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Most students entering college for the first time this fall were born in 1997.
The average first-year identified with
a tech brand in elementary school.
i*, Google, Microsoft,
Nokia, Amazon, RIM
content in silos
competing standards
rare interoperability
Hotel California servers
YASN default
Intellipedia model
always-on
stovepipes
shortener cartel
broken up
collaboration systems vendor-specific and platform-constrained
Parallel channels
Government 2.0 < silos
1/2 of nations: WWW
content control policies
1/4 also arrest
content producers
language gaps
remain huge
ACTA world
DRM is a default
more $ than print in 2014
authorship clear
competing platforms
and projects
content all
divided and supported
by platform
competing device ecologies
vendor lock-in
proprietary dbs
TEACH Act strong
Facebook Quora
scholarly Waves
cyberinfrastructure
firms + nonprofits
BB across
campus
BB fighting
antitrust
Google's
Courses>Apps
vendor prism
vendor-specific,
platform-constrained
competing
computational
platforms
on-campus data analysis:
"data science management" function/ position
Mostly certification
or platform-specific
Project management culture
Most students entering college for the first time this fall were born in 1997.
The Great Recession hit
when they were in 5th grade.
software struggle:
long-term vendor relationships
vs open source
some campus
clouds, slowly
consumer clouds
for cost savings
open content
consumption
general
More video feeds
and conferences
as travel drops
Heavy IP protection driven as economic necessity
slow to grow
much .edu + DIY
gaming booms
(people want to
be entertained)
human computing is pervasive
6-year replacement cycles
less print,
more ebooks
Production in slump
videoconference
meetings: default
The majority of first-years
have had at least one PLE
in high school or before.
Rapid cycles of
malware and
attacks
inter-cloud
interoperability
competition drives
growing adoption...
democratic
curation
real-time Web:
always on
Wikileaks movement
toppled a government
language gaps
have decreased
authorship
unclear
most content comes
from off-campus
Diverse
scholarly
forms
Crowdsourced
review
Open source CMSes
Most ERPs are open source
some ERPs: interinstitutional
students and staff involved in
global recommendation networks
"data science management" function/ position
most projects include
crowdsourcing aspects
The majority of first-years have had
some formal learning in games.
3d video,
powerful sound
the norm
gaming is the world's leading culture industry
Persistent user
profiles, media
Simulations for policy
European Living Earth Simulator in play
Semantics grow via
new markup by games
human computing is pervasive
campus library as game
Game development,
game-built content
is commonplace
Real-world objects have had digital tags
since elementary school.
AR media tools
widespread
visual search
sensor nets
global
gesture-based
interfaces: most
hyperlinked
world of things
social objects:
Policy battles over AR
content and access
Languages:
AR translation
3d printing across
the curriculum
place as library
geolocated scholarship
private and public
campus spaces redesigned
based on tracking
residents' use of space
gaming, virtual world
environments used
interoperability
a challenge