All items by Alistair Croll

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Newspaper and magazine publishers see the the arrival of tablet computers like the iPad as a salvation for their ailing industry. They expect it to lower delivery costs and move them from a once-a-day news source to a constant, immediate service.

The excitement is justified, but misdirected. If tablets do save publishing, it’ll won’t be because they’re digital or more up t. It’ll be because they make newspapers interactive, and in doing so, let any reader place an ad right on the page they’re reading, opening up an entirely new revenue stream. Read more »

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Here’s a piece I just wrote for O’Reilly, which outlines many of the themes we’ll be discussing at this year’s Gov 2.0 Expo in Washington, DC at the end of May.  It was fascinating to write, and had input from several of the panelists and organizers; this is a hot topic in an era of national security concerns and unclear privacy legislation.

Peer-reviewed identity in the era of open social graphs is a game changer. Consider, for example, the work involved in creating a false identity today: Photoshopping childhood pictures, friending complete strangers, maintaining multiple distinct Twitter feeds, and checking in from several cities. It’s enough to make Bond retire.

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Excellent infographic from German blog Trendone, which shows the shift in media from passive, consumed data to engaged, interactive, and ultimately augmented media.

You can download the image or a PDF of the illustration.

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Mozilla has just released its first report on the state of the Internet. The browser maker has an opt-in feedback engine from which it can capture data about how people use browsers, and it’s making that data available to the world.

Along with some more obvious metrics, such as browser use, the research also covers what time of day people start work, how many browser tabs they have open, and personalization. It’s an example of how user instrumentation and lifetracking can happen in strange places.

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By way of the BBC, here’s a look at a device that can help nonverbal autistic children communicate. With powerful, portable computers, applications like this are much more accessible and portable to a wider audience.

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Hulu, you’re missing the point

Hulu has announced plans to run per-month, subscription-based television, according to the L.A. Times.

Talk about missing the point. New media is exciting because it’s two-way, not merely because the data travels over Internet links instead of traditional cable broadcast. An advertiser would much rather promote products to engaged, targeted audiences. Yet the piece says,

“Hulu is under pressure from its owners to collect a subscription fee to both bolster revenue and train viewers to pay for online access to professionally produced content.”

Why not ask viewers whether they have an important life milestone (graduation, birth, car purchase, marriage) coming up? Advertisers would like it more, because they’d find their target audience. And I’m betting viewers would like it more, because they’d see ads they cared about. Best of all, the broadcaster could charge more.

Sounds like a win for everyone, right? Unfortunately, thinking of online video as just TV without the cable does everyone a disservice, and leads to more one-size-fits-all programming and mass-market sponsorship.

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Welcome to posthumanity

From http://www.flickr.com/photos/jdm1979uk/3607288494

We’re all getting an upgrade, whether we like it or not.

In a few years, every moment of our lives will be recorded, analyzed, and shared. We’ll take the sum of human knowledge for granted. We’ll wear tiny computers masquerading as fashion accessories. The merging of humans and technology is unavoidable, and the end result will be a new species able to hack its own cognition and edit its own biology.

This new species—call it Human 2.0—is the most important subject of the century. But it’s still hiding in academia and science fiction. We hope to change that. Read more »

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The secret to Farmville’s popularity is neither gameplay nor aesthetics. Farmville is popular because in entangles users in a web of social obligations. When users log into Facebook, they are reminded that their neighbors have sent them gifts, posted bonuses on their walls, and helped with each others’ farms. In turn, they are obligated to return the courtesies. As the French sociologist Marcel Mauss tells us, gifts are never free: they bind the giver and receiver in a loop of reciprocity. It is rude to refuse a gift, and ruder still to not return the kindness.[11] We play Farmville, then, because we are trying to be good to one another. We play Farmville because we are polite, cultivated people.

This article looks at Farmville, analyzing some of the game’s dynamics and mechanics. It’s a frightening fact that this is the most popular game in the world, but that rather than encouraging creativity or experimentation, the game’s mechanics prey on social obligations, causing players to organize their regular lives around in-game events such as harvesting schedules.

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In this video lecture, neuroscientist and fiction writer David Eagleman speaks for two hours about how the Internet, and how humans are connected to it, provides six essential steps to avoid the collapse of civilization. The steps are pretty obvious in retrospect:

  • Try not to cough on one another
  • Don’t lose things
  • Tell each other faster
  • Mitigate tyranny
  • Get more brains involved in solving problems
  • Try not to run out of energy

It’s well presented, reminiscent of James Burke’s Connections and The Day The Universe Changed. Well worth the nearly 2 hours of the lecture.

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For those who have been a part of the AR community since its infancy and those who are just entering the field, these are very exciting times. After decades of research, mass market AR applications are finally viable and can be delivered on a variety of platforms. If developers, investors, analysts, and consumers can develop a real understanding of what AR can and cannot do, the future of AR technology is bright, and I look forward to its evolution as an innovative and inspiring medium for creativity, communication, and commerce.

There’s a lot of news around Augmented Reality, fueled by a flurry of apps for location- and video-enabled smartphones like the Android and the iPhone. Here’s a good overview of how some of them are blending the world around us with the virtual world. Read the full article at laboratory4.com


Image by Paolo Tonon

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