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Tomoko Matsukawa

Coping with Email Overload - Peter Bregman - Harvard Business Review - 0 views

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    "But it's become a serious problem. When we don't control our email habit, we are controlled by it. " - somewhat related to the YouTube by dr. Sherry Turkle. I read this article when it was published (working life totally controlled by email I must say).. and sadly I am still addicted...
Kasthuri Gopalaratnam

UAHuntsville - Mind control will shape future of gaming and cell phones - UAHuntsville ... - 0 views

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    "Gaming will probably progress to the point where the player's mind will control and communicate with the gaming station. Perhaps transmitters will communicate back and generate gaming experiences in the player's mind without requiring a screen."
kshapton

The Web Is Dead. Long Live the Internet | Magazine - 2 views

  • a good metaphor for the Web itself, broad not deep, dependent on the connections between sites rather than any one, autonomous property.
  • According to Compete, a Web analytics company, the top 10 Web sites accounted for 31 percent of US pageviews in 2001, 40 percent in 2006, and about 75 percent in 2010. “Big sucks the traffic out of small,” Milner says. “In theory you can have a few very successful individuals controlling hundreds of millions of people. You can become big fast, and that favors the domination of strong people.”
  • This was all inevitable. It is the cycle of capitalism. The story of industrial revolutions, after all, is a story of battles over control. A technology is invented, it spreads, a thousand flowers bloom, and then someone finds a way to own it, locking out others. It happens every time.
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  • Google was the endpoint of this process: It may represent open systems and leveled architecture, but with superb irony and strategic brilliance it came to almost completely control that openness. It’s difficult to imagine another industry so thoroughly subservient to one player. In the Google model, there is one distributor of movies, which also owns all the theaters. Google, by managing both traffic and sales (advertising), created a condition in which it was impossible for anyone else doing business in the traditional Web to be bigger than or even competitive with Google. It was the imperial master over the world’s most distributed systems. A kind of Rome.
  • Enter Facebook. The site began as a free but closed system. It required not just registration but an acceptable email address (from a university, or later, from any school). Google was forbidden to search through its servers. By the time it opened to the general public in 2006, its clublike, ritualistic, highly regulated foundation was already in place. Its very attraction was that it was a closed system. Indeed, Facebook’s organization of information and relationships became, in a remarkably short period of time, a redoubt from the Web — a simpler, more habit-forming place. The company invited developers to create games and applications specifically for use on Facebook, turning the site into a full-fledged platform. And then, at some critical-mass point, not just in terms of registration numbers but of sheer time spent, of habituation and loyalty, Facebook became a parallel world to the Web, an experience that was vastly different and arguably more fulfilling and compelling and that consumed the time previously spent idly drifting from site to site. Even more to the point, Facebook founder Mark Zuckerberg possessed a clear vision of empire: one in which the developers who built applications on top of the platform that his company owned and controlled would always be subservient to the platform itself. It was, all of a sudden, not just a radical displacement but also an extraordinary concentration of power. The Web of countless entrepreneurs was being overshadowed by the single entrepreneur-mogul-visionary model, a ruthless paragon of everything the Web was not: rigid standards, high design, centralized control.
  • Blame human nature. As much as we intellectually appreciate openness, at the end of the day we favor the easiest path. We’ll pay for convenience and reliability, which is why iTunes can sell songs for 99 cents despite the fact that they are out there, somewhere, in some form, for free. When you are young, you have more time than money, and LimeWire is worth the hassle. As you get older, you have more money than time. The iTunes toll is a small price to pay for the simplicity of just getting what you want. The more Facebook becomes part of your life, the more locked in you become. Artificial scarcity is the natural goal of the profit-seeking.
  • Web audiences have grown ever larger even as the quality of those audiences has shriveled, leading advertisers to pay less and less to reach them. That, in turn, has meant the rise of junk-shop content providers — like Demand Media — which have determined that the only way to make money online is to spend even less on content than advertisers are willing to pay to advertise against it. This further cheapens online content, makes visitors even less valuable, and continues to diminish the credibility of the medium.
Chris Dede

Mind Control - 2 views

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    How new tools can be controlled with one's mind
Bharat Battu

India's $35 tablet is here, for real. Called Aakash, costs $60 -- Engadget - 3 views

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    Tying into discussions this week about bringing access to mobile devices to all via non-prohibitive costs, while still reaching a set of bare-minmum technical specs for actual use: India's "$35 tablet" has been a pipedream in the tech blog-o-sphere for awhile now, but it's finally available (though for a price of roughly $60). Still though, as an actual Android color touch tablet, with WiFi and cellular data capability - I'm curious to see how it's received and if it's adopted in any sort of large scale
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    http://www.google.com/hostednews/ap/article/ALeqM5jkCXZtzqXX87-pXex2nn23lWFwkw?docId=87163f29232f400d87ba906dc3a93405 A much better article that isn't so 'tech' oriented. Goes into the origin and philosophy of the $35 tablet, and future prospects
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    I had heard months ago that India was creating this, but was not going to offer it commercially - rather, just for its own country. Just like the Little Professor (Prof Dede) calculator, when tablets get this affordable, educational systems can afford classroom sets of them and then use them regularly. But to Prof Dede's point - can they do everything that more expensive tablets can do? Or better yet - do they HAVE to?
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    I think this is what they're aiming to do - all classrooms/students across the country having this particular tablet. They won't be able to do everything today's expensive tablets can do, but I think they'll still be able too to do plenty. This $35 tablet's specs are comparable to the mobile devices we had here in the US in 2008/2009. Even back then, we were able to web browse, check email, use social networking (sharing pics and video too), watching streaming online video, and play basic 2D games. But even beyond those basic features, I think this tablet will be able to do more than we expect from something at this price point and basic hardware, for 2 reasons: 1. Wide-spread adoption of a single hardware. If this thing truly does become THE tablet for India's students, it will have such a massive userbase that software developers and designers who create educational software will have to cater to it. They will have to study this tablet and learn the ins-and-outs of its hardware in order to deliver content for it. "Underpowered" hardware is able to deliver experiences well beyond what would normally be expected from it when developers are able to optimize heavily for that particular set of components. This is why software for Apple's iPhone and iPad, and games for video game consoles (xbox, PS3, wii) are so polished. For the consoles especially, all the users have the same exact hardware, with the same features and components. Developers are able to create software that is very specialized for that hardware- opposed to spending their resources and time making sure the software works on a wide variety of hardware (like in the PC world). With this development style in mind, and with a fixed hardware model remaining widely used in the market for many years- the resultant software is very polished and goes beyond what users expect from it. This is why today's game consoles, which have been around since 2005/6, produce visuals that are still really impressive and sta
Ashley Lee

Google centralises privacy control | Media | guardian.co.uk - 0 views

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    article on Google Dashboard--google's new centralized privacy control site
Deidre Witan

Kindle Whispercast gives schools and teachers control over students' tablet browsing - 0 views

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    Kindle gives teachers more control over what students can access
Vafa AK

Intel: Chips in brains will control computers by 2020 - 0 views

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    I thought this was a fascinating article about the possibliities of harnessing the power of the brain to control computers and electronic devices. If this is realized no doubt there will be many implications for the education field.
Adrian Melia

We Could Control Future Computers and Video Games Using a 3D Motion Tracking Wristband - 0 views

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    A great example of a new immersive interface that Microsoft is developing
Adrian Melia

Amazon Just Beat Apple to the Classroom - 0 views

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    Amazon announced its Whispercast technology to provide centralized control over content distribution, social media, password protection, and document sharing.
James Glanville

Auburn School Department - Home - 1 views

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    Interesting report from Main on an iPad Kindergarten pilot.  A study in collaboration with Boston College showed evidence of increased kindergarten literacy scores compared with a control group of Kindergartens with traditional instruction.
Bharat Battu

What Would You Pay for a Great Educational App? | MindShift - 1 views

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    full disclosure: classmate Alex Schoenfeld first shared this with the us in the TIE facebook group :). But it brings an interesting trend in the adoption and pricing of mobile apps: Article outlining what lots of us know when it comes to moblie apps and pricing - free, $1, and $2 are the price-points that sell, and allow us to try out an app with minimal regret. But with the rise of more and more high-quailty, high-profile, and high-budget educatioanl apps, will the pricing structure change? Will parents and educators be willing to spend the prices of traditional computer software ($50 or more?) for really great mobile apps? The article brings up an interesting model that seems to already be coming to life looking at how apps are being sold and updated lately: "Donahoo and Russell propose there's a better way: subscriptions and content expansion packs.  Launchpad Toys follows the latter tact. The initial price the Toontastic app for $3 (though it's currently free). Users can use that fully functioning app, or choose to add additional characters and themes with $.99 expansion packs. This way, they contend, costs are controlled; it's cheap for parents and children to evaluate an app, and the model encourages regular updates."
Maung Nyeu

Kindergarten kids: A pencil, eraser and an iPad | ZDNet - 1 views

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    Some schools start introducing technologies early, iPad is being used. Teachers believe that as long as the use of devices controlled properly, it will be beneficial for children's learning.
Chris Johnson

Opinion: The First-Person Immersion Myth (Gamasutra) - 0 views

    • Chris Johnson
       
      I tend to agree with the author, though I would be interested in seeing evidence to support his claims. I remember playing the classic horror survival game "Alone in the Dark" (from 1992) The graphics were fairly primitive by today's standards, the controls could be clunky, but I felt more immersed in the experience, even upon replaying years later. By contrast, I played through first-person shooter and survival horror game F.E.A.R. recently. The graphics are very realistic and the controls are smooth, but something was missing that kept it from being an immersive experience for me. People who haven't played the original "Alone in the Dark" may recognize more with games like "Resident Evil" in comparison with "Half Life".
  • saves developers from having to develop
  • has a high learning curve for those who haven’t already experienced many first-person games
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  • The reason for that is likely that we are used to seeing games and movies play out before us in a third-person view.
  • Having an avatar gives us a strong frame of reference,
  • Are first-person games inherently more immersive? A lot of developers seem to presume that they are,
  • most of us do is identify with the character
  • the “silent hero” dilemma
  • do a somewhat better job by at least allowing the player to make some dialog choices -- but still, the character isn’t you
  • What makes a game immersive or otherwise is not the viewpoint
  • because his world is so well-realized
  • we’ve come to our own conclusion that first-person games are inherently intuitive and more immersive, simply by virtue of their camera position
  • a couple people mailed me to say that they feel I have too closely tied character identification with immersion, and that’s not my intention
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    This is an opinion article that talks about immersion and the first-person camera angle in video games. He argues that game developers should re-evaluate the assumption that the first-person viewpoint is inherently more immersive than other gaming experiences.
Niko Cunningham

Neuroengineering to challenge what it means to be human | Emerging Technology Trends | ... - 0 views

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    Here are just a few topics that we will cover… 1. Brain-machine interfaces to control computers, exoskeletons, robots, and other devices with thought alone; 2. Mind-reading devices that will project the conscious contents of one's brain onto a screen as if it was a movie; 3. Devices to enhance intellectual ability and to increase concentration; 4. Devices to enhance creativity and insight; 5. Mechanisms to upload the mind to a machine, thus preserving it from bodily decay and bodily death.
Garron Hillaire

Give your keyboard the boot? Microsoft patents foot interface - 1 views

  • Microsoft's research into a "foot-based user interface" seemed somewhat novel in 2006, when I first wrote about the project. Now that the company has released its Kinect full-body motion control system for the Xbox 360, the idea of controlling a machine with your feet seems like only part of the picture.
  • Despite the fact that it seems outdated, or at least partial, the patent actually could be a notable win as the Redmond company expands the concept of motion-based interfaces beyond its video-game console into more general-purpose computing.
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    This could be used as an alternate means of interacting with computers. From an educational standpoint this does not appear to be dated, but rather creating opportunities for people with limited means of motion.
Cameron Paterson

Networked student model - 4 views

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    Principles of networked learning, constructivism, and connectivism inform the design of a test case through which secondary students construct personal learning environments for the purpose of independent inquiry. Emerging web applications and open educational resources are integrated to support a Networked Student Model that promotes inquiry-based learning and digital literacy, empowers the learner, and offers flexibility as new technologies emerge. The Networked Student Model and a test case are described in detail along with implications and considerations for additional research. The article is meant to facilitate further discussion about K-12 student construction of personal learning environments and offer the practitioner a foundation on which to facilitate a networked learning experience. It seeks to determine how a teacher can scaffold a networked learning approach while providing a foundation on which students take more control of the learning process.
Ashley Lee

The Big Question: Does the latest online technology pose an unacceptable threat to our ... - 2 views

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    facebook poses some serious threats to our privacy with its latest privacy control mechanisms.
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