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Etienne Mahler

Interviewing For The 'World's Toughest Job' - Digg - 2 views

  • Wait until the end. This takes a turn and you're going to want to call home afterward.
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    In one way this is just another viral video. In another, I would say it is a nice example of how emotions can be transferred via the web. It is an fake-interview via some skype-like software in which people are being pranked. At the end though, it shows very well how emotions might be carried not only within the video but also to the viewer.
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    Yes, and it's also a piece of viral marketing, showing how companies are getting better and better at using this format to elicit and manipulate emotions. Which is not to take anything away from the power of webcams to transfer emotions.
Jovan Maud

The ghost in the machine - 2 views

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    I wonder if the story is true. If so it's a highly evocative example of the digital preserving traces of the dead.
Jovan Maud

Times Higher Education - How publishers feather their nests on open access to public money - 0 views

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    Another article focusing on the problem of profiteering and tax avoidance by academic publishing companies. Although this might be seen as a UK issue, this affects our ability to do research in Germany too. I can't count the number of times that I've looked for articles and found that the SUB does not subscribe to the journal in question. No doubt the reason for this is the pricing models that the publishing houses are employing.
Jovan Maud

Serious Games | MIT Technology Review - 0 views

  • This, in its purest form, is the Second Life that blew the media’s mind: not an escape from or even an imitation of reality but an expansion of it, potentially suitable for almost any human purpose. But as Life 2.0 testifies, the Second Life that blew the media’s mind turns out not to be the Second Life its inhabitants have made. This Second Life—documented in the film’s three in-depth portraits of more or less typical users—is less transcendent but no less profound. And it’s something that can’t really be recognized without understanding Second Life to be precisely what we’ve so often been told it’s not: a game.
  • However serious the stakes in these pursuits, there is no escaping the element of play in all of them—of fantasy and make-believe—and the ways in which the dollhouse world of Second Life is uniquely suited to it.
  • He could have. But the common thread running through almost any configuration of Second Life stories would have been the same: Dressing up. Flirting. Philandering. Playing records. Playing house. Building castles and curiosities out of endlessly editable virtual objects (“like the building blocks you had as a kid,” one Life 2.0 protagonist tells us). Second Life as it is really lived doesn’t even gesture toward the broad utility its creators aimed for. It’s not the promise of the metaverse. It’s just a lot of people giving rein to one form or another of a basic human impulse: playing.
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  • But ever since Dungeons and Dragons introduced us to the hitherto unheard-of concept of a game that never ends, we have been living in an era that requires us to constantly revise our definitions. The evolution of video games has been a furious and ceaseless reinvention of the form. We have games now being woven into otherwise utilitarian aspects of social life, like Foursquare, and games like FarmVille that straddle the line between work and play. The future of play has never looked more open-ended, protean, and complex—or, to put it another way, more like Second Life.
anonymous

The Internet's Own Boy: The Story of Aaron Swartz - 0 views

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    highly recommended!
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