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Sandy Baldwin

Ian Bogost - The Colbert Report - 2007-07-08 - Video Clip | Comedy Central - 1 views

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    Bogost talking with Stephen Colbert. Nation, this man believes video games aren't just for wasting time.
Rachel Henderson

The Daily Tar Heel :: Students living in a paperless world - 0 views

  • 4 comments
  • paper products make up the largest share of solid waste in the United States. This country is also the largest paper consumer in the world, with one person going through an average of 663 pounds each year.
  • the past several years have seen such improvements in electronic readers and other eco-friendly technologies that a paperless world is now possible
  • ...8 more annotations...
  • some publications have shifted toward online-only content
  • It’s now possible to purchase and read many required textbooks online.
  • the course pack, should simply be banned
  • In cases in which copyright issues arise, course packs should be made available for purchase as e-books.
  • reduce the amount of money allocated to students for printing
  • encourage professors to require that homework be submitted online
  • The money formerly used for paper could be transferred to something more environmentally friendly, like purchasing eReaders that can be checked out in the library.
  • the main objection to eReaders – that the energy required to make and use one exceeds the carbon impact of making a book – is largely invalid: The carbon emitted in the life cycle of an Amazon Kindle is fully offset after one year of us
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    Argument (with some decent solutions/suggestions) for making the transition from paper to electronic publications.
Jessica Murphy

Gamification: Green Tech Makes Energy Use a Game-and We All Win. - 1 views

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    McLuhan and Bogart would probably enjoy this article because it involves procedural rhetoric. It examines how "gamification strategies"--using games to change behavior in real life--can promote energy efficiency. Companies like SimpleEnergy are creating apps that let users track their energy usage, find ways to improve, and compete with friends and neighbors for spots on a leaderboard. Gamification succeeds because apparently social pressure can motivate people even more than monetary incentives, and these initiatives combine both types of incentives: An energy usage competition at the University of Hawaii led to some dorms cutting energy usage by up to 20 percent. This specific method also allows users to save money and conserve energy without "radical infrastructure changes" or the corruption and waste that often results from government subsidies to politically-connected "green" companies like Solyndra and possibly Sapphire Energy. In addition, the apps provide large-scale energy usage data that researchers can use to measure both change over time and the impact of energy usage on other variables.
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