Last time
Last time's Wiki. Social event venue voting
Example applications, and their:
Addictive element
Prosumer role
Collaboration rationale
Business logic
APPLICATION AREAS
Goals
Point at the range of application areas of new media / CCM Point out the potential impact to different sections of the society
Society
Governance
Top-down direction Paperless legislative system, openness. E.g. Estonia, Finland (Boulard 2007)
Transparency of governance
Web-based citizen hearing, e.g. environmental impact evaluation
Web voting (e.g. Estonia) (Madise 2005)
once for every election period
Continuous democracy. (Lefort)
The need for bottom-up citizen contribution recognized!
Democracy
Täna Otsustan Mina http://
Osalusveeb
Representative to participatory democracy?
(Rosen 2003)
(IndiaTogether 2003)
Continuous web democracy experiment, Bollnäs, Sweden
Finnish Election Engines: Extremely popular, democratic & entertainment value combined
HOPS Citizens Initiative Community. Demo: (kodanik1/kodanik1, kodanik2/kodanik2...etc. )
Related course: IFI7147 E-Government
Inclusion & participation
Inclusion by eParticipation - project. Practices of marginalized groups and government brought closer with CCT, such as embedding, mashups, APIs: Citizen communities making initiatives with THEIR CCM
Government listening to communities' initiatives, hooking up to communities' CCM
Tallinn - Helsinki twin city TV (citizen TV)
Education
Impacts of : Collaboration
Sharing
Independent of place and time
Learning
Learning environments (e.g. IVA, Moodle) Distance learning
Asynchronous, e.g. EMIM
Synchronous
Related course: E-Learning
Learning materials
Learning object repositories, collaborative, shared TLU Center of Educational Technology
Learning outside
GIS, locative media Internet as the learning environment & material
Implications?
Learning in distance
Full use in universitiesOptimization, savings in personnel and learning materials.
Applicable to lower levels of education?
Health
Collaborative medical practiceEnvironment
Collaborative environment watchAcademia and research
Peer review
Fundamental part of academia, but slow, expensive as a print medium Nature peer review online
Note: Sharing has always been characteristic of academia
Code (open source)
Biology & Open source (Herper & Langreth)
Data, e.g. genome: Sharing vs. patenting (Shirky 1999)
Computational resources
Journal media
High pricing, crisisArt and creativity
Street view from Second Life http://www.gameogre.com
The artist as a designer of:
Narrative spaces, navigable story worlds (Book: Murray 1997)
Activity spaces
...for the participants to create within
Second Life as a space of creativity:
Architecture
Creativity enablement: Avatar design
Industry
Boeing 787 Dreamliner http://www.boeing.com
Innovation
Expertise
Data: Larger innovative base without employing a huge R & D, externalization
Patents: Let others use patents that you cannot!
Boeing case. Distributed collaborative R & D of Boeing 787 aircraft (Tapscott and Williams 2006, 224 - 230)
Goldcorp case (Tapscott and Williams 2007, article)
Summary
Sharing and collaboration have enormous impacts to the society, culture and economy, if not literally "change everything" .Assignment
0) Team up to 2-3 members.1) Brainstorm a collaborative community concept with:
Community or peering logic
Addictive element
Collaboration rationale
"Prosumer" role
business or funding logic (including volunteer work)
Some ideas:
School violence prevention
Neighborhood watch
Democratic environment design
Distant care of the elderly
TV-series scripting
Festival reporting
Art-taste navigator
Musical club locative matchmaker
Consumers' food fact database
2) Do some background search.
3) Make a mockup webpage with any software that generates html, e.g. Google Site, Google, MS Word. Perhaps with something others to play with.
4) Link it here.


