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One Per Cent: Kinect hack merges the real and virtual worlds [02Nov11] - 0 views

  • A new Kinect hack places virtual objects anywhere in the real world and lets you interact with them as if they were actually there.Most Kinect hacks just use a single version of the sensor, but a team at Microsoft Research has used four ceiling-mounted Kinects to map an entire room and the objects inside it in full 3D. A handheld projector acts as a flashlight that lets you peer into this virtual version of the world to reveal hidden images or draw in 3D space.This close link between the real and virtual world allows for some impressive interactions, such as creating virtual copies of real objects or generating a stream of virtual particles on a desk and watching them roll inside a real-life drawer.The project is unlikely to become a commercial product any time soon, but it's easy to imagine how a more polished version could lead to a holodeck-like environment in the comfort of your own living room.
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Study confirms dangers of violent video games | Machines Like Us [02Nov11] - 0 views

  • New research by Dr Brock Bastian from UQ's School of Psychology has found evidence that playing violent video games leads players to see themselves, and their opponents, as lacking in core human qualities such as warmth, open-mindedness, and intelligence.
  • In a recently published paper in the Journal of Experimental Social Psychology, Dr Bastian and his co-authors looked at whether the experience of cyber-violence had dehumanising consequences for the self-concept of game players and well as their opponents.
  • Dr Bastian said given his findings, it was not surprising that many people were concerned about the effects of playing violent video games, especially when they appeared to reflect changes in people's behaviour, emotions, and cognitions in ways consistent with a loss of humanity.
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  • "There are good reasons to be concerned: the negative effects of violent video games have been well documented and appear to be more significant than those associated with other forms of violent media," he said.
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Adding Gamification to Your Community | Social Media Today [25Oct11] - 0 views

  • It is interesting to see gamification now being applied in a marketing/website/community context, because many marketers and community managers have already been using these techniques to build engagement for several years.
  • there are many ways to incorporate game mechanics into a community and which ones are appropriate depend a lot on the make-up of your community audience and what the ultimate goals for the community are.
  • my belief is that you need to gradually introduce new elements into a community and make sure that any new features are fully explained and documented.
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  • According to a definition in the Gamification Wiki,"Game Mechanics are constructs of rules and feedback loops intended to produce enjoyable gameplay."
  • Before you can add gamification to your community, you need to really understand your community.
  • Recency -- when was the last visit? Frequency -- how often does the member visit? Duration -- how long do members stay on the sight when they visit? Virality -- how often do members share content on the site?  and how much is their sharing amplified through their network? Ratings -- how often do members rate content on the site?
  • Community Goals
  • What goals are you trying to accomplish with the community?  Can you measure them?  Do you have any elements of gamification incorporated into your community today? Does your community platform support gamification elements?  Can you track your measures in your community system?
  • Measures of Engagement for a Community
  • Do you have an open or closed community?  Is your community a professional, social, support, informational, hybrid or something else community?  How do you want members to use the community?  How many members do you have and how many do you add in a typical week or month?  What is the typical member profile?  How engaged are your community members?  How do you measure engagement?  What motivates your members to join, participate and stay engaged in the community?  Do you have robust member profiles?  Are member profiles searchable?  Can members 'friend' or message other members?  Do you have a way for members to add their Twitter or Facebook accounts to their profiles?  How  easy is it for members to share content on other sites?
  • Suggestions for Community Gamification
  • Robust profile system [self-expression, status, achievement]-
  • I also want members to receive recognition for their achievements by earning badges that can be displayed on their profiles and announced via their social networks.  As a community manager, I want to be able to create different types of badges including limited edition or special occasion badges.
  • Point system [competition, achievement, reward, status] -
  • I definitely want to keep track of points, but I want to be able to customize the calculation of the points.  I don't know what the ideal point values would be, but I know that I would want to experiment with rewarding members for recent visits, the frequency and duration of their visits, their sharing of content on the site or in their social networks, creating content, participating in discussions or rating content.
  • Leaderboards [reward, status, achievement, recognition, competition] -
  • Customization is also important in the leaderboards.  I want to have multiple leaderboard; for example, I may want a weekly, monthly and all-time versions of the leaderboard that I will post in different parts of the community site to recognize leaders who are currently contributing the most to the community experience and to others who have been long time contributors.
  • Badges [status, achievement, reward, recognition, competition, self-expression]
  • First of all, the member profile system needs to be robust with the option to upload a picture and have free form bio descriptive fields.  Most importantly, I should be able to link my profile to my Twitter, Facebook and LinkedIn profiles and possibly use single-sign-on use those services.  The profiles should also keep a history of a user's activity, badges and points.  Another requirement for the profile system is that members should be able to create virtual friendships or groups within the community site.
  • Content ratings have been around for awhile, and they are an important part of increasing engagement.  I would push the envelop further by making it easier for users to share their content ratings and to search for content based on the rating.
  • Content rating [altruism, self-expression] -
  • Content sharing [altruism, self-expression] -
  • Members must be able to easily share content they like within their social networks, via bookmarking sites and by email.
  • Challenges [competition, reward, achievement]
  • As a phase 2 implementation, I would also want to add some custom challenges to my community to drive additional engagement.  I am not sure what form these would take, but I would start thinking about how to incorporate challenges while implementing the other elements noted above.
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Social Media versus Knowledge Management [26Oct11] - 0 views

  • On the surface, social media and knowledge management (KM) seem very similar. Both involve people using technology to access information. Both require individuals to create information intended for sharing. Both profess to support collaboration. But there's a big difference. Knowledge management is what company management tells me I need to know, based on what they think is important. Social media is how my peers show me what they think is important, based on their experience and in a way that I can judge for myself. These definitions may sound harsh, and biased in favor of social media, and to some extent they are. Knowledge should be like water — free-flowing and permeating down and across your organization filling the cracks, floating good ideas to the top and lifting all boats.
  • Social media looks downright chaotic by comparison. There is no predefined index, no prequalified knowledge creators, no knowledge managers and ostensibly little to no structure. Where an organization has a roof, gutters and cistern to capture knowledge, a social media organization has no roof, allowing the "rain" to fall directly into the house, collecting in puddles wherever they happen to form. That can be quite messy. And organizations abhor a mess.
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Are Companies Beginning to Quit Social Media? - Technorati Blogging - 0 views

  • While growth in usage of social media by the public continues to grow unabated, new research shows that social media usage among large companies is leveling off. The research from the University of Massachusetts at Dartmouth shows that corporate use of networks like Facebook and Twitter plateaued in 2011. The study looked at outward facing social media usage by Fortune 500 companies, and found that adoption of blogs, Twitter and Facebook did not rise from 2010 to 2011. Just under 1/4 of the Fortune 500 have a public facing blog. While this is an increase from the 16% measured in 2008, it has not increased at all since last year. Likewise, Twitter usage has only increased by 2% in the last year, from 60% last year to 62% this year. Only 58% of large companies have a Facebook page; however, another 2% rise from last years figure. Astonishingly, 31% have no presence on either Facebook or Twitter at all. This follows research last week revealing that 1 in 5 small business owners hate social media.  Bete noir of the industry was Groupon, with a whopping 70% of SMEs reporting their dislike of the coupon website.
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