Thursday, August 7, 2014

Increasing Returns and Red Queens

A variety of different sources provide viewer the ability to view movies.  In the past one could purchase a DVD containing specific movie, rent it from store, visit local library or borrow from friends.  In the last decade the availability of movies on demand such as pay per view, and Netflix provided a service for customers to be able to view desired movies without leaving home resulting in decline and almost total disappearance of Movie rental stores such as Blockbuster, Rogers Video and other video rental stores..  Improved Internet bandwidth, lower prices and greater customer acceptance of high speed internet provided an opportunity for cable companies, along with Netflix to offer movies on demand.  Cable companies such as Rogers, Shaw, Comcast, Bell Media saw an opportunity to provide access to customers and also other companies such as Netflix in getting greater returns for their investments by providing video on demand and abandoning purchasing videos, renting space, hiring people to manage video stores. 

I was going to check to see if library had the movie NEXT available and if not I was going to check  Netflix. .  I was able to borrow the movie Next from my neighbor.  At the present time I do not have access to Netflix and I am not planning to in the near future signup for their service.  Family obligations along with my studies in Walden’s PhD Educational Technology Program limit my time and desire to pursue additional time consuming occupations.

Current competition between DVD’s and video on demand is an example of both, increasing return made possible by wild card or Red Queen which was development and adoption of broad band.  Thornburg (2008) states that emergent of wildcard occurred with access and adoption by people of wide broadband.  Examples given by Thorn burg in Video Increasing Returns states that completion between technologies such as DVD’s and video on demand does not necessarily ensure that best technology wins.  In order to view movies on demand one has to have access to broadband and one has to pay additional costs for signing up with Netflix.   Renting DVD’s or buying DVD’s for viewing does not require broadband.  Companies providing movies on demand are able to get higher returns not only providing access to movies but also charging for use of Broadband.

DVDs rentals have almost totally disappeared and sales of DVD movies are decreasing.  I would put DVDs in the Obsolete quadrant.  Video on demand would be placed in Reversal quadrant.  Abundance of choices especially on demand lays the foundation for development of newer communication technologies that will provide services at a lower cost changing the model movies on demand.





References
Laureate Education Inc. Producer (2009).  Increasing Returns. Baltimore, MD. Author
Laureate Education Inc.  Producer (2009).  Red Queens. Baltimore, MD. Author


Saturday, July 26, 2014

EDUC_8848_The_Disruptive_Power_Of_Second_Life_July_2014

Before one examines Second Life as a disruptive technology and its implications one has to have an understanding of variables influencing disruptive technologies, their implications and ability or failure to become an active influencing agent bringing about change.

According to Christensen (2002) in a video presentation; The innovation economy: How technology is transforming existing industries and creating new ones; many variables will influence ability of disruptive technologies to succeed in an established market.  He goes on to state that many of the disruptive technologies are not necessarily a better product but one that can tap into a market segment that leaders in the industry find uninviting or one that does not necessarily provides maximum return for their products or services.  Christensen also illustrates that disruptive technologies can overtake established industries and technologies due to inability of established corporations to be flexible enough by failing to base decisions on changing market tastes, needs, changing demographics  and adapting business models in changing world economy and society. Given examples by Christensen include two types of disruptive technologies; Celeron processor chip is a low end disruptive technology that disrupted high end chip resulting in established company such as Digital Computers to fall from forefront and become defunct and purchased by Compaq.  Second example of disruptive technology described by Christensen includes discount retailing such as Walmart.  This discount retailer provides an opportunity for a larger group of people with limited finances to participate and purchase products at lower prices than established retailers such as Sears and others.  According to Thornburg (2008) in video presentation;  Disruptive Technology (2008), could also occur when a new product such as transistor comes in is able to meet specific functions, does it more efficiently at a lower cost will result in the disruptive technology making old technology obsolete.  Example given by Thornburg (2008) is transistors replace vacuum tubes. 

How is Second Life a disruptive technology?

Second Life is a disruptive technology of established social interaction that was mainly carried on in a specifically defined environment whether it was meeting face to face, through correspondence by telephone or by mail. Second Life provides an opportunity to use new technologies, the computer and Internet to establish virtual worlds that people with similar interests can interact and provide services and opinions about.  Second life enhances people’s abilities to visually express themselves, create virtual environments that helps people to expand their thinking horizons for how things can be done differently and uses graphics.    Second Life is a disruptive technology allowing individuals to create real and imaginary life situations by themselves or with cooperation and interaction with others.  Several comments posted on YouTube indicate most sentiment of users have a positive experience using Second Life.  Second Life provides opportunities to learn new things and meet new people and also Second Life allows individuals to control, create, invent and manipulate technology. Two technologies mention by Rosedale  that were disruptive and allowed Second Life to Flourish is the Invent of Broadband and Enhanced Graphic Card.

What technology or innovation did it displace?

It displaced technology that relied totally on text and one that was not interactive.  An example of this is ICQ communication and email used in the 1990’s.  Improved Internet access using fiber optics, cable along with improved storage and processing power of PC’s provided an opportunity to extend ability for creating, viewing and collaborating in real online communication provided an opportunity for Second Life to develop.  Second Life Link to Game is; http://secondlife.com/?gclid=CO2yyr6o478CFUNgMgodMl0AwA .  Requires user name, password and personal information that I looked at but did not provide. 
YouTube link to various Second Life video created by participants illustrates capabilities of virtual worlds.  http://www.youtube.com/watch?v=GgNcTxgCMLQ

How many years do you think Second Life has left before another emerging technology or disruptive technology replaces it?

Second Life has an opportunity to be around for a decade or more before an emerging or disruptive technology replaces it as long as Second Life creator, supporters and users see new or improved abilities to accomplish simulations that can be applied to imaginary virtual worlds and real life situations.  Using second life to create virtual patient care instructions for nurses or doctors can be used resulting in greater efficiency and at lower costs.  It is critical to include additional variables such as having a focus and also agenda that is flexible to meet and take advantage of opportunities that will produce positive results.  Exposure and illustration of Second Life possibilities on YouTube and other media locations provides an opportunity to attract new users and attract users to enhance Second Life.

Rosedale asks the following question about Second Life future; He asks if  development mean that we immerse in virtual reality to have an extension of ourselves or are we going to immerse ourselves and develop our own extension through robots.

What are the social benefits of Second Life, and what might be the social implications of virtual worlds in your industry?

Second life provides an opportunity to encourage and enhance creativity, collaboration, connection with people all over the world.  Second World provides an opportunity for people to learn and develop skills that they could harness in real word and benefit economically.  Second Life provides an opportunity for people from all over the world to get a better understanding of similar and different characteristics, abilities and desires. Improved understanding of people living in different locations along with greater dialogue provides an opportunity to discuss, explain and work more cooperatively to improve human environment.  In education it is critical to effectively illustrate and practice positive dialogue that encourages people with different, skills, knowledge, and different social and economic status to work together more effectively.  Virtual worlds could provide an opportunity to create specific environments that might be too dangerous for people to accomplish in the real world.



References
Philip Rosedale, P. (2011) The birth and the future of the virtual world of Second Life. Accessed from;http://www.youtube.com/watch?v=C04wwLjJ0os
Christensen, C. (2013): Disruptive Innovation. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "The Encyclopedia of Human-Computer Interaction, 2nd Ed.". Aarhus, Denmark: The Interaction Design Foundation. Accessed from; http://www.interaction-design.org/encyclopedia/disruptive_innovation.html

Christensen, C. (2002), The Innovation Economy: How Technology Is Transforming Existing Industries and Creating New Ones accessed from;http://video.mit.edu/watch/the-innovation-economy-how-technology-is-transforming-existing-industries-and-creating-new-ones-9844/

Friday, July 11, 2014

Rhymes of History

Rhymes of History as stated by Oritt Hirsh (2011) that “Dr. Thornburg similarly describes one of the forces that drive emerging technology as “Rhymes of History”, which is a term he uses to define new technology which has emerged due to impact felt many years before from another technology or when technology rekindles something from the past”(Hirsh, 2011).  As a teenager I was really mesmerized by possibilities of having video phone and be able to see and communicate with people in real time and be able to see the person you are able to communicate as seen in Dick Tracy cartoon, in newspapers.  Hirsh (2011) mentioned that development of Skype could be viewed as being rhymes of history which includes embodiment, restructuring and codependency.  As stated by Hirsh (2011) scenes from Jetson’s and James Bond, Star Trek movies rekindled live conferencing from the past.  At the present time development of smart phones, development from telegraph, including voice, and video along with development of wide bandwidth Internet connection provides that an opportunity for development of watch communication including video and audio. 
Three ideas raised by Kelly(2008) includes, embodiment, restructuring and codependency.  
According to Kelly Humans will be extensions of machines rather than machines being extensions of humans.  Kelly also states that the web is restructuring the way Data is organized and grouped for Internet users.  Kelly goes on to state that its back to an old idea of centralized computing. 
Greater connection provides more opportunities to have access to more information but also provides less privacy.  Will this turn out to be another Space Odyssey 2001?
References
Hirsh, O. (2011) Technology Education January 4, 2011 accessed from; http://orithirsh.blogspot.ca/2011/01/rhymes-of-history.html
Kelly, K. (2007, December). Kevin Kelly on the next 5,000 days of the Web [Speech]. Speech 

         delivered at the EG 2007 Conference, Los Angeles. Retrieved from 

         http://www.ted.com/talks/kevin_kelly_on_the_next_5_000_days_of_the_web.html