-led growth • Pricing Together, we can help you grow faster than the market and smarter than the competition. GET IN TOUCH: www.activate.com Michael J. Wolf Seref Turkmenoglu New York [email protected] [email protected] 212 316 4444 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality. -
{Ŭũ̸̙ ̲̝Ĝĺō̝} ̧Üĺĥ ĸłĝą ̠Üġüùĝō̝
çƍƐƭLJáãơǕƣƚLJǔǍýƣƔDžLJǝáƷǁǒNjLJáƛƿƭƓ w w w . a l s a b a a h . i q ALSABAH NEWSPAPER ǔǁáƣƹLJáúǞƸǝáƑDžƐƩnjƸëơƭƓƑNJƍƸƑǖNJǒǕƑǖƦƍǖƦãơǕƣƙ Thu. 28 Feb. 2019 Issue No. 4474ÅÝë 2019±´Í28ÉûïÄë ëƍǎǕé500ƣƹƧLJá ƑƝƿƬƑƝƿƬ3224 ëýƍƝNjLJáƑƦƍǖƦnjƸéƍƹƔƏǝáǓLJáƍƸéóƍNjƔƙáùǞƟ {ũ̸̙̲̝Ĝĺō̝Ŭ }̧üĺĥĸŁĜą̠üġüùĜō̝ âƍǐëǝáơƯâƣƝLJáäáơƚƔƧNJýƑǖǎNJǝáäáëǒƳƔLJáƕƝƏ ǔƦƍǖƧLJáëáƣǂLJáǔNjƦáëơƸƍƧƓþÞëéƍNjƔƸáǓLjƸ÷ƍƿƓǝá µú÷öï¾ë Éû¯ôûë ±Ü+Æë +)±Î¸ë ùòÖ÷ë ±ï¸½Ă ðî²ñ±½ çƍƐƭLJáéáơƼƏ ﻣﺸﺪدﻳﻦ ﻓﻲ اﻟﻮﻗﺖ ﻧﻔﺴﻪ ﻋﻠﻰ اﻫﻤﻴﺔ ﺗﻐﻠﻴﺐ ًﻣﺼﻠﺤﺔ اﻟﺸﻌﺐ ﻣﺨﺘﻠﻒ اﳌﻜﻮﻧﺎت اﻟﻌﺮاﻗﻴﺔ». اﻟﺒﻠﺪ وﺗﺤﻘﻴﻖ ﻧﻬﻮﺿﻪ وازدﻫـــﺎره وﺣﻠﺤﻠﺔ اﻻﺷﻜﺎﻟﻴﺎت اﻟﺘﻲ اﻟﻌﺮاﻗﻲ واﻟﻌﻤﻞ ﻋﻠﻰ ﺗﺒﻨﻲ ﺷﻌﺎر «اﻟﻌﺮاق اوﻻ». وﻟــﻔــﺖ اﻟــﻔــﻴــﻠــﻲ، اﻟـــﻰ ان «اﻻﺟـــﺘـــﻤـــﺎع ﺑــﺤــﺚ ﺗـــﻄـــﻮرات اﻷوﺿــــﺎع ﺗــﻌــﺘــﺮض اﻟﻌﻤﻠﻴﺔ اﻟــﺪﻳــﻤــﻘــﺮاﻃــﻴــﺔ ﻓــﻲ اﻟـــﻌـــﺮاق» ﻣــﺸــﻴــﺮا اﻟـــﻰ ان ﺗﻤﺨﺾ اﻻﺟﺘﻤﺎع اﻟﻮﻃﻨﻲ اﻟﺘﺸﺎوري، اﻟﺬي اﻧﻌﻘﺪ ﻣﺴﺎء أﻣﺲ وذﻛــﺮ ﻟﻘﻤﺎن اﻟﻔﻴﻠﻲ، اﳌﺘﺤﺪث ﺑﺎﺳﻢ رﺋﻴﺲ اﻟﺠﻤﻬﻮرﻳﺔ، ﻓﻲ اﻟــﺴــﻴــﺎﺳــﻴــﺔ واﻷﻣـــﻨـــﻴـــﺔ وآﺧـــــﺮ اﳌــﺴــﺘــﺠــﺪات ﻓـــﻲ اﻟـــﺤـــﺮب ﺿﺪ «اﻻﺟــﺘــﻤــﺎع ﺷــﻬــﺪ اﻟــﺘــﻄــﺮق اﻟـــﻰ اﻟــﺘــﺸــﺮﻳــﻌــﺎت اﻻﺳــﺎﺳــﻴــﺔ اﻟﺘﻲ ﺑﺪﻋﻮة ﻣﻦ رﺋﻴﺲ اﻟﺠﻤﻬﻮرﻳﺔ ﺑﺮﻫﻢ ﺻﺎﻟﺢ، وﺣﻀﺮه رﺋﻴﺴﺎ ﺑﻴﺎن ﺻﺤﺎﻓﻲ ﺗﻠﻘﺘﻪ «اﻟﺼﺒﺎح» ان «اﻻﺟﺘﻤﺎع اﻟــﺬي دﻋﺎ اﻟﻴﻪ اﻻرﻫـــــﺎب واﳌـــﻮﻗـــﻒ ﻣــﻦ اﻟــﺘــﻮاﺟــﺪ اﻟــﻌــﺴــﻜــﺮي ﻓــﻲ اﻟـــﺒـــﻼد، وﻣــﺎ ﺗﻬﻢ اﳌﻮاﻃﻦ واﻟﻌﻼﻗﺔ ﺑﲔ اﻟﺴﻠﻄﺘﲔ اﻟﺘﺸﺮﻳﻌﻴﺔ واﻟﺘﻨﻔﻴﺬﻳﺔ» اﻟﻮزراء ﻋﺎدل ﻋﺒﺪ اﳌﻬﺪي، واﻟﻨﻮاب ﻣﺤﻤﺪ اﻟﺤﻠﺒﻮﺳﻲ، ﻓﻀﻼ رﺋــﻴــﺲ اﻟــﺠــﻤــﻬــﻮرﻳــﺔ، ﺷــﻬــﺪ ﻣــﺸــﺎرﻛــﺔ رﺋــﻴــﺴــﻲ اﻟـــــﻮزراء ﻋــﺎدل ﺗـــﻢ ﺗــﻨــﻔــﻴــﺬه ﻣـــﻦ اﻟــﺒــﺮﻧــﺎﻣــﺞ اﻟــﺤــﻜــﻮﻣــﻲ واﻟــﻌــﻤــﻞ ﻋــﻠــﻰ ﺗــﺠــﺎوز ﻻﻓﺘﺎ ﻓﻲ اﻟﻮﻗﺖ ﻧﻔﺴﻪ، اﻟﻰ ان «رﺋﻴﺲ اﻟﺠﻤﻬﻮرﻳﺔ أﺷــﺎر اﻟﻰ ﻋﻦ رﺋﻴﺴﻲ ﻣﺠﻠﺲ اﻟﻘﻀﺎء اﻻﻋﻠﻰ -
Paper #3: Facebook
Yaletap University Thurman Arnold Project Digital Platform Theories of Harm Paper Series: 3 The Section 2 Case Against Facebook May 2020 Jackson Busch Michael Enseki-Frank Natalie Giotta Joe Linfield Przemyslaw Palka Emily Wang Introduction Facebook is currently facing four separate antitrust investigations by the DOJ, the FTC, a group of state attorneys general, and the House Judiciary Committee.1 Should one or more of these entities bring a monopolization claim against Facebook, they will need to provide robust evidence that Facebook possesses market power in a relevant antitrust market and that Facebook has acted anticompetitively in acquiring or maintaining that power. In this paper we show that, based solely on publicly available data, enforcement agencies have sufficient grounds to bring a strong case against Facebook under Section 2 of the Sherman Act. To show that Facebook has violated Section 2, the Supreme Court has laid out a two-part test. Plaintiffs must show “(1) the possession of monopoly power in the relevant market and (2) the willful acquisition or maintenance of that power as distinguished from growth or development as a consequence of a superior product, business acumen, or historic accident.”2 This report follows the Grinnell framework in organizing the Section 2 case against Facebook. Part I shows that Facebook possesses monopoly power in a relevant antitrust market. Because Facebook is a two-sided non-transactional market, we analyze the social media market and the digital advertising market separately. We discuss why each side of the platform constitutes a relevant antitrust market and provide “indirect evidence” that Facebook has market power by showing high market shares and barriers to entry. -
Facebook, Inc. (FB) Third Quarter 2019 Earnings Conference Call October 30Th, 2019
Facebook, Inc. (FB) Third Quarter 2019 Earnings Conference Call October 30th, 2019 Operator Good afternoon. My name is Mike, and I will be your conference operator today. At this time, I would conference operator today. At this time, I would like to welcome everyone to the Facebook Third Quarter 2019 Earnings Conference Call. All lines have been placed on mute to prevent any background noise. After the speakers’ remarks, there will be a question and answer session. If you would like to ask a question during that time, please press star then the number one on your telephone keypad. This call will be recorded. Thank you very much. Ms. Deborah Crawford, Facebook's Vice President of Investor Relations, you may begin. Deborah Crawford, VP, Investor Relations Thank you. Good afternoon and welcome to Facebook’s second third quarter 2019 earnings conference call. Joining me today to discuss our results are Mark Zuckerberg, CEO; Sheryl Sandberg, COO; and Dave Wehner, CFO. Before we get started, I would like to take this opportunity to remind you that our remarks today will include forward‐looking statements. Actual results may differ materially from those contemplated by these forward‐looking statements. Factors that could cause these results to differ materially are set forth in today’s press release, and in our quarterly report on form 10‐Q filed with the SEC. Any forward‐looking statements that we make on this call are based on assumptions as of today and we undertake no obligation to update these statements as a result of new information or future events. -
Smart Glasses Design Exploring User Perception of Wearable Computing
SMART GLASSES DESIGN EXPLORING USER PERCEPTION OF WEARABLE COMPUTING Master Thesis University of Lapland Faculty of Art and Design Department of Industrial Design Spring 2016 Vahab Pour Roudsari Farnaz 0371195 Abstract University of Lapland Faculty of Art and Design Title: Smart Glasses Design-Exploring user perception of wearable computing Author: Vahab Pour Roudsari Farnaz Degree Program: Industrial Design Type: Master Thesis Pages: 95 Year: 2016 As technology is growing rapidly and integrating itself to all aspects of people’s life, designers and developers try to provide a more pleasant experience of technology to people. One of the technology trends which aims to make life easier is wearable computing. Wearables aim to assist people to be in control of their life by augmenting the real life with extra information constantly and ubiquitously. One of the growing trends of wearable computing is Head Mounted Displays (HMD), as the head is a great gateway to receive audio, visual and haptic information. Also due to the Google Glass project, wearables in form of glasses gained much more attention during last years. However, because of the early stages of the technology adaptation, there is still much to explore on social acceptancy, key use cases and design directions of glasses as a type of wearable computing. This thesis has two stages. In the first stage, the aim is to explore the different use cases of a wearable eye tracker concept in different context and study the user’s perception of such a device. To accomplish this objective a user study with (n=12) participants were conducted using the experience sampling methods (ESM) and employing a mock-up of a smart-glasses as a design probe. -
La Valutazione in Sede Di IPO: Internet Company E Social Network
Corso di Laurea Magistrale in Sviluppo Economico e dell’Impresa Prova finale di Laurea La valutazione in sede di IPO: Internet Company e Social Network. Il caso Facebook Relatore Prof.essa Gloria Gardenal Laureando Pierantonio Portaluri Matricola 987373 Anno Accademico 2012-2013 INDICE Introduzione............................................................................................................ IV Capitolo Primo: Come si diventa una società quotata............................................. 2 1.1 IPO...................................................................................................................... 2 1.2 Una decisione importante.................................................................................... 3 1.2.1 Ragioni che portano alla quotazione............................................................. 4 1.3 I vantaggi............................................................................................................. 5 1.3.1 Si diventa un miglior competitor.................................................................. 5 1.3.2 Si crea un mercato dei titoli della società..................................................... 7 1.3.3 In futuro sarà più semplice trovare fonti di finanziamento.......................... 8 1.3.4 E’ possibile la raccolta di capitale ad un costo inferiore.............................. 9 1.3.5 Aumenta il prestigio e la riconoscibilità....................................................... 10 1.3.6 Utilizzare i propri titoli per acquisizioni future........................................... -
Claudio Luiz Cecim Abraao Filho.Pdf
PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO Programa de Estudos Pós-Graduados em Comunicação e Semiótica COMUNICAÇÃO E SUBJETIVIDADE NA CIBERCULTURA Contribuição para a crítica da (des)subjetivação em redes sociais digitais Claudio Luiz Cecim Abraão Filho Mestrado em Comunicação e Semiótica São Paulo 2014 CLAUDIO LUIZ CECIM ABRAÃO FILHO COMUNICAÇÃO E SUBJETIVIDADE NA CIBERCULTURA Contribuição para a crítica da (des)subjetivação em redes sociais digitais Dissertação apresentada à Banca Examinadora em cumprimento à exigência parcial para obtenção do título de Mestre em Comunicação e Semiótica pelo Programa de Estudos Pós-Graduados em Comunicação e Semiótica da Pontifícia Universidade Católica de São Paulo (PEPGCOS/PUC-SP). Área de Concentração: Signo e significação nas mídias Linha de Pesquisa: Cultura e ambientes midiáticos São Paulo 2014 BANCA EXAMINADORA _______________________________________ _______________________________________ _______________________________________ AGRADECIMENTOS À CAPES, pelo apoio a esta pesquisa e por tornoar sua realização viável. A meus pais, Claudio e Beatriz, por sempre apoiarem minhas escolhas e nunca pouparem esforços para que eu as pudesse levar a termo. A meu orientador, Prof. Dr. Eugênio Trivinho, pelo tempo e atenção dedicados à minha formação como futuro pesquisador, docente e ser humano. Acima de tudo, pelo exemplo a ser seguido. Aos colegas do Centro Interdisciplinar de Pesquisas em Comunicação e Cibercultura (CENCIB), pelo carinho e respeito com o qual me acolheram em suas atividades, e pelas contribuições que fizeram a esta Pesquisa. Aos colegas, professores e funcionários do Programa de Estudos Pós-Graduandos em Comunicação e Semiótica (PEPGCOS), pelos encontros, conversas, descobertas e enriquecimentos diários. A Eleonora, pelo apoio, inspiração e graça. RESUMO A presente pesquisa versa sobre os modos de subjetivação na cibercultura, entendida como categoria de época atinente à fase avançada do capitalismo mediático.