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Farhad Javidi Web 2.0 Workshop ShellyCashman Institute, 2008

Farhad Javidi Web 2.0 Workshop ShellyCashman Institute, 2008.

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Farhad Javidi Web 2.0 Workshop ShellyCashman Institute, 2008

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  1. Farhad Javidi Web 2.0 Workshop ShellyCashman Institute, 2008

  2. Farhad JavidiChair, Simulation & Game Development programChair, Simulation, Modeling and Visualization CenterChair, eLearning Course Quality CommitteeCentral Piedmont Community CollegeCharlotte, North Carolinafarhad.javidi@cpcc.edu704-330-6398

  3. 1975

  4. 2008

  5. Less than 5,000 hours reading Over 10,000 hours playing video games 20,000 hours watching TV Computer games, email, the Internet, cell phones and instant messaging are integral parts of their lives

  6. They expect things to work properly and work fast. They get bored if not challenged properly, but when challenged, they excel in creative and innovative ways. They learn by doing, not by reading the instruction manual or listening to lectures.

  7. We can use technology to... • provide students with more opportunities to practice the language; • allow studentss the freedom and independence they miss in the traditional classroom; • learn more about students‘ interests and learning styles;

  8. Karen Stephenson states: “Experience has long been considered the best teacher of knowledge. Since we cannot experience everything, other people’s experiences, and hence other people become the surrogate for knowledge. ‘I store my knowledge in my friends’ is an axiom for collecting knowledge through collecting people.” Chaos is a new reality for knowledge workers.

  9. The Internet contains a trillion links on 100 billion Web pages There are over 1 billion people connected to the Web 7 million pages being created daily There were only a handful of people blogging in 1999 There are over 50 million blogs today and 50 new ones created every minute Will Richardson from weblogg-ed.com

  10. Link

  11. They were PERSON OF A YEAR

  12. 2006 PERSON of the YEAR

  13. Blogs Collective Intelligence Peer-to-Peer NetworkingRSS Podcasts WikisMash-ups Web Services Social Networking Ajax Flash Silverlight

  14. What is Web 2.0? According to Tim O'Reilly: "Web 2.0 is the business revolution in the computer industry caused by the move to the Internet as platform, and an attempt to understand the rules for success on that new platform.“ According to John Chambers, CEO, Cisco Systems: Next wave of corporate productivity gains should be paced by Web 2.0 driven collaboration tools that use the network as the platform to enable users to connect ‘any device to any content over any combination of networks’

  15. Web 2.0

  16. Delivery Devices

  17. Key Technologies of Web 2.0 RIA – Rich Internet ApplicationBuzzwords: Ajax Flash/Flex SilverlightHow to bring the experience from the desktop to the browserfrom both graphical and user interface viewsSOA – Service Oriented ArchitectureBuzzwords: Feeds RSS Web Services Mash-upsTo leverage the functionality among applicationsSocial Web – End-user is ParticipantBuzzwords: Wiki Blog Podcast Social NetworkingEnd-user is integral part of the data of the application

  18. Web 2.0 Jobs According to Connecticut-based labor demand research company Skillproof, the number of job openings for IT professionals in the United States increased by 45.2% from 2004 to end of year 2007, with open-standards and Web 2.0 development skills topping the list of job openings. Even as the number of IT jobs has declined from mid-2007 through early 2008, open-computing skills remain proportionately hot.

  19. Web 2.0 at CPCC Plone  CMS, DMSEL (DELTA / UHAL) Pylon  Syllabi System YouTube GoogleVideo Gmail Google Sites iGoogle Google Maps Google search Appliances BlackBoard Moodle SecondLife WikiMedia Skype Gcast Blogger And more …

  20. Statistics…

  21. Web 2.0 for Sale Google buys YouTube for $1.65 billion Disney acquires Club Penguin for $700 million Yahoo buys Flickr for $1 billion Microsoft offers to buy Yahoo! for $44 billion Microsoft, Yahoo and Google offer to buy portion of Facebook for $10 billion

  22. Total Registered Users - 2007 America’s Army game: over 20 million Second Life: over 10 million Habbo Hotel: over 9 million Club Penguin: over 12 million MySpace: Over 225 Million Facebook: over 65 million Xbox Live: over 7 million WOW worldwide: over 10 million paid users WOW only in China: over 4 million paid users

  23. Worldwide Blog Growth (source: Technorati) January 2004 – less than 2 million blogsJuly 2004 – 3.5 millionJanuary 2005 – 6 millionJuly 2005 – 12 millionJanuary 2006 – 24 millionJuly 2006 – 50 millionOctober 2006 – 57 million 2008 Projection – over 150 million

  24. United States Online Video Viewers (sources: eMarketer; US Census Bureau via Business 2.0) 2003 – 52 million (32% of U.S. Internet users; 19% of population)2004 – 69 million (41% of U.S. Internet users; 25% of population)2005 – 89 million (51% of U.S. Internet users; 32% of population)2006 – 107 million (60% of U.S. Internet users; 38% of population)2007 projection – 123 million (67% of U.S. Internet users; 43% of population)2008 projection – 137 million (73% of U.S. Internet users; 47% of population)

  25. November 2007 Stats (Comscore.com) More than 75 percent of U.S. Internet users watched a video online Averaging 3.25 hours of video per person during the month 138 million Americans viewed nearly 9.5 billion online videos 2.9 billion of which occurred at YouTube.com 76.2 million unique viewers

  26. Facebook/MySpace Growth(sources: MySpace, Blog Herald, Business Week) • Facebook • More than 100 million active users • An average of 250,000 new registrations per day since Jan. 2007 • An average of 3% weekly growth since Jan. 2007 • Active users doubling every 6 months • MySpace • More than 225 million monthly active users • 85% of MySpace users are of voting age (18 or older) • 1 in 4 Americans is on MySpace • In the UK it’s as common to have a MySpace as to own a dog • On average 300,000 new people sign up to MySpace every day • 50 Million mails per day (more than Yahoo, Hotmail, or Google)

  27. How Much Annually? WOW: $1.6 billion Habbo Hotel: $15 million Compare with: Total US TV Business: $20 billion Xbox 360 Sales: $10.4 million Wii Sales: $10.4 million

  28. November 2007 Stats (Comscore.com) More than 75 percent of U.S. Internet users watched a video online Averaging 3.25 hours of video per person during the month 138 million Americans viewed nearly 9.5 billion online videos 2.9 billion of which occurred at YouTube.com 76.2 million unique viewers

  29. More Stats … • Number of blogs now exceeds 100 million worldwide • doubling every 7 months • Wikipedia has more than 17 million registered users • Skype has over 136 million registered users • American Idol – 63 million votes (mobiles/Internet) in final 4-hour round • Wikipedia - 211 million unique visitors, 8.3 million + total articles (9/07), mainly from 75K+ active contributors, in 250+ languages with 2 million +articles in English, 649K+ in German, 149K+ articles in Chinese • Slide - 134 million unique viewers (6/07) with 30% reach in US (6/07) 45 million + applications and 5 million + active users • Digg – 10 million unique visitors

  30. MMOG: Massively Multiplayer Online Game Players Chart (mmogchart.com)

  31. WOW Active Subscriptions (mmogchart.com)

  32. Non-US Markets Lead Usage Penetration in Many Categories

  33. Personalization + Targeting

  34. Web site Ranks 2005 yahoo.com msn.com google.com ebay.com amazon.com microsoft.com myspace.com google.co.uk aol.com go.com 2007 yahoo.com google.com msn.com youtube.com live.com myspace.com facebook.com orkut.com wikipedia.org hi5.com

  35. IBM Opens 'Virtual Healthcare Island' In Second Life In the interactive experience, avatars create their personal health records and watch it incorporate into electronic medical record systems accessible at various medical facilities. Users can then navigate among the different island stations to see how their electronic health records are used in a network that can only be accessed by authorized health systems and family members.

  36. Real-World Dollhouse Works With Virtual Replica Swiss building management company Implenia has been running some interesting experiments connecting the virtual and the real involving a Playmobil doll house, reports the Guardian. The toy house is equipped with various digital sensors that correspond to a virtual replica in Second Life, and the virtual version reflects changes made to the real house -- such as turning the thermostat up, or leaving a door open.

  37. Web 3.0

  38. Web 3.0 Web 3.0 is a term used to describe the future of the World Wide Web. Following the introduction of the phrase "Web 2.0" as a description of the recent evolution of the Web, many technologists, journalists, and industry leaders have used the term "Web 3.0" to hypothesize about a future wave of Internet innovation.

  39. Web 3.0 “ People keep asking what Web 3.0 is. I think maybe when you've got an overlay of scalable vector graphics - everything rippling and folding and looking misty - on Web 2.0 and access to a semantic Web integrated across a huge space of data, you'll have access to an unbelievable data resource. ” —Tim Berners-Lee, A 'more revolutionary' Web

  40. Web 3.0 • An evolutionary path to artificial intelligence • Transforming the Web into a database • Web-based applications and operating systems • Web 3.0 as an "Executable" Web Abstraction Layer • Evolution towards 3D • Possible convergence of Service-oriented architecture • 10 megabits of bandwidth

  41. Questions? Comments?

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