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Not 2.0?

Not 2.0?
Tim Bray writes: I just wanted to say how much I’ve come to dislike this “Web 2.0” faux-meme. It’s not only vacuous marketing hype, it can’t possibly be right. While being completely right in the details (we are quite arguably on 3.0 or even 8.0 if we’re thinking about the internet compared to other software versioning), Tim is completely wrong about the big picture. Kevin Kelly wrote about this change at length in an article in the current issue of Wired: the key to success in this next stage of the web’s evolution is leveraging collective intelligence. More immediately, Web 2.0 is the era when people have come to realize that it’s not the software that enables the web that matters so much as the services that are delivered over the web. You have to remember that every revolution occurs in stages, and often isn’t recognized till long after the new world is in place. I guess it’s the old debate between language purists, and language pragmatists. Related:  media theory

Eutech SSII Article original : What is Web 2.0 par Tim O'Reilly . Traduction française avec l'autorisation des éditions O'Reilly Qu'est ce que le web 2.0 : modèles de conception et d'affaires pour la prochaine génération de logiciels. L'explosion de la bulle internet en 2001 a définitivement marqué un tournant dans l'histoire du web. Le concept de web 2.0 est apparu avec une conférence « brainstorming » entre O'Reilly et Medialive International. En un an et demi (ndt : l'article est daté du 30/09/2005), le terme « web 2.0 » s'est franchement popularisé avec plus de 9,5 millions de citations dans Google. Cet article est donc une tentative de clarification du sens du terme « web 2.0 ». Web 1.0 // Web 2.0 Et la liste pourrait encore s'allonger... 1- Le web en tant que plate-forme 2- Tirer parti de l'intelligence collective 3- La puissance est dans les données 4- La fin des cycles de release 5- Des modèles de programmation légers 6- Le logiciel se libère du PC 7- Enrichir les interfaces utilisateur

What Is Web 2.0 by Tim O'Reilly 09/30/2005 Oct. 2009: Tim O'Reilly and John Battelle answer the question of "What's next for Web 2.0?" in Web Squared: Web 2.0 Five Years On. The bursting of the dot-com bubble in the fall of 2001 marked a turning point for the web. Many people concluded that the web was overhyped, when in fact bubbles and consequent shakeouts appear to be a common feature of all technological revolutions. Shakeouts typically mark the point at which an ascendant technology is ready to take its place at center stage. The concept of "Web 2.0" began with a conference brainstorming session between O'Reilly and MediaLive International. In the year and a half since, the term "Web 2.0" has clearly taken hold, with more than 9.5 million citations in Google. This article is an attempt to clarify just what we mean by Web 2.0. In our initial brainstorming, we formulated our sense of Web 2.0 by example: The list went on and on. 1. Netscape vs.

What Is Web 2.0 by Tim O'Reilly 09/30/2005 Oct. 2009: Tim O'Reilly and John Battelle answer the question of "What's next for Web 2.0?" in Web Squared: Web 2.0 Five Years On. The bursting of the dot-com bubble in the fall of 2001 marked a turning point for the web. The concept of "Web 2.0" began with a conference brainstorming session between O'Reilly and MediaLive International. In the year and a half since, the term "Web 2.0" has clearly taken hold, with more than 9.5 million citations in Google. This article is an attempt to clarify just what we mean by Web 2.0. In our initial brainstorming, we formulated our sense of Web 2.0 by example: The list went on and on. 1. Like many important concepts, Web 2.0 doesn't have a hard boundary, but rather, a gravitational core. Figure 1 shows a "meme map" of Web 2.0 that was developed at a brainstorming session during FOO Camp, a conference at O'Reilly Media. Netscape vs. At bottom, Google requires a competency that Netscape never needed: database management.

LeWeb 2.0 participatif ! - Doctice - Technologies de l'Information et de la Communication pour l'Enseignement De plus en plus, la communauté des internautes évalue productions ou services, et devient plus influente que le critique ou que la pub ! Une évolution sociologique observée de près par les investisseurs. Le Web 2.0 est une évolution du web tel que nous le connaissons encore (web 1). Des pages souvent esthétiques qui ont pour but de donner des informations descendantes de celui qui les possède vers celui qui les consulte. Le web 2.0 (terme inventé en 2004) est fondé sur l’idée de réseau et de participation de tous les internautes à la construction des informations et des savoirs. Il donne à chacun la possibilité d’interagir et de s’identifier à une communauté, de partager et de diffuser l’information au travers de portails, blogs, forums, wiki... L’internaute n’est plus seulement un consommateur de contenus mais également un co-auteur du Web 2.0 Les maîtres mots sont : communauté et interaction. « L ’accélération pédagogique » Interview de Christophe Deshayes, président de Documental.

Web 2.0 Un article de Wikipédia, l'encyclopédie libre. Cartographie sensible du web 2.0 L'expression « Web 2.0 » désigne l'ensemble des techniques, des fonctionnalités et des usages du World Wide Web qui ont suivi la forme originelle du web[1]. Elle concerne en particulier les interfaces permettant aux internautes ayant peu de connaissances techniques de s'approprier de nouvelles fonctionnalités du web. Les internautes peuvent d'une part contribuer à l'échange d'informations et interagir (partager, échanger, etc.) de façon simple, à la fois au niveau du contenu et de la structure des pages, et d'autre part entre eux, créant notamment le Web social[2]. Le Web 2.0 est donc l'évolution du Web vers l'interactivité à travers une complexification interne de la technologie mais permettant plus de simplicité d'utilisation, les connaissances techniques et informatiques n'étant pas indispensables pour les utilisateurs. Présentation[modifier | modifier le code] Origine du terme[modifier | modifier le code]

Web 2.0 01net. le 01/07/09 à 15h15 Ma définition vaut ce qu'elle vaut. Je n'ai pas la prétention d'en faire une définition standard et universelle (nous sommes nombreux à nous être lancés dans cette aventure terminologique), mais plutôt de faire comprendre avec des mots simples ce qu'est le Web 2.0. J'espère y parvenir. L'expression Web 2.0 est née en 2004 à l'occasion d'un brainstorming. Mais au fait, qu'est-ce que le Web 2.0 ? Je dirais même qu'il est plus démocratique. Le Web 2.0 s'est popularisé grâce à des services plus simples à utiliser, plus intuitifs aussi, facilitant l'accès à l'information. Ils peuvent être classés en grandes catégories (partage, publication, univers virtuel, microblogging...), ici listées par Fred Cavazza. On le voit, aujourd'hui, on a l'embarras du choix. Emilie Ogez Emilie Ogez est responsable du marketing et de la communication au sein de XWiki, membre des Explorateurs du Web et auteur de plusieurs blogs.

Game Studies 0102: Sims, BattleBots, Cellular Automata, God and Go. By Celia Pearce A Conversation with Will Wright by Celia Pearce Conducted in Will Wright's office at Maxis, September 5, 2001 CP: What is your philosophy of interactive design? WW: Ooh, a heavy question, a philosophy question. CP: It’s a big question, but I wanted to start you talking about why you design games. WW: Well, one thing I’ve always really enjoyed is making things. CP: When you were first working on SimCity, what was going on in the game world at that time? WW: There were things that influenced me—not many though. Also early modeling things, like the very first flight simulator by Bruce Artwick which had this little micro-world in the computer with its own rules, kind of near reality to some degree, but at a very low resolution. CP: What kinds of responses did it give you when you did stuff? WW: It was very open-ended and I could do whatever I wanted to in it. CP: Did you experience that as a play style or as research for your work? WW: I was playing with it. So those are some of the influences.

web 2.0 — Définition du Dictionnaire Pratique du Marketing Internet Le « Web 2.0 » est un concept assez vague, utilisé dès 2003 (mais massivement popularisé en 2007) pour désigner l’aboutissement d’une évolution des usages et des technologies sur Internet. En informatique, indiquer « 2.0 » à la suite du nom d’un logiciel signifie qu’il s’agit de la seconde version de ce logiciel. Ainsi, il s’agirait donc de la seconde version du Web… Mais concrètement, qu’est-ce qui différencie cette deuxième version de la première ? Dans les années 90 et au début des années 2000, le web était composé de pages statiques, codées en HTML. Rétrospectivement, on parle de « Web 1.0 » pour désigner cette époque. Puis sont apparus des sites dynamiques, au contenu fréquemment mis-à-jour, dont les blogs sont le plus célèbre exemple. Enfin, cette tendance vers la simplicité de création du contenu et l’interactivité s’est considérablement développée avec l’apparition et la popularisation des premiers réseaux sociaux. Grosso modo, le Web 2.0 se définit par 3 critères : Voir aussi :

From Work to Play Play Suspended This essay got its start in my keynote remarks for the Digital Arts and Culture Conference in the Spring of 2001 and took its present form during the Summer and Fall of that unforgettable year. Those were not easy months in which to think about changes in media and culture, however momentous. With the implosion of the Internet bubble, the future that had recently looked so glorious tumbled suddenly from promise to delusion. A popular song from those days sardonically recalls “the time when new media / was the big idea,” suggesting that even nostalgia had come to work on Internet time. Or had that sort of time run out? With troops on the ground and war talk in the air it has become difficult to give much space to art, literature, and other forms of cultural production, let alone their critical controversies. In the turn from consumption to participation, from interpretative to configurative practices, we find ourselves in a new relationship to media. Let the Games be Games

democ.htm CyberDemocracy: Internet and the Public Sphere Mark Poster University of California, Irvine Copyright(c) Mark Poster 1995 I am an advertisement for a version of myself. David Byrne The Stakes of the Question The discussion of the political impact of the Internet has focussed on a number of issues: access, technological determinism, encryption, commodification, intellectual property, the public sphere, decentralization, anarchy, gender and ethnicity. The issue of commodification also affords a narrow focus, often restricting the discussion of the politics of the Internet to the question of which corporation or which type of corporation will be able to obtain what amount of income from which configuration of the Internet. Recently theorists such as Philippe LacoueLabarthe and Jean-Luc Nancy [. But there are further difficulties in establishing a position from which to recognize and analyze the cultural aspect of the Internet. Decentralized Technology The Internet as a Public Sphere ?

Free Labor: Producing Culture for the Digital Economy The real not-capital is labor. -Karl Marx, Grundrisse Working in the digital media industry is not as much fun as it is made out to be. These events point to a necessary backlash against the glamorization of digital labor, which highlights its continuities with the modern sweatshop and points to the increasing degradation of knowledge work. In this essay I understand this relationship as a provision of “free labor,” a trait of the cultural economy at large, and an important, and yet undervalued, force in advanced capitalist societies. Support for this argument, however, is immediately complicated by the recent history of critical theory. However, the “informatics of domination” that Haraway describes in the “Manifesto” is certainly preoccupied with the relation between cybernetics, labor, and capital. This essay does not seek to offer a judgment on the “effects” of the Internet, but rather to map the way in which the Internet connects to the autonomist “social factory.”

WADs, Bots and Mods: Multiplayer FPS Games as Co-creative Media This paper will focus on the inter-relationships between media, technology and culture as demonstrated by the online multiplayer FPS scene, and will make explicit the degree to which game texts and associated technology facilitate culture and the formation of community, and how in turn such social structures inflect and determine the development of computer games, related Internet technologies and subsequent models for software development and distribution. Beyond the idea of “participatory media”, I argue that multiplayer FPS games have become “co-creative media”; neither developers nor players can be solely responsible for production of the final assemblage regarded as “the game”, it requires the input of both. co-creative media”, Counter-Strike, first-person shooter, Game development, gaming culture, Half-Life, mod scene, multiplayer, online games, Quake

Related:  Web 2.0Définitions du web 2.0définitions du web 2.0WEB 2.0