XML: An Overview

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Web 2.0, Research
and You
Presentations at
CSCI 6530 Research Methods
CSCI 4230 Web Application Development
Kwok-Bun Yue
University of Houston-Clear Lake
1
Web 1.0
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 2
Web 2.0
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 3
Web 2.0
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 4
Talk Focus
• On new development and trends.
• CS/IS World:
– Some changes come very quickly.
– Some changes come very slowly.
• Generalization: “But Of Course There
Are Obvious Exceptions (BOCTAOE)”.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 5
What is Web 2.0?
• A term popularized by Tim O’Reilly in a
sequence of conferences started in 10/2004.
• Generally referring to a new phase of Web
architectures, techniques and applications.
• New business models.
• No consensus on its meaning.
• A buzzword for whatever is newly popular.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 6
Some Web 2.0 Techniques
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XML
AJAX
Web services API
Web syndication: RSS, ATOM, etc.
Tagging
Ruby on Rails
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 7
A Tag Cloud
A Flickr Tag Cloud:
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 8
Some Web 2.0 Applications
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Flickr
Del.icio.us
GMail
MySpace.com
Writely
Bit Torrent
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 9
Web 1.0 vs Web 2.0 Apps
Web 1.0
Web 2.0
Ofoto
Flickr
Doubleclick
Google’s Adsense
Slashdot.org
Digg.com
MSN Mail
GMail
MapQuest
GMap API
Britainnica
Wikipedia
Akami
Bit Torrent
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 10
Some Web 2.0 Characteristics
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Web-centric
Data intensive
Open architecture for participation
Social networking
Lightweight software development
Perpetual beta
Lightweight business model: the long
tails.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 11
Web 2.0 Meme Map
Source: Tim O’Reilly
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 12
Web 2.0 Enablers
• Low cost of entrance
– Maturing Web technologies
– Low infrastructure cost
• Readily available revenue streams.
– E.g. Google’s AdSense, Amazon’s
associate.
• Rapidly expanding markets
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 13
Quick Deployment Examples
• The million dollar home page:
http://www.milliondollarhomepage.com/.
• The thousands tag home page (tag
cloud): http://1000tags.com/.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 14
The Long Tails
• High frequencies followed by low
frequencies.
• Power Laws.
• Sum of low frequency area > sum of
high frequency area.
• Example: DoubleClick vs Google’s
Adsense (+ blogging,…)
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 15
An old adage for software project
• Only 2 out of the 3 options listed below
are possible:
– The project is done cheap.
– The project is done well.
– The project is done on time.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 16
Web 2.0 Spin
• The project is done relatively cheaply
(lightweight development model).
• The project only needs to be done well
enough (perpetual beta).
• The project will be improved
incrementally in time (perpetual beta).
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 17
Software Distribution Model
• Old desktop model (e.g. Microsoft):
– Heavy weight.
– Long update cycle.
– Tens of versions.
– Millions of copies.
– Huge backward compatibility.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 18
Software Distribution Model
• New Web 2.0 Model
– Services through Web, no sales, no
licensing.
– Universal thin clients: browser
– Quick update: perpetual beta
– One version.
– One copy: hidden massive server farms.
– Open standard and API.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 19
Web 2.0 Software
• Distinction between data and software
blurs.
• “The value of the software is
proportional to the scale and dynamism
of the data it helps to manage” – Jim
O’Reilly.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 20
Web 2.0 Competence
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Database and data mining
Searching
Scalability
Systems and network administrations
Open source software
Community-oriented API
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 21
New Design Models
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Example: Richard Gabriel's "worse-isbetter" design’s ranking of importance:
1.
2.
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4.
March 2006
Simplicity
Correctness
Consistency
Completeness
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 22
Simplicity Rules
• Fred Brook: No silver bullets: accident
and essence in software:
– Accidental complexity
– Essential complexity
• One bullet:
– Simplify the requirements.
– Change the problems.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 23
Global Amateurization
• Mass amateurization
• Examples: Wikipedia, blogging…
• Bar of entrance much lowered:
– Knowledge and powerful tools are easily
accessible.
– Experts are easily accessible.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 24
Some Web 2.0 Issues
• Privacy: large amount of data collected;
who control the data?
• Security: centralized data.
• Copyright and patents
• Infrastructure: e.g. Net neutrality.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 25
Privacy
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Data is more abundant and centralized.
“Google may know where you are.”
Privacy erodes slowly.
Global, legal, political, social, cultural angles.
Recent development examples:
– federal judge intends to require Google to turn
over some search data (3/14/06).
– Google’s censor search results in China.
– MySpace.com: ground for predators.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 26
Security
• Different in nature than before.
– Centralized data => massive security
impacts.
– Example: community site spamming.
• Search engine as a tool for hackers:
global amateurization.
• Shifting cost of security faults.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 27
Copyrights and Patents
• IANAL.
• A lot of money has and will be made. Huge
battles.
• Very new domain means old copyright and
patent system cannot cope.
– Digital Millenium Copyright Act (DMCA), 1998,
highly criticized.
– Software patents highly debatable.
– Patent office overwhelmed.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 28
Net Infrastructure
• HDTV video streaming may best
Moore’s Law for years.
• Current issue: ‘Net neutrality’
– Current Internet: ‘End to end network
design’, i.e., dumb network.
– Telecomm & Cable company: Content
companies should pay for better network
speed.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 29
Web 2.0 and Research
• Rapid changes mean fertile ground for
research.
• Global Amateurization applies also to
research.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 30
Example: Crater Discovery
• Crater discovery by Google Earth:
Emilio González, still ongoing. Keirba:
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 31
Crater Discovery (2)
• Find structures, check with the
Brunswick University impact crater
database.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 32
Crater Discovery
• Communications with Geologist; waiting
for field trip confirmation.
• In the “Aurunga line”.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 33
Example: Online Game
• Edward Castronova, California State
University-Fullerton: Economists, video
game player.
• Online game: EverQuest.
• Insight: online game has its own
economy.
• Virtual currency, ‘platinum piece’, can
be sold in auctions, e.g. eBay.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 34
Online Game Economy
• Analyzed 616 auctions => one platinum
piece =~ 1 US cent, more valuable than
1 Japanese Yen.
• Average users => generate 319 piece
per hour => $3.42 per hour.
• EverQuest Per Capita Gross Domestic
Product (GDP): $2,266 (77th in the
world)
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 35
Results
• Very high visibility
• Online game economy research exploding.
• Classical Economics assumptions
– Completely free and fair market
– Rational actors
• A ‘clean laboratory.’
• Castronova, Virtual Worlds: A First-Hand
Account of Market and Society on the
Cyberian Frontier.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 36
Lessons Learnt
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Abundance of highly available tools.
Quick communications with experts.
Large opportunities.
Interdisciplinary nature: ‘mash-ups’.
Do what you love and be curious.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 37
Research Trend
• Traditional, highly focused research still
critical.
• Open source research:
– Massive collaboration.
– Multiple disciplinary ‘mashups’.
– Lower bar of entrance.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 38
What it means to you?
• Rapidly changing landscape.
• Maturing technology: global
amateurization.
• Multiple skills needed.
• Non-technical skills will become
increasingly important.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 39
Want to do Research?
• Look around yourself
• Talk to faculty members
• Share your thought with others
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 40
Your University Degree
• Old: University degrees secure your whole
life.
• New: University degrees as tickets for
entrance to the job market.
• Prepare for life-long learning:
– Core competency.
– Multi-disciplinary background and alertness.
– Specialization.
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 41
Don’t Be It
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 42
Questions and Comments
• Any Questions or comments?
• Thanks!
March 2006
Bun Yue: [email protected], http://dcm.uhcl.edu/yue
slide 43