Wait until the end. This takes a turn and you're going to want to call home afterward.
Interviewing For The 'World's Toughest Job' - Digg - 2 views
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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.
The ghost in the machine - 2 views
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.
Serious Games | MIT Technology Review - 0 views
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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.
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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.
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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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