Archive for the 'Culture' Category

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Passing On Your Cloud Pt. 2

Friend and reader Gagan writes (posting here in an attempt to convince him to guest blog in the future):

Heard an interview on NPR this afternoon with the guy who created Legacy Locker.  Basically, he was trying to secure the on-line identity of his deceased grandmother, but it was essentially impossible.  Which begs the question: what happens to your on-line identity once you die?

So this guy developed a small business where they basically keep all of your on-line information (log-ins, passwords, etc.), and your instructions for how to deal with your on-line identity once you’re gone (give it to a specific person/specific people, destroy it, etc.).  According to the interview, they currently have 1,000 customers, and they’ve only been operating for about a month.  I could see this thing taking off.

More on CNET and TechCrunch.

Jarred pondered many of the issues Legacy Locker aims to resolve in his post Passing On Your Cloud.

Food for Thought (Sorry for the Silence)

Hey folks.  I’m back after a long day-job-driven haitus.  Things have been hectic, and the best way to jump back in seems to be some quick-blogging of items I’ve found intriguing over the past few weeks.

David Roberts at Grist offers a great primer on power grids, including the important distinction between a wide grid: “a new high-voltage backbone, with lines spanning the length and breadth of the country, able to carry electricity from anywhere it’s generated to anywhere it’s needed” and a smart grid: a transmission system that allows for distibuted production (think rooftop solar panels) and is capable of adjusting in real time to compensate for heavy usage, increased production, etc.  This is a recommended read to get a basic grasp of what David describes as two key power grid issues:

[O]ne grid issue is getting more power (transmission lines to new places) and one is using power more efficiently(smarter distributions systems). The politics around those two issues are quite different

Related, also courtesy of David: here’s a list of articles on my to-read list related to smart grids.

Jason Calacanis sent a long and thoughtful email about the ways in which anonymity online can be harmful to the extent that it erodes our empathy for other people. Jason goes so far as to call this trend a “disease”–”Internet Aspergers Syndrome”:

This disease affects people when their communication moves to digital, and the emotional cues of face-to-face interaction–including tone, facial expression and the so called “blush response”–are lost.

In this syndrome, the afflicted stops seeing the humanity in other people. They view individuals as objects, not individuals. The focus on repetitive behaviors–checking email, blogging, [and] twittering…–combines with an inability to feel empathy and connect with people.

This is a provocative thought, and it does seem to me that the next big trend online (web 3.0?) will be authenticated identities driving the social media we’ve taken for granted.  Calacanis mentions that social networks in South Korea require a social security number to sign up.  There will inevitably be a tension between the norms that have developed in the web’s infancy and the changes that will be necessary to combat what is moving from a medium where goodwill and trust could be taken for granted toward an anything-goes medium where accountability is virtually (pun intended) nonexistent.  How we choose to make that shift–requiring social security numbers, for instance, might be a bit invasive by American standards–is unclear, but I think many of us are starting to feel fatigue with unaccountable spammers and trolls ruining the web for everyone else.

I’ve come across a fair amount of criticism recently of URL-shortening services (like tinyURL, bit.ly, Digg, others).  As TechCrunch explains:

Nobody really likes [URL shorteners], but they are a necessary evil. How else are you going to share links on Twitter without having the URL take up half the message?

The criticisms focus on a number of issues:

  1. URL shorteners obscure links, which opens unsuspecting users to spam attacks;
  2. shorteners, to quote the founder of del.icio.us, “add another layer of indirection to an already creaky system” and slow the web;
  3. some shorteners, like Digg, deny direct traffic to sites by using a frame instead of directing clicks to the original material (Facebook users will find this familiar, since shared items are framed in a similar fashion);
  4. all shortened links are dependent on the continued existence of the proponderance of shortener start-ups AND the perpetuity of their terms of service (in other words, the guarantee that your tinyURL will not be reassigned or disappear)

I worry about the Digg/Facebook model gaining traction, since “link juice” for original material is what feeds the web’s content producers.  But I think in the future you’ll see more of this type of functionality: an interim landing page where visitors will see a full URL before continuing to the source material.  If content aggregators (I’m looking at you, Digg) can add value by previewing pages and layering social rankings or other features, this could be a win-win-win proposition: People clicking shortened links are protected from spam; the URL shortening service has an opportunity to advertise and lure visitors to other material; the content provider receives a direct traffic boost.

That’s all for now, though I should be blogging regularly again next week.

Geocultural Sensitivity and The Art of Video Games

This post is out there a bit, but humor me.

An interesting man named Tom Edwards stopped by Google today to give a talk about “Geocultural Intelligence and Global Business”.  A geographer and designer by training, he spent thirteen years at Microsoft as a Geopolitical Strategist, vetting products before they launched to be sure that they would not raise any ill feelings — or outright outrage — among foreign governments or other constituencies.  He’s since gone on to found Englobe, a consultancy that expands his work to a broader platform.

To give you an idea of what I’m talking about, I’ll give you a few examples that he shared with us.  Did you know, for example, that Windows 95 was temporarily prevented from being sold in India because the borders of the Kashmir region were not drawn to the government’s liking in the time zone settings (yes, that tiny 1.5×4″ map!)?  Or that several video games have been recalled from, delayed, or outright canceled in some countries because their soundtracks included chanted prayers from the Qu’ran, or because they featured radioactive two-headed Brahman cows that were… edible during gameplay?  Or that Turkey blocks a majority of YouTube traffic in its borders because of videos critical of Ataturk?

At Englobe, Tom’s adapted the idea of “geopolitical” to “geocultural“, and for good reason.  Samuel Huntington proposed back in the 1990s that the powderkegs of the post-Cold War era would not explode primarily over traditional political or military disputes, but rather over cultural and religious conflicts.  It’s certainly hard to argue that this hypothesis is not well on its way to proving true.  This shifting dynamic is not limited to the realm of geopolitics, however.  In the business world, too, we increasingly see the importance of national boundaries fading as so many diverse markets begin to merge into a truly global one.  While governments will still often be the official agents for expressing concern or taking action regarding geocultural issues, the issue goes much beyond the political realm.

I don’t want to rehash Tom’s talk or dive too deep into the details, but I wanted to toss out a thought, which I also posed to him in a question at the end of the talk.  To many people — and especially to developers themselves — video games are not just products.  To them (and me), video games are also an art.  Those who develop the elaborate narratives, painstakingly model the characters, precisely design the environments, labor over how the characters will move and how the user will interact with and feel a part of the virtual world they create — these people, to a certain extent, are artists.

Yes, video games form a mammoth entertainment industry.  But unlike musicians or writers or painters, video game developers can’t just set up a studio in their garage to achieve the pinnacle of their art.  They require complicated tools and training to reach the levels they want, and those things cost money.  Furthermore, the distribution of their work is tightly controlled by the console manufacturers, since video games require access to console APIs (remember this post?) to work at all.   Among the media of art, theirs is perhaps one of the most constrained in terms of access and resources.

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It’s Not About the Technology, and This Isn’t the Jetsons

Let me paint a picture for you that, despite the snark, is not an exaggeration:

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At a conference I attended recently, a speaker made the legitimate and important point that technology–particularly broadband–should be included in our definition of “infrastructure.”  In order to illustrate this point, and the potential economic boom that virtual commuting represents for rural communities, we watched a video…featuring a family that was unrecognizable to even the most tech savvy people in the room.

Look, it’s Dad on his Bluetooth headset in the kitchen.  Mixing fruit salad as he talks to his colleagues in NY or Atlanta.  It’s a snow day, but instead of sledding or starting a snowball fight, little Johnny and Susie are downloading their assignments from the web, listening to 7th grade history lectures on podcasts, and exercising on the treadmill.  They’re even (gasp!) attending class in a virtual world reminiscent of Second Life.  All the while Dad is locked in his office working remotely while Mom places inventory orders for her small business.

Here’s my issue.  Nobody–and I mean nobody–loses sleep over the question of what their children will do if they can’t access their school work on a snow day. Likewise, though many of us imagine working primarily from a home office some day, that vision maintains some semblance of connection to our current lived experience: leaving the house, interacting offline with friends and peers, and (you guessed it) PLAYING OUTSIDE IN THE SNOW.

People see this sort of technologically-dominated futurecasting and become overwhelmed by the disconnect, seemingly caused (worsened?) by technology, between their lives and this vision!  Because when the focal point is the shiny gadget and the slick interface, we’re not solving problems anymore.

Technology is more integrated into our lives now than we could have ever realistically imagined 20 years ago.  Yet, instead of recognizing how current and emerging technologies can help us accomplish great things, we’re  still wasting energy trying to figure out why our lives don’t resemble EPCOT and the Jetsons.

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Growing Up With Technology

A post over on CrunchGear notes that a recent study in the UK concluded that the average age at which children receive their first cell phone these days is eight years old.  I believe I was in 10th grade (2000 or 2001) when I received my first cell phone, right when I got my driver’s license — so, around age 16.

At what age will you start introducing your children to technology?  How old will they be when you give them their first cell phone?  Their first personal computer?  Their first online profile?  How will you regulate their use?

For me, I am of the opinion that starting children on technology early and responsibly is the key.  Technology will be a major part of their lives from an early age whether we like it or not, because it will be tightly integrated into all levels of education from pre-K onwards.  I want to be part of that learning experience with my children.  This is partially because I want to impart my love of technology and innovation to my kids, just like others want to impart their love of football or music or dancing.  But it is also because I want to make sure that it is me that is showing my kids how to use technology responsibly, and to teach them good habits.

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