L01 new technology course description

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New Technology is a course offered at the School of Computer Science at Reykjavík University. The course covers technology and how technology changes how we do business and shapes or lives.

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Copyright © 2012 Ólafur Andri Ragnarsson 1

New Technology 2012

Course Introduction

Copyright © 2012 Ólafur Andri Ragnarsson 2

Teacher

Ólafur Andri Ragnarsson– Adjunct at Reykjavik University – since 1989– Chief Software Architect, Betware – since 1998

– andri@ru.is– http://www.olafurandri.com – http://twitter.com/olandri– http://delicious.com/olandri

– Office hours after Friday lecture

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Course Content

Technology Adoption Disruptive Technology

Communication Wireless

Study of Technology Technology Innovations

Machines that Count

Evolution of Technology

Surviving Technology

Mobile

Technology Trends

Personal Comptuers Operating Systems

Human Computer Interfaces

The Internet

TV

Social Local

New Business models

Computer gamesGamification

Future Trends

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Study of Technology

What does technology mean?

How do we define technology?

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Technology Innovations

How does innovation happen?

Why are things invented when they are?

Does science fiction influence technology?

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Evolution of Technology

How does technology evolve?

When will Moore’s Law end?

Technology Life CycleCrossing the Chasm

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Adoption of Technology

Why do people adopt new technology?

Why do good technologies fail and inferior succeed?

What are customers buying?

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Disruptive Technology

Technologies that change everything

Why do businesses always fail to respond?

Reactions to disruptive technologies

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Surviving Technology

Making all the right decisions and still failing

Why listening to your customers is fatal

The Innovator’s dilemma

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Technology Trends

Can we track and understand technology trends?

The Prevailing Technology Trap

Principles of Disruptive Innovations

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Communications

The ultimate market

Those who have accessto information tend to win

Telegraph, telephone, wireless transmissions, broadcasting

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Mobile

Cellular networks

Generations

Smartphones

The iPhone effect

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Wireless

The Wi-Fi revolution

Standards

RFID

Near-field communications

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Machines that Count

From adding machines to electronic brains to general purpose computers

Disruption of Automation

Birth of the IT industry

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Personal Computers

MITS Altair 8800

Apple Computer and the two Steves

How IBM created an industry

Birth of Microsoft

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Operating Systems

Xerox Parc

The DEMO of the Century

Beginning of GUIs

OS for the consumers

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Human Computer Interfaces

Beyond the Desktop

Touch, gesture and audio

New User Interfaces

Displays anywhere

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TV

The transformation of the TV industry is beginning

TV of the Future

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The Internet

The Accidental network

Brief History of the Internet

The Future of the Internet

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Social

P2PUGC

Collaboration

Crowdsourcing

The Long Tail

Folksonomy

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Local

Checking in

Mining the digital footprint

Exploiting context

Machine learning

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New Business Models

The Business of Music

Beyond selling digital copies

Freeconomics

Freemiums

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Computer Games

The rise of computer games

The crash of 1986

Multiplayer games

Serious games

Casual games

Future of games

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Gamification

Getting people to do stuff they don’t like

Status and rewards

Player types

Player emotions

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Future Trends

What’s next?

Genetics, nanotechnology and robotics

Virtual reality is more real than reality

Your phone will tell youwhat you need to know

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Reading

Textbook– There is no printed text book– New Technology text available

as PDF– Reading material are articles

or videos from the Internet– Some are posted on http://olafurandri.com

Reading is either required or optional– All readings will be posted on the course web

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Interesting Books

Engines That Move Markets– Alasdair Nairn

The Innovators Dilemma– Clayton M. Christensen

Crossing the Chasm– Geoffrey A. Moore

The Tipping Point– Malcolm Gladwell

The Invisible Computer– Donald A. Norman

see http://www.olafurandri.com/?cat=3

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Interesting Books

Where do good ideascome from– Steve Johnson

What Technology Wants– Kevin Kelly

Reality is Broken– Jane McGonigal

The Singularity is Near– Ray Kurzweil

The Future of the Internetand how to Stop it– Jonathan Zittrain

see http://www.olafurandri.com/?cat=3

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Interesting Web Sites

Economist - http://www.economist.com Technology Review -

http://www.technologyreview.com NY Times - http://www.nytimes.com Businessweek - http://www.businessweek.com/ ZDNet technology News - http://news.zdnet.com/ CNet - http://www.cnet.com/ (news.cnet.com) Google News - http://news.google.com Yahoo Finance News - http://finance.yahoo.com/ Ars Technica - http://arstechnica.com/ Wired - http://www.wired.com/ Guardian - http://www.guardian.co.uk/technology http://www.olafurandri.com/?page_id=1490

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Trend!

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Grading

Exams– Three exams in class 20% (10% each)

Study exercises– Short in-class exercises 10%

Assignments– Two assignments 20% (10% each)

Paper Peer-review– Review of paper and comments 10%

Research Paper– Research of a particular topic 40%

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Research

Objectives– Term project– Study or research of a particular topic chosen by

the student– Must be approved by the teacher

Area of study– Can be a device, a concept, a trend, a standard,

philosophy or a metaphor, or a particular product– Gather information and write a paper– Best papers will be published

Your research starts now!

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Research

These milestones are set:– Topic selection is due 10.02– Goals and outline are due 24.02– Draft for Peer Review is due 09.03– Peer-Review is due 16.03– Paper is due 23.03 at 17:00

Research Paper is an individual work and is 40% of the course grade– Draft and Peer-review is 10%

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Research Study Group

Group of 4-5 students– Will read your paper and give you review– Valuable service– Peer review

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Web Site

Course Web Site in MySchool

Teacher’s web site: http://www.olafurandri.com – Twitter: @olandri #nyti

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Timeplan (stundaskrá)

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Laptops

Laptops and other communication devices are forbidden in class– You don’t need them!

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Prerequisite

None... except

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Prerequisite

No programming required Interest in technology and social change is

recommended Qualification test– 2001 Space Odyssey– The Matrix– Minority Report

• http://www.minorityreport.com/

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Syllabus 1/2

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Syllabus 2/2

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