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Contents contributed and discussions participated by D'coda Dcoda

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Top 1% of Mobile Users Consume Half of World's Bandwidth, and Gap Is Growing [06Jan11] - 0 views

  • The world’s congested mobile airwaves are being divided in a lopsided manner, with 1 percent of consumers generating half of all traffic. The top 10 percent of users, meanwhile, are consuming 90 percent of wireless bandwidth, reports Kevin J. O’Brien in The New York Times.
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Microphone Turns Any Surface into Touch Interface - Technology Review - 0 views

  • Through gesture recognition techniques we detect different kind of fingers-touch and associate them with different sounds. In the video we used two different audio synthesis techniques: - physic modelling, which consists in generating the sound by simulating physical laws; - concatenative synthesis (audio mosaicing), in which the sound of the contact microphone is associated with its closest frame present in a sound database. To put it another way, the system is transforming the vibrations transmitted from touch through a rigid body into waveforms that a computer can, in real time, recognize and either transmute into audible sound or use as a triggering mechanism for other sounds. It's an ingenious approach, especially because Zamborlin has made the system clever enough to recognize the sound of particular gestures, so that the interface can accomplish more than just triggering actions when it "hears" a tap.
  • will touch interfaces of the future rely on sounds as well as capacitance? Perhaps sound would be a cheaper, more-durable option for certain kinds of interfaces, making touch interactions all the more ubiquitous.
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The coming war on general computation - Cory Doctorow @ #28C3 [01Jan12] - 0 views

  • The last 20 years of Internet policy have been dominated by the copyright war, but the war turns out only to have been a skirmish. The coming century will be dominated by war against the general purpose computer, and the stakes are the freedom, fortune and privacy of the entire human race.
  • The problem is twofold: first, there is no known general-purpose computer that can execute all the programs we can think of except the naughty ones; second, general-purpose computers have replaced every other device in our world. There are no airplanes, only computers that fly. There are no cars, only computers we sit in. There are no hearing aids, only computers we put in our ears. There are no 3D printers, only computers that drive peripherals. There are no radios, only computers with fast ADCs and DACs and phased-array antennas. Consequently anything you do to “secure” anything with a computer in it ends up undermining the capabilities and security of every other corner of modern human society.
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Why Russia's Social Media Boom Is Big News for Business [19Jun11] - 0 views

  • By nearly every indicator, Russians are embracing social and digital media in ways deeper and more impactful than most other countries around the world. For those looking to do business in the former Republic, significant opportunities now exist to leverage this new wave of social adoption.
  • Consider that in the first four months after its January 2010 launch in Russia, Facebook use grew by 376%, and today more than 4.5 million people use the site regularly. Nearly three-quarters of those making the switch from homegrown social platforms such as Vkontakte (with tens of millions of members) to Facebook are under 27, signaling a generational desire to engage in global communities and interact with brands, celebrities, friends and politicians in decidedly new ways. Twitter usage, while still in its infancy in Russian, grew three-fold in 2010.
  • And while it should come as little surprise that nearly 80% of the Russian population owns a mobile device, the dramatic adoption of smartphone technology and advanced mobile usage are beginning to change the way in which businesses — and the government — communicate. According to Nielsen, Russians under 24 are the third-largest users worldwide of “advanced mobile data,” behind only China and the United States.
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  • While interesting in the macro-sense, these broad numbers paint an incomplete picture of the complex future of social and digital media in Russia. The real story behind the social revolution lies less in the initial platform adoption we are witnessing and far more in the sheer volume of engagement occurring within them.
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ICANN Approves New Top-Level Domains - 0 views

  • A handful of not very descriptive top-level domains, such as .com, .net, .org, as well as country-specific TLDs are what the web is currently made of, but this is about to change drastically
  • ICANN (Internet Corporation for Assigned Names and Numbers), the international authority over top-level domain names, has approved the expansion of generic TLDs which will allow companies and organizations to create domains for their branda (such as .coke) or simply create generic names (such as .car or .green).
  • The option won’t come cheap, though: The application fee alone is $185,000, and the annual fee is $25,000. Still, we can imagine large corporations spending millions on these very soon. If you’re in the business of making phones, owning a “.phone” TLD sounds like a great idea — if you can afford outbidding other phone manufacturers.
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Virtual offices vs. virtual selves: overcoming isolation in a wired future [17Jun11] - 0 views

  • while workers want autonomy and flexibility, they also want social connection. In an interview, Yosh Beier of Collaborative Coaching summed this up, saying, “people want to have control over the where and when of their work experience, but they don’t necessarily want to isolate themselves.” How will this tension be resolved in the future?
  • Many point to technology to keep people connected across physical distance, tools “that will make the remote less remote,” in Beier’s words. He points to the mania for Foursquare in the consumer space as an example of people who are physically distant but use tech to “locate themselves.” The same is true for Facebook, which provides a virtual social connection and is a bit like a remote social gathering. Beier sees this trend of using tech to overcome the social isolation of web-enabled distance moving from consumers to web workers:
  • But instead of substituting virtual spaces for real ones (the Matrix model), some folks are focusing on substituting virtual selves for physical presence and meeting in real spaces (the Avatar model). Just look at our recent piece on robot avatars you can send to work or events in your stead and control over the Internet. Commenters on the post were skeptical, but Trevor Blackwell, CEO of Anybots (he’s also a partner in Y Combinator), which makes the robo-avatars pictured above, insisted in an interview that the idea wasn’t science fiction:
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  • People actually get a kick out of locating themselves. They want to know where their colleagues are. There will be more programs like Sococo. The idea is to have a virtual office on your screen. You see your virtual coworkers located in their “office” room, can “walk” to their room, when in the same room the mics let you talk and listen seamlessly, you have conference rooms with whiteboards, water coolers and tea kitchens for those in need of small talk, etc. People’s real location doesn’t matter, but they choose to locate themselves in respect to the virtual office so the team cohesion is supported.
  • The thing that’s far-fetched is robots with their own intelligence. Who knows if general purpose A.I. is ever going to happen? But robots that can move around in an office and be used as communication devices isn’t science fiction at all. Now we’re getting to the point where you can do it over a much larger distance because you can just do it over the internet, and the cost is low enough and reliability is high enough that it makes sense to do every day in an office. Our goal is to have 100,000 of these out there in five years.
  • Of course, both technologies boil down to an extension of video conferencing, with the likes of Sococo adding the possibility of spontaneity and easy initiation of contact, and robot avatars offering mobility and the ability to inspect locations. Still, whichever technological future you favor, there will still be a screen between you and your fellow humans.
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Your favorite gadgets are threatening the planet's future [18Jun11] - 0 views

  • Earth is expected to be home to over nine billion people by 2050. That’s a lot of people for Mother Nature to manage.
  • Space issues aside, the biggest concern on an over-populated planet is whether or not there will be enough resources to go around. Last week, British investor and Co-founder of Grantham Mayo Van Otterloo (GMO) Jeremy Grantham offered what Business Insider called a “startlingly depressing outlook for the future of humanity.”
  • the purpose of this piece isn’t to tread well-worn ground about the planet’s perils. So forget about fossil fuels, drinking water, crops, ice-caps, trees and animals for now. What we’ll be looking at is all those elements that go into helping you do what you’re doing right now. Whether you’re reading this on your laptop, smartphone, tablet…or any other digital device, the natural environment has had a huge part to play in this experience.
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  • Ethical electronics
  • Tantalum
  • Besides the direct environmental impact of mining the Earth, there is a more immediate threat. You’ve no doubt heard about conflict diamonds or ‘blood diamonds‘, which are diamonds mined in a war zone and sold to finance an insurgency, invading army’s war efforts or a warlord’s activity. Well, your mobile phone contains a similarly valuable commodity that’s been at the center of controversy in recent times
  • Tantalum is one of the best superconductors on Earth, and it’s used to coat capacitors to obtain more power from less energy. This basically means that laptops and mobile phones don’t need batteries that are larger than the device itself – so this is one of the chief reasons why you can slip your iPhone in your pocket rather than carting it around in a wheelbarrow. In central African countries such as The Democratic Republic of Congo,the mining of the mineral coltan – from which tantalum is extracted – it has often been argued fuels wars and encourages child slavery. And these arguments are well-founded.
  • However, the majority of tantalum production shifted to Australia, and Western Australia became the world’s largest source of mined tantalum concentrates. The mine closed in late 2008, and has only recently reopened.
  • In 2010, major concerns were raised as to the availability of tantalum and the effect this would have on the supply chain. “The impact, the real concern, is actually obtaining the metal,” said Dennis Zogbi, CEO of Paumanok Publications, which researches the component industry and the tantalum markets. If the stockpile of tantalum ever runs out, this could be disastrous for the electronics industry.
  • Tantalum minerals are also mined in Canada, China, Ethiopia, and Mozambique, and mass reserves were found in Venezuela in 2009, and in Columbia a year later.
  • Bloomberg reported a couple of weeks ago that the first conflict-free tantalum has recently been certified by The Electronic Industry Citizenship Coalition and Global e- Sustainability Coalition (EICC/GeSI), an initiative backed by companies such as Apple and Intel.
  • Indium
  • Then there’s Indium, a rare chemical element you may or may not have heard of. Zinc ores are the primary source of indium, which – when isolated – is then used in liquid crystal displays (LCDs) and touchscreens.
  • China is a leading producer of indium, whilst Canada and Bolivia are also large producers. And Cornwall, England, was also found to hold significant indium deposits earlier this year too, something which could prove massively beneficial to the UK economy
  • Last year, 85% of all indium was devoted to making indium tin oxide for use in LCD products, and the demand is predicted to grow at 15% a year over the next few years
  • A UN report published last month found that there are virtually no recycling initiatives in place for indium, and Thomas Graedel, one of the report’s eight authors, warned that a failure to re-use metals such as Indium doesn’t bode well for the future
  • “If we do not have these materials readily available at reasonable prices, a lot of modern technology simply cannot happen. We don’t think immediate shortages are likely but we are absolutely unable to make predictions based on the very limited geological exploration currently conducted.
  • The case for recycling
  • Your old mobile phone has circuit boards, batteries and an LCD screen – these all contain harmful materials that, when dumped in landfill sites, eventually break down and leak into the environment.
  • Over time, the likes of lead, cadmium and mercury pollution can be hazardous to the environment and to our health. It was for this reason that, in 2006, California became the first US state to make it mandatory for all mobile phone retailers to establish a collection and recycling program for mobile phones. The law also prevents residents from disposing of old mobile phones.
  • It’s very difficult to reclaim tantalum once it has been transposed onto an electronic component. For this reason, it’s important that you choose how you dispose of old devices carefully. Some organizations will promise to ‘safely’ recycle your handset, but this is very vague and may not mean the components are being reused. Given the amount of effort and strife that may have gone into producing it, you should ensure that it is actually reused. But this is something governments and industries need to help consumers achiev
  • The UN report analyzed the recycling rates of 60 metals, and 34 of these have recycling rates of less than 1%. Among the least-recycled metals were tellurium and gallium – which are used in solar cells – and lithium, a key element in your phone and laptop batteries.
  • Despite the best efforts of environmentalists, governments, businesses and consumers, there could be another ‘small’ obstacle to contend with if we’re to protect the Earth’s natural resources. And that is China
  • As reported recently in National Geographic, China supplies 97% of the world’s so-called rare earth elements, elements we all rely on for all our high-tech gadgetry, including mobile phones and laptops. And in 2010, China gave a hint of what the future may hold for the rest of us, when it stopped shipments of rare earth elements to Japan for a month following a diplomatic dispute. This had a big impact on the price of rare earths on global markets. China is expected to reduce its rare earth exports to help protect the country’s own rapidly growing industries. Indeed, it’s worth noting that almost two-thirds of rare earth metals produced in China are already consumed ‘in-house’, so to speak.
  • If China does decide to cut back on its exports, global prices will sky rocket. Dysprosium, for example, is used in hard-drives and it now sells for over $200 a pound (roughly half a kilo), but the disturbing thing is that the price was only about $7 eight years ago
  • It’s thought that the global demand for many rare earth metals could exceed the supply as soon as the end of this year.
  • So how serious is this? Well, China has almost half of the planet’s rare earth reserves. The US holds about 13%, whilst Russia, Australia and Canada also has some stockpiles, so we’re not quite at the critical stage yet. But the writing is very much on the wall for many industries, not just electronics.
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Should internet users ever be cut off? [18Jun11] - 0 views

  • The internet is a tool which contributes to the "progress of humankind as a whole" and should be available to all.That is the view of Frank La Rue, the UN's Special Rapporteur on the promotion and protection of the right to freedom of opinion and expression.
  • Mr La Rue was tasked with writing a report looking into global access to the internet as a medium for freedom of opinion and expression.
  • In the final document [PDF] presented to the Human Rights Council this week, he concluded that the removal of an individual's internet access should only take place in "few, exceptional and limited circumstances prescribed by human rights law".
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  • He went as far as to say that removing somebody's internet access is to deprive them of a key component for the basic human right of freedom of expression.
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Kinect Hackers Are Changing the Future of Robotics | Magazine - 0 views

shared by D'coda Dcoda on 18 Jun 11 - No Cached
  • For 25 years, the field of robotics has been bedeviled by a fundamental problem: If a robot is to move through the world, it needs to be able to create a map of its environment and understand its place within it. Roboticists have developed tools to accomplish this task, known as simultaneous localization and mapping, or SLAM. But the sensors required to build that map have traditionally been either expensive and bulky or cheap and inaccurate. Laser arrays cost a few thousand dollars and weigh several pounds, and the images they capture are only two-dimensional. Stereo cameras are less expensive, lighter, and can construct 3-D maps, but they require a massive amount of computing power. Until a reasonably priced, easier method could be designed, autonomous robots were trapped in the lab.
  • On November 4, a solution was discovered—in a videogame. That’s the day Microsoft released the Kinect for Xbox 360, a $150 add-on that allows players to direct the action in a game simply by moving their bodies. Most of the world focused on the controller-free interface, but roboticists saw something else entirely: an affordable, lightweight camera that could capture 3-D images in real time.
  • A group from UC Berkeley strapped a Kinect to a quadrotor—a small helicopter with four propellers—enabling it to fly autonomously around a room. A couple of students at the University of Bundeswehr Munich attached a Kinect to a robotic car and sent it through an obstacle course. And a team from the University of Warwick in the UK built a robot that had the potential to navigate around post-earthquake rubble and search for trapped victims. “When something is that cheap, it opens up all sorts of possibilities,” says Ken Conley of Willow Garage, which sells a $500 open source robotics kit that incorporates the Kinect. (The previous non-Kinect version cost $280,000.) “Now it’s in the hands of just about anybody.”
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Apple to 'ban iPhone gig filming' [16Jun11] - 0 views

  • The leading computer company plans to build a system that will sense when people are trying to video live events — and turn off their cameras.
  • A patent application filed by Apple revealed how the technology would work.
  • If an iPhone were held up and used to film during a concert infra-red sensors would detect it.
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  • These sensors would then contact the iPhone and automatically disable its camera function.
  • People would still be able to send text messages and make calls.
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Is This the Golden Age of Hacking? [15Jun11] - 0 views

  • "With a seemingly continuous wave of attacks hitting the public and commercial sectors, there has never been a more prodigious period for hackers, argues PC Pro. What has led to the sudden hacking boom? Ease of access to tools has also led to an explosion in the numbers of people actively looking for companies with weakened defenses, according to security experts. Meanwhile, the recession has left thousands of highly skilled IT staff out of work and desperate for money, while simultaneously crimping companies' IT security budgets. The pressure to get systems up and running as quickly as possible also means that networks aren't locked down as tightly as they should be, which can leave back doors open for hackers."
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Console vs. PC redux: how mobile gaming will reshape the industry (again) [15Jun11] - 0 views

  • Who cares about ancient history? If you're a gamer you should, because it's happening again. This time, though, its console gamers lobbing the same lamentations at Angry Bird players, Words With Friends addicts, and ever-sneaky Fruit Ninjas. As smartphones and tablets get more powerful, the dedicated gaming machine looks more and more quaint. Where once software supported hardware in one big, happy family, it's all becoming rather more... disjointed. For a gamer like me, that's a little troubling. If app gaming does for consoles what those consoles did to the PC scene a decade ago, a lot of big game studios are going to be in trouble, and a lot of gamers are going to be pining for the good 'ol days.
  • It's hard to tell at what point mobile gaming became a serious threat to the console scene, but surely nobody at Nintendo lost any sleep when Snake crawled its way into the hearts of many a Nokia user back in the late '90s. Then, just a few years later, Steve Jobs started comparing iPod sales to those of dedicated gaming machines. I initially thought the very notion was preposterous; that an iPod didn't hold a candle to the DS and PSP I took with me on every flight. In the ensuing months, however, I've changed my tune.
  • In recent years we haven't exactly seen a lot of innovation on the console gaming front. Sure, there was a giant rush to jump on the motion gaming bandwagon -- Microsoft with the Kinect and Sony with the Move, even Nintendo sauntering back in with the MotionPlus -- but none of those technologies have delivered the new gameplay experiences that even grizzled veterans like myself secretly hoped they might. Nor have they succeeded in whetting my appetite for something truly new. As someone whose youth was punctuated by a three-year console cycle, booting up the same 'ol hardware almost six years later feels wrong.
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  • On the portable gaming front things are moving -- but slowly. Over the past seven or so years Nintendo and Sony have both been slowly refining their portable systems of choice, but not even Nintendo's glasses-free 3D technology really qualifies as something particularly innovative. It is, after all, just another graphics technique
  • With nothing really changing it's mighty easy for the others to catch up, and of course those others are the smartphones, the iPods, and the tablets. They aren't there yet -- the Samsung Galaxy S II has a dual-core processor running at 1GHz while the Xbox 360 has 3.2Ghz spread over three cores -- but mobile devices are gaining ground quick. And, with services like OnLive, one could say that hardware no longer matters.
  • Regardless, hardware is losing its importance.
  • While we'll surely get one more generation of great dedicated gaming hardware from the big three, I have my fears that it will be the last. Sony sees the writing on the wall, with its (currently half-assed) PlayStation Suite program for devices, and Microsoft is testing the waters with Xbox Live integration on Windows Phone. It's only a matter of time before everybody's following suit -- or getting left behind. But don't worry, console gamers, because it's not all bad news. We're actually on the verge of some very interesting changes which, believe it or not, could work out for the best. Think about it: all modern phones have Bluetooth, so connecting external gaming controllers is easy -- even a keyboard and mouse. HDMI output is now more-or-less standard, and hopefully WHDI ubiquity isn't far off.
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Faster fingers are making us weaker [25May11] - 0 views

  • For the emergent generation of adolescents and pre-adolescents, at least in developed economies, constant high-speed internet access and online networking have become the very air they breathe. A new study, however, has some cautionary advice.The study, published in Acta Paediatrica, has renewed concerns about how digital life has led children off the playground and into the computer room… permanently. The study concludes that the average 10-year-old today
  • For the emergent generation of adolescents and pre-adolescents, at least in developed economies, constant high-speed internet access and online networking have become the very air they breathe. A new study, however, has some cautionary advice.
  • Although the study found that Body Mass Index (BMI) had remained constant, BMI is notorious for not factoring in the composition of muscle and fat ratios in its results. According to Dr Gavin Sandercock, a fitness expert at Essex University, a constant BMI is all well and good but the results are still “worrying from a health point of view” because they show that “pound for pound, [children are] weaker and probably carrying more fat,” he told The Guardian.
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  • The study, published in Acta Paediatrica, has renewed concerns about how digital life has led children off the playground and into the computer room… permanently. The study concludes that the average 10-year-old today is far weaker physically than his counterpart just a decade ago. His arm strength has fallen by 26%, he can do 27% less sit-ups, and he is less likely to be able to hold his weight hanging from a bar.
  • For adults, the negative health effects associated with an increasingly digital-based lifestyle have been well documented. Inactivity, a bent or bowed posture, and perpetual screen-staring are taking a toll on desk-bound employees, ranging from short-term memory problems (and possible links to early dementia) to increased heart-health and muscular complications. And just when you thought your office space was the epitome of a modern sanitary workhouse, consider that microbiologists have tended to find more harmful bacteria on a typical computer keyboard than on a toilet seat.
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LinkedIn deemed most important social network | Industry News [13Jun11] - 0 views

  • Entrepreneurs who incorporate LinkedIn into their B2B online marketing initiatives will likely be ecstatic to hear the social network has been deemed the most important social site. According to a survey conducted by Performics, which polled nearly 3,000 active social networkers, 59 percent said it is the most important to have a LinkedIn account. Half of respondents (50 percent) say they visit the social network at least weekly, while 20 percent log in daily.
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Contact Centers Not Prepared for Deluge of Social Media Customers - 0 views

  • Customer support rules are rapidly changing, as unprecedented numbers of customers use social media channels to express options, seek assistance and purchase products. Customers have quickly adopted Facebook, Twitter and Google, as their primary means for gathering information regarding a company’s products and services. In many cases social media customers receive support from multiple departments within a company but are isolated from the contact center. This is because the traditional contact center is generally not ready for reaching out to the social customer or will only provide secondary support when its telephone agents are free. Regardless of how companies choose to market and support their social media customers, they should apply the same basic procedures found in contact centers to positively engage their customers
  • they sho
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Study: Most Americans Want Gamifications At Work [08Jun11] - 0 views

  • 55 percent of Americans are interested in working for a company that uses gamification to increase productivity, according to a new survey by consulting firm Saatchi & Saatchi S. In its report titled "Engagement Unleashed: Gamification for Business, Brands and Loyalty", the agency found that around half of online Americans play social game during a typical day -- 28 percent of them who work play them more than 30 minutes a day at their jobs.
  • 37 percent of survey respondents said they prefer to hear about a new product via online game experiences, versus the 44 percent who said they prefer email and the 3 percent that prefer TV or radio advertisements
  • Among smartphone owners, 75 percent of participants want to play clues-based challenges from brands, and 85 percent would be willing to play them for at least half an hour for the chance to win a $100 cash prize
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  • Of those interested in game challenges tied to products, 27 percent said they would be likely to try out a challenge sponsored by a large corporate brand, and 64 percent said they would try it if sent by a friend or family member.
  • “Leaders are beginning to understand the enormous opportunities that games hold for businesses, brands and people," says Saatchi S co-founder and CEO Judah Schiller. Games, challenges and the notion of weaving fun and play into the fabric of society is tantamount to a renaissance."
  • He added, Well-designed games have the potential to create dynamic, rich and deeply enjoyable experiences that can foster innovation, reinforce positive behavior and increase engagement."
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Pachube - data infrastructure for the Internet of Things - 0 views

  •  
    Store, share & discover realtime sensor, energy and environment data from objects, devices & buildings around the world. Pachube is a convenient, secure & scalable platform that helps you connect to & build the 'internet of things'
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