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ORANGE WEDNESDAY MOBILE APPLICATIONS FDA GRAPHIC DESIGN YI CHEN


Social Networking Mobile social networking is social networking

where one or more individuals of similar interests or commonalities, conversing and connecting with one another using the mobile phone. Much like web based social networking, mobile social networking occurs in virtual communities A virtual community is a social network of individuals who interact through specific media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. One of the most pervasive types of virtual community include social networking services, which consist of various online communities.

Virtual worlds are the most interactive of all

virtual community forms. In this type of virtual community, people are connected by living as an avatar in a computer-based world. Users create their own avatar character (from choosing the avatar’s outfits to designing the avatar’s house)and control their character’s life and interactions with other characters in the 3-D virtual world. It is similar to a computer game, however there is no objective for the players. A virtual world simply gives users the opportunity to build and operate a fantasy life in the virtual realm. Characters within the world can talk to one another and have almost the same interactions people would have in reality. For example, characters can socialize with one another and hold intimate relationships online. This type of virtual community allows for people to not only hold conversations with others in real time, but also to engage and interact with others. The avatars that users create are like humans. Users can choose to make avatars like themselves, or take on an entirely different personality than them. When characters interact with other characters, they can get to know one another not only through text based talking, but also by virtual experience(such as having avatars go on a date in the virtual world). A chat room form of a virtual community may give real time conversations, but people can only talk to one another. In a virtual world, characters can do activities together, just like friends could do in reality. Communities in virtual worlds are most similar to

real life communities because the characters are physically in the same place, even if the users who are operating the characters are not. It is close to reality, except for the characters are digital.

Types of virtual communities Internet message boards An online message board is a forum where people can discuss thoughts or ideas on various topics. Online message centers allow users to choose which thread, or board of discussion, users would like to read or contribute to. A user will start a discussion by making a post on a thread. Other users who choose to respond can follow the discussion by adding their own post to that thread. Message boards are not conversation based because user responses do not have to take place right away. Whenever the user revisits the message board, he/ she can make a response. Unlike a conversation, message boards do not have an instantaneous response and require that users actively go to the site to check for responses. Anyone can register to participate in an online message board. A message board is unique because people can choose to participate and be apart of the virtual community, even if they choose not contribute their thoughts and ideas. Registered users can simply view the various threads or contribute if they choose to. Message boards can also accommodate an almost infinite number of users, something a chat room is limited to. Online chat rooms Shortly after the rise of interest in message boards and forums, people started to want a way of communicating with their “communities” in real time. The downside to message boards was that people would have to wait until another user replied to their posting, which, with people all around the world in different time frames, could take awhile. The development of online chat rooms allowed people to talk to whoever was online at the same time they were. This way, messages were sent and online users could immediately respond back. The original development by CompuServe CB hosted forty channels in which users could talk to one another in real time. The idea of forty different channels led to the idea of chat rooms that were specific to different topics. Users could choose to join an already existent chat room they found interesting,

or start a new “room” if they found nothing to their liking. Real time chatting was also brought into virtual games, where people could play against one another and also talk to one another through text. Now, chat rooms can be found on all sorts of topics, so that people can talk with others who share similar interests. Chat rooms are now provided by Internet Relay Chat (IRC) and other individual websites such as Yahoo, MSN, and AOL. Chat room users communicate through text based messaging. Most chat room providers are similar and include an input box, a message window, and a participant list. The input box is where users can type their text based message to be sent to the providing server. The server will then transmit the message to the computers of anyone in the chat room so that it can be displayed in the message window. The message window allows the conversation to be tracked and usually places a time stamp once the message is posted. There is usually a list of the users who are currently in the room, so that people can see who is in their virtual community. Users can communicate as if they are speaking to one another in real life. This “like reality” attribute makes it easy for users to form a virtual community, because chat rooms allow users to get to know one another as if they were meeting in real life. The individual “room” feature also makes it more likely that the people within a chat room share a similar interest; an interest that allows them to bond with one another and be willing to form a friendship. Virtual worlds Virtual worlds are the most interactive of all virtual community forms. In this type of virtual community, people are connected by living as an avatar in a computer-based world. Users create their own avatar character (from choosing the avatar’s outfits to designing the avatar’s house)and control their character’s life and interactions with other characters in the 3-D virtual world. It is similar to a computer game, however there is no objective for the players. A virtual world simply gives users the opportunity to build and operate a fantasy life in the virtual realm. Characters within the world can talk to one another and have almost the same interactions people would have in reality. For example,

characters can socialize with one another and hold intimate relationships online. This type of virtual community allows for people to not only hold conversations with others in real time, but also to engage and interact with others. The avatars that users create are like humans. Users can choose to make avatars like themselves, or take on an entirely different personality than them. When characters interact with other characters, they can get to know one another not only through text based talking, but also by virtual experience(such as having avatars go on a date in the virtual world). A chat room form of a virtual community may give real time conversations, but people can only talk to one another. In a virtual world, characters can do activities together, just like friends could do in reality. Communities in virtual worlds are most similar to real life communities because the characters are physically in the same place, even if the users who are operating the characters are not. It is close to reality, except for the characters are digital.


Facebook Facebook is a social networking website launched in February 2004 that is operated and privately owned by Facebook, Inc.,[1] with more than 500 million[5] active users in July 2010.[6][N 1] Users can add people as friends and send them messages, and update their personal profiles to notify friends about themselves. Additionally, users can join networks organized by workplace, school, or college. The website’s name stems from the colloquial name of books given to students at the start of the academic year by university administrations in the US with the intention of helping students to get to know each other better. Facebook allows anyone who declares themselves to be aged 13 or older to become a member of the website. Facebook was founded by Mark Zuckerberg with his college roommates and fellow computer science students Eduardo Saverin, Dustin Moskovitz and Chris Hughes.[7] The website’s membership was initially limited by the founders to Harvard students, but was expanded to other colleges in the Boston area, the Ivy League, and Stanford University. It gradually added support for students at various other universities before opening to high school students, and, finally, to anyone aged 13 and over. Facebook has met with some controversy. It has been blocked intermittently in several countries including Pakistan,[8] Syria,[9] People’s Republic of China,[10] Vietnam,[11] and Iran.[12] It has also been banned

at many places of work to discourage employees from wasting time using the service.[13] Privacy has also been an issue, and it[clarification needed] has been compromised several times. Facebook settled a lawsuit regarding claims over source code and intellectual property.[14] The site has also been involved in controversy over the sale of fans and friends.[15] A January 2009 Compete.com study ranked Facebook as the most used social network by worldwide monthly active users, followed by MySpace.[16] Entertainment Weekly put it on its end-of-the-decade ‘best-of’ list, saying, “How on earth did we stalk our exes, remember our co-workers’ birthdays, bug our friends, and play a rousing game of Scrabulous before Facebook?.


Local-based services A location-based service (LBS) is an information and entertainment service, accessible with mobile devices through the mobile network and utilizing the ability to make use of the geographical position of the mobile device LBS services can be used in a variety of contexts, such as health, work, personal life, etc. LBS services include services to identify a location of a person or object, such as discovering the nearest banking cash machine or the whereabouts of a friend or employee. LBS services include parcel tracking and vehicle tracking services. LBS can include mobile commerce when taking the form of coupons or advertising directed at customers based on their current location. They include personalized weather services and even location-based games. They are an example of telecommunication convergence.

This concept of location based systems is not compliant with the standardized concept of real time locating systems and related local services (RTLS), as noted in ISO/IEC 19762-5 [5] and ISO/IEC 24730-1. Locating methods Control Plane Locating Sometimes referred to as positioning, with control plane locating the service provider gets the location based on the radio signal delay of the closest cellphone towers (for phones without GPS features) which can be quite slow as it uses the ‘voice control’ channel. [3] In the UK, networks do not use trilateration; LBS services use a single base station, with a ‘radius’ of inaccuracy, to determine a phone’s location. This technique was the basis of the E-911 mandate and is still used to locate cellphones as a safety measure.

Newer phones and PDAs typically have an integrated A-GPS chip. In order to provide a successful LBS technology the following factors must be met: * Coordinates accuracy requirements that are determined by the relevant service; * Lowest possible cost; * Minimal impact on network and equipment. Several categories of methods can be used to find the location of the subscriber.The simple and standard solution is GPS-based LBS. Sony Ericsson’s “NearMe” is one such example. It is used to maintain knowledge of the exact location, however can be expensive for the end-user, as they would have to invest in a GPSequipped handset. GPS is based on the concept of trilateration, a basic geometric principle that allows

finding one location if one knows its distance from other, already known locations. [edit] GSM Localization GSM localization is the second option. Finding the location of a mobile device in relation to its cell site is another way to find out the location of an object or a person. It relies on various means of multilateration of the signal from cell sites serving a mobile phone. The geographical position of the device is found out through various techniques like time difference of arrival (TDOA) or Enhanced Observed Time Difference (E-OTD). [edit] Others Another example is Near LBS (NLBS), in which local-range technologies such as Bluetooth, WLAN, infrared and/or RFID/Near Field Communication technologies are used to match devices to nearby

services. This application allows a person to access information based on their surroundings; especially suitable for using inside closed premises, restricted/ regional areas. Another alternative is an operator- and GPSindependent location service based on access into the deep level telecoms network (SS7). This solution enables accurate and quick determination of geographical coordinates of mobile phone numbers by providing operator-independent location data and works also for handsets that are not GPS-enabled. Many other Local Positioning Systems are available, especially for indoor use. GPS and GSM don’t work very well indoors, so other techniques are used, including Bluetooth, UWB, RFID and Wi-Fi. But which technique provides the best solution for a specific LBS problem? A general model for this problem has been

constructed at the Radboud University of Nijmegen Mobile messaging plays an essential role in LBS. Messaging, especially SMS, has been used in combination with various LBS applications, such as location-based mobile advertising. SMS is still the main technology carrying mobile advertising / marketing campaigns to mobile phones. A classic example of LBS applications using SMS is the delivery of mobile coupons or discounts to mobile subscribers who are near to advertising restaurants, cafes, movie theatres. The Singaporean mobile operator MobileOne carried out such an initiative in 2007 that involved many local marketers, what was reported to be a huge success in terms of subscriber acceptance.


Foursquare Foursquare is a location-based social networking website, software for mobile devices, and also a game. Users “check-in” at venues using a mobile website, foursquare logo Foursquare, Gowalla and Check.in: My choice of location based social networking servicestext messaging or a device-specific application. They are then awarded points and sometimes “badges.”

Foursquare is a location-based social networking website, software for mobile devices. Users “check-in” at venues using a mobile website, text messaging or a device-specific application.[2] They are then awarded points and sometimes “badges.” The service was created by Dennis Crowley and Naveen Selvadurai; Crowley had previously founded the similar project Dodgeball, which Google bought in 2005 and shut down in 2009 Foursquare is a web and mobile application that allows registered users to connect with friends and update their location. Points are awarded for “checking in” at venues. Users can choose to have their check-ins posted on their accounts on Twitter, Facebook or both. In version 1.3 of their iPhone application, Foursquare enabled push-notification of friend updates, which they call “Pings.” Users can also earn badges by checking in at locations with certain tags, for check-in frequency or for other patterns such as time of check-in.[3] The company has stated that users will be able to add their own custom badges to the site in the future. If a user has checked-in to a venue on more days (meaning only one check-in per day qualifies for calculating mayorship) than anyone else in the past 60 days, the check-ins are valid under Foursquare’s time and distance protocols, and they have a profile photo, they will be crowned “Mayor” of that venue, until someone else earns the title by checking in more times than the previous mayor.[4] Users can create a “To Do” list for their private use and add “Tips” to venues that other users can read, which serve as suggestions for great things to do, see or eat at the location.[5] Foursquare started out in 2009 with limited availability in only 100 worldwide metro areas.[6] In January 2010, Foursquare changed their location model to allow check-ins

from any location worldwide.[7] As of March 2010, the service had 500,000 users internationally.[8] Foursquare currently has iPhone, Android, webOS, Windows Phone 7 and BlackBerry applications.[9] A Maemo application is in early development stage and is not featured on the Foursquare website.[10] Users with Symbian phones and Pocket PCs (Windows Mobile touchscreen) can use Foursquare via Waze, which is also available for iPhone, Android and BlackBerry.[11] Users may also use their mobile browsers to access Foursquare mobile, but feature phone users must search for venues manually instead of using GPS that PDA applications can use. In February 2010, the company entered into new commercial partnerships with Zagat, Bravo, Conde Nast, The New York Times and several other firms to offer tips, specials and new badges to followers.[13][14] Foursquare acknowledged a grass-roots effort that started in Tampa [15] by declaring April 16 “Foursquare Day” via both Twitter[16] and Facebook.[17] The city of Manchester, NH is officially declaring April 16 “Foursquare Day.


Gowalla

Gowalla is another location-based social networking website. Users ‘check-in’ at Spots in their local vicinity, either through a dedicated mobile application or through the mobile website. As a reward users will sometimes receive items from check-ins. Items gowalla logo Foursquare, Gowalla and Check.in: My choice of location based social networking serviceshave developed to become a promotional tool for the game’s partners e.g. Incase. As of March 2010 there were approximately 150,000 active users. More about Gowalla

Gowalla is a primarily mobile web application that allows users to check-in to locations that they visit using their mobile device. This is achieved either through the use of dedicated applications available on Google Android, iPhone, Palm WebOS and BlackBerry, or via m.gowalla.com. There is currently no way of checking-in through the standard website. Check-ins can be pushed via Notifications to iPhones, and by linking accounts, to Twitter and Facebook. Trips, which as of January 2010 [5] can be made by any user, link up to 20 related spots, falling into categories such as Nature Hikes or Pub Crawls. Spots and Trips can be featured by Gowalla, and with this comes a special status and icon, along with being highlighted on the website. Featured spots tend to be local landmarks such as Buckingham Palace in London, whilst featured Trips are chosen for being ‘unique and exciting’[5]. Upon checking-in, users may receive items as a bonus and these can be swapped or dropped at Spots. Users become Founders of a spot by dropping an item there. Items form

a key feature within the game and each user has a vault into which they can place items they want to keep forever. Special items have been created for specific events of importance such as the 2010 Winter Olympic Games, and also as promotional items linked to real-world prizes Within the Gowalla community, certain users have an elevated status above that of normal users. Whereas every user can create a Spot and add a small amount of data therein, members of the STE are able to edit and move any spot, merge two identical spots, and add extra information such as websites (up to three sites with only a main one) and a twitter account.


Geosocial Network Geosocial networking is social networking in which geographic services and capabilities such as geocoding and geotagging are used to enable additional social dynamics. User-submitted location data or geolocation techniques can allow social networks to connect and coordinate users with local people or events that match their interests. Geolocation on web-based social network services can be IP-based or use hotspot trilateration. For mobile social networks, texted location information or mobile phone tracking can enable location-based services to enrich social networking. Geosocial networking can allow users to interact relative to location and time. Web mapping services with geocoding data for places such as streets, buildings, and parks can be used with geotagged information (such as meetups, concert events, or nightclub or restaurant reviews) to match a user with a place or event or local group

in which to socialize, or enable a group of users to decide on a meeting activity. In disaster scenarios, geosocial networking can allow users to coordinate around collaboratively filtered geotag information on hazards and disaster aid activities to develop a collective situational awareness through an assembly of individual perspectives. This type of geosocial networking is known as collaborative mapping. By 2008, expanded geolocation technologies including cell tower localization became available, and devices such as digital cameras and camera phones began to integrate features such as Wi-Fi connectivity and GPS navigation into more sophisticated capabilities such as auto-geotagging. Some of these services share geographic content through KML, or may be ingested by other geographic display and query software, though feature and attribute editing is typically restricted

to the hosted environments. Because online geosocial networking sites target locally familiar content, participation tends inherently to encourage face to face interaction of users in or around local places.

Geosocial Services * Brightkite * Fire Eagle * Foursquare * Gbanga * Google Latitude * Gowalla * Hotlist * Scvngr * Socialight

“I like taking friends for a free cinema trip using my Cineworld card and Orange text. They sometimes offer to buy me ice cream in return :o)”

“Would like to thank Orange film club for making my daughters’ and mine relationship stronger, because I am a single mother that works 40+ hrs a week she was obviously feeling that she could get away with things without me finding out, but like my mother said to me which I only understood till this day, was that there is always a little bird that will tell me when your not good. So I now make sure that I don’t work Wednesday evenings and my daughter and I renamed orange wed to mother and daughter night, so we go to the movies and then a meal afterwards with the thanks to the pizza express offer as well, we now have a full calander for the next 2 months as she now plans our wednesday evenings and investigates what films are coming out, and it turns out that she is starting a trend at school now as more daughters are speaking up to their mums to take them, or maybe I may see a father and daughter. So thankyou Orange Wednesday again from the bottom of my heart. xox”


Orange launched on April 28th 1994, with an ambitious aim - to change the way we communicate with each other. As the fourth company to enter a crowded marketplace, it needed to do things radically differently. By talking in a language people could understand and offering innovative products and services, such as per second billing, Orange put its customers first and left the competition playing catch up. Orange Group serves more than 130 million customers in five continents

Orange Timeline

In June 1996 Orange plc became the youngest company to enter the FTSE-100, valued at £2.4 billion. And by July 1997 Orange had gained one million customers. Since then we've gone from strength to strength, becoming the UK's fastest growing mobile communications company and expanding internationally in countries as diverse as Hong Kong and Israel. Today, the Orange brand is one of the most powerful in the world, and the Orange Group

serves more than 175 million customers in five continents. It is the number three mobile operator in Europe and number one provider of broadband Internet services. It's come a long way since launching from its Bristol HQ in 1994.

ORANGE LAUNCHES NEW SERVICE FOR across mobile, TV and broadband, giving consumers content not just where they want it, but how they want MOBILE SOCIAL NETWORKING it.” Paris, Wednesday 9 July, 2008: Today Orange announced that Europe’s leading social network sites will be brought together within Orange World. The new service combines access to the sites’ popular functions into a single destination. The news follows the completion of partnership agreements with MySpace, Facebook[1] and Bebo[2] whose members will be able to view their profile updates — emails, comments from friends, recently uploaded pictures - alongside others from Skyrock[3], Pikeo, Flirtomatic[4], DailyMotion[5] and Meetic[6]. The service, which lets users keep in touch with their friends wherever they are, has launched in France and will follow soon in the UK, Switzerland, Spain and Portugal. It works by displaying the most popular functions of multiple social networks side by side these so that they can be accessed far more simply with one click. Consumers will now be able to receive and send messages, upload photos and check status updates without having to browse individual URLs or log into separate sites. Orange plans to evolve the service from Orange World to an embedded application, accessible from the home screen of Orange Signature phones. The ultimate goal is to bring these communities together across all three screens: mobile, PC and TV. “Our partnership with MySpace shows that mobile is a seamless extension of the online experience, not an alternative to it,” said Olaf Swantee, Head of Orange’s global mobile operations. “This service illustrates how Orange is aggregating digital content to simplify access to social networks from mobile devices. In future, Orange will deliver digital entertainment

Orange is Europe’s leading provider of broadband, reaches 5.8 million mobile TV subscribers and attracts 61 million unique visitors per month to its online properties worldwide. The provision of aggregated content and exclusive entertainment across mobile, broadband and TV is central to the company’s advertising solutions. Paul-Francois Fournier, Senior Vice President for Portal Strategy and Online Advertising at Orange says: “At Orange, we are committed to giving over 170 million customers the best and most user-friendly multimedia experience possible, whether on the mobile, the Web or IPTV. This new service will give our mobile customers easy and optimised access to the most popular Internet online communities on their mobile, so they can take it with them wherever they go.” Paul Francois concludes, “It also supports our cross platform advertising strategy with a compelling offer for advertisers to reach all those different communities in one single place on Orange World portals””. France [1] Facebook is available initially only in the UK [2] Bebo is available initially only in the UK [3] Skyrock is available initially only in France [4] Flirtomatic is available initially only in the UK [5] DailyMotion is available initially only in France [6] Meetic is available initially only in Spain and


Orange Wednesday sLondon, 30 March 2004. Speaking on behalf of Orange and the UK cinema industry Jonathan Ross today announced: that film lovers who own an Orange mobile phone can now take a friend to the cinema for FREE every Wednesday in cinemas nationwide. The initiative, called ‘Orange Wednesdays’, which launches on 31 March 2004, has been developed in partnership with the UK cinema industry to encourage movie lovers to visit the cinema more often, and enjoy a wider range of films. Jonathan Ross, said of the venture: “”This is great news for film fans everywhere, ‘Orange Wednesdays’ will be a massive box-office hit. Just think, you can take a friend or relative to the movies for free, every Wednesday!”” For the first time in UK cinema history a mobile ticketing service has been introduced so that Orange customers can buy two cinema tickets for the price of one. Customers obtain a unique reference number by simply texting FILM to 241, speed dialling 241 or visiting the Orange World WAP portal. Tickets are redeemable at participating cinemas across the UK*. Jeremy Dale, Vice President of Brand Marketing for Orange UK, commented: “”Everyone loves a great film and the introduction of Orange Wednesdays will help to make 2004 a golden year for the nations’ film fans. Orange customers will now be able to use their phone as a season ticket for the cinema.”” Barry Jenkins, Chairman of (AIM) All Industry Marketing for UK cinema, added “”The UK film and cinema industry is a vibrant mix of over 150 distribution and exhibition companies representing the diverse

“At the core of our Orange Wednesdays offer is the notion that film is a much more enjoyable experience when it's shared. And friends will now be able to extend their evenings at the cinema together by sharing a bite to eat.” range of the film/cinema experience. Over the last 20 months we have worked with Orange to develop a ground breaking interactive communications campaign to promote film and cinema across the UK.”” The initiative signed for an initial three-year period, will also offer Orange customers the opportunity to access information on every film released in the UK and the opportunity to personally connect with their own choice of film titles at any time. In addition, Orange customers will be able to access exclusive mobile phone content to more than 12 film releases during 2004. These ‘Orange Featured Films’ will showcase a very broad range of films, from historical epics to hysterical comedies, festival favourites, animated adventures and international award winners. The first two Orange Featured Films to be announced are ‘Troy’ and ‘The Day After Tomorrow.’ Orange customers will also benefit from exclusive film based downloads available via the Orange World WAP portal, including ring-tones, games, exclusive trailers, news, reviews and film gossip.


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The Twilight Saga - Eclipse Release date: 9 July 2010 Running time: 123 mins Director: David Slade Starring: Kristen Stewart, Robert Pattinson, Taylor Lautner, Peter Facinelli, Ashley Greene The phenomenally successful saga continues with Bella facing her greatest challenge yet. Released in 2008, ‘Twilight’ launched Kristen Stewart and Robert Pattinson as the decade’s hottest screen couple. Based on the bestselling books by Stephenie Meyer, the story continued with ‘The Twilight Saga: New Moon’. Bella (Kristen Stewart), although devastated by the abrupt departure of her vampire love, Edward (Robert Pattinson), found herself drawn to Jacob (Taylor Lautner) and his world of werewolves. And now, in ‘The Twilight Saga: Eclipse’, Bella once again finds herself surrounded by danger as Seattle is ravaged by a string of mysterious killings and a malicious vampire continues her quest for revenge. In the midst of it all, she is forced to choose between Edward and Jacob - knowing that her decision has the potential to ignite the struggle between vampire and werewolf.

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