Posts tagged with ‘video’
I was interviewed in Las Vegas when attending the recent IBM Partnerworld Leadership Conference, and this snippet regards IBM’s strategic transformation toward ‘Cloud First, Mobile First’. The tagline is a sort of Moebius impossibility, but I still think it is powerfully emotive.
I wrote about this transformation at length st GigaOM Research (see IBM’s transformation is a self-disruption the channel will have to outrun).
(No comments about wearing a striped shirt to a video interview, please.)
Jack Marshall, The Smartphone Mouth
French art director Victor Petit was looking for an internship when he created this mobile experience pitching his wares. The idea was simple: Prospective employers scanned a QR code, and their phones took on the mouth of the candidate, through which he introduced himself. “I realized during my previous job search that getting an interview at a communication agency is the hardest part of the process. I tried to create a CV (resume) that would enable me to express myself vocally as soon as they read the paper version,” Petit told Mashable.
Stowe Boyd on Social Media Blur: Blogs, Networks, Streams - Anja Waltemate
Stowe Boyd talks about the social media blur. He focuses on blogs, networks and streams, their continuous rise and how they tend to be blurred nowadays. He clarifies why the open stream model is becoming the dominant social motive of all technologies moving forward and why we’re going to be living in a web of flow.
Here’s my post summarizing that presentation.
via Introducing: The Layar Creator – Chris Cameron via Layar Blog
Introducing: The Layar Creator
Read our full press release here! Many months of hard work have finally brought us to this moment, so today we here at Layar are beyond excited to finally introduce to you … the Layar Creator.
So the Layar app recognizes the printed page, and plays any associated video. Great for interviews, sports, movie trailers, monologues, and basically anything that moves. Awesome.
IBM @ SXSWi 2012: Interview with Stowe Boyd (by IBMSocialBiz)
We talked about Cluetrain, the social revolution online, work media tools, the impact on media companies, the changing way we read, and my upcoming ebook: ‘The Business Of Social Business’.
I pulled some data from a presentation from the K5 Learning Blog. Kids today are amazingly connected, but less involved in the physical world:
- More US kids aged 2-5 can play a computer game than ride a bike.
- 19% of kids aged 2-5 know how to play a smartphone app; 9% know how to tie their shoelaces.
- More kids aged 2-5 can open a browser than swim unaided.
- Kids aged 0-8 spend an average of 1 hour 44 minutes watching TV or video daily, 29 minutes reading, 29 minutes listening to music, 25 minutes playing computer or video games, and 5 minutes using new mobile devices.
- Kids aged 8-18 spend 7 hours 38 minutes using entertainment media daily: more than 53 hours per week. That’s an hour more than 2004 (6 hours 30 minutes). Because they multitask [non-rivalrous media] they pack 10 hours 45 minutes into those 7 hours and 38 minutes.
- 65% of kids aged 0-8 watch TV at least once per day. That’s 37% of kids aged 0-1, 73% of kids aged 2-4, and 72% of kids aged 5-8.
- Kids under 2 spend twice as much time watching TV and videos than being read to (1 hour 54 minutes versus 53 minutes per day).
- For kids aged 8-18, live TV consumption declined by 25 minutes from 2004 to 2009, but total TV consumption went up thanks to the Internet, cell phones, and iPods. 59% (2 hours 39 minutes) consisted of watching live TV, and 41% (1 hour 50 minutes) consisted of time-shifted TV, DVDs, online, or mobile.
- 53% of kids aged 2-4 have used a computer, 90% of kids aged 5-8 have.
- 25% of kids are going online daily by age 3, 50% by age 5.
- Cell ownership among kids 8-18 rose from 39% in 2004 to 65% in 2009.
- 7-12th graders spend an average 1 hour 35 minutes per day sending and receiving texts.
- 51% of kids aged 0-8 have played a console game, 81% of kids aged 5-8. 17% of kids aged 5-8 play console games at least once a day, 36% play then at least once per week.
- 27% of kids aged 2-5 screen time is used with new digital devices.
- 29% of parents have downloaded apps for their kids aged 2-5 to use.
- iPod ownership for kids aged 8-18 rose from 18% in 2004 to 76% in 2009.
- 23% of kids aged 0-8 watch educational TV shows, 8% use educational programs on the computer, 7% play education games on new mobile devices.
sources: AVG (2010), Kaiser Family Foundation (2010), Joan Ganz Cooney Center (2011), Sesame Workshop (2010), Common Media Research (2011)
It’s a pile of data and no analysis, aside from the implied negatives of kids not knowing how to ride bikes, swim, or tie their shoelaces, or their sketchy parents downloading apps for them but not reading to them as much as they might.
- More Kids Sleep With TV, Study Finds (blogs.wsj.com)
Blip.tv released the findings of the largest research initiative to date focusing on original web video.
The study, performed by Dynamic Logic, offers insights into how, when and where blip.tv audiences are consuming online video, and has strong implications for the future of televisiona and online video. The study’s results shed light on viewer attitudes towards online advertising, the extent of cord cutting, and the prime hours for original series viewing.
Key findings include:
- Viewers are cord cutting. Online video consumption is rising as TV viewership is shrinking: compared to six months ago, viewers are watching nearly 9% less cable television, and increasing online content viewing by 26%. Online programming consumption on Mobile and video game platforms is up 19% and 18%, respectively.
Original online series are being watched during prime-time hours. Findings show that 8-11 pm is the most common time period for people to watch. 6-8pm is second most common.
- Advertising is more acceptable for original online series than for television streamed online. The research showed that for blip.tv’s audiences, 43% reacted positively to pre-roll advertising on original online series, whereas only 30% reacted positively to pre-roll advertising on television content streamed online.
- The average viewer of online series is 33 years old, and college educated. And the viewers are evenly divided between men and women.
We’re excited to announce the beta launch of VHX.tv, a website for watching and sharing videos with friends. We’ve tried to combine the best parts of the TV experience with the best of the web. It’s sexy.
We hope you weren’t planning on being productive today.
- Videos start playing right away, and never stop playing
- Your Dashboard aggregates videos shared by your friends
- Our bookmarklet lets you queue videos to watch later
- Install our browser addon to log videos you watch on other websites to your private History (Firefox or Chrome)
- We currently have full support for YouTube and Vimeo videos, with more to come
We’re excited to get people using the site while we roll out more curation features — something like programming your own 30-minute TV shows.
Jamie & Casey
It is a day for presentations, it seems. Laurent Haug pinged me this morning, letting me know that the video of my presentation from the Lift conference in Geneva is up. He had some kind words to say about the presentation, Social = Me First, and the workshop that I had given there, Building Social Applications.
I thought that I had written a “Social= Me First” post, but I haven’t per se. Here’s one that touches on the theme.
I’ve uploaded the Social = Me First presentation:
Here’s the video:
The core takeaway:
People are online for discovery. It looks like its about things, but its not. They go to ‘places’, but really to find people. And below it all, they are involved with people to discover themselves.
This is not a high-minded philosophy pitch: it just practical. If you are trying to build social apps you have to understand that, even if the people using the apps think that they are merely trying to find new music, or better shoes, or the best extreme karaking trip in Hawaii.
As more of the web moves toward this model, more power moves to the edge. Users want control, they want to make the rules, choose their terms, friends, networks. Only the players that understand this will succeed. People will find meaning from relationship with others, not by membership in organizations or groups.
There was no video of the workshop, alas, but I have uploaded the presentation: