Algorithmes devins : les smartphones, bientôt nos « deuxièmes cerveaux » ? – Le nouvel Observateur

Algorithmes devins : les smartphones, bientôt nos « deuxièmes cerveaux » ? – Le nouvel Observateur.

Très intéressante interview de Rand Hindi  dans le Nouvel Obeservateur: Patron de Snips, une start-up qui ambitionne d’allier « big data » et algorithmes pour repenser le quotidien et la façon de vivre des citadins en anticipant leurs comportements. Le prestigieux MIT (Massachussetts Institute of Technology) lui a décerné en avril dernier le titre de meilleur start-upeur français de l’année.

Extraits:

Rue89 : Pouvez-vous nous expliquer ce qu’est l’analyse prédictive ?

Rand Hindi : L’idée de l’analyse prédictive, que souvent les gens appellent « big data » par amalgame, c’est de récupérer une grande quantité de données, d’extraire des motifs statistiques à l’intérieur, et de s’en servir pour essayer de prédire ce qui va se passer après.

Mais quand on parle de prédictions, on ne parle pas de prédictions façon « boule de cristal », on parle en fait de mesurer la probabilité qu’un événement particulier se produise.

Comment obtenez-vous ces données qui permettent de bâtir les modèles prédictifs ?

Et par dessus ça, on a également de la donnée qu’on récupère directement à travers l’application sous trois formes différentes :C’est là où ça devient intéressant. Il y a de l’open data, énormément. On capture de la donnée depuis une centaine de sources d’open data, allant de la météo jusqu’à de la donnée de cartographie, sur les gares et les immeubles à proximité… On croise cela avec des données que nous a confiées la SNCF sur l’affluence dans les trains.

  • les requêtes de recherche ;
  • les « check-in » ;
  • et, lorsque l’utilisateur accepte, on récupère sa géolocalisation anonymisée quand il est dans le réseau de transport.

C’est dans cette direction que vous avancez maintenant avec Snips ?

Le nouveau produit qu’on est en train de lancer qui sera prêt d’ici la fin de l’année est une app qui est capable de comprendre ce que tu cherches à faire dans ta journée pour te proposer directement l’information dont tu as besoin et te renvoyer vers les apps que tu as besoin d’utiliser.

Plutôt que d’aller chercher ton application microphone dans ta liste, ton téléphone aura compris que tu es dans un café pour une interview et te propose directement l’appli et une fiche LinkedIn sur moi. Ton téléphone s’adapte à ton mode de vie.

Lire l’intégralité de l’interview: http://rue89.nouvelobs.com/2014/08/24/algorithmes-devins-les-smartphones-bientot-deuxiemes-cerveaux-254326

en savoir plus sur Snips:

At Snips, we leverage personal, social and urban data to make our proprietary machine learning algorithms able to determine the users’ context and predict what they will want to do next. This ground-breaking technology enables us to create products that can learn and adapt to us, taking us a step further towards a world of truly ubiquitous, context-aware computing.

 

Most Consumers Don’t Tote Wearables to the Gym—Yet – eMarketer

Most Consumers Don’t Tote Wearables to the Gym—Yet – eMarketer.

Wearables are a hot topic at the moment. There’s been talk recently about the future of notifications on such devices, fashion brands such as Tory Burch and Diane von Furstenberg (DVF) have partnered with tech companies to make wearables more stylish, and GE is testing Google Glass to see how the technology could help boost efficiency in its car factories. In April 2014, International Data Corporation predicted that wearable device shipments worldwide would rise more than 488.9% between 2014 and 2018, from 19.0 million to 111.9 million.

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Consumers have reported using mobile health and fitness apps to get in shape, and many industry sources believe that wearables are next. March 2014 polling by Makovsky Health and Kelton Research found high interest in wearable health and fitness devices: 81% of US internet users said they would use one. Tracking fitness was the top reason, cited by 48%. Keeping up with personal health issues landed in second place, while tracking diet and nutrition ranked third.

However, wearable health and fitness devices have a long way to go before they’re standard gym gear. In a June 2014 Opera Mediaworks study, just 2.5% of US smartphone users said they used wearable fitness and activity trackers while exercising. However, usage was relatively low for all devices except smartphones (57.7% of respondents). While the future may be bright for wearables, do-all smartphones are still No. 1 when exercisers need to pump it up.

- See more at: http://www.emarketer.com/Article/Most-Consumers-Dont-Tote-Wearables-GymYet/1011124/2#sthash.k1epKCOC.dpuf

Music Piracy: Consumers do prefer legal and ethical options, but they favour different ways of making this economically viable.- (Vlerick Business School)

Business model insights on how to beat music piracy – Vlerick Business School.

Business model insights on how to beat music piracy

In recent years, the popularisation of the World Wide Web and the rise of mobile music hardware have intensified online music piracy. Prof Dr Bert Weijters, Prof Dr Frank Goedertier and Sofie Verstreken have published an academic research study that examines music consumption preferences in today’s new context in which consumers face a myriad of music platforms with diverse business models and delivery modes. Counter-intuitively, the results show that consumers do prefer legal and ethical options, if available – but they favour different ways of making this economically viable.

Past research has argued that youngsters, in particular, use online technologies and platforms that facilitate piracy – and that youngsters seem to attach less importance to the ethical and legal aspects of music consumption. However, much of this research dates from an era in which ‘free’ was nearly synonymous with ‘unethical’ and ‘illegal’. That is, in the past, most applications offering cheap and convenient online access to music were illegal and did not create revenues for the artists. This raises the question: what truly drives youth’s music piracy consumption choices: a drive to defy the law, economic reasons, or convenience? 

The current consumption context

The current context has changed and offers a wide variety of legal and illegal online music consumption possibilities (including file-hosting services, free with advertising streaming platforms, paying streaming models with the possibility to download, video converter programs, etc.).

This new context allows, and calls for, research that studies potential music consumption driving factors in a disentangled way. The research discussed independently examines ethical concerns and other music consumption preferences (e.g., quality, streaming versus downloading, presence of advertising, etc.) as explanations of age group differences in online music consumption.

The research responds to an urgent business need: industry stakeholders are uncertain about how to respond to illegal music consumption and are looking for up-to-date information related to the specific preferences of music consumers in this new context.

6 online music consumer segments

Prof Dr Weijters, Prof Dr Goedertier and Sofie Verstreken undertook their study to update the extant literature on online music consumption – taking today’s technological context into account. Specifically, their goal was to better understand the way consumers in different age groups make choices when faced with alternative music platforms that vary in a wide range of attributes, including the extent to which they are legal and ethical.

Their research identifies 6 online music consumer segments and suggests specific ways of approaching them:

  • Free users are the youngest segment, and nearly all of these consumers have experience with downloading and/or streaming music. They are the most online music savvy segment and have an outspoken preference for free online music. Good quality is important to this segment, which means that ‘free users’ are not willing to sacrifice quality in exchange for free music.
  • Quality seekers value high audio quality. They are the second most experienced segment – a high proportion of these consumers have downloaded before. Although this segment also shows a preference for free music, it is much less outspoken than the free users, so it is reasonable to expect a certain willingness to pay for (high-quality) music.
  • Average users have music consumption preferences that are in line with the overall findings: i.e. high quality, legal and ethical (though less so than the quality seekers, law-abiding, and ethical consumers segments, respectively).
  • The Indifferent segment is not very opinionated, except for a preference for downloading (with or without streaming). Limited experience with online music may be the reason for this, as nearly 23% of this segment have not downloaded or streamed music before. This is the only segment not concerned with quality.
  • The Law-abiding segment is relatively inexperienced, and these consumers seem relatively indifferent towards quality. Their predominant criterion in choosing an online music platform is that it is legal.
  • Ethical consumers, the smallest segment, attach most importance to artists getting a fair share of revenues. Remarkably, these consumers emerge as a segment distinct from the law-abiding segment. This suggests that consumers differentiate between legality and ethicality, and that consumers who care about the one aspect do not necessarily care equally about the other.

Managerial implications

In general, this study suggests that the most promising avenues towards a more legal and ethical online music offering are:

1)    A free music approach, supported by advertising, targeted at younger consumers and/or the free users segment (the two clearly overlap), and

2)    A high-quality music approach, with the possibility to download for which a price can be charged, targeted at older consumers and/or the quality seekers segment.

Interestingly, the older segment prefers the legal/ethical options, while the younger segment prefers the illegal option over the legal paying option. This is not because of a difference in preference for ethical or legal alternatives, but because of a stronger preference for free music.

This shows that, in real-life choices, youngsters may appear to be less ethical and law-abiding, but the driving force behind this is mainly economic. In a way, this is reassuring, as it suggests that music piracymay be less deeply ingrained in the youth culture and norms than previously thought.

 

Source: “Online Music Consumption in Today’s Technological Context: Putting the Influence of Ethics in Perspective” by Prof. Dr. Bert Weijters (Department of Personnel Management, Work and Organizational Psychology, Faculty of Psychology and Educational Sciences, Ghent University), Prof. Dr. Frank Goedertier (Consumer Marketing, Retail & Branding Cluster, Area Marketing, Vlerick Business School) and Sofie Verstreken (Think BBDO, Belgium). Published online in the Journal of Business Ethics, 25 September 2013 (ISNN 0167-4544).

Nearly 1 in 4 U.S. Consumers Use a Health Tech Device – Health Tech Insider

Nearly 1 in 4 U.S. Consumers Use a Health Tech Device – Health Tech Insider.

Parks Associates Digital Health Survey

Extract from: Health Tech Insider

Please read the full article: http://healthtechinsider.com/2014/08/15/nearly-1-4-u-s-consumers-use-health-tech-device/

According to a recent survey by Parks Associates of households in the U.S. with broadband service, 22% used “an electronic device that measures and tracks your exercise, sleep patterns or vital signs.” While this is based on a small sample, a Pew Research Center study last year indicated that about 70% of U.S. households has broadband Internet access (up from just 3% in 2000). 

20 millions d’inscriptions sur les services payants de streaming musical en 2014 – TéléObs

20 millions d’inscriptions sur les services payants de streaming musical en 2014 – TéléObs.

(Relaxnews) – Malgré l’accès à une ribambelle d’alternatives gratuites, les services payants comme Spotify connaissent un succès croissant aux États-Unis et en Europe.

Selon Futuresource Consulting, les revenus générés par ces services atteindront 3 milliards de dollars cette année. Les données suggèrent que ces derniers 24 mois, les souscriptions premium ont doublé dans ces territoires.

“Les consommateurs internationaux ont dépensé  aux États-Unis et en Europe près d’1,9 milliard de dollars en 2013 – cela exclut les services de radios personnalisées. Une croissance de 59% est attendue cette année et le chiffre devrait atteindre 3 milliards de dollars. La plupart de ces utilisateurs utilisent des applications pour tablettes et smartphones”, explique David Sidebottom, spécialiste chez Futuresource Consulting.

L’augmentation peut paraître conséquente mais le chiffre de 3 milliards de dollars ne représente qu’une portion infime des revenus de l’industrie de la musique — en 2012, ils ont atteint les 50 milliards de dollars, dont 15 milliards aux États-Unis.

Il n’en reste pas moins que les services de streaming gagnent du terrain sur des marchés où les ventes de supports physiques et les téléchargements légaux ou illégaux représentaient jusqu’ici la norme. Entre Les services bien établis, comme Spofity et Deezer, et les nouveaux venus comme Beats Audio et Amazon mais aussi YouTube (qui prépare le lancement d’un service de streaming audio et vidéo à abonnement mensuel), la concurrence est rude.

Selon CNBC, même McDonald’s songe à se lancer sur le marché avec un outil de streaming associé à un programme de fidélité. 

L’une des forces du streaming est l’aspect mobile. Les haut-parleurs sans fils jouent aussi en faveur du freemium.

Pendant des années, la seule marque premium sur ce marché était Sonos. Mais récemment, Samsung, Bose et Denon ont lancé des systèmes à connecter au smartphone ou à l’ordinateur (grâce au Bluetooth, Apple AirPlay ou le Wi-Fi) et sont compatibles avec les services de streaming.

La dernière marque à s’être lancée est LG avec LG Music Flow, mercredi. La gamme de quatre haut-parleurs (dont une soundbar pour la télévision) peut être contrôlée à l’aide d’un smartphone.

Majority Of Digital Media Consumption Now Takes Place In Mobile Apps | TechCrunch

U.S. users are now spending the majority of their time consuming digital media within mobile applications, according to a new study released by comScore this morning. That means mobile apps, including the number 1 most popular app Facebook, eat up more of our time than desktop usage or mobile web surfing, accounting for 52% of the time spent using digital media. Combined with mobile web, mobile usage as a whole accounts for 60% of time spent, while desktop-based digital media consumption makes up the remaining 40%.

Apps today are driving the majority of media consumption activity, the report claims, now accounting for 7 our of every 8 minutes of media consumption on mobile devices. On smartphones, app activity is even higher, at 88% usage versus 82% on tablets.

App Users

The report also details several interesting figures related to how U.S. app users are interacting with these mobile applications, noting that over one-third today download at least one application per month. The average smartphone user downloads 3 apps per month.

However, something which may not have been well understood before is that much of that download activity is concentrated within a small segment of the smartphone population: the top 7% of smartphone owners accounting for nearly half of all the download activity in a given month. Those are some serious power users, apparently.

But no matter how often consumers are actively downloading apps, they certainly are addicted to them. More than half (57%) use apps every single day, while 26% of tablet owners do. And 79% of smartphone owners use apps nearly every day, saying they use them at least 26 days per month, versus 52% for tablet users.

Facebook Still #1

Here’s another notable tidbit: 42% of all app time on smartphones takes place in that individual’s single most used app. 3 out of 4 minutes is spent in the individual’s top 4 apps. The top brands, which account for 9 out of the top 10 most used apps, include Facebook, Google, Apple, Yahoo, Amazon and eBay.

Facebook is the most used app, in both audience size and share of time spent among each demographic segment.

Social Networking, Games and Radio contribute to nearly half the total time spent on apps, indicating mobile usage is heavily centered around entertainment and communication.

On iPhone, users prefer spending time consuming media, with news apps, radio, photos, social networking, and weather as the highest-ranking categories, while Android users spent more time in search (Google) and email (Gmail).

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Android Vs. iPhone

ComScore’s report also heats up the ol’ Android versus iPhone war, pointing out again that iPhone users have 40% higher median incomes, and engage with more applications. (9 more hours per month).

More details are in the full report here.

Airbnb Lets You Sleep in Ikea for the Night

Source: http://mashable.com/2014/08/21/sleep-in-ikea-for-the-night-make-your-dreams-come-true/

SYDNEY — You can now live your own version of the movie 500 Days of Summer — by staying a night in an Ikea store. For real: you could be sleeping on the beds, cooking with fake ovens, eating all the meatballs.

How? In what may well be the partnership of the century, Airbnb has coupled with everyone’s favourite Scandinavian flat-packing store for one night only — August 31, at one store in Sydney.

The promotional rooms at the Ikea in Tempe, Sydney boast an ideal location near the airport with city skyline views and will be home to three families of lucky winners. There are three options to choose from: rustic charm, inner city living or modern elegance.

The cost? A mere 12 Australian dollars.

ikea

 

IMAGE: IKEA IKEA

“Airbnb gives people access to the most unique listings around the world from treehouses to yurts to villas, and now we’re adding Ikea to the list,” Eva Ross, Local Operations Lead at Airbnb Australia, said in a statement. “The experience is sure to thrill any guest.”

There’s one proviso in the fine print: “By entering, you agree to be part of an event that will be covered by the media,” it says. “Oh, and that you will be woken in the morning in a remarkable way. Nothing frightening — we promise!”

For anyone who has ever dreamed of sleeping in the giant blue box store without assembling the bed first, your moment has arrived — so long as you’re O.K. with surprises.

Playing hunger games: Are gamified health apps putting odds in your favor? / Gamification – Des ‘Zombies’ pour vous motiver à prendre soin de votre santé

La ludification («gamification», en anglais) est actuellement très populaire auprès des concepteurs d’applications pour appareils mobiles qui souhaitent profiter du désir de la population de bouger un peu plus.

Des chercheurs de l’université américaine Brigham Young ont décidé de s’intéresser au phénomène, pour tenter de déterminer si le fait d’obtenir une petite médaille à l’écran entraîne vraiment une modification des habitudes de vie.

Les professeurs Cameron Lister et Josh West ont constaté, en analysant plus de 2000 applications de santé et de forme physique, que la majorité d’entre elles comportent une certaine part de ludification.

Ils ont aussi personnellement testé 132 applications comme «Pact» (ceux qui n’atteignent pas leurs objectifs d’entraînement doivent payer ceux qui réussissent), «Fitbit» (des amis compétitionnent les uns contre les autres) et «DietBet» (ceux qui perdent 4 pour cent de leur poids de départ en quatre semaines recoivent de l’argent de ceux qui échouent).

Près de la moitié (45 pour cent) des applications font appel à la pression des pairs. Les autres offrent des récompenses numériques (24 pour cent), des compétitions (18 pour cent) et des palmarès (14 pour cent).

Les chercheurs s’inquiètent de voir la ludification devenir démotivante à long terme. Ils déplorent que les applications ciblent uniquement la motivation des utilisateurs, en laissant passer une occasion de les inciter à changer de façon permanente leurs habitudes de vie.

«Ces applications semblent prendre pour acquis qu’on déteste la santé et qu’on déteste prendre soin de notre corps, alors elles vous offrent de petites récompenses pour vous faire faire ce qu’elles veulent que vous fassiez, a déploré M. Lister par voie de communiqué. Mais en réalité, on devrait intrinsèquement vouloir être en santé et participer à des activités de santé.»

Les conclusions de cette étude sont publiées dans les pages du Journal of Medical Internet Research:

Study breaks down prevalence of apps using game-like rewards to motivate

For many people, finding motivation to exercise is a challenge. Thankfully, there are Zombies chasing you.

At least that’s the approach of Zombies, Run!—one of more than 31,000 health and fitness apps on the market today, and one of the growing number of apps that use games to increase physical activity.

Gamification is currently the popular trend for mobile fitness app makers looking to cash in to help people get fit. Whether or not it’s the best way to exercise remains to be seen.

“It’s just been assumed that gamified apps will work, but there has been no research to show that they’re effective for people long-term,” said Cameron Lister, lead author of a new BYU study on gamified health apps appearing in the Journal of Medical Internet Research. “Does earning a badge on your screen actually change your health behavior?”

Lister, along with BYU health science professor Josh West, analyzed more than 2,000 health and fitness apps and found that the majority of the most popular and widely used apps feature gamification.

As part of their study, the duo also downloaded and used 132 of the apps personally to see how well they worked. In addition to Zombies, Run! they tried out:

  • Pact: An app that pits users against friends to see who keeps their exercise routine. Those who keep their goals make money at the expense of those who don’t.
  • Fitbit: Users can enlist friends to help them reach goals by sharing stats, joining fitness challenges or competing on leaderboards.
  • DietBet: Like Pact, users put their money on the line to keep weight loss goals. Those who lose 4 percent of their starting weight in four weeks earn money from those who don’t.

The researchers are concerned that gamification is ignoring key elements of behavior change and could be demotivating in the long run. For example, over time people can view the rewards and badges on these apps as work instead of play. Once the rewards disappear, the motivation drops.

One suggestion is for the apps to also focus on skill development.

“There’s a missed opportunity to influence healthy behavior because most gamified health apps are only aimed at motivation,” West said. “Motivation is important, but people also need to develop skills that makes behavior change easy to do.”

According to the study, the most common form of motivation in the apps centered on social or peer pressure (45% of apps), followed by digital rewards (24%), competitions (18%), and leaderboards (14%).

“It’s like people assuming that you hate health and you hate taking care of your body so they offer to give you some stuff in order for you to do what they want you to do,” Lister said. “But really, you should intrinsically want to be healthy and be engaged in healthy activity.”

While they found the health games are fun and engaging, West and Lister aren’t sure they can sustain major changes in healthy behavior. They believe more research needs to be carried out in an industry projected to hit the $2.8 billion mark by 2016.

But funding for this type of research is scarce because the technology is so new and developers either don’t have the money or are conflicted about subjecting their apps to scrutiny.

“I would caution developers and users to not have unrealistic expectations about the potential impact of gamified apps,” West said. “Everybody wants to know if they result in more sustainable behavior change but we just don’t know yet.”

Havas: Agility is Better than Scale – CMO Today – WSJ

Havas: Agility is Better than Scale – CMO Today – WSJ.

In an advertising world where the biggest players are trying to get even bigger, how can the relatively small Havas Group survive and compete?

Industry behemoths Omnicom and Publicis pursued a $35 billion merger to gain even more heft, before calling off the deal three months ago due to a variety of setbacks. Now, there is speculation over the fate of another major player, Interpublic, after activist investor Elliott Management took a stake in the company.

Global CEO of Havas Worldwide Andrew Benett

Does Havas, the world’s sixth-largest ad holding company by revenue, feel some pressure to explore consolidation opportunities? The company says it doesn’t see its size as a disadvantage. “As long as we’re a leader in technology, which we’re doing in many ways, scale becomes almost irrelevant,” said Andrew Benett, global CEO of Havas Worldwide.

Madison Avenue long believed that Havas would eventually be acquired or paired up with another holding company, especially given that corporate raider Vincent Bollore holds the largest ownership stake in the company. Mr. Bollore’s son, Yannick Bollore, now sits at the helm of Havas.

Scale can offer companies advantages such as better prices for media, but despite the noise, Havas executives said they don’t see a need to be big. They say the company’s size has made it easier to simplify its operating structure and operate in a more nimble way.

Global Managing Director of Havas Media Group Dominique Delport

“Big is great, big is beautiful, but agile and speed is better today,” said Dominique Delport, global managing director for the company’s media buying operations, Havas Media Group.

Key to Havas’ growth strategy is its integration of its creative and media-buying operations, a move that Havas believes gives it a leg up on rivals. Bringing the two disciplines closer together is meant to give Havas more efficiency and to appeal to marketers that have long complained that creative and media executives need to work more closely together.  Ad holding companies years ago pulled apart creative and media duties and formed standalone units, a separation that marketers have said causes tension between the two.

“Our clients don’t de-couple creative and media when they’re thinking about driving their business so we’re trying not to as well,” Mr. Benett said.

Havas says that as data begins to play a bigger role in marketing, having creative and media disciplines working together will appeal to clients. Media-buying firms already use data to target ads more effectively; the company believes data can also help the creative side of the business develop personalized ads.  Havas plans to launch a global data offering in the fourth quarter that combines the analysis used by Havas for media planning with capabilities from the creative side to help create data-driven ads.

Havas posted 1% organic revenue growth last year, with total revenue coming in at 1.77 billion euros.  For the first quarter, organic revenue improved 3% and new business wins rose 66% from a year earlier to 669 million euros.

The company says its integrated approach has brought in new business.  Recent notable wins for Havas include PayPal and TD Ameritrade earlier this year and Liberty Mutual late last year. Still, the shop has lost some business including some ad assignments for one of its biggest clients, Reckitt Benckiser.

“We are in a tough business. We are in an industry where to start up a media agency or a creative agency, you need a couple guys and a laptop. You don’t need much more,” Mr. Benett said. “Clients rightly so are looking for the best ideas and whether that idea comes from a small start-up in Silicon Valley or in Dumbo or in India or from a big agency or a small agency, they need to grow their business…. We need to bring them value every single day.”