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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.
The global
digital
environment
Digital
Balkanization
Hardware
ecosystems
i*, Google, Microsoft,
Nokia, Amazon, RIM
content in silos
Formats
and standards
competing standards
rare interoperability
Cloud and
storage
Hotel California servers
Social
media
YASN default
Intellipedia model
always-on
stovepipes
shortener cartel
broken up
Collaboration
tools
collaboration systems vendor-specific and platform-constrained
Mozilla Raindrop
Videoconferencing
Parallel channels
Government
Government 2.0 < silos
1/2 of nations: WWW
content control policies
1/4 also arrest
content producers
language gaps
remain huge
Copyright
ACTA world
DRM is a default
more $ than print in 2014
authorship clear
Semantic
Web
competing platforms
and projects
Gaming
content all
divided and supported
by platform
Hardware
competing device ecologies
vendor lock-in
Library
proprietary dbs
TEACH Act strong
Facebook Quora
scholarly Waves
cyberinfrastructure
firms + nonprofits
Course
management
systems
BB across
campus
BB fighting
antitrust
Google's
Courses>Apps
ebooks
vendor prism
vendor-specific,
platform-constrained
Administrative
computing
competing
computational
platforms
Data
crunching
on-campus data analysis:
"data science management" function/ position
Professional
development
Mostly certification
or platform-specific
Digital
projects
Project management culture
The Long
Great
Recession
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
ecosystems
Hardware: disposables
vs long-term tinkering
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
ebooks
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
Scholarly
communication
Production in slump
Collaboration
tools
videoconference
meetings: default
The Wide
Open World
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...
...and persistent
fail whales
democratic
curation
real-time Web:
always on
Wikileaks movement
toppled a government
language gaps
have decreased
authorship
unclear
Campus
life
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
World
of Points
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
Imbrication
Nation
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
Five Ways of Looking
at college campuses in 2015
gaming, virtual world
environments used
Hardware
ecosystems
Software
ecosystems
Formats
and standards
Cloud and
storage
Social
media
Collaboration
tools
Videoconferencing
Government
Copyright
ebooks
Semantic
Web
interoperability
a challenge
Gaming
Hardware
Library
Scholarly
communication
Course
management
systems
ebooks
Collaboration
tools
Administrative
computing
Data
crunching
Professional
development
Digital
projects
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