Future Internet: challenges and opportunities in advertising

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Internet and Computer Networks
Evolution
Bogdan IANCU
Department of Computer Science (UTCN)
Agenda

Internet Evolution

World Wide Web (WWW) Evolution

Technological Impact

Future Internet

State-of-the-art applications
Internet Evolution
"The best predictor of future behavior is past behavior“ (Dr.
Phil)
Introduction
"All Science Is Computer Science"
(New York Times, 2001)


The Internet


global network connecting millions of computers
network of networks, a networking infrastructure
Romania Internet Usage
YEAR
2000
2004
2006
2007
2010

Users
800,000
4,000,000
4,940,000
5,062,500
7,786,700
Population
22,217,700
21,377,426
21,154,226
21,154,226
21,959,278
2012 – approx. 12 million Internet users
% Pop.
3.60%
18.70%
23.40%
23.90%
35.50%
Computer Network Devices
Topologies and network devices
Physical Layer

Wireless




RF
Infrared
Microwave
Wired


Copper: UTP, FTP, STP
Optical fiber
Data link Layer

Connecting devices in a LAN

Wireless


Wired


AP (Access Point)
Switch
MAC address
unique identifier assigned
to network interfaces (48 bits)

Network Layer

Connecting different LANs

Wireless


Wired


Wireless Router
Router
IP address


Version 4 (32 bits)
Version 6 – auto-configuration (128 bits)
(2001:0db8:3c4d:0015:0000:0000:abcd:ef12 )
Topologies and network devices
Traditional solution

Requirements:








Office space
Servers
Cooling
 UPS
Operating systems, softwares, upgrades,
patches
Firewalls, Intrusion prevention systems,
spam control, …
Failover
Disaster recovery
Team of experts
Traditional solution disadvantages

Time consumption

Higher costs

Slow scaling

high performance computing machine designed to have extremely
fast processing speeds

Multiple connected computers that work together

they can be viewed as a single system

Distributed system
Cloud Solution
Google Data Center
VIDEO: Explore a Google data center with Street View
Cloud Computing Benefits

Highly optimized virtual data centers.

Software, Hardware available for use when needed: pay
per use basis.

Instant scale up / scale down.

Fast to get started, costs less.

Multi-tenancy
Cloud market

Google


Google apps:
http://www.google.com/apps

Google calendar.
Google docs.
Google videos.

Synchronization and access with mobile devices and apps



Android, iPhone, Blackberry
Cloud market

Microsoft
Cloud market

Cisco

The platform enabling the world of many clouds
Cloud market

Dropbox

Cloud-storage service.

Simple and reliable.

Secure solution.

More than 45 million people depend on Dropbox.

Files synchronized with PC and smartphone.
WWW
World Wide Web

a way of accessing information over the medium of the
Internet (built on top of the Internet)

an open information space where the documents are
linked, and where anyone who is connected can see any
and link to any document (Leuf 2006, 4)

a techno-social system to interact humans based on
technological networks (Aghaei et al. 2012, 1)
Web 1.0 – connects information

read-only web
a mono-directional tool

Services:







Websites,
online journals,
online archives,
Internet radio/podcasting,
electronic calendar
Etc.
Web 2.0 – connects people

read-write web
people-centric web
the interactive web, the participative web

The main technologies and services are









Email
Blogs (+ photoblogs, videoblogs and podcats)
Really simple syndication (RSS)
Wikies (a web that can be edited by anyone)
Social networks
Mobile telecommunication
Etc.

Top 5 countries with the highest population
1
2
3
4
5
Country
Population
1,343,239,923
China
1,205,073,612
India
1,060,000,000
Facebook
313,847,465
United States
248,645,008
Indonesia
193,946,886
Brazil
Web 3.0 – connects knowledge

Semantic Web, Transcendent Web
Purpose: make the web readable by machines and not
only by humans

Four key elements





Social Web
Semantic Web
Internet of Things
Artificial Intelligence
The impact of Web evolution on users
Techno-social system




Cognition (Web 1.0)
Communication (Web 2.0)
Cooperation (Web 3.0)
in order to co-operate one needs to communicate and in
order to communicate one needs to cognize (Fuchs 2010,
767)
Web 4.0, Web 5.0…Web X.0 –
connect intelligence

Poorly developed even at the level of ideas

Web 4.0 is believed to be a web of integration, in which
human mind and machines can interact in symbiosis
(Aghaei et al. 2012, 1-2)

Web 5.0 is mentally configured as a sensory emotive
space of interaction (Kambil 2008)
Technological
impact
"Innovation distinguishes between a leader and a follower.“ (S.
Jobs)
Technological context and impact

Multitude of information sources

Speed and mobility of the new technologies

Need to improve competitiveness through innovation and
investment
Future
Internet
“This is the first opportunity to connect the physical and digital world. That
is revolutionary.”
Future Internet





Internet of Things (IoT)
Internet of People (IoP)
Internet of Energy (IoE)
Internet of Media (IoM)
Internet of Services (IoS)
Internet of Things (IoT)

a dynamic global network infrastructure where physical and
virtual “things” have
 identities,
 physical attributes,
 virtual personalities,
 use intelligent interfaces, and are seamlessly integrated into
the information network

smart things/objects are expected to become active
participants in business

machine-to-machine communication
IoT


Connecting
 Anything
 Anyone
 Anytime
Using
 Any network
 Any service

Example of
communication between
objects:

My fridge knows that the
bottle of milk is almost
empty and it orders
another bottle from the
supermarket
Internet of Things (IoT)



a dynamic global network infrastructure of physical and virtual “things”
smart things/objects
machine-to-machine communication
Telstra - future networks

VIDEO: Our Connected Future - Future Technology
Vision - Telstra Innovation
State-of-the-art Applications
Semantic web advertising

Specific brand ads placed on specific web pages based on
contextual relevance
Ads relevance

It it believed that an ad (text and image) that is topically
related to a Web page is relevant

An example in this sense is an ad for sneakers placed on a sport news
page

However, if the target is taking into account, the ads can
be properly placed on a page

a picture of a sunset in an ad promoting life insurance has
different meanings than a picture of a sunset in an ad for
beer
Affective computing

Definition


Computing that relates to, arise from, or influence emotions or
other affective phenomena
Aims


enhanced user interaction
new tools for marketers
Affective computing

Sources of communicating affective and cognitive information

Classic sources



face detection
 one of the richest sources
 The facial expressions exhibited in viewers while watching
commercials predict strength of recall of the brand
voice detection
 vocal tract, excitation, duration and intonation
body language detection
Affective computing

New sources

touch screen interaction/ touch sensitive screen
 hand temperature/ umidity
 touch power/duration/repetition


Emphasize the profile of the person and the emotional state of the
person and can further recommend certain brands (products and
services)
ambient light detection
Affective computing - applications

Intelligent systems that record vocal tract, intonation etc.

Neuromarketing – links the consumer behavior to the neurosciences

Decodes what the consumer believes about a brand
Affective computing - applications

Advantages

correlate human behaviours /emotions with the interfaces/sensors on
smartdevices (smartphones, tablet PCs)
create users’ behavioral patterns
matches social content with users emotions

Kinetics

Kinect


Wii
Affective computing - applications

University of Tokyo Sony CSL (Computer Science Labs)


“Happiness Counter” connected to a regular refrigerator
scans a person’s face as they stand in front of the refrigerator

the door smoothly opens with a smile
Augmented Reality

Definition


A view of reality that is modified or completed by the
computer
Aims


enhanced user interaction
new tool for marketers and clients
Augmented reality - applications

Nokia City Lens

AR application that allows users to get more information about a
location simply by pointing their camera at the location
Augmented reality - applications

IKEA – 2013 catalog – let consumers access films, interactive
experience and photo galleries with their smartphones
Augmented reality - applications

Vodafone – Digital library
Augmented reality - applications

Google Glasses
Augmented reality - applications

Advantages




using users’s behavioral patterns/profile
matches content with users needs
SixSense

project a phone pad

make a phone call
Users looking for the closest favorite
store

place computer-generated graphics in their field
of vision.
Augmented reality

Other future possibilities:

Trying on clothes from home

Smelling perfumes from home

Feeling the texture of a blouse remotely
Near Filed Communication (NFC)

Wireless network

Definition:
 a no contact wireless form of short range
communication
 in mobile phones and devices including payment cards
 replacement for QR codes (quick response codes)

Aims:
 enhanced user interaction
 new tool for marketers and clients
NFC - applications

Advantages



using NFC sensor from devices
matches user’s preference with content
"Smart Posters“

place tags in traditional print-based objects

can recognize someone approaching the sign
with an NFC-enabled smartphone

read the user's preferences.

customize the message on the display for
that user
Smart objects’ communication

Objects connected to Internet that communicate
between them

Eg. Telephone communicates with the coffee machine in order
to start making a certain type of coffee at a certain hour for a
certain number of people

Eg. Objects that remember the owner favorite food and order
it from a certain restaurant (that owns the technology)
Smart objects’ communication

Eg. A broken phone orders by itself a new component
from the support center


User privacy?
IoT
Conclusion

The future of applications

Content + Contextual information

Based on future Internet technology and trends


Create the new infrastructure
Adopt the new technology within advertising campaigns

IoT

How / Who will manage Future Internet platform?

“A lot of time, people don’t know what they want until
you show it to them.”
Steve Jobs
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