Find a show you like and click the
button. The show will be added to your My Playlist page and updated 24/7 with new videos.
Search Results
3 Views
04:20:40 01/07/12
Collaboraction brings Dark Play Home
[LESS INFO] 3 VIEWS | ADDED 04:20:40 01/07/12
Collaboraction is a wonderfully active local theater company who have been roaming Chicago for over 15 years and now that they have a wonderful space on the third floor of the Flat Iron arts Building they are putting on what will prove to be a wonderful run of great actors working with a great script. Written By Carlos Murillo "Dark Play or Stories for Boys" follows a teenage boy's foray into the virtual world. His fictional internet identity begins as a harmless game, but the game takes on a frightening reality when real emotion overtakes his online relationship. When Nick's virtual world collides with the real world, his fantasies of love, intimacy, obsession and betrayal spiral into consequences that lead him to the brink of death. If you are interested in contacting collaboraction email info (at) Collaboraction (dot) com Links: Carlos Murillo http://www.pegasusplayers.org/artists_directory.php?id=9 Collaboraction http://collaboraction.org/ dates and times: -Preview- Thu, Jan 12: 8:00pm Fri, Jan 13: 8:00pm Sat, Jan 14: 8:00pm Sun, Jan 15: 7:00pm -Regular Run- Mon, Jan 16: 7:00pm Thu, Jan 19: 8:00pm Fri, Jan 20: 8:00pm Sat, Jan 21: 8:00pm Sun, Jan 22: 7:00pm Thu, Jan 26: 8:00pm Fri, Jan 27: 8:00pm Sat, Jan 28: 8:00pm Sun, Jan 29: 7:00pm Mon, Jan 30: 8:00pm Thu, Feb 2: 8:00pm Fri, Feb 3: 8:00pm Sat, Feb 4: 8:00pm Sun, Feb 5: 7:00pm Mon, Feb 6: 8:00pm Thu, Feb 9: 8:00pm Fri, Feb 10: 8:00pm Sat, Feb 11: 8:00pm Sun, Feb 12: 7:00pm Mon, Feb 13: 8:00pm Thu, Feb 16: 8:00pm Fri, Feb 17: 8:00pm Sat, Feb 18: 8:00pm Sun, Feb 19: 7:00pm Mon, Feb 20: 8:00pm Thu, Feb 23: 8:00pm Fri, Feb 24: 8:00pm Sat, Feb 25: 8:00pm Sun, Feb 26: 3:00pm http://martinjon.com
6 Views
16:00:56 12/29/11
Mitt Romney's Big Promises - and Bigger Lies
[LESS INFO] 6 VIEWS | ADDED 16:00:56 12/29/11
Click here to view this media
In the election of 1928, the Republican Party of Herbert Hoover promised voters "a chicken in every pot and a car in every backyard." (We all know how that turned out.) Now, Mitt Romney is pledging that "If I'm President" every college graduate will be guaranteed a job, Iran will have no nuclear weapons and the United States will dominate the 21st century. And when Romney isn't making fantastic promises about what he'll do when he gets to the White House, he's slandering the current occupant , Barack Obama.
"I Won't Let Iran Get Nukes"
Governor Romney's guarantees start with Iran and its nuclear program . In a November 10, 2011 op-ed in the Wall Street Journal, Romney pledged, " I won't let Iran get nukes ." Or as he put it 10 days earlier during a GOP national security debate : >
"If we re-elect Barack Obama, Iran will have a nuclear weapon. If you elect me as president, Iran will not have a nuclear weapon."
As to how he'll ensure that outcome, Romney explained that "If you want peace, prepare for war." And despite occasionally acknowledging the complexity of a strike against Iran and even the questionable possibility of success, Romney told the Wall Street Journal this weekend how he would get it done: >
So what would he do about it? "I do not have a top secret security clearance at this stage to be able to define precisely what kinds of actions we could take." But he adds that "the range includes something of a blockade nature, to something of a surgical strike nature, to something of a decapitate the regime nature, to eliminate the military threat of Iran altogether."
No U.S. Decline in Romney's "American Century"
Romney's promise to "eliminate the military threat of Iran altogether" is just part of his larger assurance that the 21st century will be another " American Century ." Pretending that the rise of India, China and Brazil doesn't inevitably entail the relative loss of U.S. power and influence, Romney announced in his October address at The Citadel : >
"This century must be an American Century. In an American Century, America has the strongest economy and the strongest military in the world. In an American Century, America leads the free world and the free world leads the entire world...As President of the United States, I will devote myself to an American Century. And I will never, ever apologize for America."
Not content to rest there, Romney accused President Obama of "waving the white flag of surrender": >
"An eloquently justified surrender of world leadership is still surrender. >
I will not surrender America's role in the world. This is very simple: If you do not want America to be the strongest nation on Earth, I am not your President. >
You have that President today."
Two months later, Mitt Romney repackaged his promise and his slander at the December 15 Republican debate in Sioux City, Iowa: >
"Our president thinks America is in decline. It is if he's president. It's not if I'm president. This is going to be an American century."
As for Romney's charge that President Obama "went around the world and apologized for America," the Washington Post Fact Checker deemed it a Four-Pinocchio lie .
A Job for Every College Graduate
At an event in New Hampshire last week, Governor Romney's pandering went from the sublime to the ridiculous. There, Mitt pledged President Romney would deliver full-employment for all American college graduates: >
"What I can promise you is this -- when you get out of college, if I'm president you'll have a job. If President Obama is reelected, you will not be able to get a job. That's the reason I will hopefully get young people who are in college is to say, You know what, I understand what it takes to get jobs in America."
As the record shows , not so much. After all, as the Los Angeles Times recently documented, Romney's "Bain Capital often maximized profits in part by firing workers." That's why FactCheck.org , the Washington Post Fact Checker and Fortune all refused to vouch for Romney's claim that "In those hundreds of businesses we invested in, tens of thousands of jobs net-net were created."
Obama "Has Not Created Any New Jobs"
If Mitt Romney can't prove his boasts about his own job creation record, neither can he justify his blatant lie about President Obama's : >
"25 million people are out of work because of Barack Obama. And so I'll compare my experience in the private sector where, net-net, we created over 100,000 jobs." >
"I'll compare that record with his record, where he has not created any new jobs."
Sadly for Mitt Romney, the Bush recession began in December 2007. As ThinkProgress rightly noted, "The private sector has added 2.3 million new jobs since March 2010, and it took the Obama economy one year to create more jobs than the economy under President Bush did in eight." As The Economist explained earlier, the recession was not at its deepest just as Barack Obama was entering office, but far worse than official statistics revealed at the time. Romney might also want to check with former McCain economic adviser Mark Zandi as well as the non-partisan CBO , who concluded that the Obama stimulus program "added up to 0.9 million jobs in 2009, 3.3 million jobs in 2010 and 2.6 million jobs in 2011."
Obama's Debt Exceeds All Previous Presidents Combined
Mitt Romney didn't just lie about Barack Obama's jobs record. At the Sioux City debate, he got President Obama's contribution to the federal debt all wrong as well: >
"We all understand that the spending crisis is extraordinary, with $15 trillion now in debt, with a president that's racked up as much debt as almost all of the other presidents combined."
Of course, we don't all understand that, because it's not true . After Ronald Reagan tripled the gross national debt and George W. Bush doubled it again, Uncle Sam's red ink totaled almost $11 trillion when Barack Obama took the oath of office.
Obama is "Taking over 100 Percent" of Health Care
In his desperate quest to win over conservative Republican primary voters, Mitt Romney has turned his back on his signature achievement which he once boasted was a health care model for the nation. And to do it, Romney has been lying for months by telling voters "Obamacare is about taking over 100 percent of the people's insurance in this country."
In a September 15, 2011 interview with CNN's Wolf Blitzer , Romney made the same charge: >
"The Massachusetts plan was crafted for Massachusetts, for the needs of 8 percent of our population that didn't have insurance, not for the 92 percent that did. Obamacare is a plan that takes over 100 percent of the people in the country and their health care, and that's one of the reasons why people don't want it."
Sadly for Mitt Romney, repetition of a lie doesn't make it any more true.
The Affordable Care Act passed by Congress and signed by President Obama in the spring of 2010 targets the 17 percent of people (over 50 million people) who are uninsured . As Politifact explained in deeming Romney's fraud another "Pants on Fire" lie: >
According to the Census Bureau, the percentage of Americans without health insurance nationally was slightly under 17 percent in 2009, the year Obama began pushing for the bill. According to a Congressional Budget Office estimate, the number was about the same in 2010, when the measure was signed into law. Other estimates have pegged the national number at about 15 percent.
As Henry Aaron, a senior fellow with the centrist-to-liberal Brookings Institution right noted, comparing 8 percent to 17 percent "would have been apples to apples" when it comes to the impact of the individual mandate at the center of both the Massachusetts and national plans. Sadly, Politifact concluded, Romney was guilty of "a felony case of comparing apples and oranges."
Romney "Will Reverse President Obama's Massive Defense Cuts"
During that same "American Century" speech in October, Governor Romney pledged: >
"I will reverse President Obama's massive defense cuts. Time and again, we have seen that attempts to balance the budget by weakening our military only lead to a far higher price, not only in treasure, but in blood."
Sadly for Romney, as Steve Benen pointed out, defense spending has not only gone up every year of the Obama presidency . It is higher than it ever was when George W. Bush sat in the Oval Office.
Of course, Romney's confusion over matters of war and peace are hardly new. In an April op-ed for the Manchester Union Leader, Mitt forgot about the conflicts in Iraq and Afghanistan as he denounced President Obama for "one of the biggest peacetime spending binges in American history."
Obama's "Equal Outcomes" and "Entitlement Society"
Last week, the Romney campaign rolled out what may well become the meta-theme and meta-lie for the 2012 general election race.
After President Obama declared in his Osawatomie, Kansas address that Republican trickle down economics "never worked," Romney struck back. Just not with the truth: >
"Just a couple of weeks ago in Kansas, President Obama lectured us about Teddy Roosevelt's philosophy of government. But he failed to mention the important difference between Teddy Roosevelt and Barack Obama. Roosevelt believed that government should level the playing field to create equal opportunities. President Obama believes that government should create equal outcomes. >
"In an entitlement society, everyone receives the same or similar rewards, regardless of education, effort, and willingness to take risk. That which is earned by some is redistributed to the others. And the only people who truly enjoy any real rewards are those who do the redistributing -- the government. >
"The truth is that everyone may get the same rewards, but virtually everyone will be worse off."
By raising the mythical red menace of communism and falsely attributing it to Barack Obama, Romney in the words of Paul Krugman had introduced " The Big Lie " into his " Post-Truth Campaign ." While Andrew Sullivan announced "Mitt Romney is a big, fat liar," Steve Benen lamented that "Romney, allegedly the responsible one in the Republican field, has been reduced to lying uncontrollably." And while Greg Sargent in the past had expressed amazement at "Mitt Romney's casual, effortless falsehoods," New York Magazine's Jonathan Chait explained that Romney's red scare rose to a whole new level of duplicity: >
"This isn't just a casual line. In eight sentences, Romney asserts over and over again that Obama wants to create "equal outcomes" and give everybody the "same rewards." This is nuts, Glenn Beck-level insane. Restoring Clinton-era taxes is not a plan to equalize outcomes, or even close. It's not even a plan to stop rising inequality. Obama's America will continue to be the most unequal society in the advanced world -- only slightly less so. The alternative proposals accelerate inequality even further."
Of course, as the proliferating profiles from the Wall Street Journal , the New York Times , the Washington Post and others show, Mitt Romney is no stranger to inequality. Legendarily cheap and analytical , as a Harvard Business School student Romney gave a presentation to his classmates that "proved the value of family time based not on emotion but on yield." Two Romney quotes - " I love business " and " I love data " - seem to sum up the man.
As for loving the truth, that for Mitt Romney is apparently another matter altogether.
(This piece also appears at Perrspectives .)
26 Views
01:14:59 01/27/11
We've Spent 5.93M Years Playing World of Warcraft...?!?
[LESS INFO] 26 VIEWS | ADDED 01:14:59 01/27/11
Complete Premium video at: http://fora.tv/partner/Gamification_Summit
Jane McGonigal, author of Reality Is Broken, points to the 3 billion hours the world invests every week in online gaming as a clear indicator that many people are not being sufficiently challenged in their day-to-day lives. "5.93 million years is how long people have spent tackling unnecessary obstacles in World of Warcraft," says McGonigal. "We've spent as long playing World of Warcraft as we have evolving as a human species."
-----
More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of 21. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that video games are increasingly fulfilling genuine human needs.
In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world, boost global happiness and create engagement that transcends commerce. Jane McGonigal's work has helped define this new medium of gamification with a world view that combines elements of reality and fantasy.
She believes that we live every story we experience and we really do transform ourselves in this process to become every game we play. Her insights have been compared to plutonium in that they are elegant, concise, and pack an enormous amount of force. - The Gamification Summit
Jane McGonigal is the director of games research and development at the Institute for the Future in Palo Alto, California. She has created and deployed games and missions in more than 30 countries on six continents. She specializes in games that help gamers enjoy their real lives more -- and games that challenge players to tackle real-world problems, through planetary-scale collaboration.
0 Views
02:37:17 10/26/10
Mia Time And Space
[LESS INFO] 0 VIEWS | ADDED 02:37:17 10/26/10
We are in SL: http://slurl.com/secondlife/Majime/56/208http://www.reverbnation.com/yogigoddessMia Volunteers NeededPosted on ;Oct 25, 2010 at 10:10 PMA quickie NoteWe are seeking Mia Jonita Resort, VolunteersIf you are familiar with the News, Memos, Documents, Videos and Tech, then we encourage you to educate those who are confused along the way.If you, ever, run into another newbee fan or those outside the fan club with issues, please educate them on the real deal.I have seen this happen in other veteran fan clubs.We are visualizing outsiders or new fans confused regarding:1. Is this real?2. where is Mia jonita in Second life, i see only a office?3. how can we fit in one home office??4. how did she stretch the truth?5. what is an open sims?6. how come she looks like second life?7. Mia Jonita will never open.these are common questions we try to answer,but only you, may catch the confusion before we do.Anyone of Computer Tech, Gaming, data, or Science, will understand our work scheduling. We are hitting a deadline and will launch periods of time, where we appear busy or unseen per social.*thanks*
34 Views
07:00:17 04/25/10
Faces iMake - $1.99 - Games
[LESS INFO] 34 VIEWS | ADDED 07:00:17 04/25/10
"I wanted Faces iMake to be a virtual workshop with me and reflect what happens in the real world when you work with objects. Therefore you can rotate and move objects around but you cannot resize them. This limitation which might seem annoying at first makes you become more resourceful and creative. The idea is to play and to play some more. All great art is born from playing. Therefore Faces iMake is a game as much as it is an art workshop."
7 Views
16:53:00 01/10/10
Plant A Million Trees By Surfing the Web - Mokugift
[LESS INFO] 7 VIEWS | ADDED 16:53:00 01/10/10
Nerd Stalker interview with co-founder Hans Chung of Mokugift at a recent Failcon conference in San Francisco.
http://www.mokugift.com/ About mokugift
Our Mission
* To create fun and meaningful gift experiences that benefit the environment.
Our name
Definition: mokugift [mōe-koo gift]
* moku means "tree" in Japanese.
* moku means "island" in Hawaiian.
Our mission
Our mission is to foster environmental solidarity by making it easy and rewarding for anyone to fight climate change and by providing the tools to inspire others to do the same. Mokugift makes it possible for concerned citizens, even those lacking access to planting space, to plant real trees for $1 apiece, either for themselves or as gifts to others. Gifting a mokugift tree is similar to sending an e-card, and recipients can display their trees online at Facebook, MySpace, MyYahoo, iGoogle and other popular Web sites. Award-winning nonprofit organizations specializing in agroforestry project—which restore depleted lands and boost the agricultural productivity and incomes of indigenous peoples in some of the poorest parts of the world—plant the actual trees purchased via mokugift.
Why trees?
Trees and forests help regulate the climate by absorbing heat-trapping carbon gasses, and there's a growing consensus that tree planting in tropical latitudes is one of the most efficient way to remove CO2 from the atmosphere. On average, each tree planted in the humid tropics absorbs 50 pounds of carbon dioxide every year for at least 40 years, amounting to one ton over the course of the tree's lifetime.
In addition, although the majority of carbon dioxide in the atmosphere comes from burning fossil fuels, unsustainable, slash-and-burn agriculture and other poor land-management practices have resulted in forestry itself becoming a leading source of greenhouse gas emissions. Restoring tree cover through agroforestry programs, and ensuring that local communities receive a fair share of the benefits, is the most effective long-term approach to the problems of deforestation and land degradation.
Our platform
Mokugift is not just a Web site for planting/"gifting" trees but also a platform that enables individuals to inspire others to plant trees. Visual and interactive elements make receiving a mokugift tree fun, uplifting and memorable. Businesses and nonprofits can also leverage this technology to reward and motivate customers, donors or employees. As an eco-reward, mokugift is a great way to motivate up-sells and tap into growing environmental awareness and interest in sustainable lifestyles.
Mokugift provides personal Web pages (Tree Islands) that track and display tree-planting achievements. As individuals plant trees themselves or "gift" trees to friends and associates (who in turn receive their own Tree Islands), the system tracks how inspiration spreads from one person to another. You receive recognition not only for the trees you've planted but also for those planted by your friends and their inspired friends (3 degrees). You can see the total number of people you've inspired and the total number of trees planted by them. You can also see which friends you've inspired and their individual achievements. Active promoters of tree planting are rewarded with free tree planting.
Mokugift is an excellent fit for companies looking to reinforce a brand's environmental equity and reward customers for making environmentally responsible choices. To learn more about how businesses and institutions can use mokugift for rewards and incentive programs, click here .
Mokugift provides a fast and easy fundraising option for schools, religious groups and non-profits. Your members can promote tree planting online in support of your organization and mokugift takes care of all order taking and processing. Your organization will receive 50% of all proceeds. Focusing on online promotion makes it easier and more effective for your members.
Partnerships
Mokugift is an official partner of the United Nations Environment Programme's "Plant for the Planet: Billion Tree Campaign. Launched at the Climate Convention meeting in Nairobi in 2006, the campaign originally set a goal of planting one billion trees but has since issued a new target of seven billion trees—roughly one tree for every living person on the planet.
"We are honored to partner with mokugift as part of the UNEP Billion Tree Campaign. Mokugift is taking creative approaches with its online gifting service and iPhone application to help the Billion Tree Campaign achieve a target of seven billion trees. In the spirit of the Billion Tree Campaign, mokugift empowers ordinary people to be part of the solution." — Satinder Bindra, Director, United Nations Environment Programme
Mokugift seeks to expand distribution through partnerships with relevant sites and services. We have, for instance, partnered with eBase Solutions in a joint venture to bring mokugift to Japan (mokugift.jp). Please contact us about partnerships via our contact form, and we will get back to you promptly.
Artists & Athletes Program
The idea: to inform, inspire and empower fans to plant trees in support of UNEP's Billion Tree Campaign. By visiting Artist & Athlete Tree Islands on mokugift.com, fans can plant trees and send a message to the artist or athlete. Anyone planting a tree with a participating artist or athlete can see their message posted on the Tree Island, along with the number of trees they've planted. For their part, artists and athletes can build goodwill by offering to plant a tree for each tree they receive as a gift. To help generate awareness, mokugift is approaching media companies for PSA ad spots and encouraging interested artists and athletes to participate in the spots and assist with outreach.
News
Please refer to our blog for the latest news about mokugift: mokugift.blogspot.com
Participate
Mokugift's affiliate program offers rich media ads that are engaging and stylistically consistent with our Web site. To join our affiliate network, click here .
Founders
Mokugift co-founders Hans Chung (Idea Guy) and Krates Ng (Build-It Guy) are high school friends who both gravitated to the San Francisco Bay area's technology sector. The selling of "virtual gifts"—teddy bears on Facebook, roses on dating sites—sparked the idea for mokugift. Why not have virtual tree gifts represent real trees planted in places fighting deforestation?
Their pursuit of online tree "gifting" coincided with a growing awareness that climate change was no longer just an abstract scientific and public-policy topic, but also a lifestyle issue calling for tangible action on the part of ordinary people everywhere. In researching agroforestry and prospective tree-planting partners, they realized that planting trees not only benefits the environment (by absorbing greenhouse gas emissions) but also can serve as a foundation for sustainable economic development for communities that have been adversely affected by poor land-management practices. Conceived as a social venture focused on customer experience, profit and tangible, positive benefit to the environment and society, mokugift launched on November 20, 2007.
Prior to mokugift, Hans founded CrispAds, a blog advertising network that wound up being acquired by a lead-generation company. He also worked at consulting firms such as The McKenna Group, as a strategy consultant for technologies companies including Japan's NTT. Hobbies: martial arts, cooking, furniture design. Residing in San Francisco's SOMA District, Hans has been on a mission to reduce his apartment's power consumption. He takes public transportation to work and the gym, and shops for local groceries at the farmers' market and Mission District grocery stores.
Krates is a typical startup engineer, preferring to join a team early on. Prior to mokugift, he was with a real-time computer server monitoring company, Wily Technologies, which was acquired by Computer Associates. Before that, he was an engineer at Andromedia (acquired by Macromedia, which, in turn, was acquired by Adobe). Hobbies: ice hockey, triathlon, cooking, scuba and travel. Krates lives with his wife and cats in the San Francisco Bay area, drives a Honda Civic Hybrid, eats less meat than before, recycles everything he can, and shops for local groceries at the farmers' market.
2 Views
00:00:00 01/05/10
ATETV Episode 16
[LESS INFO] 2 VIEWS | ADDED 00:00:00 01/05/10
From virtual reality to the basic infrastructure of the real world, ATE programs are teaching students the skills and theories that will help them get right to work in their chosen fields.
24 Views
12:46:39 11/09/09
GBTV #657 (HD) | Motorola Droid Review
[LESS INFO] 24 VIEWS | ADDED 12:46:39 11/09/09
As you know, the hugely anticipated launch of the Motorola Droid was on Friday. I went to a press event held at a Verizon store to get a hands on with the Droid and some footage to share with you guys. Boring, but I'll take what I can get. Surprise, surprise, Verizon was nice enough to let me hang on to a Droid for two weeks so I'm able to give you a more in-depth review. The Droid runs Android 2.0. Android is an open source mobile operating system, originally developed by, and heavily supported by Google. If you use Google apps like Gmail, Calendar, or Google Voice, having Android is a very good thing. It means those apps are going to run smoothly and you'll get more out of them. More on that in a minute. Verizon has put a lot of effort into their network, and the hope here is that you don't get the amount of dropped calls or inconsistent service a lot of people complain about with AT%T. In my experience with iPhones on AT%T, dropped calls are less of an issue than calls I have to drop because I can't understand the person on the other end of the call or they can't understand me. The Motorola Droid provides vastly better sounding calls than my iPhones. In a perfect world both phones would be available on both networks so I could tell if it's a hardware issue or a network issue. The Motorola Droid has the best screen on any handheld device I've ever seen. It's a 3.7 inch touchscreen with a resolution of 854x480. That's over 400,000 pixels, and you can definitely tell a difference. We're showing you The Droid playing a movie in HD. The Droid screen is brighter and richer and point 2 inches bigger. The downside? No multitouch in the US. It's capable of multitouch, and the GSM version in Europe has multitouch enabled, but we're not allowed here in the US. Instead, you double tap to zoom or use the plus and minus buttons on the screen to zoom in or out. If you've been using an iPhone, you're going to natually want to pinch the screen. The Droid's method of zooming isn't bad. It has nice animation, but precise pinch and zoom is better. The best part about the 5 megapixel camera isn't the additional pixels. What I liked was the software based zoom. I was taking a picture of some Thai soup when I discovered the feature by accident. Just double tap the screen to get up close and personal. You can snap the photo from the screen, or use the physical button on the side of the phone. Just like on a regular camera, hold the button half way down to focus, then click to take your photo. The Droid has both an onscreen keyboard and physical slider keyboard. iPhone users tend to agree with Apple that physical keyboards are overrated and I'm in that camp. However, there is a large market for whom the iPhone is off the table just because it lacks physical keys. No amount of Apple evangelism is going to convince someone who insists on a keyboard that they really don't need it. I say Motorola was smart to zig where Apple zagged. It's important to point out, though, since the keys are flush, there isn't really any tactile difference between the virtual keyboard and the one with real buttons. The biggest advantage of the slider keyboard, whether you think it's necessary or not, is that you can type and enjoy the full screen at the same time. One of my favorite things about the Droid is that it allows you to run up to six applications at once. This is one of the main complaints from power users about the iPhone. Being able to listen to Pandora while browsing the web or tweeting is HUGE for me. I do it on my laptop, and that desire doesn't change just because I'm using a smaller device. Apple doesn't allow that because having six applications all processing data at the same time puts the phone at risk of a crash. I totally get that! However, I'd rather have the choice to take that risk. I mentioned Google apps before, and I want to get back to that. I don't know how many of you are in the same situation as me. I can't use the Mail app on the iPhone or any mail app on any phone because I use Gmail. That wouldn't be a problem (the iPhone supports Gmail) except I use labels and filters like crazy! Most of my mail is sorted automatically and doesn't even see the inbox, so any time I can't easily see and use my labels on the go, I'm severely crippled. Since Google supports Android, they've made it possible for me to use the Gmail app successfully without having to go into the browser. There are 10,000 apps in the Android store, called Market. There are 100,000 apps in the iPhone store. No surprise there. Apple has a head start. That said, there are plenty of Twitter apps, if nothing else!! With the ability to run apps in the background, you're able to set up Twitter apps, for example, to notify you when something new arrives in your feed or Direct Message inbox. This is a great way to save on SMS costs if you don't have an unlimited plan. One thing I was super excited about was the turn by turn navigation with voice commands. No need to pay for an app - it's already installed when you buy the phone. The voice is very synthetic, but it works AND speaks in complete sentences! One of the coolest possibilities you get with the Motorola Droid requires an additional purchase. It's just $30, though and it's a dock for charging the phone. What's special about it is that it turns the phone's display into a digital photo frame, a widget display and an alarm clock. When you set the phone on the dock and use it as an alarm clock, you can dim the time and set the alarm. Motorola promises 6.5 hours of battery life when used continuously. I'm getting close to 10 or 11 hours of normal use. If you're ready to buy one, let's talk price. It'll be $199 with a 2 year agreement. This is after a mail in rebate, but David Pogue from the NY Times says that if you buy it from Best Buy, you'll get an instant rebate. Voice plans start at $40/month for 350 minutes and data plans start at $30/month. The mainstream media keeps looking for an iPhone killer. That's not me. I want the iPhone to continue to succeed, but I want other alternatives to succeed too. I haven't been looking for an iPhone killer. I've been looking for a smartphone that plays effectively on the same field. The Motorola Droid does that. Will I buy one? I have a couple weeks to decide so I'm going to take advantage of that. My sense so far, though is that moving from iPhone to Droid will not be a downgrade and in a few ways, like call quality and Google Voice integration it will be an upgrade. I'll write more about my experience with the Droid on my blog at www.calilewis.me. This episode was brought to you by SquareSpace.com. The actor and chat show host Kevin Pollak is using Square Space for his site, kevinpollak.tv. It's the easiest way to build a great looking Web site and my promo code GEEK will save you 12%.
19 Views
22:47:47 06/01/09
Motherboard Alexei Shulgin & The Art Of No Brain Pt 1
[LESS INFO] 19 VIEWS | ADDED 22:47:47 06/01/09
WATCH PART TWO ON VBS TV http://www.vbs./video.php?id=24669409001 In this edition of Motherboard, VBS tours Electroboutique, the electronics production company cum roving cyber-art kiosk of Russia's leading non-pornographic artist, Alexei Shulgin. Shulgin hasn't been hip to the internet from its very beginning, but he's definitely been onboard since at least the Compuserve days. In the early 90s, he was one of the first artsy types to adopt the then-brand-new World Wide Web as a medium, creating web pages filled with maddening arrays of random-seeming pictures and text blocks and hidden links to games and secret files and similarly weird and frustrating link pages, as well as helping curate the work of his net-art contemporaries. Shulgin was also the organizer of the world's first international exhibition of people's computer desktops. These days his work has shifted slightly offline and into creating weird electronic fantasy objects such as the Super-IBR Real Virtuality goggles, which you wear to help make your actual-reality look like crappy VR. Shulgin also claims to have formed the world's first cyberpunk rock act when he started his MIDI cover band 386DX in 1998. See more exclusive content at Dell Lounge!
1 Views
17:54:39 05/29/09
Motherboard Alexei Shulgin & The Art Of No Brain
[LESS INFO] 1 VIEWS | ADDED 17:54:39 05/29/09
SERIES START ON 6/1 ON VBS TV In this edition of Motherboard, VBS tours Electroboutique, the electronics production company cum roving cyber-art kiosk of Russia's leading non-pornographic artist, Alexei Shulgin. Shulgin hasn't been hip to the internet from its very beginning, but he's definitely been onboard since at least the Compuserve days. In the early 90s, he was one of the first artsy types to adopt the then-brand-new World Wide Web as a medium, creating web pages filled with maddening arrays of random-seeming pictures and text blocks and hidden links to games and secret files and similarly weird and frustrating link pages, as well as helping curate the work of his net-art contemporaries. Shulgin was also the organizer of the world's first international exhibition of people's computer desktops. These days his work has shifted slightly offline and into creating weird electronic fantasy objects such as the Super-IBR Real Virtuality goggles, which you wear to help make your actual-reality look like crappy VR. Shulgin also claims to have formed the world's first cyberpunk rock act when he started his MIDI cover band 386DX in 1998.
5 Views
17:53:02 10/20/08
Meet An Author - Lori Bell and Rhonda Truemann
[LESS INFO] 5 VIEWS | ADDED 17:53:02 10/20/08
Pioneering virtual world librarians Lori Bell and Rhonda B Truemann talk about their work with the Virtual Alliance Project and their book 'Virtual Worlds, Real Libraries'. Adele Ward (Jilly Kidd in SL) talks to new and interesting authors about their work and experiences in getting them published. All episodes are filmed live from within the virtual world of Second Life.
6 Views
01:15:36 02/12/08
Virtual Worlds Libraries Education And Museums Conference Saturday March 8 2008 In Second Life
[LESS INFO] 6 VIEWS | ADDED 01:15:36 02/12/08
“Virtual Worlds: Libraries, Education, and Museums”Saturday, March 8, 2008 in Second Life - New Media Consortium Conference Center.http://www.alliancelibraries.info/virtualworlds/Purpose of the Conference: To provide a gathering place for librarians, information professionals, educators, museologists, and others to learn about and discuss the educational, informational, and cultural opportunities of virtual worlds. Please note: Although the conference will be held in the virtual world Second Life, presentation and paper proposals about LEM developments in other virtual worlds are encouraged. Tentative Schedule 9:00 a.m. Second Life Time (Pacific Time) "Ancient Mesopotamia: Engaging Online Resources from the Oriental Institute," Presented by Wendy Ennes and Lisa Perez Wendy Ennes, Teacher Services and e-Learning Coordinator for the Oriental Institute Museum of the University of Chicago, will present information about the new, engaging website Ancient Mesopotamia: This History, Our History. In this highly useful online resource, students and educators can learn about various aspects of Mesopotamian culture. They can participate in the interactive "Dig into History", playing the role of an archeologist or a museum curator. Also, they can peruse the "Learning Collection", zooming in on various teacher-selected artifacts. Teachers can also locate primary source materials, lesson plans, and recommended learning activities. This presentation will be useful to teachers, librarians, students, and history aficionados. This presentation is brought to you in collaboration with the Chicago Public Schools Department of Libraries and Information Services. "Persistent Worlds: Will They Ever Go Away?" Presented by Dr. Susan Hazan Now that Second Life has hit the front page of Newsweek it seems Neal Stephenson's vision of the Metaverse has crossed over -- from being a fringe fantasy land for pure escapists to a persistent world for play, commerce, creativity and exploration. It's time to take a close look at this synthetic world. Presented by three leading avatars directly from Second Life, this panel will showcase some of the leading cultural institutions from their 3D graphic locations, and will explore how they welcome visitors, guests and colleagues in-world. "The State of Librarianship in Second Life" Presented by Lauren Pressley This session examines the idea of librarianship in Second Life, specifically focusing on reference practices and the development of a library's presence in a virtual world. The session will conclude with a discussion of possible virtual world library services that have not yet been designed and implemented. "Reflections in Wonderland" Presented by Alison (Wynne Merlin) Williams & Mary (Merry Mayo) Hudson This paper takes a reflective approach concentrating on the authors' explorations of Second Life. These explorations were undertaken as part of a project to assess how the university library might operate in such an environment to support student learning. An introduction briefly outlines the project and we then go on to describe our initial experiences of Second Life, and of participation in courses and meetings. In the light of these experiences we reflect on the possibilities offered by this type of environment, before concluding with our thoughts on the way forward. "Reconstructing Maya: Student Created Poems" Presented by Beth Ritter-Guth (SL Desideria Stockton) The students in College English II: Literature at Lehigh Carbon Community College are creating interactive poems to celebrate the poetry of Maya Angelou. Conference participants will be able to view the work of students, meet them, and construct a poem of their own. The workshop will require the use of voice and participants should download a free recording program like Audacity. Students will showcase their interactive poem "Still I Rise" by Maya Angelou. A notecard with the instructions on how to build the poem will be provided, and participants will work together to create a collaborative poem using WAV files, objects, and scripts. 10:00 a.m. Second Life Time (Pacific Time) "Voice vs. Text Chat: Solutions for Teaching/Presenting in Two Languages Simultaneously" Presented by Chris Haskell As voices ring out over the virtual landscape, some oppose vocal communication for its technical imperfections, infrequent use, and VW cultural bias. Educators, presenters, and facilitators in the Metaverse need solutions to communicate in both "native" languages. This session demonstrates tools and techniques currently being employed to engage multiple learning and communication styles in this expanding virtual space. "Immersion Environments and Recreational Learning: Opportunities for Informal Education on the Virtual Landscape" Presented by Aldo Stern and JJ Drinkwater When the residents of an online three-dimensional platform such as Second life are able to create their own immersion environments, learning opportunities abound. Experience with a number of recent experiments has indicated that the educational potential of these builds comes not just within the context of a formal, institutionally-managed didactic approach, but also--and in some cases, more successfully--in the context of informal, self-directed learning opportunities. Panelists Aldo Stern and JJ Drinkwater draw upon their real world backgrounds in the museum and library fields, along with their extensive experience in a variety of experimental collaborative educational, cultural and recreational environments created on the SL platform, to discuss the relative success of traditional "classroom" approaches in various builds, and the surprisingly vibrant informal learning dynamic that has developed alongside--or as an alternative to--the attempts at structured, hierarchical didacticism. The panelists also will seek to explore how what has transpired in-world is analogous to the real world living history/reenacting "hobby" movement of the 1970s-1990s and other recreational self-directed learning opportunities, and consider issues of how institutions and organizations might utilize the potential of online creative platforms in the future to more effectively foster and encourage self-directed learning, and to integrate it into their programming in ways that it could compliment and enhance more traditional approaches to engaging and educating diverse audiences. "Whatcha Gonna Do?: An Academic Health Sciences Library in Second Life Embraces New Roles" Presented by PF Anderson (Perplexity Peccable); Gillian Mayman (Gillian Oh); Anne Perorazio (Kaiya Qunha); and Jane Blumenthal (Wrenaissance Jewell) Academic health sciences libraries support the educational, research, clinical, and service missions of the universities and healthcare institutions of which they are a part. In the recent past, this has meant primarily building print and web-based collections of health and research information, and providing classes and services that facilitate the use and integration of these collections into the skillset of the local academic healthcare community. In Spring of 2007, the University of Michigan Medical School purchased an island in Second Life. In supporting the activities associated with this initiative, we have found that many of the activities and services we have traditionally offered are not immediately relevant in the new environment, are needs that are being filled by others, or are beyond the scope of what is possible with the resources currently available to us. Examples of these might include teaching how to search Medline, offering classes relating to health skill sets, building collections of health information. Similarly, many of the activities and services we have found ourselves embracing in Second Life are hard to imagine ever happening in our real life libraries. Examples of these might include building freebie collections, teaching classes on how to make clothes, setting up a Spirit Shop for the university (along with making the inventory), hosting in-world and out-world events to engage community, setting up a patient support group, as well as helping folks navigate Orientation and Help Islands. Here we present information about the similarities and differences between what we do in which environment and why we do or do not offer similar services in the other environment, as well as discuss the planning process and skill sets required. We would particularly like to focus on tools that have formed the basis of our community building efforts, which have largely depended on resources that bridge Second Life and the broader online and analog environments. So, when it comes to leading the way in a new and emerging technological environment, what are librarians going to do? Our answer: whatever needs to be done. "Interaction, Visibility and Searchability in Virtual Worlds: The Possibilities, Benefits and the Future" Presented by Namro Orman Interaction with the Web should be a major focus point for libraries in virtual worlds. Resources, news, and communication are needed, and not only with Second Life Residents. The merging with other social networks looks promising, but a lot can be improved/gained inside Second Life as well to make library services and resouces more visible, and findable, also on the Web. This goals of this session are to improve awareness of current possibilities, to show developments, and to offer a sketch of the future. "The 3D3C Metaverse" Presented by Yesha Sivan Dr. Yesha Sivan, founder of Metaverse Labs, is interested in interoperability. He also has been looking into how virtual world simulations can interface with the real world. 11:00 a.m. Second Life Time (Pacific Time) "Applying Distance Educational Theory to Virtual Worlds" Presented by Rebecca Hedreen Current adult educational theory is student-centered and those students have experience, abilities, and preferences that affect or control the learning process. This presentation will show (and tell) you how to use these theories, and the practices that spring from them, to improve your Second Life presentations. In the process, we'll cover some techniques that also improve accessibility and decrease the chance that a technological glitch will ruin your work. "The Museum Phenomenon in Star Wars Galaxies" Presented by Annie Platoff Annie Platoff, the Director of the Wookiee Cultural Center, the premier Wookiee museum in Star Wars Galaxies, will discuss the museum phenomenon in Star Wars Galaxies. "My Life as an Avatar (So Far)" Presented by Sir Arthur Conan Doyle This presentation is intended for teachers, librarians, and those who work in museums; as well as amateur history buffs. In this discussion I will provide an account of how I came to portray one of the best known authors of the Victorian era; the development of a plausible "back story" to cover my inadequacies; my successes and failures in Second Life; my views on the educational potential of ReCreationism; and, finally, my advice to aspiring ReCreationists. "The Festival of European Languages in Second Life" Presented by Birdie Newborn (Birdie Newcomb in SL) This session will look at the Festival of European Languages recently held on Belle Isle in Second Life. It was a venture in outside-the-classroom education. It was a 6-hour festival over half the island with a schedule of speakers, demonstrations, booths, and a giant map of Europe with landmarks to every known language community in Second Life. 6:00 p.m. Second Life Time (Pacific Time) "Self-directed Group Learning in Virtual Worlds" Presented by Nick Noakes This will be a mix of an interactive discussion session on the affordances of Virtual Worlds with respect to self-directed group learning, followed by a tour of Boracay sim to see one way self-directed group learning can be implemented. "Virtual Museums: When Do They Become "Real"?" Presented by Annie Platoff With the launch of massively multiplayer online roleplaying games (MMORPGs), players were given the opportunity to build their own communities within the confines of virtual worlds created by the game developers. When Star Wars Galaxies was launched in June 2003, players were also given the opportunity to manipulate their environment. SWG Developers not only allowed players to place structures within the landscape of the game, but also gave them the opportunity to decorate the interiors of their buildings. It wasn't long before players began to open their own museums. At first, the museums were nothing more than decorated houses containing developer-made paintings and objects. Eventually, however, the museums evolved and now there are quite a number that include interpretive labels, thematic exhibits, and more. While some of these museums are quite well known within their communities, they are virtually unknown by those who do not play the game. That is not the case for the museums in another virtual community, however. The emergence of museums in the virtual world of Second Life has been the topic of much discussion in the museum community. Also launched in 2003, Second Life presents itself as a 3-D virtual world rather than a game. In the world of Second Life players can create just about anything they can imagine and add it to the environment including, of course, museums. Some of those museums have been replicas of real-life museums created by private individuals. Other museums in this virtual environment were created as initiatives of established real-world museums. But there are some museums in Second Life that only exist in that virtual landscape. The International Space Museum, one such museum, has spawned a real-life non-profit organization to support the work of the virtual museum. All of this activity in virtual museums brings with it some interesting questions for members of the museum community. Are virtual museums "real" museums? And if they are, what are the implications for established real-life museums? This paper will examine a variety of museums in two virtual environments ? the MMORPG Star Wars Galaxies and the virtual world of Second Life. It will apply established definitions of what is a museum and determine which of those virtual museums appear to meet the criteria. Finally, it will draw conclusions about the "realness" of virtual museums and the potential of these institutions for reaching new audiences. "An Overview of Science-Related Stuff in Second Life" Presented by Dr. Troy McConaghy (Troy McLuhan in SL) Troy will give examples of how Second Life is being used for science education, public outreach, prototyping, and research Intendend Audience: Scientists, science educators, science librarians, and science museum professionals. "Immersive Education: New Models for Lifelong Learning" Presented by Kevin Roebuck Open source technologies for virtual worlds, on-line games, and new media have tremendous potential to offer new models for lifelong learning. Sun Microsystems Global Education & Research Group has formed a new community to explore these new immersive worlds and their application with the Project Wonderland 3-D tool-kit, Project Darkstar Game Server and SunSPOT sensor platforms. The new Sun Immersion Special Interest Group has announced a joint initiative with the Immersive Education Initiative at Media Grid including a $25,000 set of "Immersion Grants" to see pilot projects in K12 schools, community college, and higher education institutions. This session will feature Kevin Roebuck, Community Manager for Immersive Technologies at Sun, to give a brief overview of the communities activities, initiatives and worldwide projects in open source and open content for Immersive Education. 7:00 p.m. Second Life Time (Pacific Time) "Using Second Life to Enhance Student Research and Presentations" Presented by Robert Walker The presentation will look at an exciting Second Life assignment being used at Labette Community College in the Music Appreciation classes to enhance student presentations. This assignment could easily be adapted for use in any class that requires students to research and present that research to the class. It is useful for both onground and online classes. Students are given the following assignment, using Second Life, prepare a museum exhibit on the following composer. You should include written information, audio, images and perhaps video. Your presentation should not only include biographical information about the composer, but information about the period that the composer was writing. That information should include people of historical interest, other artists of the period, clothing and architectural styles of the time. This presentation will show the mechanics of managing an assignment like this. What tools do the students need? What knowledge/tools does the instructor need? These concerns will all be discussed and examples of previous semester projects will be reviewed as well as the assignment and the rubric. "Virtual Worlds for Learning" Presented by Ann Crewdson and Sachin Patil Virtual Worlds offer a quick and inexpensive ways of simulating information artifacts(in libraries and museums) into multi-faceted synthetic learning environments that merit interaction, immersion and information equally. The Federation of American Scientists, as part of its "Virtual Worlds for Learning" research program, has created a Virtual World Sim (Mesopotamia) in Second Life that leverages collective intelligence by enabling interdisciplinary communities of scholars such as archeologists, librarians museologists, historians, technologists, artists, and academia to share data and their expertise. The prototype has developed a web-integrated inworld tool, called Medulla, to collaborate on 3D content creation, peer-review the content for authenticity and edit it continuously based on new academic & research findings. In the near future, this tool will support functionalities for incorporating game-like features to make simulation experience more interactive and engaging. This presentation will describe content creation & management processes we have developed to collect, render, manage, evaluate and preserve digital assets for 3D virtual environments. Attendees, mainly librarians and museum administrators, will learn how virtual worlds together with web technologies can be used for a wide variety of learning opportunities, scholarly interaction, and the collection, development and management of digital assets for 3D virtual environments. "Standing on the Shoulders of Giants" Presented by Rochelle Mazar This presentation will demonstrate and explore the ways that digital objects have been archived in older virtual environments, their contribution to a competitive gift economy, and the kinds of lessons those practices bring to bear on the work being done by librarians and educators in Second Life. In text-based MOO spaces, object archives function as museum spaces, shops for finding useful objects to use in one's own builds, and as a structure that reinforces and supports a functioning gift economy. In worlds without built-in money economies, archiving and "generics" organization allows new users to see what has been built before, to take advantage of that older work by taking their own copy of these generic objects to build upon, and provides a form of feedback and recognition for those who build the best objects across the entire MOO community world-wide. With a long tradition of including the builder's name as part of the object, a successful builder can build a reputation across many different virtual worlds as others request archived copies of their objects. This gift economy encourages builders and programmers to donate their work for use by others as well as to create more and better generic objects for general use. Their active participation in the gift economy thereby assists in the creation of richer online spaces for all. Could this model work in Second Life, in spite of its existing money economy? This presentation would consist of audio content detailing the structure of these digital archives and their use, as well as detail about the gift economy and how it encouraged more and better objects to share with the community, and would include discussion with participants about its pros and cons and feasibility for use in Second Life. 8:00 p.m. Second Life Time (Pacific Time) "Education on the Teen Grid: The View from Eye4You Alliance Island" Presented by Kelly Czarnecki (Bluewings Hayek in SL), Anthony Curtis (Stone Semyorka in SL), and Beth Kraemer (Alice Burgess in SL) So what's it like to be an educator on the teen grid? Eye4You Alliance Island has been a source of education, creativity and fun on the teen grid since 2006. Librarians, professors, authors, technology specialists, subject matter specialists, and teens from around the world are involved in projects ranging from classes about SL and RL skills; recurring events like book discussions, space talks and island management meetings; special events like the recent literary festival, last year's college fair and craft fair; and a host of other activities. The presenters will provide an overview of what it's like to be an adult educator on the teen grid, describing the challenges and opportunities, and will discuss recent activities and plans that are underway. We'll compare the experience with education on the main grid and discuss our view of the future of education for teens in Second Life. The presentation may also incorporate comments from the teen residents themselves. "VW Libraries and Education: The Purpose and the Potential" Presented by Valerie Hill (Valibrarian Gregg in SL) Virtual worlds seem to be exploding into existence online. For everyone from toddlers to senior citizens, a virtual world beckons. Valibrarian Gregg, a Second Life librarian (and real life school librarian) shares her journey learning in a virtual world to help understand the purpose and potential for librarians and educators. Read some of the latest Virtual World news at iVinnie.com. "Providing Library Services in Second Life" Presented by Margaret Ostrander and Anne Mostad-Jensen Margaret Ostrander will share her research in progress exploring information seeking behavior in Second Life. All research is taking place in-world, combining structured interviews and ethnographic fieldwork. Research questions include: What are the information needs of everyday Second Life residents? What kinds of information are people in SL utilizing, and how do they go about finding it? This research explicitly studies SL residents in non-library contexts. A more robust understanding of such "native" information seeking behavior can help inform SL library services. This research is under the supervision of Dr. Michael Stephens of Dominican University (Illinois, U.S.A.). Read more about Margaret's research at Librarian Dreamer. Anne Mostad-Jensen will present her research in progress focused on the new user's experience in Second Life. Research questions include: How do new users approach and use virtual worlds? What are the information needs of new users and what are their information seeking behaviors? Research subjects will be observed while utilizing the Second Life interface for the first time, accompanied by pre- and post-interviews. This research will inform how libraries in Second Life can help meet the needs of new users. This research is under the supervision of MLIS faculty member Dr. Joyce Yukawa of the College of St. Catherine (Minnesota, U.S.A.). Both Anne and Margaret will share their findings to date, along with learnings about the methodologies and research instruments they have adopted.CREDITS: This machinima was filmed on location with the help of avatars in the teen grid and main adult grid of Second Life: Info International, Talis, and Eye4YouAlliance Island, funded by the Public Library of Charlotte & Mecklenburg County (PLCMC). http://infoisland.orghttp://www.talis.comhttp://www.plcmc.org/teens/secondlife.aspMachinima: Bernadette Daly Swanson / HVX Silverstar in Second LifeMusic: Revostock.com
2 Views
14:16:18 04/11/06
Kelsey McLeod
[LESS INFO] 2 VIEWS | ADDED 14:16:18 04/11/06
Mini-clip interview for TheWeblogProject with Kelsey McLeod: What is a Blog? Shot in March 2006 in Rome.
Here below a full text transcript of this video clip. > " A blog is... well, I would say that a blog is where people can go, a sort of free of any kind of editing at all, post their opinions on, well, depending on the blog, pretty much any subject that they are interested in, and amazingly they are able to get an immediate feedback from the virtual world out there, which is millions of people, and touch base on lots of interesting subjects, whatever is interesting to them.
I would say a blog is kind of a nucleous of ideas that people contribute to freely and take from as well, so it's sort of a networking hub of ideas.
Main advantage of using a blog ... I think, you talk to real people.
...I use blogs as technical resource a lot of times. Hi-tech companies and software companies often are helpful but it's too laborious to go through official channels to try to get answers for how come this product doesn't work with this product or how do I tweak this software to get it to do exactly what I want it to do. Or why cant I get my cell phone to sync up with my computer, with my laptop, you know, it's supposed to do it, but it doesn't, so how did you guys get it to be done? ... So you read the blog, I guess you could call me...a "lurker", I'm the person who kind of like sits there and I read all the entries... I don't contribute that much really but I read the conversations and I come to some conclusions like "oh this thing never worked", or maybe I hear rumors that maybe the company is promising a fix so I say "oh I will check that in a month"... so people kind of guide me and help me on my road there.
Other than that, a blog is sometimes useful to get your feelings out, you know, on a subject that might be particularly touchy if your are feeling really outraged about some subject, then maybe you feel strongly enough that you go and go to your blog and you really get it off your chest and hopefully there are like-minded people who will give you some credibility and say yes, you know, you are right, they make us upset too. So it's a way to associate with people who have a like-mind.
Alternative source of information ? I think I touched that a little bit when I was saying about how people talk about things and you dont hear directly from the person who has the biggest commercial interest in the product that you are looking for. Again, I'm looking mostly out for product stuff. So I would say that's probably the biggest advantage, just being able to get the unofficial point of view on something . "
2 Views
12:58:16 03/29/06
Kelsey McLeod - What is a blog?
[LESS INFO] 2 VIEWS | ADDED 12:58:16 03/29/06
Mini-clip interview for TheWeblogProject with Kelsey Mc Leod: What is a blog? Shot in March 2006 in Rome.
Here what he says:
" A blog is... well, I would say that a blog is where people can go,
a sort of free of any kind of editing at all, post their opinions on, well, depending on the blog, pretty much on the subject that they are interested in, and amazingly they are able to get an immediate feedback from the virtual world out there, which is millions of people, and touch base on lots of interesting subjects, whatever is interesting to them. I would say a blog is kind of a nucleous of ideas that people contribute to freely and take from as well, so it's sort of a networking hub of ideas.
Main advantage of using a blog... I think, you talk to real people. I use blogs as technical resource a lot of times and hi-tech companies often are helpful but it's too laborious to go through official channels to try to get answers for how come this product doesnt work with this product or how do I tweak this software to get it to do exactly what I want it to do. Or why cant I get my cell phone to sync up with my computer, with my laptop, you know, it's supposed to do it, but it doesn't, so how did you guys get it to be done? So you read the blog, I guess you will call me, you know what they call it a "lurker", I'm the person who kind of like sits there and I read all the entries... I dont contribute that much really but I read and I read the conversations and I come to some conclusions like "oh this thing never worked", or maybe I hear rumors that maybe the company is promising a fix so I say oh I will check that in a month, so people kind of guide me and help me on my road there.
Other than that, a blog is sometimes useful to get your feelings out, you know, on a subject that might be particularly touchy if your are feeling really outraged about some subject, then maybe you feel strongly enough that you go and go to blog and you really get it off your chest and hopefully there are like-minded people who will give me some credibility and say yes, you know, you are right, they make us upset too. So it's a way to associate with people who have a like-mind.
I think I touched that a little bit when I was saying about how people talk about things and you dont hear directly from the person who has the biggest commercial interest in the product that you are looking for. Again, I'm looking mostly out for product stuff. So I would say that's probably the biggest advantage, just being able to get the unofficial point of view on something.








