kuggaa.com

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What is Kuggaa?
Kuggaa is a global mobile ecosystem. Kuggaa’s revolutionary ‘cloud’ based service allows its subscribers the ability to socialize, share, sync, create, edit, play, and enjoy access to their favorite content across many different mobile ecosystems at anytime from anywhere.

What Problem does Kuggaa Solve?
Device eco systems do not interoperate with competing eco systems, depriving the user of a truly global computing experience across a wide range of devices. Eco systems today are defined as device and platform specific environments that cannot be shared with other competing mobile eco systems. Smartphone and tablet owners’ are beginning to demand new ‘experiences’ in eco system functionality. Mobile computing must enable cross eco system compatibility as users buy more competing mobile devices.

What is the Solution to the Problem?
Kuggaa creates cross device integrated ‘experiences’ for consumers in a new product category dubbed ‘Global Mobile eco system.’ Kuggaa defines a global mobile ecosystem as a platform that integrates into diverse mobile devices unique shared experiences, services, relevant content, user generated media, fun apps, as well as inclusion of legacy computing platforms like the at anytime from anywhere. Kuggaa users can share, create, watch, listen, and communicate on different Tablets, smart phones, internet TV’s, and PC’s without losing the current eco systems they have adopted on their captive mobile devices.

Company Information:
Kuggaa is an Nevada Company based in Las Vegas.

New technologies introduced at the DEMO Spring 2011 Event
Promising new products and prototypes of 2011 that have never been seen before. These are real products that are ready for market.

February 28:

Consumer Technologies

  • AboutOne.com from AboutOne, LLC
  • ecoATM from ecoATM
  • flyRuby.com from flyRuby.com
  • Manilla from Manilla
  • MindWave BrainCubed Education Bundle from NeuroSky
  • PhotoRocket from PhotoRocket
  • Primadesk from Primadesk, Inc.
  • SocialEyes from SocialEyes
  • Cyclic Variations in Altitude Conditioning™ from CVAC Systems, Inc.
  • ICaR Expert Systems from ICaR Systems (Alpha Pitch)
  • KloudDock from InfiniWing, Inc. (Alpha Pitch)
  • Qffers App from Dvmmy (Alpha Pitch)

Enterprise Technologies

  • DataRoket from DataRoket, Inc.
  • GageIn from GageIn, Inc.
  • Swivel from FaceCake Marketing Technologies
  • VIOLIN Platform from EMBRIA Technologies
  • Workface from Workface, Inc.
  • The Webcam Social Shopper from Zugara
  • Outline.com from Outline.com (Alpha Pitch)

Cloud Technologies

  • ApSynth from ApSynth
  • Cloud9 IDE from Ajax
  • Defensio for Facebook from Websense
  • EPflow from EyePredict
  • Kuggaa from Kuggaa
  • Nimble from Nimble
  • Stratosphere from V3
  • VECTOR™ from HBMG, Inc.

MARCH 1

Social and Media Technologies

  • eLive from eLive Entertainment
  • FetchFans.com from Fetch Plus Asia Pacific, Pte. Ltd.
  • GutCheck from GutCheck
  • HeyStaks from HeyStaks
  • Ecobe.com from Ecobe (Alpha Pitch)
  • Marginize from Marginize
  • Next Island virtual world from Next Island
  • OneGoodLove.com from OneGoodLove.com
  • Pixable Photofeed (on iPad) from Pixable
  • Speaku from Speaku (Alpha Pitch)
  • SocialReplay from Silentale
  • Thoora for Tablets from Thoora
  • TrendSpottr from TrendSpottr
  • Viafoura from Viafoura
  • The Geco from The Geco (Alpha Pitch)

Mobile Technologies

  • Dynamic Device Identity from mSIGNIA
  • Guardly from Guardly
  • HighNote from HighNote
  • JetStreamHD from Nuvyyo, Inc.
  • MobileNation from MobileNation
  • News360 for iPad from News360
  • Screach from Screenreach Interactive, Ltd.
  • ShowUhow Product Experience Platform from ShowUhow, Inc.
  • Small Business iPhone and Android Apps from Bizness Apps
  • ON Voicefeed from Life Is Better ON

DEMO 2011 event -- February 28 - March 1, 2011

doubletake -- by Purdue University

Also potentially-relevant here:

 

 

The connected life at home -- from Cisco

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From DSC:

How will these types of technologies affect what we can do with K-12 education/higher education/workplace training and development? I’d say they will open up a world of new applications and opportunities for those who are ready to innovate; and these types of technologies will move the “Forthcoming Walmart of Education” along.

Above item from:

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Mobile content is twice as difficult [usability] — from Jakob Nielsen
Summary:

When reading from an iPhone-sized screen, comprehension scores for complex Web content were 48% of desktop monitor scores.

It’s more painful to use the Web on mobile phones than on desktop computers for many reasons:

  • Slower downloads
  • No physical keyboard for data entry
  • No mouse for selection; no mouse buttons to issue commands and access contextual menus (indeed fewer signaling states, as discussed further in our seminar on Applying HCI Principles to Real World Problems: a touchscreen only signals “finger-down/up,” whereas a mouse has hover state in addition to button press/release)
  • Small screen (often with tiny text)
  • Websites designed for desktop access instead of following the usability guidelines for mobile
  • App UIs that lack consistency

New research by R.I. Singh and colleagues from the University of Alberta provides one more reason: it’s much harder to understand complicated information when you’re reading through a peephole.

…rest of posting here.

From DSC:
With the above said, the mobile learning wave cannot — and most likely should not — be stopped. The types of devices we end up using may change, but mobile learning will move forward.

For one example of this, see:

Mac OS X Lion -- Due in Summer 2011

The Future of Media — by Chris Brogan

Also see:

FaceTime for Mac

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Also see:

What trends really matter? Rob Reynolds presentation -- 2-9-11

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This is a presentation prepared for the “What College Students Think: Making Information Pay for Higher Ed Publishing” conference sponsored by the Book Industry Study Group on February 9.

Blackboard’s next phase

Blackboard’s next phase — from insidehighered.com by Steve Kolowich

Blackboard built its e-learning empire on its learning management system, trading legal blows with some competitors and gobbling up others as it raced to satisfy demand for a technology that had rapidly become de rigueur in higher education.

That period of conquest is now over. Last fall, close to 95 percent of institutions had some learning management system in place, according to the Campus Computing Project. Accordingly, Blackboard’s business strategy is changing: with the company adding four new, separately licensed products to its menu in the last three years, Blackboard expects that it will soon no longer rely on Learn, its popular learning management system, to bring home the bacon.

The fact that Blackboard is staking so much of its anticipated growth in the domestic higher education market on the success of its newer products could put colleges in a better position to haggle, Urdan added. “The whole notion of the market being saturated and [Blackboard] being reliant on new products to build their revenue stream — maybe the negotiating power is shifting a little more toward the client and a little bit away from Blackboard,” he said. This might be especially true given the gradual erosion of Blackboard’s market dominance in recent years.
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Abilence Christian University's Turning the Page Conference - February 28 - March 1, 2011

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Also see:

and

ACU Mobile Learning Report for 2009-2010

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Alternative reality games (ARGs) as mobile learning — from Float Mobile Learning by John Feser

Excerpts:

An alternate reality game, or ARG for short, (pronounced by saying the letters ‘A-R-G’, not by sounding like a pirate) is an interactive narrative that uses the real world as a stage for telling a story, playing out a scenario or creating a learning experience.  ARGs make use of diverse media and game elements to help tell and impact the outcome of the story.

Mobile devices combined with a good story and an educational game can be a powerful way to increase engagement and activity level of your learners. ARGs offer an interesting way to bring your mobile technology along for the ride. ARGs are being successfully used in marketing and entertainment as well as to train and solve real world problems. Organizations that are looking for creative ways to engage in mobile learning should consider the benefits ARGs have to offer. By crafting a realistic, enjoyable experience, you’ll be reinforcing behavior that most companies are actively seeking in their employees: critical problem solving, inquisitiveness and creativity.

© 2025 | Daniel Christian