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Archive for the category “Mobile”

IBM reveals its top five innovation predictions for the next five years

IBM reveals its top five innovation predictions for the next five years

IBM director of education transformation Chalapathy Neti.

IBM revealed its predictions for five big innovations that will change our lives within five years.

Bernie Meyerson, vice president of innovation at IBM.

Bernie Meyerson, the vice president of innovation at IBM.

The IBM “5 in 5″ is the eighth year in a row that IBM has made predictions about technology, and this year’s prognostications are sure to get people talking. We discussed them with Bernie Meyerson, the vice president of innovation at IBM, and he told us that the goal of the predictions is to better marshal the company’s resources in order to make them come true.

“We try to get a sense of where the world is going because that focuses where we put our efforts,” Meyerson said. “The harder part is nailing down what you want to focus on. Unless you stick your neck out and say this is where the world is going, it’s hard to you can turn around and say you will get there first. These are seminal shifts. We want to be there, enabling them.”

(See our complete interview with Meyerson here).

In a nutshell, IBM says:

  • The classroom will learn you.
  • Buying local will beat online.
  • Doctors will use your DNA to keep you well.
  • A digital guardian will protect you online.
  • The city will help you live in it.

Meyerson said that this year’s ideas are based on the fact that everything will learn. Machines will learn about us, reason, and engage in a much more natural and personalized way. IBM can already figure out your personality by deciphering 200 of your tweets, and its capability to read your wishes will only get better. The innovations are being enabled by cloud computing, big data analytics (the company recently formed its own customer-focused big data analytics lab), and adaptive learning technologies. IBM believes the technologies will be developed with the appropriate safeguards for privacy and security, but each of these predictions raises additional privacy and security issues.

As computers get smarter and more compact, they will be built into more devices that help us do things when we need them done. IBM believes that these breakthroughs in computing will amplify our human abilities. The company came up with the predictions by querying its 220,000 technical people in a bottoms-up fashion and tapping the leadership of its vast research labs in a top-down effort.

Here’s some more detailed description and analysis on the predictions.

In five years, the classroom will learn you.

In five years, the classroom will learn you to help tailor instruction to your individual needs.

The classroom will learn you

Globally, two out of three adults haven’t gotten the equivalent of a high school education. But IBM believes the classrooms of the future will give educators the tools to learn about every student, providing them with a tailored curriculum from kindergarten to high school.

“Your teacher spends time getting to know you every year,” Meyerson said. “What if they already knew everything about how you learn?”

In the next five years, IBM believes teachers will use “longitudinal data” such as test scores, attendance, and student behavior on electronic learning platforms — and not just the results of aptitude tests. Sophisticated analytics delivered over the cloud will help teachers make decisions about which students are at risk, their roadblocks, and the way to help them. IBM is working on a research project with the Gwinnett County Public Schools in Georgia, the 14th largest school district in the U.S. with 170,000 students. The goal is to increase the district’s graduation rate. And after a $10 billion investment in analytics, IBM believes it can harness big data to help students out.

“You’ll be able to pick up problems like dyslexia instantly,” Meyerson said. “If a child has extraordinary abilities, they can be recognized. With 30 kids in a class, a teacher cannot do it themselves. This doesn’t replace them. It allows them to be far more effective. Right now, the experience in a big box store doesn’t resemble this, but it will get there.”

In five years, buying local will beat online as you get online data at your fingertips in the store.

In five years, buying local will beat online as you get online data at your fingertips in the store.

Buying local will beat online

Online sales topped $1 trillion worldwide last year, and many physical retailers have gone out of business as they fail to compete on price with the likes of Amazon. But innovations for physical stores will make buying local turn out better. Retailers will use the immediacy of the store and proximity to customers to create experiences that online-only retail can’t replicate. The innovations will bring the power of the Web right to where the shopper can touch it. Retailers could rely on artificial intelligence akin to IBM’s Watson, which played Jeopardy better than many human competitors. The Web can make sales associates smarter, and augmented reality can deliver more information to the store shelves. With these technologies, stores will be able to anticipate what a shopper most wants and needs.

And they won’t have to wait two days for shipping.

“The store will ask if you would like to see a certain camera and have a salesperson meet you in a certain aisle where it is located,” Meyerson said. “The ability to do this painlessly, without the normal hassle of trying to find help, is very powerful.”

This technology will get so good that online retailers are likely to set up retail showrooms to help their own sales.

“It has been physical against online,” Meyerson said. “But in this case, it is combining them. What that enables you to do is that mom-and-pop stores can offer the same services as the big online retailers. The tech they have to serve you is as good as anything in online shopping. It is an interesting evolution but it is coming.”

In five years, doctors will routinely use your DNA to keep you well.


In five years, doctors will routinely use your DNA to keep you well.

Doctors will use your DNA to keep you well

Global cancer rates are expected to jump by 75 percent by 2030. IBM wants computers to help doctors understand how a tumor affects a patient down to their DNA. They could then figure out what medications will best work against the cancer, and fulfill it with a personalized cancer treatment plan. The hope is that genomic insights will reduce the time it takes to find a treatment down from weeks to minutes.

“The ability to correlate a person’s DNA against the results of treatment with a certain protocol could be a huge breakthrough,” Meyerson said. It’ll be able to scan your DNA and find out if any magic bullet treatments exist that will address your particular ailment.

IBM recently made a breakthrough with a nanomedicine that it can engineer to latch on to fungal cells in the body and attack them by piercing their cell membranes. The fungi won’t be able to adapt to these kinds of physical attacks easily. That sort of advance, where the attack is tailored against particular kinds of cells, will be more common in the future.

In five years, a digital guardian will protect you online.

In five years, a digital guardian will protect you online.

A digital guardian will protect you online

We have multiple passwords, identifications, and devices than ever before. But security across them is highly fragmented. In 2012, 12 million people were victims of identity fraud in the U.S. In five years, IBM envisions a digital guardian that will become trained to focus on the people and items it’s entrusted with. This smart guardian will sort through contextual, situational, and historical data to verify a person’s identity on different devices. The guardian can learn about a user and make an inference about behavior that is out of the norm and may be the result of someone stealing that person’s identity. With 360 degrees of data about someone, it will be much harder to steal an identity.

“In this case, you don’t look for the signature of an attack,” Meyerson said. “It looks at your behavior with a device and spots something anomalous. It screams when there is something out of the norm.”

In five years, the city will help you live in it.

In five years, the city will help you live in it.

The city will help you live in it

IBM says that, by 2030, the towns and cities of the developing world will make up 80 percent of urban humanity and by 2050, seven out of every 10 people will be a city dweller. To deal with that growth, the only way cities can manage is to have automation, where smarter cities can understand in real-time how billions of events occur as computers learn to understand what people need, what they like, what they do, and how they move from place to place.

IBM predicts that cities will digest information freely provided by citizens to place resources where they are needed. Mobile devices and social engagement will help citizens strike up a conversation with their city leaders. Such a concept is already in motion in Brazil, where IBM researchers are working with a crowdsourcing tool that people can use to report accessibility problems, via their mobile phones, to help those with disabilities better navigate urban streets.

Of course, as in the upcoming video game Watch Dogs from Ubisoft, a bad guy could hack into the city and use its monitoring systems in nefarious ways. But Meyerson said, “I’d rather have the city linked. Then I can protect it. You have an agent that looks over the city. If some wise guy wants to make the sewage pumps run backwards, the system will shut that down.”

The advantage of the ultraconnected city is that feedback is instantaneous and the city government can be much more responsive.

Source: http://venturebeat.com


PopCap Games Mobil Oyun Sektörü Araştırmasından İlginç Sonuçlar

2013 başında PopCap Games tarafından mobil oyun sektörüne yönelik yapılan araştırmanın bazı sonuçları çok ilginç.

Benim en dikkatimi çekenlerden birini aşağıda paylaşıyorum. Özellikle arkadaş faktörüne dikkat:

Mobil oyunlara artan ilginin nedenleri şöyle:

%70 daha fazla bedava oyunun piyasaya çıkması
%47 daha iyi oyun oynanan akıllı telefonların piyasaya çıkması
%28 daha fazla arkadaşının mobil oyun oynuyor olması
%25 bir tablet satın almış olması

Popcap gamesPopcap gamesPopcap gamesPopcap gamesPopcap games

BIC’nin Girişimcilik Araştırması Sonucu: Türkiye’de girişimci sermaye bulamıyor, yatırımcı risk almıyor

bic-angel-invesmentTürkiye internet sektörünün yabancı melek yatırımcısı BIC Angel Investments, Türkiye’deki girişimcileri tanımaya ve tanıtmaya devam ediyor. BIC, internet üzerinde gerçekleştirdiği araştırmanın sonuçları açıklayarak Türkiye’deki girişimcilerin profilini çiziyor ve ihtiyaçlarını ortaya koyuyor.

Yazının sonunda infografik şeklinde paylaştığımız araştırmada 156 girişimcinin yanıtları resmedilmiş. Buna göre girişimci ekosistemimiz erkek egemen egemen bir topluluk. Girişimcilerin sadece yüzde 19′u kadınlardan oluşuyor ve kadınların yaş ortalaması 35. Erkeklerin yaş ortalaması 30 ve genel olarak girişimcilerin yaş ortalaması 31 olarak belirtiliyor.

Araştırmanın sonucunda ise ekosistemi sorunları; sermaye bulamamak, girişimcilikle ilgili yasal düzenlemelerin uygun olmaması ve yatırımcıların yeterince risk almaması ile yatırımcıların girişimcilere temkinli yaklaşması şeklinde sıralanmış.

Girişimcilerin yarısından fazlası 1 veya 2 yıllık iş tecrübesine sahip

Yani Türkiye’nin genç nüfusu girişimcilik ekosistemimize henüz tam yansımış değil. Girişimciliğe (en azından elle tutulur olanlarına) başlama yaşı da bunu gösteriyor. Girişimcilerimizin sadece yüzde 39′u 24 yaşın altındayken bu işe soyunmuş. Kadınlar girişimciliğe erkeklerden ortalama 4 yıl daha geç başlıyor.

Katılımcılar ortalama 3.4 yıldır girişimcilik kariyerine, yüzde 57′si 1 veya 2 yıllık tecrübeye sahip. Diğer yandan yüzde 8′lik bir kesim 10 yılın üzerinde bir tecrübeye sahip.

Screen Shot 2013-07-17 at 11.45.46 AM

Öne çıkan rakamlar

  • Girişimcilerin yüzde 60′ı İstanbul’dan. İkinci sırada yüzde 15 ile Ankara,  3. sırada yüzde 5 pay ile Kocaeli geliyor.
  • Girişimcilerin yüzde 3 doktora, yüzde 24′ü yüksek lisans eğitime sahip. Yüzde 15′i lise mezunu, yüzde 58′i ise lisans mezunu.
  • En girişimci üniversite yüzde 10 payla Orta Doğu Teknik Üniversitesi (ODTÜ). İkinciliği yüzde 9 payla Anadolu ve Boğaziçi üniversiteleri, üçüncülüğü yüzde 8 payla İstanbul ve Marmara üniversiteleri paylaşıyor.
  • Girişimcilerin yüzde 12′si daha önce profesyonel olarak çalışmamış. 10 yıldan fazla iş tecrübesini bırakıp girişimciliğe soyunanların oranı yüzde 15. Profesyonel yaşama 3 yıl veya daha az vakit ayıranların oranı yüzde 43.
  • Dikey sektörel dağılımda e-ticaret (yüzde 37), yazılım danışmanlığı (yüzde 25) ve sosyal ağ (yüzde 24) ilk 3 sırayı alıyor.
  • Ekiplerin ortalama 3.8 kişiden oluşuyor.
  • Girişimcilerin yüzde 74′ü yatırıma ihtiyacı olduğunu, bunların da sadece yüzde 17′si 0-50.000 TL değerinde yatırıma ihtiyacı olduğunu belirtiyor. İşte ‘hızlı yatırımcıların‘ ulaşabileceği kitle bu.
  • Girişimcilerin en çok ihtiyacı olan yatırım aralığı ise %38 ile 50.000 TL – 250.000 TL olmuş.
  • Katılımcılar girişim/yatırım ekosistemindeki en büyük sorunları ise sermaye, devlet, yatırımcı ve girişimci kaynaklı olarak belirtiyor.

Screen Shot 2013-07-17 at 11.44.24 AM

Son olarak yerel çalışmalar hakkında BIC Angelı Investment’ı yatırım alanının Yandex‘i olarak gördüğümü söylemeliyim. Diğer yatırımcıların da bu tür çalışmalar görebilmek sektörün daha iyi tanımamızı ve daha hızlı yol almamızı sağlayacaktır.

Girişimcilere davet

Bu yıl içinde 200’ün üzerinde projeyi değerlendirerek BIC, Telefonkilifim.com ve GastroClub’a yatırım yapmıştı. BIC Angel Investments’ın Yönetim Kurulu Başkanı Dr. Joachim Behrendt, genç girişimcilere 1 milyon dolar ayırdıklarını söylüyor ve 25 Temmuz Perşembe günü İstanbul Urban Station’da düzenlenecek etkinlikte sunum yapmak isteyen girişimcileri başvuru yapmaya davet ediyor.


My New Company Kubi Mobi Introduces A Brand New App For Kids: AmusingABC-Words

AmusingABC-Words is a unique, English teaching app for preschoolers; it improves the spelling skills of 300 words.

It also aims to improve small muscle control and fine motor skills by orientation of tablet screen controls.

• Suitable for ages between 3-5, and it is also playable with parents.

• This app will be published in both free (lite) and paid (pro-kid) versions:

• Lite version includes 3 words for each letter & voice recording feature.

• Pro-kid version includes 10 words for each letter, voice recording feature, hidden bonus interactivites, animations and sound effects for each word.

• AmusingABC-Words contains no in-app purchases.

• Some areas are limited only to parents: Parents can use social buttons if they unlock them.

• Intuitive interface & controls, designed especially for kids between 3-5, let them navigate on the tablet screen easily and enjoy by themselves.

Kubi Mobi Introduces AmusingABC- An English Teaching App for Kids on iPad

• iTunes link: http://bit.ly/10RgXJP

• Website: http://amusingabc.com

• Video: http://amusingabc.com/abc_game.html

• Facebook: http://www.facebook.com/amusingabc

33 ways to make your app a hit: VentureBeat’s Discovery Directory

33 ways to make your app a hit: VentureBeat's Discovery Directory

As app stores multiply and the number of publicly released apps — just the ones we can see and count — approaches 1 million, content developers are having a hard time standing out from the crowd.

That process is known in the app world as discovery, and it’s getting harder with every new app, as developers fight for the attention of consumers and app-store managers.

“This is one of the key problems of our time,” said Savinay Berry, a vice president at Granite Ventures.

That’s why we’re tackling the subject of discovery at our second annual conference, DiscoveryBeat 2010, on October 18 in San Francisco. This year, the problem is only getting worse. The Apple App Store has more than 250,000 apps. There are new app stores coming or already in place from many other platform owners, from cell phone carriers to independent app catalogs.

Today, VentureBeat is showing off a bunch of the solutions aimed at solving the discovery dilemma. We call it the Discovery Directory.

It’s not unlike the growth of the Web. Early on, when there were tens of thousands of websites, people wondered if there were too many. How would they ever find what they wanted? Along came Yahoo with its directory and then Google with the first truly effective search engine. They solved the problem and created the giant search industry.

But what will be the equivalent of search in the age of apps? If someone solves this problem, they will find a pot of gold, Berry said.

Some blockbuster apps are managing to rise to the top of the app stores without much seeming effort. For sure, good discovery starts with great content. Angry Birds, the cute iPhone app from Helsinki’s Rovio, sold nearly 7 million paid downloads on the App Store, spreading from Finland, then across Europe, to the U.S. It has held the No. 1 spot in the App Store longer than any other title — mostly because of word of mouth.

Rovio designed memorable characters that it can use across platforms and media — spreading to plush toys and possibly a cartoon movie. The product was designed to go across many platforms — Nokia trumpeted its availability in its Ovi app store — and can be easily updated with new levels to keep users coming back to the content.

But not all growth happens organically. Social-game firm Zynga reportedly uses a lot of its profits from virtual-goods sales to advertise its new games. Other developers aren’t rich enough to do that, so they have to figure out ways to give their apps a little push to get them across the tipping point so momentum can build.

The clever tricks and tips that we’ve heard about so far in our coverage of the app and game industries are myriad. They show that a little creativity goes a long way toward getting an audience for an app. Here are some of the tips and tricks that we’ve come across over time. I’ve put them in alphabetical order by the name of their provider.

Apple Game Center This new feature of the latest version of the iPhone operating system, iOS, is like Xbox Live on the iPhone. It lets you socialize with other gamers, sharing games with them, competing in multiplayer play or posting your achievements and leaderboards for all to see. It helps you discover new games through friend referrals.

Applifier This app was born via a rebel alliance that felt big social game companies such as Zynga were becoming too dominant on Facebook. Zynga promotes its own games using a cross-promotion bar at the top of its games. Applifier duplicates this kind of cross-promotion bar, but across a bunch of third-party app developers who have joined Applifier. It has driven tens of millions of downloads.

AppLaunchPR How can you get noticed? Do some PR for your app, spreading it to review sites and pitching a story to big media. A good story is like free advertising.

Appolicious For both the iPhone and Android, Appolicious is a social networking service that makes recommendations based on apps that you own, finds and shares the best apps with your friends, and lets you become a top member by doing the best app reviews and lists of cool apps.

Appsfire This company has a full discovery platform composed of a site, an iPhone and iPad app, and a distributed infrastructure enabling users to search, share, monitor and find apps in a personal way. It generated over 4 million clicks on the App Store since launch and got to No. 2 ranking in the U.S. App Store.

AppStoreHQ This social network for app users lets you immediately see the most talked-about iPhone or Android apps on leading iPhone blogs. You can see app reviews, browse through all apps, and keep track of the latest via email.

Aurora Feint With its OpenFeint social game platform, Aurora Feint socialized the iPhone, building a community of gamers who can share games with friends. Developers who adopt OpenFeint can easily deploy leaderboards, cross promotions, achievements, friend invitations, and multiplayer games. Now it works for Android too.

BackFlip Studios This Boulder, Colo.-based developer got started in April, 2009, making iPhone games. The company’s first title, Ragdoll Blaster, was a hit. But their second app, the free Paper Toss game, was downloaded millions of times and hit No. 1 on the App Store. Using AdMob, the company put ads for its paid games into the popular free app. That generated more downloads of BackFlip’s paid games. Those ads also generated more revenue from other developers, who bought ads that paid only when their apps were installed. Ad revenue became half of BackFlip’s revenue and it now has seen more than 45 million downloads of its iPhone games.

Bolt Creative The two-man company that brought us Pocket God has seen more than 3 million paid downloads of its game, which debuted in January, 2009. The game was a viral hit, with users telling their friends to download it, partly because of its sick humor where you could feed native islanders to sharks. Bolt Creative kept it going by updating the game as often as it could; with each upgrade, Bolt changed the icon on the iPhone for the game, indicating to the user that there was an upgrade to download. The company’s fans have uploaded their favorite scenes to YouTube, and Bolt has encouraged fans to create a community around the game.

Chomp Go to Chomp’s website and type in what you’re looking for. If you type “war strategy games,” Chomp will search through the App Store and come back with a couple of apps that fit the bill. It’s a search engine on top of the App Store and it works fast.

DisneyTapulous Stick a known brand on it. Tapulous created its Tap Tap Revenge music rhythm game and sold tens of millions of units. It created specific versions for artists such as Dave Matthews or Lady Gaga. Fans of those specific celebrities paid to download the app and play rhythm games that were essentially like Guitar Hero on the iPhone. That’s why Disney bought Tapulous.

Facebook It may have killed off free viral marketing in social apps by stopping developers from spamming users with frivolous messages. But it is slowly opening new channels, such as its Game Dashboard, to highlight undiscovered apps.

Flurry Perfecting discovery starts with understanding users through analytics. Flurry’s analytics software is used by thousands of developers whose apps are being used by tens of millions of users. So Flurry knows what’s on the users’ phones. It has added AppCircle  as a recommendation engine, analyzing the user’s taste in apps and then recommending apps that it thinks the user will like.

GameStop This chain is an old-fashioned retailer with more than 6,000 stores. But it showed it understood how to drive traffic after it bought Kongregate, a site with indie games. Now GameStop is rolling out kiosks with access to online rewards accounts and free online games. It uses the foot traffic of 500 million people a year coming through its stores to drive the discovery of new content online.

GetJar Running the second-largest app store behind Apple has its benefits. The company makes money as game publishers pay extra to have their games highlighted on its site. So GetJar recently started an experiment where it will give away millions of copies of high-end mobile games from Glu Mobile. The promotion will last a couple of weeks and it is aimed at hooking more users on mobile games, leading to future purchases.

Google Search works great for websites. But will the giant come up with a way to search through apps on a variety of closed platforms? Perhaps that is what Google’s own social network will be for.

Heyzap If discovery is a huge problem, Heyzap can knock down some of the barriers by allowing web sites to embed games in their own sites through Heyzap’s widgets. They can also promote games with Heyzap’s social bar and other sharing features.

Hi5 This social network has just 50 million users. But it has figured out a way to challenge Facebook with its SocioPath social game platform. With it, Hi5 allows developers to adapt Facebook games to any platform. Then it allows gamers to share any game with their friends. Through a “contact importer,” Hi5 will let the gamer share that game with any friend, regardless of the platform they are using. Alex St. John, president of Hi5, says the aim is to liberate developers from Facebook.

iSwifter This initiative at the YouWeb incubator run by serial entrepreneur Peter Relan allows Flash games to run on the iPhone through its app. iSwifter will put a limited number of Flash games that are suitable for touch gaming into its app.

Magic Solver This company has created a Daily Magic Cube app that shows you its favorite app of the day. You unwrap the mystery app as if you were untying a present. You can also use the cube to find new music or the best YouTube video of the day. It simplifies the process of discovery by creating an app that does the filtering for you.

Microsoft Xbox Live has been a great service for letting gamers discovery online games and other content on the Xbox 360. Now Microsoft is taking that to the cell phone with an Xbox Live hub on upcoming Windows Phone 7 devices. Those phones have hubs where Xbox Live users can access their account data. And while there are lots of web games accessible via browser, Microsoft can draw attention to the 60 or so launch games that are only on Xbox Live. Essentially, the Xbox Live hub on the Windows Phone 7 is a kind of curation service to weed out what gamers don’t want.

Newtoy This McKinney, Texas-based company hit it big with Words With Friends, a Scrabble-like game on the iPhone. The game has sold millions of copies. To juice sales, the company created a free version for “Talk Like a Pirate Day” on September 19. The Words With Pirates game took off and captured a lot of press. That drove a lot of sales of the paid game.

Oberon Media The Blaze platform from Oberon allows game publishers to spread their social games outside of social networks, and leverage social to spread mobile and download games.

Oneforty This company makes a platform that sits on top of Twitter and makes it more useful. The site lists and categorizes apps that use Twitter, from business apps to location apps. Users can review the apps and vote them up or down. You can see who is using a Twitter app, see screen shots of it, and read the reviews.

PapayaMobile To get users to pay attention to Android games, PapayaMobile has launched Android App of the Day. The app is available for free or 99 cents for just a day. That should drive a search in interest for the app. Once it spreads, friends will want to pick it up and play. But by that time, they may have to pay full price.

Playmesh Charles Ju’s team of game developers has made more than 50 games on the iPhone. Titles such as iFarm have been big hits. But launching every new game can still be dicey. So Ju’s team pays $2,000 or so to have the game featured on FreeAppADay. Getting featured on that site leads to thousands of downloads in one day. That’s enough to get onto the App Store’s list of fastest-growing new apps. From there, the natural fun of the app is enough to keep it gaining momentum.

Qualcomm — With Vive, Qualcomm launched a free friends-based social recommendation service. You can use it to share apps with friends, regardless of what mobile device any given person is using. The effort headed by Kabir Kasargod lets you describe your mobile device. Then you can browse through friends’ apps. If you find an app you like, a link appears asking if you want to get it. The link will take you to the correct app store that has the app available for your phone.

RockYou With Deal of the Day, RockYou has found a way to monetize Facebook games beyond the normal amount. Lots of users pay free-to-play games on Facebook, but once they are asked to pay for something, most of them drop off. Deal of the Day is a special offer that lets a user accept an offer in lieu of paying for a virtual good in a game. Sometimes the user has to watch a video ad. Then they get the virtual good and can continue playing. RockYou has now expanded the deal to allow third-party developers to use it.

Scoreloop The Android Market for apps isn’t working so well. So Scoreloop is helping out phone companies by offering a white-label service that allows the carriers to build their own social hub on a phone, sort of like having a secondary market for apps that actually works. App developers create Scoreloop-based apps that can be cross-promoted on the hub. Taiwan’s Chungwha mobile carrier has signed up to use Scoreloop to create a social hub on its phones.

Siri Artificial intelligence can play a role in discovery. Research think tank SRI developed AI technology that could serve as a virtual assistant for humans. It spun the division off as Siri, which launched a free iPhone app in February. The voice-recognition app allows you to ask for something, such as a restaurant reservation, and Siri finds the place for you and makes the reservation. Much like a good location-based service, Siri can help you discover things you didn’t know were there.

Smule Chief Technology Officer Ge Wang (pictured right) said his company starts with a device, the iPhone, and figures out how to design something unique for it. The team designed Ocarina, where you blow into the iPhone’s microphone and tap on its touch screen to make the sounds of the ancient flute-like wind instrument. It was a unique app when it debuted and Smule marketed it by creating YouTube videos of people playing it. Those videos spread by the millions, allowing users to discover magical apps.

StumbleUpon This social network is aimed at discovery and it has launched a mobile app that will let users randomly find and rate new sites while they’re on the go. Users can use the app to discover fun stuff and then vote it up or down.

Tapjoy Started as an ad-network aggregator, Tapjoy lets you spread your mobile app across a number of platforms that reach more than 100 million users. It combines monetization, virtual goods platforms, ads, and offers to let developers make money and get broad distribution.

Ubisoft The French video game giant entered the Facebook game market last year with Tick Tock. The game got lost among thousands of apps and failed. Now it is trying a new tactic. It is launching companion games on both Facebook and the iPhone  that riff on the company’s most famous brands. In the Assassin’s Creed Brotherhood game on the console, you can earn points that you can use in the Assassin’s Creed Project Legacy game on Facebook. You can unlock items in one game and spend them on virtual goods in the second game and visa versa.

WildTangent Through its BrandBoost ad platform, the company lets players opt to view an ad instead of paying for a game with a credit card. It thus broadens the audience that could discover a game.

This list is just a start. I’d like to add more examples, so please point them out in comments.

Source & Read more at http://venturebeat.com/2010/10/07/discovery-directory-app-discovery-tricks/#DTUWS0SLYYpytgcK.99

50 Things Replaced by Modern Technology

As modern technology evolves and pushes out the old, it’s fascinating to look back at what’s been replaced in the past few years thanks to tech advancements. The folks at Mozy have put together an entertaining infographic that highlights just how far we’ve come over the years and what items got the boot along the way.

Source: Mashable

50 Things Replaced by Modern Technology

50 Things Replaced by Modern Technology

39 Mobile Learning Tools

The following 39 Mobile Learning Tools allow specific creation of learning modules for mobile devices and/or allow output to HTML5 and/or provide delivery of mobile learning. Most major LMS and LCMS vendors either have mobile solutions in place or are quickly moving to include them. 

Mobile Learning Tools 2013

Mobile Learning Tools 2013

Mobile devices include smartphones, tablets, net-books, laptops, etc. People on the go can spend waiting time learning. This is becoming an important feature both in the corporate and education markets.

The smaller screens and different features place constraints on what can be done on mobile devices. Most involve just-in-time performance support, doing assessments, etc. Apple’s mobile devices (iPhone, iPod Touch, iPad) do not support Flash and HTML5 is quickly replacing Flash.

  1. Achieve LearnCast
    A mobile publishing platform. Includes test creation and delivery. Based in New Zealand.
  2. Adobe Creative Suite
    Collection of tools for the creation of elearning content including Device Central which allows content authors to output to a variety of mobile devices.
  3. Adrenna Mobile
    Adrenna Mobile is a revolutionary solution for mobile learning that brings formal, informal, social and collaborative learning, and performance support to one central platform – mobile. This revolutionary platform is now available on all major operating systems namely iOS, BlackBerry OS and Android.
  4. Aduro GoLearn mLearning 
    Includes eCommerce and mobile learning capability. Based in Australia.
  5. American Research Institute Mobile Learning
    American Research Institute (ARI) is a custom training company that specializes in developing and delivering blended learning in any mode to any device.
  6. Appcelerator Titanium
    Cross platform course authoring tool for mobile applications.
  7. Articulate has several tools for publishing learning content to mobile devices includingPresenter and Screenr.
  8. Atlantic Link Content Point
    This product enables development of courses specifically for the Samsung GALAXY Tab device.
  9. Blackboard Mobile
    The mobile tool for Blackboard – a major education LMS vendor.
  10. Blueprint 
    iPhone App that allows prototyping of mLearning.
  11. BlueVolt LMS
    Includes mobile learning features.
  12. Brainshark
    Tool for creating both online and mobile video presentations.
  13. CertpointVLS
    Major corporate LMS/LCMS with mobile capabilities – works with all major smartphones. mobile sales tool called K-Tango http://www.ktango.com/
  14. Chalk Pushcast Software
    Specifically for the BlackBerry smart phone. It includes a plug-in for PowerPoint presentations and uses a PowerPoint like interface that can include graphics, video or audio.
  15. Datango
    Documentation can be produced in a small file size, in high quality and in the desired output format for mobile devices
  16. Desire2Learn Mobile
    The mobile tool for Desire2Learn – a major education LMS vendor.
  17. Claro
    Collaborative authoring tool capable of HTML5 output for mobile learning.
  18. DuPont™ CoastalFlix
    A video streaming tool for mobile devices now owned by Dupont training.
  19. eXact learning Mobile
    Mobile module for the eXact Learning LCMS.
  20. GoKnow Mobile Learning Environment
    Allows educators to handle student’s activity such as assessment as well as data back-up via cell phone devices. The authoring tool is particularly produced for K-12 students.
  21. Gyankosh Learning Management System
    Also known as Career Mantra. Includes mobile learning features.
  22. Intellum Exceed LMS
    Corporate LMS with mobile learning applications.
  23. Interactyx TOPYX
    Available in a mobile edition for a variety of platforms, including Google Android device and iPhone OS-based devices and the Apple iPad.
    The University of Reading is helping to develop a new e-learning tool, dubbed INTUITEL that delivers lessons via a mobile phone, yet offers feedback previously only available from a real-life tutor and emulates the best aspects of traditional teaching methods and delivers them through online portals. It is a three year project so release is pending.
  25. iQpakk
    iQpakk is a mobile information management platform that puts learning, training, or promotional content at the fingertips of employees, students, or learners of any kind. The iPad interface allows users to view content stored on their device, take notes and assessments, email content to customers or cohorts, and create instant presentations by sharing their screen with other iQpakk users.
  26. Kenexa Hot Lava Mobile
    Kenexa Hot Lava Mobile is the leading mobile learning  solution to rapidly develop, deliver and analyze the use of all types of device-independent mobile content to meet a wide variety of priority communications,  and mobile learning and performance support scenarios.
  27. KMxMobile
    With KMxMobile, end- users can access courses, learning objects, exams and surveys using their iPhone, Android, Blackberry OS6, Nook Color, Amazon Kindle or Windows handheld device with full SCORM learning management capabilities.
  28. Meridian Anywhere Mobile
    Meridian Mobile Module simplifies delivery of your mobile content library to smart phones or tablets.  With Meridian Mobile you don’t need to develop and manage different versions of mobile-developed content or applets for Apple, Android and Blackberry.
  29. Modo Labs Mobile Campus
    Includes Courses and Registrar modules that mash-up popular Learning Management Systems (LMS) and Student Information Systems (SIS), enabling students and faculty to access information via a single common mobile interface.
  30. NetDimensions mEKP
    NetDimensions supports a multi-pronged Mobile Learning strategy with a suite of solutions for mobile workforces in any environment. Instead of point approaches for mobile delivery, NetDimensions relies on core capabilities for mobility that are inherent part of the NetDimensions Talent Suite platform.
  31. OnPoint CellCast® Solution
    OnPoint’s CellCast® Solution mobile learning platform enables companies to create and deliver mobile content directly to user’s mobile phones, and track their progress and test scores.
  32. ReadyGo WCB
    Both an eLearning and mLearning authoring tool. ReadyGo WCB’s mLearning solution creates courses that work on any phone with a browser.
  33. Saba Anywhere
    Saba’s mobile tool for its corporate LMS.
  34. SumTotal Mobile and SumTotal Toolbook 
    Toolbook is one of the oldest authoring systems around. It is now in version 11 and includes mobile support including geolocation.
  35. Trivantis Lectora Publisher
    Although not a tool originally created with mobile learning in mind, it can publish to HTML5 and has templates for Apple and Android products.
  36. Udutu
    Rich media interactive course development tools for creating courses on iPads and iPhones that utilize DHTML or HTML5 as an option instead of Flash
  37. Vcom3D Vcommunicator Mobile
    Mobile tool for military language training
  38. Veodia
    Video capturing tool using MPEG4 that can be uploaded to iTunes for use on Apple mobile devices. Web site not functioning Jan. 31, 2012 or Feb. 13.
  39. eQuick
    eQuick enables mobile learning without being limited by time, location or specific platform

Source: http://elearningindustry.com

How your Phone could be able to Smell, Hear and Taste by 2018: IBM Reveals its Vision for the Future of Technology

IBM has revealed its predictions for the computer we will all be using in 2018 – and it believes they will have all five senses, and will communicate with us in radically different ways.

‘Infrared and haptic technologies will enable a smart phone’s touchscreen technology and vibration capabilities to simulate the physical sensation of touching something,’ the firm said.

IBM's vision for the future of touch - it claims that in five years we will be able to touch objects through our phones

IBM’s vision for the future of touch – it claims that in five years we will be able to touch objects through our phones

‘So you could experience the silkiness of that catalog’s Egyptian cotton sheets instead of just relying on some copywriter to convince you.

‘It’s amazing when you look back over the 60+ years of the computing revolution and see how far we have come in such a relatively short time,’ said IBM’s Bernard Meyerso.

‘The first electronic programmable computers, built in the 1940s, were essentially really fast electronic calculators.

 Then came the mainframe, the PC, the Internet and social networking.

Today, we’re entering the era of cognitive computing–machines that help us think.’

‘One of the most intriguing aspects of this shift is our ability to give machines some of the capabilities of the right side of the human brain.

‘New technologies make it possible for machines to mimic and augment the senses. ‘

Today, we see the beginnings of sensing machines in self-parking cars and biometric security–and the future is wide open.

The firm claims in five years machines will be able to see, and understand, imagesThe firm claims in five years machines will be able to see, and understand, images

‘These five predictions show how cognitive technologies can improve our lives, and they’re windows into a much bigger landscape –the coming era of cognitive systems.

‘But the point isn’t to replicate human brains.

We humans are no slouches when it comes to procreation.

‘And this isn’t about replacing human thinking with machine thinking.

‘Once again; not necessary.

‘Rather, in the era of cognitive systems, humans and machines will collaborate to produce better results–each bringing their own superior skills to the partnership.

‘The machines will be more rational and analytic. We’ll provide the judgment, empathy, morale compass and creativity.’

IBM also says machines will be able to hear in five years and know when we are talking to themIBM also says machines will be able to hear in five years and know when we are talking to them

Computers will also be able to taste - and even predict what food we like based on out eating habits.

Computers will also be able to taste – and even predict what food we like based on out eating habits.

Computers will also be able to smell - and have sensitive enough noses to be able to detect infections on our breath and tell us if the food we are about to eat has bacteria in

Computers will also be able to smell – and have sensitive enough noses to be able to detect infections on our breath and tell us if the food we are about to eat has bacteria in

Read more: http://www.dailymail.co.uk/sciencetech/article-2249504/IBM-reveals-vision-future-technology.html#ixzz2FKsbaytT

Follow me: @ElearningGuru on Twitter | Bilgi Kurdu on Facebook

An Exhaustive Study of Twitter Users Across the World


Our Social Media Monitoring platform mines through millions of conversations every day for our customers. Out of these millions of conversations, quite a few happen to come from Twitter. We realized that we could do a large-scale in-depth study of Twitter users to better understand what is the average profile of a person using Twitter and hence this mammoth study on 36 million Twitter user profiles. Our core competency lies in analytics and by using our own software, we were able to crunch numbers and generate insights which we believe hasn’t been conducted to such large scale till date.

With Twitter experiencing such explosive growth in last few years, our team decided to conduct a more comprehensive study by significantly increasing the sample size. This report focus on the Twitter users, and hence, every minute detail was analyzed and worked upon to generate statistics ranging from bio, tweets, account types, categories to even the background color preference of Twitter users! This report will surely be of great use to those looking for in-depth analytics on Twitter users.

On average, a million active users have tweeted at least a billion times over the last 3 years Tweet This →

25% of Twitter users have never tweeted Tweet This

If you do find this report fascinating and decide to discuss this on twitter, please use our hashtag #Beevolve_Stats . We will be coming out with more reports in the future, so do remember to check this space out regularly.

User Demographics

Before we dive into the specifics, let’s look at the general demographic profiles of Twitter users.

Gender distribution on Twitter

Gender information is not readily available on a Twitter user profile. Our gender classifier determine gender based on looking at Twitter user names, profile pics and other parameters. We were able to determine gender for ~66% of the 36 million Twitter users analyzed in this study. As is obvious from the chart below, the gender divide on Twitter is a little inclined toward females, with number of female users outnumbering the male Twitter users by 6%.
Gender distribution of tweeter users

Age distribution of Twitter users

Our algorithms determine age-group based on publicly disclosed information in the bio and tweets. Since a lot of teenagers are comfortable disclosing their age on social networks compared to their older peers – the data here is skewed towards the younger demographic. Here is a break up of twitter users according to the age-group. A whopping 74% fall between 15 to 25 years of age. Twitter has a young audience with only 6% falling in the 46+ age category.
Age distribution of tweeter users

Only 0.45% of Twitter users disclose their age Tweet This →

Global Heatmap of Twitter users

In terms of geographic distribution of Twitter user base, US takes the lead with the highest number of Twitter users, followed by United Kingdom.
Global heatmap of twitter users

5 out of 10 twitter users are from USA Tweet This →

Top 10 countries with the highest number of twitter users

United States 50.99
United Kingdom 17.09
Australia 4.09
Brazil 3.44
Canada 2.92
India 2.87
France 1.76
Indonesia 1.43
Iran 0.88
Ireland 0.85

Followers & Following

Follower stats for Twitter users

Majority of the twitter users have less than 50 followers and only a minuscule percentage have followers more than 100,000.
Follower count distribution for tweeter users

A twitter user on average has 208 followers Tweet This →

6 out of 100 twitter users have no followers Tweet This →

Number of Twitter users followed

The same is true for number of following as well. Majority of Twitter users are following less than 50 people. There seems to be a strong co-relation between the number of followers and following.
Following count distribution for tweeter users

A twitter user on average follows 102 people Tweet This →

1 in 10 twitter users don’t follow anyone Tweet This →

Gender Preferences

How many have protected accounts?

11.84% of Twitter users have protected accounts on average. The females definitely want to stay in control of their profiles with 64% of them opting for protected accounts as compared to 36% for males.The user with the highest followers with a protected account is WIDIKIDIW. She is from Jakarta, Indonesia and has a follower base of 515,290.
Protected account distribution in twitter

The average number of followers for protected accounts on twitter is 47 Tweet This →

~12% of Twitter users have a protected account Tweet This →

Background Color Preference

Purple is the new Pink for females!

Eminence, or in simple term Purple is the most sought after by females. The calculations exclude the default twitter profile colors.
Color preference of female twitter users

For female Twitter users, Purple triumphs over pink! Tweet This

Males prefer darker themes

Darkish theme dominates the male profile, with steel grey winning the majority. The color most popular with female is the least with men.
Color preference of male twitter users


Gender Inequality within Developing Countries

The gender distribution is fairly even within developed countries as compared to developing countries like India, Brazil etc., with the exception of France.
Gender distribution by countries

84.2% of twitter users have specified location in their twitter profiles Tweet This

10.3% of twitter users have geo-location enabled Tweet This


More Females belong to Younger Age Group

Female twitter users outnumber males till the age of 25. But after age 35, female users start dwindling relative to males.
Gender distribution by age group of twitter users


Yes! Women tweet more

Not only are there 6% more female users on Twitter but they also happen to be more active as well. Females send out more tweets on average compared to their male counterparts.
average number of tweets by gender

26% of twitter users have favorited tweet(s) Tweet This

Categorization of Twitter Users


Entertainment related keywords most used in Twitter Bio

The cloud below shows the most popular categories. Keywords specified in the bio that are closely associated are clubbed to form a category for example music, video, dance etc. will be clubbed to form entertainment category.
Category tag cloud


Most females reference family in their Twitter profiles

Here we have identified top ten categories in which most of the analyzed twitter profile fall. Female users talk more about family and fashion whereas the Twitter male users prefer technology, sports and entrepreneurship.
Top ten categories by gender


Family category tops between the age-group 26-55

Top ten categories by age group

Smartphone & App Preferences


Apple vs. Google on Twitter

Even though Android has more market share than iOS globally, almost two-third of Smartphone/Tablet users use Apple devices to access twitter. The Apple numbers does not include the Mac OS based devices.
iOS vs Android


Official vs Non-Official Twitter Apps

The market share for third-party apps don’t come as a surprise given the recently policy change in Twitter’s API where they mentioned that they would restrict most third-party apps to 100,000 users.
Official twitter apps vs non-official apps

32% of users still tweet from their web browsers Tweet This



LOVE is the most frequently used word in a twitter user bio

Here is a tag cloud of most frequently used words in a Twitter user’s bio after filtering for stop words
Bio tag cloud of twitter users

70% of twitter users don’t have their bio specified Tweet This


28,121,801,616 tweets sent by 27 million active users in this study Tweet This


A Twitter user on average has sent out 794 tweets over the last 3 years Tweet This

More followers ~ More tweets

Average tweet vs followers


Influence analysis of Twitter users

Our influence scoring algorithm takes into account stats like percentile rank based on number of followers, following, retweet counts, category etc. while coming up with an influence score for each Twitter user.
Influence score of twitter users

More than 50% of twitter users have an influence score of ❤ on a scale of 1 to 10 Tweet This

Unconventional Verified Users

SevenFootWave 3/4/2009 4 6
DaBackWudz 7/13/2009 20 8
HerbalArgentina 4/10/2009 24 1
TwitPolls 1/8/2008 32 0
JOHNKLEMMERSAX 4/8/2009 36 220
ShoreClub 2/19/2009 37 1
yahoomaps 4/3/2009 40 0
celebstyle 10/19/2008 42 1
mustangnews 6/4/2008 42 0

Our Take

Social media has seen explosive growth, and Twitter is no exception. There is much to learn about these millions of active users. With diligence and hard work, our team was able to put this data on the drawing board and come with statistics that we believe would be of great interest to marketers, researchers, businesses and even for that matter social media enthusiasts. We sincerely hope that you found this report insightful and invigorating. Watch out for our reports section as we will be coming out with more similar studies soon.


An organization that originated in 2008, Beevolve is committed to providing the best and most cost-effective social media monitoring and measurement platform for marketers. The inspiration behind the name ‘Beevolve’ comes from the symbiotic relationship that bees have with flowering plants and how they have evolved together over thousands of years. Similarly, at Beevolve, we strive to build intelligent software products that learn from human interactions and improves themselves.

Opportunities and Challenges in Mobile Gaming

Opportunities & Challenges in Mobile Gaming This article summarizes discussions and conclusions of the Mobile Game Arch Workshop held during the Game Connection Europe 2011 conference in Paris on 06.12.2011 from 09:00 until 17:30. The workshop was moderated by Dr. Malte Behrmann (EGDF).

New opportunities for a mobile game industry:

• The new forms of monetization

Free-to-play: Digital distribution and a free-to-play business model are the future of mobile games publishing. Mobile game developers can learn a lot from the online game developers who developed the free-to-play model.
The long tail: The ‘long tail’ of mobile games is emerging; mobile games have a longer life cycle now.
IP: Brands such as Angry Birds and Doodle Jump are building more and more value. The current market situation is very good for launching them.

• The new types of games:

Cross-platform games: Real cross-platform gaming – not just between smart phones, but also smartphone to TV or Smart TV, to PC or to Tablet; games for a smart TV for example – are emerging. However, there is no business model for these markets yet.
Location based games, Cloud, AR: Location based games, cloud based games and augmented-reality offer new opportunities for mobile games. Especially locationbased games are exclusively for mobile platforms, as you cannot play these games on other gaming platforms.

• The new game development methods

A viral innovation: A viral innovation model, based on pushing games to markets as early as possible and continuously developing them based on the feedback from the people who play them, provides a cost-effective way to develop games that work well in dynamic markets.
Faster development: HTML5 is making the development of casual games much faster and easier.
Faster access to markets: Developers have much better control than before over where, when and at what price their games are sold.
Bigger markets: As Europeans are used to operating in a multilingual and multicultural market area, they have a competitive advantage over developers in the USA, Canada, China and Japan..

• Technological challenges:

The extremely fast rate of technological development
Fast changing hardware and operating systems: The rate of change in mobile hardware and operating systems is increasing. Furthermore, the co-operation between handset manufacturers and mobile game developers is limited, but it could get better in the near future as handset manufacturers depend more and more on the products of game developers, and become aware of this. Middleware tools or HTML5 offer only a very limited solution for them, as these are always behind the cutting-edge of the industry.
Challenging environment for standardization:The fast rate of technological development and the global nature of mobile industry make it difficult to find new standards for the mobile game ecosystem. However, there is a specific need for standardization in the area of games operating at the same time on TVs, mobile phones and tablets.

The lack of interest in standardisation: Game developers do not pay enough attention to standardization activities, as standardization processes are long, demand a lot of time, cause high travel costs and are hard to track by individual developers. Game developer associations, namely EGDF, could fulfil a role as a representative of game developers in standardisation activities, and in improving the dialogue between developers and platform owners such as Google, Apple and Microsoft.
Latency: Latency caused by insufficient investments in the network infrastructure will be a major obstacle to streaming data from a cloud to a mobile device.
Fragmentation: Fragmentation is still a problem (especially within the Android Platform, but more and more also in iOS). The fragmentation is not just technological,
but also “administrative”, when comparing different application stores. It is also, for example, very complicated to port games from Windows Mobile to other platforms
due to a different code base. On the other hand, a game that works in Apple’s Appstore does not necessarily work on Android Market the iTunes Appstore is based
more on paying for downloads and Android on following a free-to-play or ad-based model, both increasingly featuring in-game purchases.
The introduction of HTML5: There is a lot of potential in HTML5, but it does not yet work well in mobile OS’s.
Technological support for end users: The need for technological support for endusers is much higher for a game on the Android platform than on iOS.

• Economical challenges:

A wide skill set: A developer has to find the right road to a market, the right road to visibility, the right road to finance and a right road to reach consumers. This requires a very wide skill set of game developers.
Access to markets:
Rising development costs: After the iPhone was introduced, publishing new mobile games became much easier by significantly lowering the barriers to access a mobile
market. Development costs dropped with iOS, but they are now rising again because of the fierce competition in application stores.
Choosing the right business-model: Free-to-play, pay-per-download, in-app purchase, advertising, subscription etc. and adjusting gameplay to fit this is extremely
Lack of billing mechanisms: In many countries, people do not have access to credit cards. Consequently, the new role of mobile operators in the value chain could be
connected with billing and offering new monetization solutions such as premium SMS.

• Access to funding:

Insufficient funding for SME’s: A substantial part of all innovation happens in small companies, such as independent game developers (instead of big entities), but they
need early stage public and private financial support.
Access to public funding: The public funding for game developers is not sufficient in Europe and policies regulating the mobile ecosystem do not take into account the
particular needs of the mobile game developers.
Access to private funding: The access to private investment is challenging in Europe, because investing in games requires a specific expertise, which is hard to find within

 • Access to users:

No access to users and to data on them: The viral innovation model is based on engaging with users. However, many platform holders, like Apple, do not allow
developers to access to user data which makes user engagement possible.
Access to visibility
Features from retail markets: Application stores are introducing many features of retail markets to the application stores like categories, shelf placement, bundles,
seasonal sales, etc.

You can read a detailed summary of minutes of Mobile Game Arch Workshop here.

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