My Life at AOL
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AOL & Time Warner: How the “Deal of a Century” Was Over in a Decade
AOL & Time Warner: How the “Deal of a Century” Was Over in a Decade A Thesis Submitted to the Faculty of Drexel University by Roberta W. Harrington in partial fulfillment of the requirements for the degree of Masters of Science in Television Management May 2013 i © Copyright 2013 Roberta W. Harrington. All Rights Reserved ii ACKNOWLEDGEMENTS I would like to thank my advisor for the Television Management program, Mr. Al Tedesco for teaching me to literally think outside the “box” when it comes to the television industry. I’d also like to thank my thesis advisor Mr. Phil Salas, as well as my classmates for keeping me on my toes, and for pushing me to do my very best throughout my time at Drexel. And to my Dad, who thought my quitting a triple “A” company like Bloomberg to work in the television industry was a crazy idea, but now admits that that was a good decision for me…I love you and thank you for your support! iii Table of Contents ABSTRACT………………………………………………………………………… iv 1. INTRODUCTION………………………………………………………................6 1.1 Statement of the Problem…………………………………………………………7 1.2 Explanation of the Importance of the Problem……………………………………9 1.3 Purpose of the Study………………………………………………………………10 1.4 Research Questions……………………………………………………….............10 1.5 Significance to the Field………………………………………………….............11 1.6 Definitions………………………………………………………………………..11 1.7 Limitations………………………………………………………………………..12 1.8 Ethical Considerations……………………………………………………………12 2. REVIEW OF THE LITERATURE………………………………………………..14 2.1 Making Sense of the Information Superhighway…………………………………14 2.2 Case Strikes……………………………………………………………………….18 2.3 The Whirlwind Begins…………………………………………………………....22 2.4 Word on the Street………………………………………………………………..25 2.5 The Announcement…………………………………………………………….....26 2.6 Gaining Regulatory Approval………………………………………………….....28 2.7 Mixing Oil with Water……………………………………………………………29 2.8 The Architects………………………………………………………………….....36 2.9 The Break-up and Aftermath……………………………………………………..46 3. -
Summary of "The Third Wave" by Steve Case
The Third Wave – Page 1 THE THIRD WAVE An Entrepreneur's Vision of the Future STEVE CASE STEVE CASE is chairman and CEO of Revolution LLC, a Washington DC-based investment firm. He was a co-founder of America Online (AOL), one of the best performing stocks of the 1990s and the first ever Internet IPO. At its peak AOL handled nearly half of all U.S. Internet traffic before it merged with media company Time Warner in 2001. Steve Case retired as chairman of AOL Time Warner in 2003. He is also the founding chairman of the Startup America Partnership and the Accelerate Brain Cancer Cure Foundation as well as The Case Foundation. Steve Case is a graduate of Williams College. The Web site for this book is at www.thirdwavebook.com. ISBN 978-1-77544-871-6 SUMMARIES.COM supplies brain fuel --- concise executive summaries of the latest business books --- so you can read less but do more! We help busy people like you avoid information overload, get fresh actionable ideas and save time and money. www.summaries.com The Third Wave – Page 1 MAIN IDEA The "Third Wave" of the Internet is coming: Internet of IoE 1 The First Wave (1985 to 1999) was dominated Everything by the companies building the network infrastructure – Cisco, IBM, Apple, etc. 2 The Second Wave (2000 - 2015) saw the app economy emerge and the mobile revolution take place. The companies which flourished in 1. What exactly is the Third Wave of the Internet? ........................... Page 2 this era were search, social and e-commerce – In just the same way as society has gone from agriculture (first wave) to industrialization Amazon.com, Facebook, Google, etc. -
A Third Age of Avatars Bruce Damer, [email protected] Damer.Com | Digitalspace.Com | Ccon.Org | Biota.Org | Digibarn.Com
A Third Age of Avatars Bruce Damer, [email protected] damer.com | digitalspace.com | ccon.org | biota.org | digibarn.com Ò Started life on a PDP-11 fresh out of high school (1980), programmed graphics, videotext systems, dreamed of self replicating robots on the moon, designed board games, built model space stations. Ò Worked at IBM Research in 1984 (Toronto, New York), introduced to Internet, optical computing. Ò At Elixir Technologies 1987-94, wrote some of first GUI/Windows-Icons Publishing software on the IBM PC platform used 100 countries. Ò Established Contact Consortium in 1995, held first conferences on avatars (Earth to Avatars, Oct 1996) Ò Wrote “Avatars!”in 1997. Hosted and supported 9 conferences until 2003 on various aspects of virtual worlds (AVATARS Conferences, VLearn3D, Digital Biota) Ò Founded DigitalSpace in 1995, produced 3D worlds for government, corporate, university, and industry. Evangelism for Adobe (Atmosphere), NASA (Digital Spaces, open source 3D worlds for design simulation of space exploration) and NIH (learning games for Autism) Ò Established DigibarnComputer Museum (2002) Ò Virtual Worlds Timeline project (2006-2008) to capture and represent the history of the medium Ò The Virtual World, its Origins in Deep Time Ò Text Worlds Ò Graphical Worlds Ò Internet-Connected Worlds Ò The Avatars Cyberconferences Ò Massive Multiplayer Online RPGs Ò Virtual World Platforms Ò Virtual Worlds Timeline Project and Other Research History of Virtual Worlds The Virtual World, its Origins in Deep Time So what is a Virtual World? A place described by words or projected through pictures which creates a space in the imagination real enough that you can feel you are inside of it. -
Summary of "AOL.Com" by Kara Swisher
AOL.COM How Steve Case Beat Bill Gates, Nailed the Netheads and Made Millions in the War for the Web KARA SWISHER SUMMARIES.COM is a concentrated business information service. Every week, subscribers are e-mailed a concise summary of a different business book. Each summary is about 8 pages long and contains the stripped-down essential ideas from the entire book in a time-saving format. By investing less than one hour per week in these summaries, subscribers gain a working knowledge of the top business titles. Subscriptions are available on a monthly or yearly basis. Further information is available at http://www.summaries.com. AOL.COM - Page 1 1. ‘‘A lot of companies are born from disaster, and since this is a first-class fiasco, maybe it’ll work out.’’ In 1975, Bill Von Meister, a Washington based -- Citicorp’s George Middlemas’ comment to Jim Kimsey telecommunications entrepreneur and Alan Peyser started a In February 1994, CBS, Sears Roebuck and IBM announced a company which they called TDX Systems Inc. TDX was in the joint-venture to develop an online service for the users of process of developing a new technology for low cost routing of personal computers. With this as a background, CVC long distance telephone calls. Von Meister later lost control of approached Bell South and secured a $5 million line of credit to the company, which, after being renamed Cable & Wireless PLC, test market an at home subscription service for Apple II and rose to have annual revenues of more than $1 billion. Commodore computers, using some of the technology Being at somewhat of a loose end, Von Meister noticed that developed for the GameLine console to provide a specialized Compu-Serve and a number of other new companies were modem. -
Internet Pricing and the History of Communications
Internet pricing and the history of communications Andrew Odlyzko AT&T Labs - Research [email protected] http://www.research.att.com/ amo Revised version, February 8, 2001. Abstract There are repeating patterns in the histories of communication technologies, including ordinary mail, the telegraph, the telephone, and the Internet. In particular, the typical story for each service is that quality rises, prices decrease, and usage increases to produce increased total revenues. At the same time, prices become simpler. The historical analogies of this paper suggest that the Internet will evolve in a similar way, towards simplicity. The schemes that aim to provide differentiated service levels and sophisticated pricing schemes are unlikely to be widely adopted. Price and quality differentiation are valuable tools that can provide higher revenues and increase utilization efficiency of a network, and thus in general increase social welfare. Such measures, most noticeable in airline pricing, are spreading to many services and products, especially high-tech ones. However, it appears that as communication services become less expensive and are used more fre- quently, those arguments lose out to customers’ desire for simplicity. In practice, user preferences express themselves through willingness to pay more for simple pricing plans. In addition, there is a strong “threshhold” effect to usage-sensitive billing. Even tiny charges based on utilization decrease usage substantially. In a rapidly growing market, it is in the service providers’ interest to encourage usage, and that argues for simple, preferably flat rate, pricing. Histori- cal evidence suggests that when service costs decrease, such arguments prevail over the need to operate a network at high utilization levels and to extract the highest possible revenues. -
Interactive Media
Interactive Media Priscilla Grantham, Esq. Sr. Research Counsel National Center for Justice and the Rule of Law 1 After this presentation, you will be able to: Discuss the concept underlying Interactive media, Web 2.0, and Social Media; Identify different types of interactive media; Different iate among types of iiinteractive media; and Summarize ways in which interactive media are utilized. 2 But What Does It Mean? Interactive Web 2.0 Media Social Media A new model that utilizes user participation 3 Web 2.0 • Phrase coined in 2004 ffllollowing dot‐com crash. • Implied improvement over the web • Democratization of web 4 Emphasis on people’s interactions with Internet Web sites harness collective intelligence of contributors/users Company can provide better service & build customer loyalty by observing Internet habits NWbNew Web Model 5 Media v. Interactive Media 6 Media: Traditional v. Interactive MEDIA An instrument of Interactive Media = communication INTERACTIVE Users participate & edit MEDIA content of communication 7 Media 8 Interactive Media: “Hybrid Media Technology” – can combine any format (print, web, disc, video, audio, et)tc.) that allows users to interact w/ content. 9 Interactive Media Model: USER’ SSINPUT INPUT PROGRAM’S OUTPUT 10 Encyypclopedia v. Wikip edia Encyypclopedias Wikipedia • Difficult to keep current • Updated constantly • Expensive to produce and • Free purchase • All contributors must cite • Inconsistencies / published sources Inaccuracies in info • CttContent must have • Bias & lack of expertise of neutral POV authors • No limitation on topics • Editorial choices • Anyone can edit an article • Past allegations of racism and sexism 11 Information being communicated: HhIHow the Internet works k 12 Information being communicated: How the World Wide Web works http://www.commoncraft.com Watch video online Purchase & download on Kindle Share video via Twitter or Email Written overview Download transcript of video Download Fact Sheet [PDF]. -
January 28, 2021
January 28, 2021 THURSDAY, January 28, 2021 *All times are Eastern Standard Time* 11:00-11:15am | VIRTUAL NETWORKING (via Private Message) 11:15-11:30am | WELCOME and INTRODUCTIONS -TIEN WONG, Founder & Host, CONNECTpreneur Community - DAVID FITZPATRICK, Marketing Director, Modus Create 11:30-12:35pm | ROCKET PITCH SESSION Companies will be introduced by: - ANTHONY MILLIN, Founder & Chair, NEXT by Shulman Rogers - COURTNEY MATTESON, Associate, Wilson Sonsini PRESENTING COMPANIES: Animatus Biosciences – STEPHEN NAVRAN ChangeUp – DREW TRIPP Emrod - GREG KUSHNIR Fiber Smart Networks - DAVID WANG IntelliSpeX - BLAKE RATCLIFF InterAx Biotech - AURÉLIEN RIZK Knightscope - WILLIAM SANTANA LI KOGNITION - MATIAS KLEIN Level 42 AI - SHASHA JUMBE MAS Capital Universal Exchange – AARON TSAI Phase Change Software - GARY BRACH Quantum Integrity - ANTHONY SAHAKIAN 12:35-1:00pm | PRESENTING COMPANY BREAKOUT ROOMS & VIRTUAL NETWORKING TIEN WONG, CEO, OPUS8, INC.; FOUNDER AND HOST, CONNECTPRENEUR COMMUNITY Tien Wong is a tech entrepreneur and investor. He is CEO of Opus8, Inc. which makes tech investments and helps VC and PE funds and companies raise capital. Opus8’s Phoenix Fund invests in remarkable entrepreneurs who are changing the world through disruptive technologies. Sectors include fintech, health tech, marketing tech/CRM and cyber. Tien is Chairman of Lumious, a provider of advanced tech training and mobile e-learning solutions to Fortune 500 customers, and is also Chairman of Lore, an IT and BPO services company. Tien was co-founder and CEO of CyberRep, Inc. until its acquisition in 2003 by a “Fortune 500” company. CyberRep was one of the world’s largest CRM companies with 2,300+ employees and $80+ million in revenue. -
The Third Wave by Steve Case
An Executive Summary of The Third Wave by Steve Case Who is Steve Case? Steve Case, born on August 21, 1958, is an American investor, entrepreneur and businessman who co-‐founded AOL (America Online) when only 3 percent of Americans were using the Internet. He also oversaw one of the biggest mergers in history when AOL merged with fter Time Warner. A his retirement, Steve has invested usinesses in several b and ventures. Read on to know more about Steve Case and his book: The Third Wave: An Entrepreneur’s Vision of the Future. Preston and Stig’s General Thoughts on the Book Over the past few years, we’ve had the privilege to study what happened in the years leading up to the Dot Com bubble, and what took place when it eventually w burst. Steve Case’s ne book is an interesting new take on what happened, and I’ve especially yed enjo his discussions about the rivalry and th cooperation wi Microsoft and Apple. Steve Case provided his take on what he calls e the “Third Wave” wher everything in the future is Internet-‐enabled. Surprisingly this is the least valuable section on. in my opini Rather, this book is a great contribution to those who want to understand how a few companies shaped the infrastructure of the Internet, and how different the technology industry might look today if different decisions were made more than a decade ago. The book is interesting but not groundbreaking. I would recommend it to anyone wanting to learn Case's opinion on nt. -
Afterword: Omissions,Additions, and Corrections
Afterword: Omissions,Additions, and Corrections The astute reader will notice that I’ve omitted a few online services. Some were so short-lived or of so little consequence that they would be meaningless to most readers. Others are beyond the theme or time frame of this book. Some of the omissions: ABI/INFORM (Abstracted Business Information), a database of abstracted information from selected business publications, hosted by ORBIT, Dialog, and eventually UMI/ProQuest Data Courier, a small online service hosted by the Louisville Courier- Journal (the owners of which bought ABI/INFORM under the company name “Data Courier”) EasyLink, Western Union’s now-defunct email/FAX/mail system Easynet, a front end for more than 700 database services EasyPlex, a specialized CompuServe email service E-COM, the United States Postal Service’s electronic messaging service (EMS) Freenet, free BBSs in cities such as Cleveland and Rochester that used the same software and were designed to serve as community centers Info-Look, a gateway to online services hosted by Nynex Internet Relay Chat (IRC), the first implementation of real-time chatting via the Internet (Jarkko Oikarinen, 1988) Knowledge Index (KI), a subset of Dialog databases The Microsoft Network (MSN), more an ISP than online service that started after Bill Gates decided that the Internet was going to be important, after all 177 178 Afterword MIX, the McGraw-Hill Information Exchange, a CoSy-based service for educators NABU Network, a Canadian online service that operated -
The Power 100
SPECIAL FEATURE | the PoweR 100 THE POWER 100 The brains behind the poltical players that shape our nation, the media minds that shape our opinions, the developers who revitalize our region, and the business leaders and philanthropists that are always pushing the envelope ... power, above all, is influence he Washington socialite-hostess gathers the ripe fruit of These things by their very nature cannot remain static – political, economic, and cultural orchards and serves it and therefore our list changes with the times. Tup as one fabulous cherry bombe at a charity fundraiser Power in Washington is different than in other big cities. or a private soirée with Cabinet secretaries and other major Unlike New York, where wealth-centric power glitters with political players. Two men shake hands in the U.S. Senate and the subtlety of old gold, wealth doesn’t automatically confer a bill passes – or doesn’t. The influence to effect change, be it power; in Washington, rather, it depends on how one uses it. in the minds or actions of one’s fellow man, is simultaneously Washington’s power is fundamentally colored by its the most ephemeral quantity (how does one qualify or rate proximity to politics, and in this presidential season, even it?) and the biggest driving force on our planet. more so. This year, reading the tea leaves, we gave a larger nod In Washington, the most obvious source of power is to the power behind the candidates: foreign policy advisors, S È political. However, we’ve omitted the names of those who fundraisers, lobbyists, think tanks that house cabinets-in- draw government paychecks here, figuring that it would waiting, and influential party leaders. -
Game Development Essentials
Game Development Essentials: An Introduction Third Edition Chapter 1 Historical Elements how did we get here? Key Chapter Questions ■ What are the significant milestones in the history of electronic game development? ■ Who are game development pioneers, and how did they contribute to the industry? ■ How did the game industry evolve from coin-operated electromechanical and mainframe computer games of the 1960s to the console, personal computer, online, and mobile industries of today? ■ What factors contributed to the video game slump of the early 1980s? ■ Why did certain game companies and titles succeed during game development history—and why did some fail miserably? Before the Arcades Big Stock Photo Big Stock Photo The first electronic games were played at military bases and universities. The Arcade Phenomenon Computer Space JN The Arcade Phenomenon Pong Atari Interactive, Inc. The Arcade Phenomenon Asteroids Atari Interactive, Inc. The Arcade Phenomenon Galaxian Namco Bandai Games America Inc. The Arcade Phenomenon Pac-Man Namco Bandai Games America Inc. The Arcade Phenomenon Donkey Kong Nintendo Nintendo The Arcade Phenomenon Tron leighjevans (Photobucket) The Birth of Console Games Atari VCS/2600 Atari Interactive, Inc. The Birth of Console Games Mattel Intellivision Mattel, Inc. The Birth of Console Games ColecoVision Mattel, Inc. The Video Game Slump & a New Golden Age Nintendo NES Game Boy Nintendo Nintendo The Video Game Slump & a New Golden Age Sega Sega Master System PlayStation Sega Sony Computer Entertainment America The Video Game Slump & a New Golden Age The “Big Three” Console Wars PlayStation 2 Sony Computer Entertainment America Xbox GameCube Reprinted with permission from Microsoft Corporation Nintendo The Personal Computer Revolution Mainframes & Text Adventures Will Crowther Colossal Cave The Personal Computer Revolution Apple II Apple Computer, Inc. -
Interactive Media
Interactive Media Pr isc illa Gran tham, Esq. Sr. Research Counsel National Center for Justice and the Rule of Law 1 Objectives After this session, you will be able to: Explain the concept behind the terms interactive media, Web 2.0, and Social Media; Identify different types of interactive media; Differentiate between various kinds of interactive media; and Summarize the ways in which interactive media are utilized. 2 But What Does It Mean? Interactive Web 2.0 Media Social MdiMedia A new model that utilizes user participation 3 Web 2.0 • Phrase coined in 2004 @ conference addressi ng st at e of W eb f oll owi ng dot-com crash. • Implied improvement over the old web • Democratization of web 4 Emphasis on people’s interactions with Internet Web sites harness collective intelligence of contributors/users Company can provide better service & build customer loyalty by observing Internet habits New Web Model 5 Media: Traditional v. Interactive Media = An instrument of communication Media in which users Interactive Media = participate & edit content of communication 6 Media 7 Interactive Media: “Hybrid Media Technology” – can combine anyy(p,, format (print, web, disc, video, audio, etc.) that allows users to interact w/ content. 8 Interactive Media Model: USER’S INPUT PROGRAM’S OUTPUT 9 Media v. Interactive Media 10 Encyclopedia v. Wikipedia Encyclopedias Wikipedia • Difficult to keep current • Updated constantly • Expensive to produce •Free and purchase • All contributors must cite • Inconsistencies / published sources Inaccuracies in info • Content must have • Bias & lack of expertise neutral POV of authors • No limitation on topics • Editorial choices • Anyone can edit an • Past allegations of article racism and sexism 11 Information being communicated: How the Internet works 12 Information being communicated: How the World Wide Web works http://www.commoncraft.com User can watch video online User can purchase & download on Kindle User can share video via Twitter or Email Written overview User can download transcript of video Download Fact Sheet [PDF].