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Toni H.

Augmented Reality Past, Present and Future: How It Impacts Our Lives - 0 views

  • In this near-future scenario, just one of many possible applications for the technology, the concept of augmented reality makes air travel more bearable. More than just a series of visual cues, the technology can even combine auditory sensors and other stimuli to make high-tech data part of your everyday life. Like robotics, there’s a visceral and physical representation of the underlying artificial intelligence involved. And with real-world implications that range from expediting everyday business travel to fueling potential military research, facilitating heightened responses in emergency scenarios and powering the world’s most immersive video games, augmented reality will forever change how we think about data and how we process information.“Augmented reality will ultimately become a part of everyday life,” explains Sam Bergen, an associate art director for digital innovation at the ad agency Ogilvy and Mather. “Kids will use it in school as a learning tool – imagine Google Earth with AR- or AR-enabled text books. Shoppers will use it to see what products will look like in their home. Consumers will use it to visually determine how to set up a computer. Architects and city planners will even use it to see how new construction will look, feel, and affect the area they are developing.”
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    how it will affect our lives
Honor Moorman

Future of Location Based Augmented Reality Story Games | PERSONALIZE MEDIA - 0 views

  • Foursquare
  • Foursquare
  • games – so there is quite a lot of R&D looking at the multi-player aspects of AR gaming such as this La
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  • ce the technical ability is there to easily track and map multiple players across a city environment the real social and story rich possibilities can open up. A likely area that will take off very quickly once user
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    So is there a future for these new forms? A hybrid combination of story, social location gaming all delivered on the latest camera based smart phones? Read on for some case studies and a couple of my own examples
Steve Madsen

More Creative and Useful Infographic Maps - Noupe Design Blog - 0 views

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    "The best examples of infographics are maps which clearly illustrate the topic in a very clear and succinct manner - and stand out from the rest. Here is a collection of some great examples of infographical maps for your inspiration and perhaps future art projects."
Lizzy D

Horizon Markets: Growth of eTextbooks | NMC - 0 views

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    Education, what is the future for eTextbooks in schools?
brooke s

E-book - Wikipedia, the free encyclopedia - 0 views

shared by brooke s on 17 Mar 11 - Cached
  • An electronic book (also e-book, ebook, digital book) is a text and image-based publication in digital form produced on, published by, and readable on computers or other digital devices.[1] Sometimes the equivalent of a conventional printed book, e-books can also be born digital. The Oxford Dictionary of English defines the e-book as "an electronic version of a printed book,"[2] but e-books can and do exist without any printed equivalent. E-books are usually read on dedicated hardware devices known as e-Readers or e-book devices. Personal computers and some cell phones can also be used to read e-books.
  • availability of e-books may be provided for users with a mobile data connection, so that these e-books need not be stored on the device. An e-book can be offered indefinitely, without ever going "out of print". In the space that a comparably sized print book takes up, an e-reader can potentially contain thousands of e-books, limited only by its memory capacity.
  • Among the earliest general e-books were those in Project Gutenberg, in 1971. One early e-book implementation was the desktop prototype for a proposed notebook computer, the Dynabook, in the 1970s at PARC: a general-purpose portable personal computer capable of displaying books for reading.[3] Early e-books were generally written for specialty areas and a limited audience, meant to be read only by small and devoted interest groups. The scope of the subject matter of these e-books included technical manuals for hardware, manufacturing techniques and other subjects.[citation needed] In the 1990s, the general availability of the Internet made transferring electronic files much easier, including e-books. Numerous e-book formats, view comparison of e-book formats, emerged and proliferated, some supported by major software companies such as Adobe with its PDF format, and others supported by independent and open-source programmers. Multiple readers followed multiple formats, most of them specializing in only one format, and thereby fragmenting the e-book market even more. Due to exclusiveness and limited readerships of e-books, the fractured market of independents and specialty authors lacked consensus regarding a standard for packaging and selling e-books. In 2010 e-books continued to gain in their own underground markets. Many e-book publishers began distributing books that were in the public domain. At the same time, authors with books that were not accepted by publishers offered their works online so they could be seen by others. Unofficial (and occasionally unauthorized) catalogs of books became available over the web, and sites devoted to e-books began disseminating information about e-books to the public. [4] U.S. Libraries began providing free e-books to the public in 1998 through their web sites and associated services,[5] although the e-books were primarily scholarly, technical or professional in nature, and could not be downloaded. In 2003, libraries began offering free downloadable popular fiction and non-fiction e-books to the public, launching an e-book lending model that worked much more successfully for public libraries.[6] The number of library e-book distributors and lending models continued to increase over the next few years. In 2010, a Public Library Funding and Technology Access Study[7] found that 66% of public libraries in the U.S. were offering e-books,[8] and a large movement in the library industry began seriously examining the issues related to lending e-books, acknowledging a tipping point of broad e-book usage.[9] As of 2009[update], new marketing models for e-books were being developed and dedicated reading hardware was produced. E-books (as opposed to ebook readers) have yet to achieve global distribution. In the United States, as of September 2009, the Amazon Kindle model and Sony's PRS-500 were the dominant e-reading devices.[10] By March 2010, some reported that the Barnes & Noble Nook may be selling more units than the Kindle.[11] On January 27, 2010 Apple Inc. launched a multi-function device called the iPad[12] and announced agreements with five of the six largest publishers that would allow Apple to distribute e-books.[13] However, many publishers and authors have not endorsed the concept of electronic publishing, citing issues with demand, piracy and proprietary devices.[14] In July 2010, online bookseller Amazon.com reported sales of ebooks for its proprietary Kindle outnumbered sales of hardcover books for the first time ever during the second quarter of 2010, saying it sold 140 e-books for every 100 hardcover books, including hardcovers for which there was no digital edition.[15] By January 2011, ebook sales at Amazon had surpassed its paperback sales.[16] In the overall U.S. market, paperback book sales are still much larger than either hardcover or e-book; the American Publishing Association estimated e-books represented 8.5% of sales as of mid-2010.[17] In Canada, the option of ebook publishing took a higher profile when the novel, The Sentamentalists, won the prestigious national Giller Prize. Owing to the small scale of the novel's independent publisher, the book was initially not widely available in printed form, but the ebook edition had no such problems with it becoming the top-selling title for Kobo devices.[18]
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  • 2010 Amazon releases the Kindle DX International Edition worldwide. Bookeen reveals the Cybook Orizon at CES.[19] TurboSquid Magazine announces first magazine publication using Apple's iTunes LP format.[20] Apple releases the iPad with an e-book app called iBooks. Between its release in April 2010, to October, Apple has sold 7 million iPads. Kobo Inc. releases its Kobo eReader to be sold at Indigo/Chapters in Canada and Borders in the United States. Amazon.com reported that its e-book sales outnumbered sales of hardcover books for the first time ever during the second quarter of 2010.[15] Amazon releases the third generation kindle, available in 3G+Wi-Fi and Wi-Fi versions. Kobo Inc. releases an updated Kobo eReader which now includes Wi-Fi. Barnes & Noble releases the new NOOKcolor. Sony releases its second generation Daily Edition PRS-950. PocketBook expands its successful line of e-readers in the ever-growing market. Google launches Google eBooks
  • Drawbacks Ebook formats and file types continue to develop and change through time through advances and developments in technology or the introduction of new proprietary formats. While printed books remain readable for many years, e-books may need to be copied or converted to a new carrier or file type over time. PDF and epub are growing standards, but are not universal. The lack of a single universal standard could significantly affect the longevity of some works and their availability or readability in the future as a result of the format(s) used at the time of production.[26] Not all books are available as e-books. Paper books can be bought and wrapped for a present and a library of books can provide visual appeal, while the digital nature of e-books makes them non-visible or tangible. E-books cannot provide the physical feel of the cover, paper, and binding of the original printed work. An author who publishes a book often puts more into the work than simply the words on the pages. E-books may cause people "to do the grazing and quick reading that screens enable, rather than be by themselves with the author's ideas".[27] They may use the e-books simply for reference purposes rather than reading for pleasure and leisure.[28] Books with large pictures (such as children's books) or diagrams are more inconvenient for viewing and reading. A book will never turn off and would be unusable only if damaged or after many decades. The shelf life of a printed book exceeds that of an e-book reader, as over time the reader's battery will drain and require recharging. Additionally, "As in the case of microfilm, there is no guarantee that [electronic] copies will last. Bits become degraded over time. Documents may get lost in cyberspace...Hardware and software become extinct at a distressing rate." [29] E-book readers are more susceptible to damage from being dropped or hit than a print book. Due to faults in hardware or software, e-book readers may malfunction and data loss can occur. As with any piece of technology, the reader must be protected from the elements (such as extreme cold, heat, water, etc.), while print books are not susceptible to damage from electromagnetic pulses, surges, impacts, or extreme temperatures. The cost of an e-book reader far exceeds that of a single book, and e-books often cost the same as their print versions. Due to the high cost of the initial investment in some form of e-reader, e-books are cost prohibitive to much of the world's population. Furthermore, there is no used e-book market, so consumers will neither be able to recoup some of their costs by selling an unwanted title they have finished, nor will they be able to buy used copies at significant discounts, as they can now easily do with printed books. Because of the high-tech appeal of the e-reader, they are a greater target for theft than an individual print book. Along with the theft of the physical device, any e-books it contains also become stolen. E-books purchased from vendors like Amazon or Barnes & Noble.com are stored "in the cloud" on servers and "digital lockers" and have the benefit of being easily retrieved if an e-reading device is lost. Not all e-booksellers are cloud based; if an e-book is stolen, accidentally lost, or deleted, in the absence of a backup it may have to be repurchased. The screen resolutions of reading devices are currently lower than actual printed materials.[30] Because of proprietary formats or lack of file support, formatted e-books may be unusable on certain readers. Additionally, the reader's interaction with the reader may cause discomfort, for example glare on the screen or difficulty holding the device. Due to digital rights management, customers typically cannot resell or loan their e-books to other readers.[31] However, some Barnes & Noble e-books are lendable for two weeks via their 'LendMe' technology.[32] Additionally, the potential for piracy of e-books may make publishers and authors reluctant to distribute digitally.[33] E-book readers require various toxic substances to produce, are non-biodegradable, and the disposal of their batteries in particular raises environmental concerns. As technologies rapidly change and old devices become obsolete, there will be larger amounts of toxic wastes that are not easily biodegradable like paper. E-books and software can easily track data, times, usage, pages, and details about what one is reading and how often. Similar to this is the growing amount of data available through Google search engines, Facebook, and through data mining. For the first time in history it is now far easier to track and record what specific people might be reading. The notions of privacy, private writing, solitude, and personal reading are changing.
  • Digital rights management Anti-circumvention techniques may be used to restrict what the user may do with an e-book. For instance, it may not be possible to transfer ownership of an e-book to another person, though such a transaction is common with physical books. Some devices can phone home to track readers and reading habits, restrict printing, or arbitrarily modify reading material. This includes restricting the copying and distribution of works in the public domain through the use of "click-wrap" licensing, effectively limiting the rights of the public to distribute, sell or use texts in the public domain freely. Most e-book publishers do not warn their customers about the possible implications of the digital rights management tied to their products. Generally they claim that digital rights management is meant to prevent copying of the e-book. However in many cases it is also possible that digital rights management will result in the complete denial of access by the purchaser to the e-book.[34] With some formats of DRM, the e-book is tied to a specific computer or device. In these cases the DRM will usually let the purchaser move the book a limited number of times after which he cannot use it on any additional devices. If the purchaser upgrades or replaces their devices eventually they may lose access to their purchase. Some forms of digital rights management depend on the existence of online services to authenticate the purchasers. When the company that provides the service goes out of business or decides to stop providing the service, the purchaser will no longer be able to access the e-book. As with digital rights management in other media, e-books are more like rental or leasing than purchase. The restricted book comes with a number of restrictions, and eventually access to the purchase can be removed by a number of different parties involved. These include the publisher of the book, the provider of the DRM scheme, and the publisher of the reader software. These are all things that are significantly different from the realm of experiences anyone has had with a physical copy of the book.
  • Production Some e-books are produced simultaneously with the production of a printed format, as described in electronic publishing, though in many instances they may not be put on sale until later. Often, e-books are produced from pre-existing hard-copy books, generally by document scanning, sometimes with the use of robotic book scanners, having the technology to quickly scan books without damaging the original print edition. Scanning a book produces a set of image files, which may additionally be converted into text format by an OCR program.[35] Occasionally, as in some e-text projects, a book may be produced by re-entering the text from a keyboard. As a newer development, sometimes only the electronic version of a book is produced by the publisher. It is even possible to release an e-book chapter by chapter as each chapter is written. This is useful in fields such as information technology where topics can change quickly in the months that it takes to write a typical book (See: Realtime Publishers). It is also possible to convert an electronic book to a printed book by print on demand. However these are exceptions as tradition dictates that a book be launched in the print format and later if the author wishes an electronic version is produced. As of 2010, there is no industry-wide e-book bestseller list, but various e-book vendors compile bestseller lists, such as those by Amazon Kindle Bestsellers[36] and Fictionwise.[37] There are two yearly awards for excellence in e-books—the EPIC eBook Award[38] (formerly EPPIE) given by EPIC, and the Dream Realm Award[39] for science fiction, fantasy and horror e-books. Both awards have been given since 2000.
  • e-Readers For more details on e-book readers, see Comparison of e-book readers. e-Readers may be specifically designed for that purpose, or intended for other purposes as well. The term is restricted to hardware devices and used to describe a category type. Specialized devices have the advantage of doing one thing well. Specifically, they tend to have the right screen size, battery lifespan, lighting and weight. A disadvantage of such devices is that they are often expensive when compared to multi-purpose devices such as laptops and PDAs. In 2010, competition sent the price for the most popular electronic reading devices below USD 200.[40] Research released in March 2011 indicated that e-books and e-book readers are actually more popular with the older generation than the younger generation in the UK. The survey carried out by Silver Poll found that around 6% of over 55s owned an e-book reader compared with just 5% of 18-24 year olds. [41] The survey also revealed that the Amazon Kindle is the most popular e-book reader in the UK (47%) followed by the Apple iPad (31%) and the Sony Reader (14%). It has been reported that there is a differing level of dissatisfaction amongst owners of different ebook readers due to poor availability of sought after ebook titles. A survey of the number of contemporary and popular titles available from ebook store, revealed that Amazon.com has the largest collection, over twice as large as Barnes and Noble, Sony Reader Store, Apple iBookstore and OverDrive, the public libraries lending system.
Brody C

Playing for a Good Grade | UO Information Technology - 0 views

  • Simulation games are common in business classes, where they often focus on manufacturing and selling generic products like widgets. But when a Sports Business faculty member decided to run a simulation game pilot project, he skipped the widgets and went straight for an XBox 360. Paul Swangard, Managing Director of the James H. Warsaw Sports Marketing Center, is using Madden NFL’s franchise mode to help his SBUS 199 students grasp marketing and business decisions faced by NFL franchises
  • Dukeminier saw it as a success, with a few caveats. “It certainly kept the students engaged and I think that overall they learned quite a bit from the combination of the Madden project and Paul’s course. It also proved to be much more engaging than the typical business simulation where you sell widgets,” he said. “It was not at all uncommon for the students to be cheering when their team did well, or yelling when it did poorly.”
  • About half of the students in the class participated in the pilot project. They formed teams of four and were given the same team, the Seattle Seahawks, to manage through ten seasons. Students were graded on the decisions they made and the rationale behind those decisions.
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  • Looking to the future, Swangard said that if this pilot project is successful, they will expand its use in class.
Kaleb B

7 areas beyond gaming where Kinect could play a role - O'Reilly Radar - 0 views

  • interact with the set-top box without navigating a dozen different buttons on complicated controllers.
  • What caught and held my attention was the device's gestural user interface
savannah j.

Sustainability Games - Emerging Media Initiative - 0 views

  • A quick review of published studies indicates that games have been used in design education. However, no systematic study of the use (or potential) of games exists in these disciplines, and no published data exists on the use of video games in this regard. Further, no one has engaged in the long-term development of video games for the collegiate design student. This study will provide key information for presentation, publication, and building a foundation for seeking future funding.
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    Video Games are being used to educate architects and environmental designers
hannah h

Blended Reality: Superstructing Reality, Superstructing Selves | Institute For The Future - 0 views

  • We are creating a new kind of reality, one in which physical and digital environments, media, and interactions are woven together throughout our daily lives. In this world, the virtual and the physical are seamlessly integrated. Cyberspace is not a destination; rather, it is a layer tightly integrated into the world around us. Technology enables this transformation but, as is always the case, when we invent new technologies, they in turn re-invent us. In the realm of blended reality, the technologies and tools that we are creating change a fundamental part of our existence: the lenses through which we view and interact with the world. We are literally beginning to see and feel the world through a new set of eyes and ears—things that were previously invisible become visible, and we see the familiar in a new way. Almost ten years ago, we wrote about the sensory transformation we’re about to undergo as technologies move off the desktop and into the physical environment. We also pointed out that sensory transformations inevitably lead to major social and cultural transformations because they shape the nature of what we experience and how we make sense of our surroundings [Cybernomads SR-829]. Blended reality is the manifestation of these changes. It is a type of sensory transformation that will change people’s lives, their senses of selves and others, and their views of the world around them. In this report we analyze key directions of this metamorphosis.
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    "We are creating a new kind of reality, one in which physical and digital environments, media, and interactions are woven together throughout our daily lives. In this world, the virtual and the physical are seamlessly integrated. Cyberspace is not a destination; rather, it is a layer tightly integrated into the world around us. Technology enables this transformation but, as is always the case, when we invent new technologies, they in turn re-invent us. In the realm of blended reality, the technologies and tools that we are creating change a fundamental part of our existence: the lenses through which we view and interact with the world. We are literally beginning to see and feel the world through a new set of eyes and ears-things that were previously invisible become visible, and we see the familiar in a new way. Almost ten years ago, we wrote about the sensory transformation we're about to undergo as technologies move off the desktop and into the physical environment. We also pointed out that sensory transformations inevitably lead to major social and cultural transformations because they shape the nature of what we experience and how we make sense of our surroundings [Cybernomads SR-829]. Blended reality is the manifestation of these changes. It is a type of sensory transformation that will change people's lives, their senses of selves and others, and their views of the world around them. In this report we analyze key directions of this metamorphosis."
hannah h

Augmented Reality in Education - WikEd - 0 views

  • he 2010 Horizon Report includes examples of augmented reality like the Wii under the category Gesture Based Computing. Gesture recognition enables humans to interact with mechanical devices using simple natural gestures. In the future, the use of a keyboard, a mouse or even a touch pad may become a thing of the past with innovations in gesture based computing. See a video slide show of The New Media Consortium/ Educause report Click Gesture-Based Computing : 2010 NMC Horizon Report iPhone geotags. Geotagging and Geolocation Another important part of augmented reality applications is the use of geotagging and geolocation. A Geotag is a GPS coordinate that associates content such as videos, textual information, audio or any user- generated content to a specific location. When photographers use digital cameras, they have the choice to date stamp the video or photo. A Geotag is similar to that type of tag. AR applications draw on specific tags created by companies but will also depend on content that everyday users add through Geotagging. When we go to Google Earth to view a location, we are now able to find pictures and information added by users through these types of tags. Marker vs Markerless Augmented Reality AR Marker QR Code. AR Marker QR Semacode. Currently, many people associate augmented reality with black and white squares that trigger augmented reality elements. These black and white squares are called markers. Markers are also called QR (Quick Response) codes or Semacodes. A QR code is a two dimentional bar code that allows its content to be decoded at high speed. Markerless technology requires no marker to know the position of the object or person. Smartphone browsers that layer information over live locations are often considered in the markerless category, although they still use embedded "marked" information through geolocation and geotagging. The goal is to have augmented reality work much like this HP commercial Jerry Seinfeld for HP
Claire C.

4g mobile phones - 0 views

  • 4G mobile phone is designed to allow you to enjoy a multimedia experience wherever you are
  • me when the 4G mobile phones and 4g networks make
  • their debut. With 4G networks in place, 4G mobile phones
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  • and laptops will be able to access the internet at incredible speed from any wireless hot spot.
  • The 4G
  • but once connected
  • speed
  • laptops are already great for
  • to a 4G network will truly shine in it’s abilities of speed and connectivity.
  • 4G mobile phones are the phones of the future
  • The major cellular phone carriers in the US all run on 3G networks currently
  • 4G technology speeds up the process of dat
  • transfer between the person sending data and the person receiving it
  • As smartphones perform more functions, they require more bandwidth
  • As people switch from carrying a laptop to only carrying their
  • smartphone, they expect more from the device
alex c

Gesture-Based Computing | Futurelab - We are marketing and customer strategy consultant... - 0 views

  • The game changer here is that instead of using prohibitively expensive and complex motion capture systems incorporating sensors placed around the body (like those used in Hollywood special FX) his system uses the computer's web-cam to identify a hand position from a database of 100,000 pre-stored images. Once it finds a match it displays it on screen, and repeats this several times per second enabling it to recreate gestures in real time. A similar system, developed by Javier Romero and Danica Kragic of the Royal Institute of Technology in Stockholm, is attempting to do the same thing using your hand's flesh tones, meaning you don't even have to wear a glove at all. Perhaps this will be the basis for the system that enables gestural UI for the masses. An application that is cheap and simple. Genuinely different and new, yet intuitive to use. We've all seen the future. Maybe it isn't as far away as we think.
Mackenzie C

Augmented Reality - 0 views

  • The head-mounted display used in augmented reality systems will enable the user to view superimposed graphics and text created by the system. As of today, the technology nearest to augmented reality head mounts is one that is being used in virtual reality applications. There are two basic head mount design concepts that are being researched for augmented reality systems and these are the video see-through systems and optical see-through systems. The video see-through systems block out the user's view of the outside environment and play the image real time through a camera mounted on the head gear. The main problem with this type of system is the delay in image adjustment whenever the user moves his head. Optical see-through systems, on the other hand, make use of technology that "paints" the images directly onto the user's retina through rapid movement of the light source. Though this system has its drawbacks, particularly its high price, researchers are confident that this system will be a lot more portable and less inconspicuous for future augmented reality systems.
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    I found this a lot of help at the beginning of my research. I still come back to it every once in awhile because it has some nice points.
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    I found this article helpful and I think others will too.
Perry J

mæve installation - 0 views

  • By placing physical project cards on an interactive surface, the visitors can explore an organic network of projects, people and media.
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    visitors can explore an organic network of projects, people and media
Haley A

kids health is their future - Educational games - 0 views

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    "Educational games serve an educational game for children. Games and play are identical to the world of children - children. Therefore, fair if the kids are always filling his time by playing. Because psychologically in the stage of human development, early childhood (age 0-12 years) is the stage where the developing world's imagination in cognition. Thus the psychologists call the game and play development is the initial capital for the mental and emotional intelligence for children."
Haley A

Computer Games as Educational Tools - The Future of Education - 0 views

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    "The Learning Games Network is a 501(c)3 non-profit organization, whose mission is to develop and facilitate the use of computer games as educational tools."
Haley A

Gamasutra - News - Games For Learning: Perlin, Salen On The Future Of Educational Games - 0 views

    • Haley A
       
      The best part of this article is the second half. There are good examples and information that we can use under the innovation tab.
Haley A

The incredible potential of location-aware educational materials | Future Learn - 0 views

    • Haley A
       
      Doesn't his idea sound cool? The student almost caters to his/her learning.
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    The author, Daniel Christian, has a really interesting idea that I think we should consider putting into the innovation section.
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