- June 13, 2011
- 60 Comments
- Social Networks Manager
- advertising, Models, social media, social media marketing, social network, Social Networks Manager, viral marketing, youtube
- advertising, agency, android, app, back links, bing, brand, branding, bruce porter jr, buying, corporations, DC, emme porter, emmegirls, facebook, film, first page of google, google, internet, interview, iphone, launch event, linkedin, marketing, marketing companies, media, modeling, national company, nationwide, networking fools, promote, promotional models, promotions, publicity, reality tv, search engine optimization, seo, social, social media, social media marketing, social networks manager, sports buzz, staff, staffing models, trade show models, twitter, video, virtual real estate, word of mouth, youtube
Importance of Social Media Marketing and SEO EmmeGirls Networking Fools Interview
- June 13, 2011
- 60 Comments
- Social Networks Manager
- advertising, Models, social media, social media marketing, social network, Social Networks Manager, viral marketing, youtube
- advertising, agency, android, app, back links, bing, brand, branding, bruce porter jr, buying, corporations, DC, emme porter, emmegirls, facebook, film, first page of google, google, internet, interview, iphone, launch event, linkedin, marketing, marketing companies, media, modeling, national company, nationwide, networking fools, promote, promotional models, promotions, publicity, reality tv, search engine optimization, seo, social, social media, social media marketing, social networks manager, sports buzz, staff, staffing models, trade show models, twitter, video, virtual real estate, word of mouth, youtube

Emme Porter, Bruce Porter Jr owners of EmmeGirls LLC, DC Party Rentals, Social Networks Manager +1 202 436 5114
Bruce Porter Jr: Hi beautiful, what are we doing today?
Emme Porter: We’re doing the Networking Fools interview.
Emme Porter: Also what Bruce is doing, is buying this virtual real estate on the internet, and using it. So I think he would also like to promote his techniques with SEO and the Social Networks Manager™, which is really where his talent and passion is.
Bruce Porter Jr: ..and how it all integrates. You know we have the reality TV show, and of course we want the reality TV show to be a great hit, but realistically, if what we do it use it to brand our clients then it serves it’s purpose. So we want to use all these different methods of media in order to brand ourselves and our clients. Because keep in mind that the branding and publicity is very important to us, not only for getting new clients, but also getting new models. We have thousands of models on staff and it takes a lot of SEO to get them in here.

Here are some of the video highlights on the topic of social media marketing and search engine optimization from that interview +1 202 436 5114
Bruce Porter Jr: (speaking about Sports Buzz) ..for companies like them that have an android and Iphone app, marketing companies like us are very attractive. We not only staff the models for you, but we also promote you and get you in there on the first page of Google. If you Google “Sports Buzz Launch Event DC” of course you will see us, and the picture are filed and everything.
Emme Porter: He works tirelessly. How Bruce likes to describe the internet is that it’s alive, and so it’s a constant thing you have to work on all the time because it’s like a living breathing animal.
Bruce Porter Jr: SEO is one of those things that sometimes you’re really not sure why this happened or that happened. You just have to do so many things to get the results that you want. It’s a learning process. You know we’ve made mistakes too. Even a few months ago we made a big mistake and then you realize that is how that works and you have to work overtime to make up lost ground, but it is very effective… To go back to using the models, we take our models that are nationwide and do promotions, that is our business model. Then we use those models to promote ourselves and our clients. That is why when you Google us there are so many results and of course the name of the game is back links.
Emme Porter: Now that we have grown and are national company people use Google or Bing and they search for promotional models or trade show models and whoever is relevant is who the call first.
Bruce Porter Jr: As you know there is a huge difference if you appear on the first page of Google. It didn’t start off that way for us, there are a lot of companies out there who think they have the best promotional modelsor they are the best agency. People have been staffing models for years. It took a while to get there but we are now on the first page of Google for most of our key terms. That keeps the phone ringing and while word of mouth advertising is good, when large corporations hire promotional models, chances are they are going to hop on the internet and Google it, and call the first few people they see.
Bruce Porter Jr is the Social Networks Manager™
Email Bruce@EmmeGirls.com 202 436 6577
NYC Party Rentals Miami Party Rentals Social Media Management by EmmeGirls Modeling
Corporate Staffing DC Party Rentals Advertise with Facebook, Twitter, Linkedin, Youtube
- June 8, 2011
- 3 Comments
- Social Networks Manager
- facebook, Google, linkedin, social media, social media marketing, social network, Social Networks Manager, Trending Topics, twitter, viral marketing, youtube
- 360 virtual tour, advertise, advertise with facebook, advertise your open house, advertising, advertising network, advertising reach, bruce porter, bruce porter jr, buyers, directory, emme porter, emmegirls, facebook, facebook advertising, facebook me, google, information source, internet, linkedin, linkedin status, list your house, listing, location, marketing, media, MLS, modeling, networking, paid advertising, post pictures, publish, real estate guru, results, search, search results, sell home social media, sell your house, social, social media, social media management, social media manager, social media re, social media real estate, social network, social network manager, social networking, social networks manager, targeting, technology generation, tweet, twitter, videos, viral, viral-marketing, young buyers, youtube
Sell Your House With Social Media Marketing Facebook Twitter Youtube Linkedin
- June 8, 2011
- 3 Comments
- Social Networks Manager
- facebook, Google, linkedin, social media, social media marketing, social network, Social Networks Manager, Trending Topics, twitter, viral marketing, youtube
- 360 virtual tour, advertise, advertise with facebook, advertise your open house, advertising, advertising network, advertising reach, bruce porter, bruce porter jr, buyers, directory, emme porter, emmegirls, facebook, facebook advertising, facebook me, google, information source, internet, linkedin, linkedin status, list your house, listing, location, marketing, media, MLS, modeling, networking, paid advertising, post pictures, publish, real estate guru, results, search, search results, sell home social media, sell your house, social, social media, social media management, social media manager, social media re, social media real estate, social network, social network manager, social networking, social networks manager, targeting, technology generation, tweet, twitter, videos, viral, viral-marketing, young buyers, youtube
Social media has greatly changed communication over the past few years. Instead of saying, “Call me!”, a more common phrase these days is “Facebook me!” Likewise, more people are getting their news from the internet rather than the newspaper. In fact Facebook is the information source of choice for the “technology generation”. Even when conducting a search on Facebook you get internet Search results at the bottom of the page as well. So when you decide to sell your house, why not use websites such as Facebook, Twitter, Youtube, and LinkedIn to help reach buyers?
These social networking websites provide a valuable resource to sellers. Through Facebook, you can list your house and promote the listing with Facebook advertising. You can also share the posting with your friends, post pictures, videos, and notes highlighting the positive aspects of your house utilizing viral marketing for your listing.
Similarly, on Twitter, you can publish the listing via a tweet informing millions of potential buyers about the price and location of your house with a single click. You can further utilize viral marketing with your Tweets by including some of your favorite and most interesting facts about the house. You can target a specific areas and advertise your open house with times and dates.
LinkedIn is a social network for business professionals that also supports paid advertising. You can list your house on the linkedin advertising network and pay only for the clicks that you receive. You can also post the listing on your Linkedin status, share with your connections and email your linkedin contacts about the listing. If you have your house listed on the MLS directory you can also post that listing to your Linkedin account.

360 Virtual Tour of your House with Emme Porter as your spokes model – Hire Social Networks Manager by Emme Girls for virtual real estate sales +1 202 436 6577
With Youtube you can actually let interested buyers take a 360 virtual tour of your house. You can highlight the best features of your house increasing the opportunity for a sale. Sharing the Youtube video on all four of these networks will help you appear in Google search results.
These sites can be especially useful when targeting young buyers. As the “technology generation” grows up, more people are turning to their favorite social network to help them find information, including looking for places to live. If your house is listed on the social network that your potential buyers are using, then you widen your advertising reach, and therefore increase your chances of selling your house in a reasonable time frame.
If you would like to use social media to sell you home quickly contact us today!
Bruce Porter Jr is the Social Networks Manager™
Email Bruce@EmmeGirls.com 202 436 6577
NYC Party Rentals Miami Party Rentals Social Media Management by EmmeGirls Modeling
Corporate Staffing DC Party Rentals Advertise with Facebook, Twitter, Linkedin, Youtube
- April 15, 2011
- 1 Comment
- Social Networks Manager
- linkedin, social media, social network, Social Networks Manager
- advertisement, agency, bruce poter jr, company, construction, digg, emmegirls, facebook, internet, keyword, linkedin, management, marketing, marketing agency, marketing strategy, media, modeling, network, promotional models, radio, social, social media, social media management, social media marketing, social network, social networking, social networks, social networks manager, software, targeted, targeted advertising, tv, twitter
Targeted Advertising, Branding with Social Media Management (Twitter Facebook Linkedin 202 436 6577)
- April 15, 2011
- 1 Comment
- Social Networks Manager
- linkedin, social media, social network, Social Networks Manager
- advertisement, agency, bruce poter jr, company, construction, digg, emmegirls, facebook, internet, keyword, linkedin, management, marketing, marketing agency, marketing strategy, media, modeling, network, promotional models, radio, social, social media, social media management, social media marketing, social network, social networking, social networks, social networks manager, software, targeted, targeted advertising, tv, twitter
The success of a company is largely dependent on it’s marketing strategy. Your companies marketing strategy can make the difference between being a small company or a recognized worldwide brand. These strategies have changed vastly over the years. Before the age of the internet, TV and radio were the most effective ways to advertise your business. These days using social networking is a very effective way to reach and interact your consumers. Social media marketing is fast becoming the preferred method of targeted advertising.
Let’s say you own a construction company and want to promote yourself to new customers. One of the most effective ways to reach your consumer is through social media marketing. Using Social Media to market your company exposes your product to millions of internet users worldwide. Using social networks like Facebook, MySpace, Twitter, and Digg are cost effective way to gain new clients
The success of marketing with social media is evident when people perform a Google Search (or Bing, Yahoo, ect) for a specific keyword. If a person is looking for a promotional modeling agency they may search for “promotional modeling agency” or “promotional models” to find an agency that fits their needs. The sites that are most relevant and have the highest web traffic show up on the first page of the search results and therefore get the most clicks and most sales opportunities.
Start using social networks to achieve your targeted advertising goals.

Social Media Management for advertising, branding and SEO by Bruce Porter Jr (Social Networks Manager™)
Bruce Porter Jr the Social Networks Manager™
Email Bruce@EmmeGirls.com 202 436 6577
Social Media Management by EmmeGirls Modeling
Advertise with Facebook, Twitter, Linkedin
- April 3, 2011
- 3 Comments
- Social Networks Manager
- Google, social media, Social Networks Manager, viral marketing, youtube
- +1, 2011, advertising, april 1st, april fools, body motions, branding, brother, bruce porter jr, buzz, emmegirls, facebook, global boost, gmail, gmail motion, google, google searches, haters, internet, like, like button, march 30, modeling, paul mcdonald, plus, product manager, public profiles, recommend, recommendation, social media, social networks, social networks manager, targeted advertising, user interface, viral-marketing, youtube
Google’s viral marketing April Fools Joke a success with youtube video Gmail Motion (Social Media Management 202 436 6577)
- April 3, 2011
- 3 Comments
- Social Networks Manager
- Google, social media, Social Networks Manager, viral marketing, youtube
- +1, 2011, advertising, april 1st, april fools, body motions, branding, brother, bruce porter jr, buzz, emmegirls, facebook, global boost, gmail, gmail motion, google, google searches, haters, internet, like, like button, march 30, modeling, paul mcdonald, plus, product manager, public profiles, recommend, recommendation, social media, social networks, social networks manager, targeted advertising, user interface, viral-marketing, youtube

Social Networks Manager™ Bruce Porter Jr Social Media Management for Advertising and Branding
My brother sent me a text and asked “what’s up with Gmail Motion”? Does he mean Google +1 I thought? Google has all but changed the world a few times over and now with it’s +1 recommendation feature in Google Searches expect more changes in search results worldwide. I do remember seeing something about this Gmail Motion earlier on April 1st day but as usual I was busy. I let the text sit in my in inbox and went about my day.
Note to self: Look into Gmail Motion
For those of us that use Gmail on a daily basis you know that we have a public profile that that is searchable and we can make private if we like. We also know that Gmail has a BUZZ feature that we can use to share social media with our friends. Google recently launched it’s +1 recommendation feature where you click a “like” or “plus” button to recommend the website to your friends. People will want to see websites that their friends recommend is the idea. Facebook is far ahead in the game with it’s “Like” button. You can “Like” just about everything on the internet.
You can imagine my surprise in hearing that Google launched another new product two days after the March 30th launch of +1? I was signing out of my Gmail later on that evening and I saw a video about Gmail Motion. I was greeted by Google’s Product Manager, Paul McDonald. Google claimed to have developed a user interface to send and receive email via hand and body motions. At the end of the video it said click here to try the product then APRIL FOOLS!
It was hands down the April Fools joke of 2011. A lesson in using social media for viral marketing, branding and advertising. The youtube video has registered 5,271,590 views as I write this and 15,102 comments. It has been a topic of conversation even for the Google haters and they have us all wondering how we can use +1 to achieve our targeted advertising goals.

Emme Porter, Bruce Porter Jr owners of EmmeGirls LLC, DC Party Rentals, Social Networks Manager +1 202 436 5114
Bruce Porter Jr the Social Networks Manager
Email Bruce@EmmeGirls.com 202 436 6577
NYC Party Rentals Miami Party Rentals Social Media Management by EmmeGirls Modeling
Corporate Staffing DC Party Rentals Advertise with Facebook, Twitter, Linkedin, Youtube
- April 3, 2011
- No Comments
- Social Networks Manager
- Capitals, NHL, Trending Topics
- #whereisoshie, 82 games, alex ovechkin, baseball, big prize, bilbury, bill guerin, biz-dom, bruce porter jr, capitals, carolina, chirped, cup, cup finals, DC, edmonton, emme, emme porter, emmegirls, fanbase, goalie, hockey, internet, joe thornton, lambert, leagues, lockout, modeling, nhl, north america, paul bissonette, pavel datsyuk, pearls of biznasty, philadelphia flyers, playoffs, porter, postseason, presidents trophy, red rockers, red wings, regular season, roberto luongo, sniper, social media, social media management, Social Networks Management, social networks manager, stanley cup, team, theo fleury, TJ Oshie, tom benjamin, topics, tournament, trending, trending topics, trophy, twitter, vancouver canucks, vancouver fans, washington, washington capitals, world series
Trending Topics: Why don’t we value the NHL regular season? (Social Media Management 202 436 6577)
- April 3, 2011
- No Comments
- Social Networks Manager
- Capitals, NHL, Trending Topics
- #whereisoshie, 82 games, alex ovechkin, baseball, big prize, bilbury, bill guerin, biz-dom, bruce porter jr, capitals, carolina, chirped, cup, cup finals, DC, edmonton, emme, emme porter, emmegirls, fanbase, goalie, hockey, internet, joe thornton, lambert, leagues, lockout, modeling, nhl, north america, paul bissonette, pavel datsyuk, pearls of biznasty, philadelphia flyers, playoffs, porter, postseason, presidents trophy, red rockers, red wings, regular season, roberto luongo, sniper, social media, social media management, Social Networks Management, social networks manager, stanley cup, team, theo fleury, TJ Oshie, tom benjamin, topics, tournament, trending, trending topics, trophy, twitter, vancouver canucks, vancouver fans, washington, washington capitals, world series
Trending Topics is a new column that looks at the week in hockey according to Twitter. If you’re only going to comment to say how stupid Twitter is, why not just go have a good cry for the slow, sad death of your dear internet instead?
The Vancouver Canucks have now officially been the best team in hockey, since the beginning of October right up until today.
They have the Presidents’ Trophy all sewn up, and, barring a horrific collapse on their part, plus a huge turnaround by the Philadelphia Flyers, they will likely win it by a healthy margin.
However, as everyone on the planet is quick to point out, Presidents’ Trophy winners don’t traditionally win the Stanley Cup. Since they started handing out the formal trophy in 1985-86, the team with the most points in the regular season has won the Cup just seven times, and the 2007-08 Red Wings are the only ones to do so since the lockout.
So when teams like the Canucks or the Washington Capitals before them — those with playoff histories that are spotty at best — do go out from and lay waste to nearly every team from October through April, people just laugh. They’ll say that this is in no way indicative of how good the Canucks are as a team. Not really. Because: They Haven’t Won The Cup.
Even people like the wonderful Tom Benjamin, who believe winning the Presidents’ Trophy is remarkable thing that should be celebrated, say that in the same breath as they note it’s not the “big prize.” And what sense does that make?
There’s this illogic in North America that places the importance of a season not on the 82-game, six-month slog of a schedule, but rather on a 28-game-at-most, needlessly drawn out crapshoot of a lottery. One which rewards luck rather than an ability to win, a lot, for more than half a year.
I’m not sure what it is that makes people think the playoffs are so much more important than the regular season.
(Coming Up: Disgusting taunts against Theo Fleury(notes) on Twitter; Where is TJ Oshie(notes)?; and your Pearls of BizNasty.)
What little I know of baseball history indicates to me that the World Series, the oldest postseason tournament in North America, was little more than a way to make money and determine whether the winner of two totally separate leagues — the regular season champions, in fact — was better.
That the Stanley Cup, or really any postseason trophy, has taken on this level of import is curious, given what it takes to win it: a winning percentage as low as .571, or about a 94-point regular season pace. Boy if that doesn’t scream excellence, nothing does.
This concept that the real teams are separated from the pretenders during the postseason is of course ridiculous. You know that. There’s never been a conversation about a mediocre playoff team with a good goalie where you haven’t said, “…but he could steal a series.”
“Steal” being the operative word, as it implies that the series and indeed the playoffs themselves rightfully belong to the league’s best teams at their core.
And players with amazing regular-season numbers but so-so playoff stats? Chokers. Joe Thornton(notes) is a choker. Can’t possibly be one of the best players on the planet. That makes sense. Because Proven Playoff Warriors like Pavel Datsyuk(notes) or Bill Guerin(notes) have never had stretches of seven or 10 games in their career where they weren’t particularly effective.
Oddly, people actually also say — and, I guess, fully believe — that Alex Ovechkin(notes) is a choker, despite his having more points per postseason game than anyone currently in the NHL and scoring more than he does in the regular season. It probably has something to do with his inability to also be both defensemen and the goalie as well as a ruinous and highly productive sniper.
And don’t get me wrong, I love the playoffs for all the drama that the ping-pong-ball probability brings. But the value placed on them, rather than the regular season, seems far too great to be reasonable. Winning in the playoffs isn’t everything. In fact, it’s occasionally a complete fluke. You don’t get Edmonton/Carolina Cup Finals otherwise.
Yeah, winning the Stanley Cup is a pretty cool accomplishment, and one that should obviously be celebrated to some extent. But to also denigrate beating the hell out of everyone you play for 82 games? That’s just stupid. Because winning the Presidents’ Trophy is a more impressive achievement.
Canucks fans prove the worst people in the universe
Speaking of trashing the Presidents’ Trophy winner as being unable to compete in the playoffs, Theo Fleury recently hopped on Twitter and asked his followers if they thought the Canucks can make it out of the first round (and of course they can) because he’s not sold on Roberto Luongo(notes).
Maybe a bit of trolling of Vancouver fans, but you’d think no harm, no foul, right?
Wrong. Apparently this is the type of thing that really brings the mouthbreathers out of the woodwork. So offended were Vancouverites that Fleury had the temerity to suggest the Canucks or Luongo were not infallible that things got really ugly, really fast.
For making this statement, Fleury was taunted by some of the most vile human beings on earth for his substance abuse problems and, worse, the sexual abuse in his past. Fortunately, these cretinous embarrassments were shouted down fairly quickly, and certainly do not represent the entire fanbase, but some people are the absolute worst.
How remarkably vile.
#WhereisOshie
TJ Oshie missed practice the other day, leading to his being left home for two games by the team (he later donated his paychecks for those matches to charity). While no official reason was given for the quasi-suspension, a lot of people had theories.
@dgregson: trying to get 3 stars on all levels of Angry Birds
@itsjuststarla: Getting in line SUPER early for the last Harry Potter movie.
@JoeYerdonPHT: He’s trying to get back that Filet ‘O Fish.
@TheFecklessPuck: Writing a savage missive about bloggers in the press box
@theactivestick: Criminal Minds marathon on A&E
@AnthraxJones: “Up where he belongs.” – Joe Cocker and Jennifer Warnes
@SkinnyPPPhish: At the bottom of a well with Timmy O’Toole
And your very topical winner:
@SpeakoftheDevs: Looking for the cobra that escaped from the Bronx Zoo.
Pearls of Biz-dom
We all know that there isn’t a better Twitter account out there than that of Paul Bissonnette(notes). So why not find his best bit of advice on love, life and lappers from the last week?
BizNasty on getting chirped by a certain former shoe-fighter: “Milbury? The guy who traded chara and the second pick (spezza) for yashin? That guy?”
If you’ve got something for Trending Topics, holla at Lambert on Twitter or via e-mail. He’ll even credit you so you get a thousand followers in one day and you’ll become the most popular person on the Internet! You can also visit his blog if you’re so inclined.
Website article: http://sports.yahoo.com/nhl/blog/puck_daddy/post/Trending-Topics-Why-don-8217-t-we-value-the-NH?urn=nhl-wp1646

Emme Porter, Bruce Porter Jr
Bruce Porter Jr the Social Networks Manager
Email Bruce@EmmeGirls.com 202 436 6577
Social Media Management by EmmeGirls Modeling
Wife and business partner Emme Porter is a three time
member of the Washington Capitals Red Rockers
- March 29, 2011
- 1 Comment
- Social Networks Manager
- virtual reality
- 1987, 3-d, 6-dof, abstract visualization, acoustic signals, aircraft, airplane, anxiety, applications, architecture, artificial, artificial environment, automatic virtual environment, avatar, binocular omni orientation monitor, boom, brain, broadband, bruce porter jr, cameras, cave, cinematographer, coiled wires, collaborative design activity, COLLADA, computer, computer-simulated, control unit, cpu, cyber, cyber sickness, data gloves, database, datagloves, doctors, e-commerce, e-shoppers, education, electromagnetic, electromagnetic signals, electromagnetic tracking systems, emmegirls, engineers, environment, evolution, evolve, eyeglasses, five senses, flight simulator, flight simulators, force feedback, freedom, game, gaming, gaming experience, geographical information systems, GIS, haptic systems, head-mounted display, headphones, hearing, helicopter, helicopter pilots, helmet, helmet signals, hmd, human factors, imaginary world, imax, immersion, infrared, infrared light, input devices, interface, interface device, internet, iraq, iraqi, ivan sutherland, jaron lanier, jonathan steuer, joy sticks, keyboards, knobs, language, latency, LED, LEDs, macro, magnetic field, magnetic trackers, mapping, maps, mary whitton, mathematical, mathematical algorithms, mechanical signals, media, medical, medical procedures, mice, michael mcgreevy, micro, microsoft flight simulator, military, model, modeling, molecular architecture, monitor, morton heilig, motorcycle, moving chair, multi-dimensional, multiple television projection, network structure, nicotine, nintendo, non-immersive, odor emitters, online gaming, optical signals, orientation, philco corporation, phobias, physical, psychologists, queasy, range, real world, scientist, sensorama, sensory output, sensual technologies, sensualized, shared virtual environments, shopping mall, sight, simulation, six degrees, smell, smoking, smoking addiction, social media management, social networks, social networks manager, software, soldiers, sophistication, sounds, speed, stair steppers, stereo glasses, stereo images, stereoscopic displays, surgeons, tactile, technology, tele-banking, tele-education, tele-medicine, tele-work, telecommunication, telepresence, television, theatre, therapeutic, three dimensional, touch, touch interation, trackball, tracking systems, training, training tools, traumatic stress disorder, ultimate display, ultra sonictrackers, unreal, virtual gaming, virtual nicotine craving, virtual objects, virtual reality, virtual reality applications, virtual reality glove, virtual reality interface, virtual reality modeling language, virtual shopping mall, virtual space, virtual world, virtual worlds, vision, visual experiences, vr, vr field, vr technology, VRML, VRML97, wands, warcraft, warehouse, web browsers, wii, world of warcraft, X3D
The Evolution of Virtual Reality
- March 29, 2011
- 1 Comment
- Social Networks Manager
- virtual reality
- 1987, 3-d, 6-dof, abstract visualization, acoustic signals, aircraft, airplane, anxiety, applications, architecture, artificial, artificial environment, automatic virtual environment, avatar, binocular omni orientation monitor, boom, brain, broadband, bruce porter jr, cameras, cave, cinematographer, coiled wires, collaborative design activity, COLLADA, computer, computer-simulated, control unit, cpu, cyber, cyber sickness, data gloves, database, datagloves, doctors, e-commerce, e-shoppers, education, electromagnetic, electromagnetic signals, electromagnetic tracking systems, emmegirls, engineers, environment, evolution, evolve, eyeglasses, five senses, flight simulator, flight simulators, force feedback, freedom, game, gaming, gaming experience, geographical information systems, GIS, haptic systems, head-mounted display, headphones, hearing, helicopter, helicopter pilots, helmet, helmet signals, hmd, human factors, imaginary world, imax, immersion, infrared, infrared light, input devices, interface, interface device, internet, iraq, iraqi, ivan sutherland, jaron lanier, jonathan steuer, joy sticks, keyboards, knobs, language, latency, LED, LEDs, macro, magnetic field, magnetic trackers, mapping, maps, mary whitton, mathematical, mathematical algorithms, mechanical signals, media, medical, medical procedures, mice, michael mcgreevy, micro, microsoft flight simulator, military, model, modeling, molecular architecture, monitor, morton heilig, motorcycle, moving chair, multi-dimensional, multiple television projection, network structure, nicotine, nintendo, non-immersive, odor emitters, online gaming, optical signals, orientation, philco corporation, phobias, physical, psychologists, queasy, range, real world, scientist, sensorama, sensory output, sensual technologies, sensualized, shared virtual environments, shopping mall, sight, simulation, six degrees, smell, smoking, smoking addiction, social media management, social networks, social networks manager, software, soldiers, sophistication, sounds, speed, stair steppers, stereo glasses, stereo images, stereoscopic displays, surgeons, tactile, technology, tele-banking, tele-education, tele-medicine, tele-work, telecommunication, telepresence, television, theatre, therapeutic, three dimensional, touch, touch interation, trackball, tracking systems, training, training tools, traumatic stress disorder, ultimate display, ultra sonictrackers, unreal, virtual gaming, virtual nicotine craving, virtual objects, virtual reality, virtual reality applications, virtual reality glove, virtual reality interface, virtual reality modeling language, virtual shopping mall, virtual space, virtual world, virtual worlds, vision, visual experiences, vr, vr field, vr technology, VRML, VRML97, wands, warcraft, warehouse, web browsers, wii, world of warcraft, X3D
Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. It is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment. On a computer, virtual reality is primarily experienced through two of the five senses: sight and sound
Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones.
Virtual reality can be divided into:
The simulation of a real environment for training and education. The development of an imagined environment for a game or interactive story.
HISTORY:
The concept of virtual reality has been around for decades, even though the public really only became aware of it in the early 1990s.
Mid of 1950: Cinematographer Named Morton Heilig & Device: Sensorama
Envisioned a theatre experience that would stimulate all his audiences’ senses, drawing them in to the stories more effectively. He build a console in 1960 called the Sensorama that included a stereoscopic display, fans, odor emitters, stereo speakers and a moving chair. He also invented a head mounted television display designed to let a user watch television in 3-D. Users were passive audiences for the films, but many of Heilig’s concepts would find their way into the VR field.
In 1961: Philco Corporation engineers & Device: Headsight
Developed the first HMD in 1961, called the Headsight. The helmet included a video screen and tracking system, which the engineers linked to a closed circuit camera system. They designed the HMD for use in dangerous situations — a user could observe a real environment remotely, adjusting the camera angle by turning his head.
Bell Laboratories used a similar HMD for helicopter pilots. They linked HMDs to infrared cameras attached to the bottom of helicopters, which allowed pilots to have a clear field of view while flying in the dark.
In 1965: A Computer Scientist Named Ivan Sutherland
Envisioned what he called the “Ultimate Display.” Using this display, a person could look into a virtual world that would appear as real as the physical world the user lived in. This vision guided almost all the developments within the field of virtual reality. Sutherland’s concept included:
A virtual world that appears real to any observer, seen through an HMD. A computer that maintains the world model in real time. The ability for users to manipulate virtual objects in a realistic, intuitive way.
For years, VR technology remained out of the public eye. Almost all development focused on vehicle simulations until the 1980s.
In 1984: Michael McGreevy & Device: Human-Computer Interface (Hci)
Began to experiment with VR technology as a way to advance human-computer interface (HCI) designs. HCI still plays a big role in VR research, and moreover it lead to the media picking up on the idea of VR a few years later.
In 1987: Jaron Lanier coined the term Virtual Reality in 1987.
VIRTUAL REALITY ENVIRONMENT:
Other sensory output from the VE system should adjust in real time as a user explores the environment. Sensory stimulation must be consistent if a user is to feel immersed within a VE. If the VE shows a perfectly still scene, you wouldn’t expect to feel gale-force winds. Likewise, if the VE puts you in the middle of a hurricane, you wouldn’t expect to feel a gentle breeze or detect the scent of roses.
Lag time between when a user acts and when the virtual environment reflects that action is called latency. Latency usually refers to the delay between the time a user turns his head or moves his eyes and the change in the point of view, though the term can also be used for a lag in other sensory outputs. Studies with flight simulators show that humans can detect a latency of more than 50 milliseconds. When a user detects latency, it causes him to become aware of being in an artificial environment and destroys the sense of immersion.
An immersive experience suffers if a user becomes aware of the real world around him. Truly immersive experiences make the user forget his real surroundings, effectively causing the computer to become a non entity. In order to reach the goal of true immersion, developers have to come up with input methods that are more natural for users. As long as a user is aware of the interaction device, he is not truly immersed.
TYPES OF VIRTUAL REALITY:
Immersive virtual reality Non immersive virtual reality Semi immersive virtual reality
IMMERSIVE VIRTUAL REALITY:
In a virtual reality environment, a user experiences immersion, or the feeling of being inside and a part of that world. He is also able to interact with his environment in meaningful ways. The combination of a sense of immersion and interactivity is called telepresence.
Computer scientist Jonathan Steuer defined it as “the extent to which one feels present in the mediated environment, rather than in the immediate physical environment.” In other words, an effective VR experience causes you to become unaware of your real surroundings and focus on your existence inside the virtual environment
Jonathan Steuer proposed two main components of immersion:
Depth of information Breadth of information.
Depth of information refers to the amount and quality of data in the signals a user receives when interacting in a virtual environment. For the user, this could refer to a display’s resolution, the complexity of the environment’s graphics, and the sophistication of the system’s audio output.
Breadth of Information as the “number of sensory dimensions simultaneously presented.” A virtual environment experience has a wide breadth of information if it stimulates all your senses. Most virtual environment experiences prioritize visual and audio components over other sensory-stimulating factors, but a growing number of scientists and engineers are looking into ways to incorporate a users’ sense of touch. Systems that give a user force feedback and touch interaction are called haptic systems.
NON IMMERSIVE VIRTUAL REALITY:
Non-immersive systems, as the name suggests, are the least immersive implementation of VR techniques. Using the desktop system, the virtual environment is viewed through a portal or window by utilizing a standard high resolution monitor. Interaction with the virtual environment can occur by conventional means such as keyboards, mice and trackballs or may be enhanced by using 3D interaction devices.
SEMI-IMMERSIVE VIRTUAL REALITY:
A large screen monitor A large screen projector system Multiple television projection systems
similar to the IMAX theatres sing a wide field of view, these systems increase the feeling of immersion or presence experienced by the user Semi-immersive systems therefore provide a greater sense of presence than non-immersive systems and also a greater appreciation of scale. In addition, images can be provided that are of a far greater resolution than HMDs and this implementation provides the ability to share the virtual experience. This may have a considerable benefit in educational applications as it allows simultaneous experience of the VE which is not available with head-mounted immersive systems.
VIRTUAL REALITY INTERACTIVITY:
Immersion within a virtual environment is one thing, but for a user to feel truly involved there must also be an element of interaction. Early applications using the technology common in VE systems today allowed the user to have a relatively passive experience. Users could watch a pre-recorded film while wearing a head-mounted display (HMD). They would sit in a motion chair and watch the film as the system subjected them to various stimuli, such as blowing air on them to simulate wind. While users felt a sense of immersion, interactivity was limited to shifting their point of view by looking around. Their path was pre-determined and unalterable.
Interactivity depends on many factors. Steuer suggests that three of these factors are speed, range and mapping. Steuer defines speed as the rate that a user’s actions are incorporated into the computer model and reflected in a way the user can identify by means of senses. Range refers to how many possible outcomes could result from any particular user action. Mapping is the system’s ability to produce natural results in response to a user’s actions.
Navigation within a virtual environment is one kind of interactivity. If a user can direct his own movement within the environment, it can be called an interactive experience. Most virtual environments include other forms of interaction, since users can easily become bored after just a few minutes of exploration.
Computer Scientist Mary Whitton points out that poorly designed interaction can drastically reduce the sense of immersion, while finding ways to engage users can increase it. When a virtual environment is interesting and engaging, users are more willing to suspend disbelief and become immersed.
True interactivity also includes being able to modify the environment. A good virtual environment will respond to the user’s actions in a way that makes sense, even if it only makes sense within the realm of the virtual environment. If a virtual environment changes in outlandish and unpredictable ways, it risks disrupting the user’s sense of telepresence.
VIRTUAL REALITY INTERFACES:
DATAGLOVES:
Data gloves offer a simple means of gesturing commands to the computer. Rather than punching in commands on a keyboard, which can be tricky if you’re wearing a head-mounted display or are operating the BOOM, you program the computer to change modes in response to the gestures you make with the data gloves.
Pointing upwards may mean zoom in; pointing down, zoom out. A shake of your fist may signal the computer to end the program. Some people program the computer to mimic their hand movements in the simulation; for instance, to see their hands while conducting a virtual symphony.
WANDS:
Wands, the simplest of the interface devices, come in all shapes and variations. Most incorporate on-off buttons to control variables in a simulation or in the display of data. Others have knobs, dials, or joy sticks. Their design and manner of response a re tailored to the application.
Most wands operate with six degrees of freedom; that is, by pointing a wand at an object, you can change its position and orientation in any of six directions: forward or backward, up or down, or left or right.
STAIR STEPPERS:
Stair steppers are an example of the limitless manifestations of interface devices. As part of a simulated battlefield terrain, engineers from an army research lab outfitted a stair stepper with sensing devices to detect the speed, direction, and intensity of a soldier’s movements in response to the battlefield scenes projected onto a head-mounted display. The stair stepper provided feedback to the soldier by making the stairs easier or more difficult to climb.
VIRTUAL REALITY SYSTEMS:
HEAD-MOUNTED DISPLAY:
Looking like oversized motorcycle helmets, head-mounted displays are actually portable viewing screens that add depth to otherwise flat images. If you look inside the helmet you will see two lenses through which you look at a viewing screen. As a simulation begins, the computer projects two slightly different images on the screen: one presenting the object as it would be seen through your right eye, the other, through your left. These two stereo images are then fused by your brain into one 3D image.
To track your movements, a device on top of the helmet signals your head movements relative to a stationary tracking device. As you move your head forwards, backwards, or sideways, or look in a different direction, a computer continually updates the simulation to reflect your new perspective.
Because head-mounted displays block out the surrounding environment, they are favored by VR operators who want the wearers to feel absorbed in the virtual environment, such as in flight simulators. And as you might expect, these displays also are popular with the entertainment industry.
Data gloves and wands are the most common interface devices used with head-mounted displays.
BOOM:
The Binocular Omni Orientation Monitor, or BOOM, is similar to a head-mount except that there’s no fussing with a helmet. The BOOM’s viewing box is suspended from a two-part, rotating arm. Simply place your forehead against the BOOM’s two eyeglasses and you’re in the virtual world. To change your perspective on an image, grab the handles on the side of the viewing box and move around the image in the same way you would if it were real: Bend down to look at it from below; walk around it to see it from behind. Control buttons on the BOOM handles usually serve as the interface although you can hook up data gloves or other interface devices.
CAVE:
One of the newest, most “immersive” virtual environments is the CAVE (CAVE Automatic Virtual Environment).
It provides the illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube. Several persons wearing lightweight stereo glasses can enter and walk freely inside the CAVE.
SENSUAL TECHNOLOGIES:
A variety of input devices like data gloves, joysticks, and hand-held wands allow the user to navigate through a virtual environment and to interact with virtual objects. Directional sound, tactile and force feedback devices, voice recognition and other technologies are being employed to enrich the immersive experience and to create more “sensualized” interfaces.
SHARED VIRTUAL ENVIRONMENTS:
Three networked users at different locations (anywhere in the world) meet in the same virtual world by using a BOOM device, a CAVE system, and a Head-Mounted Display, respectively. All users see the same virtual environment from their respective points of view. Each user is presented as a virtual human (avatar) to the other participants. The users can see each other, communicated with each other, and interact with the virtual world as a team.
HUMAN FACTORS:
As virtual environments are supposed to simulate the real world, by constructing them we must
have knowledge how to “fool the user’s senses” This problem is not a trivial task
and the sufficiently good solution has not yet been found: on the one hand we must give the
user a good feeling of being immersed, and on the other hand this solution must be feasible.
• Sight…………….. 70 %
• hearing………….. 20 %
• smell ………………5 %
• touch………………4 %
• taste ……………….1 %
Human vision provides the most of information passed to our brain and captures most of our attention. Therefore the stimulation of the visual system plays a principal role in “fooling the senses” and has become the focus of research.
VIRTUAL REALITY TRACKING SYSTEMS:
Tracking devices are intrinsic components in any VR system. These devices communicate with the system’s processing unit, telling it the orientation of a user’s point of view. In systems that allow a user to move around within a physical space, trackers detect where the user is, the direction he is moving and his speed. There are several different kinds of tracking systems used in VR systems, but all of them have a few things in common. They can detect six degrees of freedom (6-DOF) — these are the object’s position within the x, y and z coordinates of a space and the object’s orientation. Orientation includes an object’s yaw, pitch and roll.
From a user’s perspective, this means that when you wear an HMD, the view shifts as you look up, down, left and right. It also changes if you tilt your head at an angle or move your head forward or backward without changing the angle of your gaze. The trackers on the HMD tell the CPU where you are looking, and the CPU sends the right images to your HMD’s screens
Every tracking system has a device that generates a signal, a sensor that detects the signal and a control unit that processes the signal and sends information to the CPU. Some systems require you to attach the sensor component to the user (or the user’s equipment). In that kind of system, you place the signal emitters at fixed points in the environment. Some systems are the other way around, with the user wearing the emitters while surrounded by sensors attached to the environment.
The signals sent from emitters to sensors can take many forms, including electromagnetic signals, acoustic signals, optical signals and mechanical signals. Each technology has its own set of advantages and disadvantages.
ELECTROMAGNETIC TRACKING SYSTEMS:
Magnetic trackers are the most often used tracking devices in immersive applications.Measure magnetic fields generated by running an electric current sequentially through three coiled wires arranged in a perpendicular orientation to one another. Each small coil becomes an electromagnet, and the system’s sensors measure how its magnetic field affects the other coils. This measurement tells the system the direction and orientation of the emitter. A good electromagnetic tracking system is very responsive, with low levels of latency.
One disadvantage of this system is that anything that can generate a magnetic field can interfere in the signals sent to the sensors.
ULTRA SONIC TRACKERS:
Emit and sense ultrasonic sound waves to determine the position and orientation of a target. Most measure the time it takes for the ultrasonic sound to reach a sensor. Usually the sensors are stationary in the environment — the user wears the ultrasonic emitters. The system calculates the position and orientation of the target based on the time it took for the sound to reach the sensors.
Disadvantages: Sound travels relatively slowly, so the rate of updates on a target’s position is similarly slow. The environment can also adversely affect the system’s efficiency because the speed of sound through air can change depending on the temperature, humidity in the environment.
OPTICAL TRACKING DEVICES:
Use light to measure a target’s position and orientation. The signal emitter in an optical device typically consists of a set of infrared LEDs. The sensors are cameras that can sense the emitted infrared light. The LEDs light up in sequential pulses. The cameras record the pulsed signals and send information to the system’s processing unit.
Disadvantages: Infrared radiation can also make a system less effective.
MECHANICAL TRACKING SYSTEM:
Rely on a physical connection between the target and a fixed reference point. A common example of a mechanical tracking system in the VR field is the BOOM display. A BOOM display is an HMD mounted on the end of a mechanical arm that has two points of articulation. The system detects the position and orientation through the arm. The update rate is very high with mechanical tracking systems, but the disadvantage is that they limit a user’s range of motion.
VIRTUAL REALITY APPLICATIONS:
As the technologies of virtual reality evolve, the applications of VR become literally unlimited. It is assumed that VR will reshape the interface between people and information technology by offering new ways for the communication of information, the visualization.
Two approaches to current VR development:
Modeling The Real World Abstract Visualization.
MODELLING THE REAL WORLD:
ARCHITECTURE:
An area in which virtual reality has tremendous potential is in architectural design. Already being created are architectural that allow designers and clients to examine homes and office buildings, inside and out, before they’re built. With virtual reality, designers can interactively test a building before construction begins.
MILITARY:
The military have long been supporters of VR technology and development. Training programs can include everything from vehicle simulations to squad combat. On the whole, VR systems are much safer and, in the long run, less expensive than alternative training methods. Soldiers who have gone through extensive VR training have proven to be as effective as those who trained under traditional conditions.
ANXIETY THERAPY:
For years now, virtual environments have been used to treat anxiety problems with exposure therapy. Psychologists treat phobias and post traumatic stress disorder by exposing the patient to the thing that causes them anxiety and letting the anxiety dissipate on its own. But this proves difficult if your stressor is a battlefield in Iraq. Military psychologists use simulated Iraq war situations to treat soldiers. Other therapeutic VR uses include treating a fear of flying, fear of elevators, and even a “virtual nicotine craving” simulator for smoking addiction.
VR TRAINING PROGRAMS:
Virtual reality environments have also been used for training simulators. The earliest examples were flight simulators (“Microsoft Flight Simulator”), but VR training has expanded beyond just that. There are many modern military examples, including Iraqi cultural situations and battlefield simulators for soldiers.
Flight simulators are a good example of a VE system that is effective within strict limits. In a good flight simulator, a user can take the same flight path under a wide range of conditions. Users can feel what it’s like to fly through storms, thick fog or calm winds. Realistic flight simulators are effective and safe training tools, and though a sophisticated simulator can cost tens of thousands of dollars, they’re cheaper than an actual aircraft (and it’s tough to damage one in an accident). The limitation of flight simulators from a VR perspective is that they are designed for one particular task. You can’t step out of a flight simulator and remain within the virtual environment, nor can you do anything other than pilot an aircraft while inside one.
VIRTUAL REALITY IN EDUCATION:
Virtual reality (VR) can be described as a cutting-edge technology that allows students to step through the computer or television screen into a three dimensional, computer-simulated world to learn.
MULTIPLAYER ONLINE GAMING:
One result of virtual-reality research is the existence of entirely separate virtual worlds, inhabited entirely by the avatars of real world users. These worlds are sometimes referred to as massively multiplayer online games, and the World of Warcraft is the largest virtual gaming world in use now, with 11.5 million subscribers.
THE NINTENDO WII:
Probably the most successful cousin of virtual reality on the market today is the Nintento Wii. The Wii owes its motion capture and intuitive interaction concepts to the virtual reality technologies of the past. The controller is basically a simplified version of the “virtual reality glove.” Both the Wiimote and the Wii Fit offer users another way of interacting with their virtual environment without having to wear any bulky equipment.
MEDICAL PROCEDURES:
Modern medicine has also found many uses for virtual reality. Doctors can interact with virtual systems to practice procedures or to do tiny surgical procedures on a larger scale. Surgeons have also started using virtual “twins” of their patients, to practice for surgery before doing the actual procedure. In medicine, staff can use virtual environments to train in everything from surgical procedures to diagnosing a patient. Surgeons have used virtual reality technology to not only train and educate, but also to perform surgery remotely by using robotic devices.
Researchers are using virtual reality technology to create 3-D ultrasound images to help doctors diagnose and treat congenital heart defects in children.
ABSTRACT VISUALIZATION:
The other most commonly found approach to VR application is in those areas where large quantities of abstract data need to be manipulated, examined or accessed. Such visualizations range from common datasets such as maps, to micro and macro structures such as molecular architecture or social networks. By combining VR with Geographical Information Systems (GIS), geographical information can be explored in three dimensions or the information contained within a computer database can be visualized and navigated.
Almost any situation that requires interaction with information (even mathematical algorithms can benefit from VR visualization. Users are able to visualize and interact with information through multi-dimensional graphical representations (combined with text clues). Such representations increase users’ ability to analyze the underlying data by negating the need for them to construct their own mental image of the data.
VIRTUAL REALITY FORMATS:
As the number of applications of virtual reality (VR) has grown, there have also been changes in the different formats of VR-type software. Each format has differing approaches to, and varying degrees of, three-dimensionality, immersion and interaction.
VIRTUAL REALITY & INTERNET:
Some programmers envision the Internet developing into a three-dimensional virtual space, where you navigate through virtual landscapes to access information and entertainment. Web sites could take form as a three-dimensional location, allowing users to explore in a much more literal way than before. Programmers have developed several different computer languages and Web browsers to achieve this vision. Some of these include:
Virtual Reality Modeling Language (VRML) – the earliest three-dimensional modeling language for the Web. 3DML – a three-dimensional modeling language where a user can visit a spot (or Web site) through most Internet browsers after installing a plug-in. X3D – the language that replaced VRML as the standard for creating virtual environments in the Internet. X3D superseded VRML97. Since VRML97 is a subset of the X3D standard, VRML files can still be processed by newer X3D browsers. Collaborative Design Activity (COLLADA) – a format used to allow file interchanges within three-dimensional programs.
DEVELOPMENT DIFFICULTIES
Bottleneck of transmission bandwidth 3-D visualization technology closely integrated with the data warehouse Preserve the integrity of the database in a shared user environment
APPLICATION IN THE INTERNET
Virtual Theme Park Virtual Shopping Mall Real-time Conferencing Flight Simulation Gaming Experience
POTENTIAL VR FOR E-COMMERCE:
Three-dimensional (3-D), multi-user, online environments constitute a revolution of interactivity by creating a compelling online experience.
VE offers e-shoppers the ability study the product carefully.
Provides the e-shoppers confidence that what they see is actually what they will get. Give better description on product.
VIRTUAL REALITY FOR TELECOMMUNICATION:
Tele-education, telemedicine, Tele-banking, Tele-work becomes possible. It improves new ways for people to interact with each other and computer.
Application of VR and Telecommunication
Telemedicine Tele-education Tele-training Tele-banking Tele-work
VR TECHNOLOGY IN TELECOMMUNICATION:
Using VR to manage Broadband Telecommunication Networks
VR user interfaces for broadband network Allows network structure, information flow to be visualized So, immediately responds through VR, reduce error Act as though in the real world using data gloves.
VIRTUAL REALITY CHALLENGES AND CONCERNS:
Most of today’s VR applications do not conform to reality and have poor quality, but are still very useful but must be improved a lot to allow more comfortable and intuitive
Interaction with virtual worlds.
The big challenges in the field of virtual reality are developing better tracking systems, finding more natural ways to allow users to interact within a virtual environment and decreasing the time it takes to build virtual spaces. While there are a few tracking system companies that have been around since the earliest days of virtual reality, most companies are small and don’t last very long.
The major interest was paid to visual feedback and visual display technologies resolution is
Significantly below eye’s resolving capability, luminance and color ranges do not cover the whole eye’s perception range (brightness range and gamut respectively), and finally the field of
View is relatively narrow. All these disadvantages make virtual worlds appear “artificial” and unreal, which severely contributes to the simulator sickness.
Without well-designed hardware, a user could have trouble with his sense of balance or inertia with a decrease in the sense of telepresence, or he could experience cyber sickness, with symptoms that can include disorientation and nausea. Not all users seem to be at risk for cyber sickness — some people can explore a virtual environment for hours with no ill effects, while others may feel queasy after just a few minutes
Some psychologists are concerned that immersion in virtual environments could psychologically affect a user.
CONCLUSION:
Technology has transformed the world in which we live, changing how we spend our time, how we understand ourselves, and how we interact with others. Technological innovation results in social and economic change. Thus, VR will lead to the development of a Virtual World. And it is the Virtual World that promises to restructure human life and activity.
Website article: http://quangmai.wordpress.com/2011/03/29/virtual-reality/ Evolution
Bruce Porter Jr the Social Networks Manager
Social Media Management by EmmeGirls Modeling
- March 24, 2011
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- Social Networks Manager
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Kids and Al-Qaeda Using Social Media for Virtual Communication
- March 24, 2011
- 2 Comments
- Social Networks Manager
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Bruce Porter Jr the Social Networks Manager (Uses Social Media for advertising and branding)
One of the most e-mailed articles on the New York Times website for the past several days has been one titled, “Don’t Call Me, I Won’t Call You.” My guess is a lot of grown up kids are sending it to their parents to prove that they’re not the only ones who don’t always answer the phone or respond to voice mail messages. The article describes how phone habits have changed over the past five years as people shift to text messaging, email and Facebook to communicate with their friends, families and colleagues. Nielsen Research notes that spending on cellular voice traffic is trending downward and that text traffic spending will exceed voice in the next three years.
I thought about this article last night when I was in a conversation with some old and new friends at a conference I’m attending. Somehow we got into a debate about whether the way people learn new skills and behaviors is changing as a result of the internet and virtual communications technology. On one side of the debate were the folks who were saying that the only real learning is that which comes from a live person teaching one other person or a group of other people in person. I was on the other side of the argument. We spent a good bit of time and energy going back and forth about how quickly the learning styles of the human species can adapt. My point was that disruptive technologies like the phone or the internet cause people to change their learning and working styles pretty quickly. Of course, the great trump card in a discussion like this is to ask, “What research have you read that backs up your point of view?” Darn, I just couldn’t come up with any academic citations on the spot. (Perhaps if I hadn’t had that second glass of wine.)
A guy I’m sitting with this morning just told me that his son is in a good medical school where attending lectures is optional. They’re all online and the students can watch them when they want.
Here’s the thing…
A few years ago I was talking with a client who has a background in what the Army calls information operations. His job is to influence the thinking of allies and enemies. He told me about attending a briefing at the Pentagon on how Al-Qaeda was using one of the new social media technologies. My client said that going into the briefing, he wasn’t that interested because he didn’t “get” the technology. By the time he left the briefing, he realized that it didn’t matter whether or not he “got” it. The enemy was using it and he had to figure out how to deal with that whether he got it or not.
What are you ignoring or arguing against because you don’t get it? What are you doing to challenge your assumptions about how things should be or will always be?
Website Article: http://scotteblin.typepad.com/blog/2011/03/do-you-get-it-or-not-does-it-matter.html
Bruce Porter Jr the Social Networks Manager 202 436 6577
Social Media Management by EmmeGirls Modeling







