Mobile
Mobile Internet represents a new
computing cycle
◦ Mainframe Minicomputer PC PC
Internet Mobile Internet
Unlike past cycles, US is follower, not
leader
◦ 85% of mobile subscribers, 87% of mobile data
subscribers in non-US markets(2007E); China
is #1 in both
Inte
rnet T
ren
d
Mobile
Uncharted / new sources of usage
generated for / from Mobile Internet
platform ◦ Killer application(s) for mobile? Social Networking / Presence? Video? Location-
Based Services? Browser? email? SMS? Music? Games? Search? Ringtones?
Camera? Blogs?
•Why now? 1) handsets becoming small
functional computers; 2) cheaper / faster
/ more data; 3) more content ◦ 450MM (48%) of handsets shipped (21% of base) Mobile Internet ready (can run
Java or BREW applications…), 2006E
◦ 2.9B subscribers with <2.5G (~50Kbps) network access; 311MM 3G subscribers
have broadband-like services (browsing, full track music), 2007E
◦ Mobile content improving steadily - consumers are spending billions on it
Inte
rnet T
ren
d
Mobile
Inte
rnet T
ren
d
•New Computing Cycles – 10x More Devices New = Reduce
Usage Friction Via Better Processing Power + Improved User
Interface + Smaller Form Factor + Lower Prices + Expanded
Services
Mobile
Inte
rnet T
ren
d
•Wireless Options Growing Rapidly – Creating Broad-Based
Wireless Infrastructure
Mobile
Inte
rnet T
ren
d
•User Interface + Device Usage Evolution Over Past 30 Years –
From Input…to Output…to Sharing
Mobile
In Just 2 Years,
Wireless Consumers
Expect… ◦ Always-On Access with
Super-Fast „Boot Time‟
◦ Near Zero Latency Access to
Nearly All Information
◦ Day-Long-Plus Battery Life in
Elegant Portable Devices Inte
rnet T
ren
d
Technology
Inte
rnet T
ren
d
•More Connected – Real-time connectivity / 24x7 / in palm of
hand…
•More Affordable – Wi-Fi nearly ubiquitous in many developed
markets…for many / 3G tiered pricing lowers adoption barrier…
•Faster – Near-zero latency for boot-up / search / connect / pay…
•Easier to Use – User Interface revolution + location awareness
provide something for nearly everyone…
•Fun to Use – Social / casual gaming / reward-driven marketing…
•Access Nearly Everything – Music / video / documents / „stuff ‟ in
cloud…
•Longer Battery Life – Hours of continuous usage…
Cloud Computing
Inte
rnet
& C
lou
d C
om
pu
tin
g
•Home Users Ahead of Enterprise Users -
Quality of home based computing has been
evolving at faster pace than enterprise
computing for years and cloud- based
connectivity has become so pervasive that
enterprises are finally being forced to play
catch up.
Cloud Computing
•Consumers Expect Easy-to-Use 24x7
Connectivity and Want the Same at Work -
Wireless device (smartphone / tablet)
adoption has empowered consumers to
expect (and demand) cloud-based high-
speed wireless connectivity 24x7.
Inte
rnet
& C
lou
d C
om
pu
tin
g
Cloud Computing
•Recession-Spending Delays Helped
Underlying Markets Develop - Recession-
related technology spending delays from
2007 to 2009, in effect, allowed cloud-based
services to evolve / develop / mature to
levels that are more „enterprise-ready.‟
Inte
rnet
& C
lou
d C
om
pu
tin
g
Cloud Computing
•Less Concern about Security Issues -
Cloud-based security concerns have abated
somewhat as enterprises realize the
difference in risk profile between internal
and external environments is lower than
they once believed.
Inte
rnet
& C
lou
d C
om
pu
tin
g
The Four Generations Cohort of
Customers
Veterans
Baby Boomers
Xers
Millenials
<1946
1946-1964
1964-1980
>1980
From “close” to “open” environment:
• Society
• Communication
• Market
• Mind
• Behavior
• Value
CONNECTING
or CONFLICTING
? Inte
rnet
Use
rs
Generation Characteristics
VETERANS < 1946
BABY BOOMERS 1946-1964
XERS 1965-1980
MILLENIALS >1981
Dedicated to a job Live to work Work to live Live in the moment
Respectful of authority
Sense of optimism Contract Technology savvy
Duty before pleasure
Champions of causes
Pragmatic world Consistent expectations
Patience is a virtue Go into debt Self-reliant Street smart
Honor and integrity Team and process oriented
Attached to the edge Fun is a must
Reluctant to change Personal gratification
Authority is casual Give respect if they are respected
Patriotic Nostalgic of youth Versatility of skills Diverse in nature
Inte
rnet
Use
rs
Worlds and Environment of the
Generation
VETERANS < 1946
BABY BOOMERS 1946-1964
XERS 1965-1980
MILLENIALS >1981
HOME HOME HOME HOME
SCHOOL SCHOOL SCHOOL
PUBLIC PUBLIC
INTERNET
Inte
rnet
Use
rs
Internet Generation
Inte
rnet
Use
rs
Generation- C
Linkster Generation
Millenials Generation
Google Generation
Google Generation
Inte
rnet
Use
rs
The `Google generation‟ is a
popular phrase that
refers to a generation of young
people, born after
1993, that is growing up in a
world dominated by the
internet.
Google Generation
Inte
rnet
Use
rs
Most students entering our colleges and
universities today are younger than the
microcomputer, are more comfortable
working on a keyboard than writing in a
spiral notebook, and
are happier reading from a computer
screen than from paper in hand.
Constant connectivity – being in touch
with friends and family at any time and
from any place – is of utmost
importance.
Google Generation
1. They are more
competent with
technology
2. They have very high
expectations of ICTs
3. They prefer interactive
systems and are turning
away from being passive
consumers of
information
Inte
rnet
Use
rs
Research from
University of
California, 2008
Google Generation
4. They have shifted
decisively to digital forms
of communication: texting
rather than talking
5. They multitask in all areas
of their lives
6. They are used to being
entertained and now
expect this of their formal
learning experience at
university
Inte
rnet
Use
rs
Research from
University of
California, 2008
Google Generation
7. They prefer visual
information over text
8. They have zero tolerance
for delay and their
information needs must
be fulfilled immediately
9. They find their peers
more credible as
information sources than
authority figures
Inte
rnet
Use
rs
Research from
University of
California, 2008
Google Generation
10. They need to feel
constantly connected to
the web
11. They pick up computer
skills by trial-and-error
12. They prefer quick
information in the form
of easily digested
chunks, rather than full
text
Inte
rnet
Use
rs
Research from
University of
California, 2008
Google Generation
13. They are expert
searchers
14. They think everything is
on the web (and it’s all
free)
15. They do not respect
intellectual property
16. They are format agnostic
Inte
rnet
Use
rs
Research from
University of
California, 2008
Content Creators
Connected
Co-creation
Customise
Community
Curious
Control ‘C’
Inte
rnet
Use
rs
Research by Dan Pankraaz
5 Things To Know About Gen-C 1. They love creating and ‘mashing’ content
2. They are not passive, they form ‘active communities’
3. They thrive on social media sites where they can get
involved in ideas and cultural conversations
4. They’re in control of their own lives and are happy
with complexity
5. Gen C aspire to work in more creative industries with
less rigid social structures
Inte
rnet
Use
rs
What Is Cybercrime
Computer crime, or
cybercrime, refers to
any crime that involves
a computer and a
network, where the
computers may or may
not have played an
instrumental part in the
commission of a crime
Cyb
erc
rim
e
Example of Cybercrime
Computer or network as targets
1. Computer viruses or Malware
2. Denial-of-service attacks
Computer or network as mediator
1. Cyber stalking
2. Fraud and identity theft
3. Information warfare
4. Phishing scams
Cyb
erc
rim
e
Source of Evidence
Cyb
erc
rim
e
A computer can be a source of evidence.
Even though the computer is not directly
used for criminal purposes, it is an excellent
device for record keeping, particularly given
the power to encrypt the data. If this
evidence can be obtained and decrypted, it
can be of great value to criminal
investigators.
Computer Viruses/Malware
Cyb
erc
rim
e
A computer virus is a computer
program that can copy itself
and infect a computer. The
term "virus" is also commonly
but erroneously used to refer to
other types of malware,
including but not limited to
adware and spyware programs
that do not have the
reproductive ability.
Denial Service of Attacks
Cyb
erc
rim
e
A denial-of-service attack (DoS
attack) or distributed denial-of-
service attack (DDoS attack) is
an attempt to make a
computer resource unavailable
to its intended users. Although
the means to carry out, motives
for, and targets of a DoS attack
may vary, it generally consists
of the concerted efforts of a
person or people to prevent an
Internet site or service from
functioning efficiently or at all,
temporarily or indefinitely.
Cyberstalking
Cyb
erc
rim
e
Cyberstalking is the use of the
Internet or other electronic
means to stalk or harass an
individual, a group of
individuals, or an organization.
It may include false accusations,
monitoring, making threats,
identity theft, damage to data
or equipment, the solicitation
of minors for sex, or gathering
information in order to harass.
Fraud and Identity Theft
Cyb
erc
rim
e
Identity theft is a form of fraud
or cheating of another person's
identity in which someone
pretends to be someone else by
assuming that person's identity,
typically in order to access
resources or obtain credit and
other benefits in that person's
name
Information Warfare
Cyb
erc
rim
e
Information warfare is the use and management of information
in pursuit of a competitive advantage over an opponent.
Information warfare may involve collection of tactical
information, assurance(s) that one's own information is valid,
spreading of propaganda or disinformation to demoralize or
manipulate the enemy and the public, undermining the quality of
opposing force information and denial of information-collection
opportunities to opposing forces.
Phising Scams
Cyb
erc
rim
e
Phishing is the criminally fraudulent
process of attempting to acquire
sensitive information such as
usernames, passwords and credit card
details by masquerading as a
trustworthy entity in an electronic
communication. Communications
purporting to be from popular social
web sites, auction sites, online
payment processors or IT
administrators are commonly used
to lure the unsuspecting public.
Conclusion Conclusion ◦ The Internet (and World Wide Web) was have today was
created by some very bright, talented people who either had vision, or were inspired by other talented people’s visions.
◦ Though their ideas were not always popular, they pressed ahead.
◦ Their perseverance and hard work brought us to where we are today.
◦ There is a lot to be learned by studying these people, their early work and keeping in mind what they had to work with.
◦ Today, we owe a great deal for the wired world we enjoy, to the hard work of these people.
◦ Internet has changed the world, how modern people think and behave.
Top Related