Vivísimo was founded in 2000 by a trio of computer science researchers at Carnegie Mellon University. The name was taken from the Latin root viva for "life," with the Romance suffix – issimo indicating a superlative.
Vivísimo is a privately held enterprise search software company in Pittsburgh that develops and sells software products to improve search on the web and in enterprises. The technology that Vivísimo uses could classify search results based on clustering and metasearch technology. The company made active use of business intelligence and data mining techniques to explore its database and to bring out the veiled and hidden relationships therein.
Vivísimo technology is available to enterprise in the form of a cohesive search suite, Vivísimo Velocity, which includes the Velocity Search Engine, Velocity Clustering Engine and Velocity Content Integrator. The technology is also freely available to the public in the form of Clusty. Vivisimo , despite a negligible share in the search engine market, was able to achieve high quality results on any type of textual content with little or no customization.
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Eurekster – search engine
Eurekster is a company based in Christchurch, New Zealand, with an office located in San Francisco, California, that builds social search engines for use on websites, the search engines are called swickis.
The co-founder and chief scientist of Eurkester is Dr Grant Ryan, who is also the co-founder and chairman of Christchurch-based company, SLI Systems, who specialize in search engines that learns from the users.
Eurekster a startup launched in January 2004, specialized in providing highly personalized search results to users through its proprietary SearchParty technology. Its search engine was capable of analyzing the search behavior of its users and supplied results based on their preferences and interests.
The co-founder and chief scientist of Eurkester is Dr Grant Ryan, who is also the co-founder and chairman of Christchurch-based company, SLI Systems, who specialize in search engines that learns from the users.
Eurekster a startup launched in January 2004, specialized in providing highly personalized search results to users through its proprietary SearchParty technology. Its search engine was capable of analyzing the search behavior of its users and supplied results based on their preferences and interests.
Factiva – search engine
Factiva – search engine
Factiva, a Dow Jones and Reuters company provided global content, including newswires from Dow Jones & Reuters and The Wall Street Journal. Factiva has unrivaled collection of more than 14,000 authoritative sources includes the exclusive combination of The Wall Street Journal, the Financial Times™, Dow Jones and Reuters newswires and the Associated Press, as well as Reuters Fundamentals, and D&B company profiles. It offered a personalized single content solution with multiple language interfaces from archives of 9000 news sources. Thus, an engineering team got highly technical results while a marketing outfit got consumer friendly documents.
Factiva boosts of an innovative, XML-based and Web services-enabled technology platform provides access to this rich content collection via role-specific products or through customized enterprise, group or personal solutions
Factiva, a Dow Jones and Reuters company provided global content, including newswires from Dow Jones & Reuters and The Wall Street Journal. Factiva has unrivaled collection of more than 14,000 authoritative sources includes the exclusive combination of The Wall Street Journal, the Financial Times™, Dow Jones and Reuters newswires and the Associated Press, as well as Reuters Fundamentals, and D&B company profiles. It offered a personalized single content solution with multiple language interfaces from archives of 9000 news sources. Thus, an engineering team got highly technical results while a marketing outfit got consumer friendly documents.
Factiva boosts of an innovative, XML-based and Web services-enabled technology platform provides access to this rich content collection via role-specific products or through customized enterprise, group or personal solutions
Top ten search engine
A search engine is designed to search for information on the World Wide Web. Information may consist of web pages, images and other types of files. In 1993, Matthew Gray at MIT developed the first Web search engine Wandex. There were over 1000 search engines providing varying search results to online users. Popular among them are Ask.com (formerly Ask Jeeves), Baidu (Chinese), Cuil, Exalead (French), Gigablast, Google, Live Search (formerly MSN Search), gou (Chinese), Sohu (Chinese), Wikia Search, Yahoo! Search. Top ten search engine based on the Nielsen//NetRatings, 2007 are
Provider Share of Total Searches
Google 55.2 Percent
Yahoo 21.9 Percent
MSN/Windows Live 9 Percent
AOL 5.4 Percent
Ask.com 1.8 Percent
My Web Search 1 Percent
Comcast 0.5 Percent
EarthLink 0.4 Percent
Dogpile.com 0.4 Percent
My Way 0.4 Percent
Other 3.9 Percent
All search 100 Percent
Source: Nielsen//NetRatings, 2007
Most of the search engine derived their revenues through advertisements and paid listings, a good many served as secondary service offerings. The industry saw many other players who also offered compatible services on competitive pricings. The smaller players targeted niche segments offering differentiated service or distinctive search technology. Since 1993 industry has seen various launches (see list) few of them survived and few had a premature death.
The best search engines launches:
Year Event Search Engine
1993 Launch Aliweb
1994 Launch WebCrawler
1994 Launch Infoseek
1994 Launch Lycos
1995 Launch (part of DEC) AltaVista
1995 Launch Excite
1996 Founded HotBot
1996 Founded Ask Jeeves
1998 Launch Google
1999 Founded Teoma
2000 Founded Baidu
2003 Launch Info.com
2004 Final launch Yahoo! Search
2004 Launch A9.com
2006 Founded Quaero
2006 Launch Live Search
2006 Beta Launch ChaCha
2006 Beta Launch Guruji.com
2007 Launched Wikiseek
2008 Launched Cuil
Provider Share of Total Searches
Google 55.2 Percent
Yahoo 21.9 Percent
MSN/Windows Live 9 Percent
AOL 5.4 Percent
Ask.com 1.8 Percent
My Web Search 1 Percent
Comcast 0.5 Percent
EarthLink 0.4 Percent
Dogpile.com 0.4 Percent
My Way 0.4 Percent
Other 3.9 Percent
All search 100 Percent
Source: Nielsen//NetRatings, 2007
Most of the search engine derived their revenues through advertisements and paid listings, a good many served as secondary service offerings. The industry saw many other players who also offered compatible services on competitive pricings. The smaller players targeted niche segments offering differentiated service or distinctive search technology. Since 1993 industry has seen various launches (see list) few of them survived and few had a premature death.
The best search engines launches:
Year Event Search Engine
1993 Launch Aliweb
1994 Launch WebCrawler
1994 Launch Infoseek
1994 Launch Lycos
1995 Launch (part of DEC) AltaVista
1995 Launch Excite
1996 Founded HotBot
1996 Founded Ask Jeeves
1998 Launch Google
1999 Founded Teoma
2000 Founded Baidu
2003 Launch Info.com
2004 Final launch Yahoo! Search
2004 Launch A9.com
2006 Founded Quaero
2006 Launch Live Search
2006 Beta Launch ChaCha
2006 Beta Launch Guruji.com
2007 Launched Wikiseek
2008 Launched Cuil
Consumer Generated Media
Consumer Generated Media describes a variety of new and emerging sources of online information that are created, initiated, circulated and used by consumers intent on educating each other on products, services, brands, personalities and issues.
-- Neilson Buzz matrices.
Pete Blackshaw, CMO for Nielsen Buzzmetrics, coined the term "consumer generated media" (CGM) to describe the evolving consumer-created space on the internet. CGM refers to posts made by consumers within online venues such as internet forums, blogs, wikis, and discussion lists, on products that they have purchased, questions they have or problems they are trying to solve. CGM is constantly evolving in terms of form and content. A few prominent websites used for CGM include: Brickfish, Dailymotion, Digg, eBay, Facebook, Flickr, MySpace, Picasa, Revver, Second Life, TripAdvisor, TypePad, Wikipedia, WordPress, YouTube, bigadda
The most common consumer hangouts in the CGM spaces are: Discussion boards, Blogs, Wikis, Social networking sites, News Sites, Trip planners, Mobile Photos sharing sites, Videos sharing sites, Customer review sites, Experience or photo sharing sites. The CGM supporting sites can be divided into five different categories for better understanding. They are,
Blogs: A Blog is the collection of web log where publisher shares his stories, fantasies or experiences. The wordpress, blogger, bigadda are the famus platforms which offer blogging experience.
Message Boards or Discussion Forums: Interest-focused message forums and discussion boards like citehr, are the most prominent content sharing tool. This concept was evolved from the Tech World where techies discuss their problems and experts offer advice to the fellow techies. Now this concept has become common across verticals.
Review Sites: This is a popular place where an excited customer spread positive word and an irate customer vents his frustration. Mouthshut is one of the famous review site.
Groups: These are highly focused and specialized groups or communities where the members exchange ideas in the virtual world. These clubs are an offshoot of the Mail groups where one can connect with their friends through group mails like Yahoo, Google offers platform to create groups.
Communities: Communities like Orkut, facebook, you tube, Flicker, linkedin offer networking and socializing opportunities to the Internet savvy individuals. Started as a socializing tool, these communities grew as an influential media for marketers.
The idea of CGM has evolved from its early roots of consumer feedback via online letters and email to encompass new media such as video, pictures and social networking sites. The phenomenon, CGM is a nightmare as well as an opportunity for marketers. It is a nightmare since the marketer has no control over the media or the message, an opportunity because if used wisely, it can turn out to be a new medium and an invaluable source of customer information.
-- Neilson Buzz matrices.
Pete Blackshaw, CMO for Nielsen Buzzmetrics, coined the term "consumer generated media" (CGM) to describe the evolving consumer-created space on the internet. CGM refers to posts made by consumers within online venues such as internet forums, blogs, wikis, and discussion lists, on products that they have purchased, questions they have or problems they are trying to solve. CGM is constantly evolving in terms of form and content. A few prominent websites used for CGM include: Brickfish, Dailymotion, Digg, eBay, Facebook, Flickr, MySpace, Picasa, Revver, Second Life, TripAdvisor, TypePad, Wikipedia, WordPress, YouTube, bigadda
The most common consumer hangouts in the CGM spaces are: Discussion boards, Blogs, Wikis, Social networking sites, News Sites, Trip planners, Mobile Photos sharing sites, Videos sharing sites, Customer review sites, Experience or photo sharing sites. The CGM supporting sites can be divided into five different categories for better understanding. They are,
Blogs: A Blog is the collection of web log where publisher shares his stories, fantasies or experiences. The wordpress, blogger, bigadda are the famus platforms which offer blogging experience.
Message Boards or Discussion Forums: Interest-focused message forums and discussion boards like citehr, are the most prominent content sharing tool. This concept was evolved from the Tech World where techies discuss their problems and experts offer advice to the fellow techies. Now this concept has become common across verticals.
Review Sites: This is a popular place where an excited customer spread positive word and an irate customer vents his frustration. Mouthshut is one of the famous review site.
Groups: These are highly focused and specialized groups or communities where the members exchange ideas in the virtual world. These clubs are an offshoot of the Mail groups where one can connect with their friends through group mails like Yahoo, Google offers platform to create groups.
Communities: Communities like Orkut, facebook, you tube, Flicker, linkedin offer networking and socializing opportunities to the Internet savvy individuals. Started as a socializing tool, these communities grew as an influential media for marketers.
The idea of CGM has evolved from its early roots of consumer feedback via online letters and email to encompass new media such as video, pictures and social networking sites. The phenomenon, CGM is a nightmare as well as an opportunity for marketers. It is a nightmare since the marketer has no control over the media or the message, an opportunity because if used wisely, it can turn out to be a new medium and an invaluable source of customer information.
Mobile Advertising
The business of encouraging people to buy products and services using the mobile channel as the medium to deliver the advertisement message
--- Internet Message Access Protocol
Mobile advertising is an innovative and a customer-centric approach to reach promising customers. It includes advertising in the form of Short Message Service (SMS), mobile alerts, Multimedia Messaging Service (MMS), mobile games and videos. Mobile advertising can be divided into two main categories: Mobile Push Advertising and Mobile Pull Advertising. Mobile Push Advertising, can be in form of solicited or unsolicited advertising News alerts, job alerts and cricket score alerts are a few examples in this category. Mobile Pull Advertising, on the other hand, is defined as advertising when users request for the services from the service-provider for instance daily horoscope.
Mobile advertising is the latest buzz in the field of advertising, since it is a cost-effective way to promote and inform the target customers. With the advent of new media, mobile advertising has become one of the most demanding and integral part of marketing mix.
Benefits of Mobile Advertising
Mobile advertising is cost-effective and offers flexibility to inform target group as and when required. In the case of mobile advertising the advertising message can be personalized with respect to Target Audience. The mobile advertising is interactive in nature and advertiser gets feedback immediately. Though mobile advertising offers flexibility to contact target group as and when required. It also gives option of permission-based advertising, which is also governed by telecom rules and regulations. The mobile advertising is still not brand creator but it is more helpful in brand recall and brand interactivity. The benefits of mobile advertising include: flexibility of content, speed of reach.
Limitations of Mobile Advertising
Mobile advertising has limited message content. It is mostly driven by key words and target audiences in most of the cases take mobile advertisements casually. Moreover it still has very limited reach as compared to other conventional tools of advertising. The visual display is not as impressive as TV advertising. Though the advertiser has more control on the mobile advertising but still cant calculate ROI of advertising more accurately. Most importantly, mobile advertising is often criticized for intrusion of target audience privacy.
Guidelines for Mobile Advertising
The Mobile Marketing Association (MMA) has published guidelines for mobile advertising. These guidelines are designed specifically for the Asia-Pacific region to encourage the use of mobiles for advertising-related purposes as well as its acceptance by marketers and consumers.
As of now it is not in practice. There are companies, and advertisers violating the defined guidelines but we are moving in the direction where the advertising world will take it seriously.
Conclusion
Mobile Advertising is at infant stage of the life cycle. The share of advertising spend on mobile advertising is minimal but when advertising spend is seen from the lenses of life cycle it is a good start.
--- Internet Message Access Protocol
Mobile advertising is an innovative and a customer-centric approach to reach promising customers. It includes advertising in the form of Short Message Service (SMS), mobile alerts, Multimedia Messaging Service (MMS), mobile games and videos. Mobile advertising can be divided into two main categories: Mobile Push Advertising and Mobile Pull Advertising. Mobile Push Advertising, can be in form of solicited or unsolicited advertising News alerts, job alerts and cricket score alerts are a few examples in this category. Mobile Pull Advertising, on the other hand, is defined as advertising when users request for the services from the service-provider for instance daily horoscope.
Mobile advertising is the latest buzz in the field of advertising, since it is a cost-effective way to promote and inform the target customers. With the advent of new media, mobile advertising has become one of the most demanding and integral part of marketing mix.
Benefits of Mobile Advertising
Mobile advertising is cost-effective and offers flexibility to inform target group as and when required. In the case of mobile advertising the advertising message can be personalized with respect to Target Audience. The mobile advertising is interactive in nature and advertiser gets feedback immediately. Though mobile advertising offers flexibility to contact target group as and when required. It also gives option of permission-based advertising, which is also governed by telecom rules and regulations. The mobile advertising is still not brand creator but it is more helpful in brand recall and brand interactivity. The benefits of mobile advertising include: flexibility of content, speed of reach.
Limitations of Mobile Advertising
Mobile advertising has limited message content. It is mostly driven by key words and target audiences in most of the cases take mobile advertisements casually. Moreover it still has very limited reach as compared to other conventional tools of advertising. The visual display is not as impressive as TV advertising. Though the advertiser has more control on the mobile advertising but still cant calculate ROI of advertising more accurately. Most importantly, mobile advertising is often criticized for intrusion of target audience privacy.
Guidelines for Mobile Advertising
The Mobile Marketing Association (MMA) has published guidelines for mobile advertising. These guidelines are designed specifically for the Asia-Pacific region to encourage the use of mobiles for advertising-related purposes as well as its acceptance by marketers and consumers.
As of now it is not in practice. There are companies, and advertisers violating the defined guidelines but we are moving in the direction where the advertising world will take it seriously.
Conclusion
Mobile Advertising is at infant stage of the life cycle. The share of advertising spend on mobile advertising is minimal but when advertising spend is seen from the lenses of life cycle it is a good start.
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