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D'coda Dcoda

Exploitation and Amazon's Mechanical Turk [26May11] - 0 views

  • Since 2007, the US federal minimum wage has been set at $7.15 an hour, yet workers on Amazon’s Mechanical Turk—many of whom live in the US—make an average of $2 (according to the estimates of Mechanical Turk researcher Alex Quinn).  As illustrated in the above image, Amazon, itself, encourages businesses (at least implicitly) to pay workers (or “turkers” as they are called) less-than-minimum wages.  Moreover, to even qualify for these low-paying tasks called HITs (Human Intelligence tasks), turkers are often expected to complete unpaid training sessions that can last for up to an hour.  Also, because turkers receive micro-payments for each task and because the time to completion for each task is rationalized to the second, turkers receive no pay during normal periods of rest during the workday.
  • Mechanical Turk is a crowdsourcing platform that allow anyone to recruit laborers for short online tasks, which cannot be effectively completed by computers.  For examples, turkers might compile contact information for various businesses, sort through images and tag offensive ones, or participate in university research experiments.  Because of the piecemeal and spatially-disembedded nature of the work, it is virtually unregulated. Can we simply dismiss this subversion of labor laws—as some commentators have—on the grounds that “$2 an hour is a decent wage in India?”  Even if we are angered by this exploitation of turkers, is it even possible to regulate an international platform of this sort?
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    Crowdsourcing problem
Marc-Alexandre Gagnon

Gamification on intranets: the risks of playing along « Adoption « ClearBox Consulting [23Sep11] - 0 views

  • But points and badgest are a very basic “carrot” approach. Pink says that in the main carrots and sticks don’t work except for basic repetitive tasks where there is little intrinsic motivation.
  • For anything involving knowledge or creativity, what matters is: Autonomy – deciding how and when to do things Mastery – the reward in gaining a skill and learning Purpose – the sense that the task is part of a greater goal.
  • What concerns me is that points and badges are none of the above, they are just  extrinsic motivation.
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  • Generally, when simple rewards are offered in return for acts that should have intrinsic rewards, people start to forget the real reason they are sharing and optimize their game-based scores instead. For example, instead of giving 1 comprehensive answer, they give 3 partial answers for 3x the points. Or people may withhold answers until they can maximize their points – ceasing to co-operate.
  • 2) Where mastery developed in the game is a re-usable skill.
  • Differentials in reward can de-motivate the many to the benefit of the few. Just as high salaries for the top 5% can breed resentment in the other 95% and make them less productive, so can an element of competition can switch off the masses who feel their efforts won’t make a difference to the leader board, even if it would have made a difference to  the real-world problem on the Q&A forum.
  • 1) Making intrinsically dull tasks more interesting.
  • Usually games are rewarding for a while and then people tire of them – they hold limited appeal for mastery. If you’ve made it central to your collaboration approach and this happens, then what?
  • 3) Where the only purpose you can offer is recognition
  • I hope as the field matures some good case studies emerge, but for now  if you want employees to share knowledge or collaborate more effectively, then games are low on purpose, irrelevant at best to autonomy (and at worst they may get in the way) and may also suppress creative thinking.
D'coda Dcoda

Why Twitter's Oral Culture Irritates Bill Keller (and why this is an important issue) [19May11] - 0 views

  • Bill Keller of the New York Times has just written a provocative piece lamenting that new technologies are eroding essential human characteristics. I would certainly agree that almost all technologies, especially those with a cognitive element, transform the way we organize, value and manage our intellectual and social lives–-indeed, such complaints were raised, most famously by Plato about how writing was emptying words of their soul by disconnecting them from their living speakers. However, Keller makes not one but at least three distinct claims in his piece. I want to primarily discuss the one that he makes least explicitly and perhaps has never formulated directly himself.
  • first, let’s clarify the other two which are explicit.
  • here are the parts of Keller’s comments which have intrigued me
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  • Second, Keller argues that “there is something decidedly faux about the camaraderie of Facebook, something illusory about the connectedness of Twitter.” This line of argument, that our social ties are being hollowed out by digital sociality, is also fairly common. I’d like to start by saying that it is not supported by empirical research.
  • Increasing numbers of people even make connections online which then they turn into offline connections (See Wang and Wellman, for example), so that even actual “virtual” connections –which I have just argued are less common—are valuable for many communities who otherwise do not have abundant peers around them, say cancer patients or gay youth in small towns.
  • First Keller talks about how we no longer need to remember everything and how his father used to use a slide rule and now there are calculators and who knows their multiplication table anymore… This is a familiar argument from cognitive replacement and I believe it is worth discussing not necessarily because there is something inherently wrong with machines making certain cognitive tasks easier, but I do deeply worry about what this means for valuing humans. Cheaper computers increasingly capable of taking over human tasks means that we face a profound human problem: how will we deal with the billions of people who will be potentially redundant if the only way of measuring a human’s worth is their price on the labor market? For me, this is an important political question rather than a technological lament. It’s not about what machines can do, it’s about the criteria by which we judge the worth of our fellow human beings, and how advances information technology increasingly leads us to devalue each other
  • If the latter were the case, his ire would be more about Google; instead, most of his frustration is directed against social media, and mostly Twitter, the most conversational, and thus most oral of these mediums.
  • The shortcomings of social media would not bother me awfully if I did not suspect that Facebook friendship and Twitter chatter are displacing real rapport and real conversation, just as Gutenberg’s device displaced remembering. The things we may be unlearning, tweet by tweet — complexity, acuity, patience, wisdom, intimacy — are things that matter.
  • Then along came the Mark Zuckerberg of his day, Johannes Gutenberg.
  • But this comparison between Gutenberg and Zuckerberg makes little sense unless you realize that Keller is actually trying to complain about the reemergence of oral psychodynamics in the public sphere rather than about memory falling out of favor.
  • My mistrust of social media is intensified by the ephemeral nature of these communications. They are the epitome of in-one-ear-and-out-the-other, which was my mother’s trope for a failure to connect.
  • The key to understanding this is that while writing did displace the value of memory, the vast abundance of printed material it did something else also, something less remarked upon, both to the shape of our public sphere and also to our psychodynamics. It replaced the natural, visceral human oral psychodynamics with those of literate and written ones
D'coda Dcoda

5 awesome ways brands are using location-based marketing [25May11] - 0 views

shared by D'coda Dcoda on 26 May 11 - No Cached
  • roughly 30 percent more individuals in the U.S. carry a smart phone than buy a daily newspaper.
  • New York Public Library In a move that embodies the public intellectual history of America and the perfect application of social media, the New York Public Library plans to celebrate its centennial smart phone style.
  • It recently launched a “Find the Future” Foursquare badge that encourages and rewards exploration of public libraries in New York City. It transforms visitors into library ambassadors who, via location-based check-ins, end up promoting library services, programs, and collections to their Foursquare friends.
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  • Badge winners get a one-year Foursquare Friends Membership at the library that comes with exclusive member-only perks such as the opportunity to win free NYPL event tickets and participate in behind-the-scenes tours
  • The library has also designed an app-based overnight scavenger hunt called “Find the Future: The Game.” On May 20, 500 pre-registered participants will complete tasks during a special launch event, before the game goes live to the public on May 21. The tasks encourage players to explore the library and historical objects such as the Declaration of Independence.
  • JetBlue Airways In January 2011, JetBlue Airways became the first U.S. airline to announce an integration between their frequent flyer rewards program and Facebook Places. JetBlue GoPlaces participants receive 25 TrueBlue frequent flyer points every time they check in to an official JetBlue airport location using Facebook Places. Those who accumulate 5,000 or more points can trade them in for free flights. While this is not exactly immediate gratification — it takes 200 airport check ins to earn a free flight — it’s still noteworthy.
Dan R.D.

Motivating Gen X, Gen Y Workers - Motivating Employees [10May10] - 0 views

  • Motivating Gen Xers
  • Room to grow. Offer Gen X employees clear statements of goals
  • Opportunities to make choices. Since this generation has become accustomed to "fending for themselves," provide options--options for task selection, options for challenges, options to formulate new processes, and options to develop creative yet appropriate conclusions.
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  • They can also be thought of as the "over-scheduled" generation.
  • The approximately 70 million Gen Yers came next, born in the mid to late 1970s through the late 1990s. They have often been called the "Trophy Kids" because on sports teams and in school, each child, regardless of capability, when provided a chance to contribute and perform, was often given some kind of a certificate or award just for having participated. (Recall, in contrast, how previous generations received credit only when they won.)
  • Mentoring. Strong, relationship-oriented mentorships are a great value for young employees.
  • Motivating Gen Yers
  • Multitasking. Provide more than one task to accomplish at a time, but without overwhelming them.
  • Collaboration. Create work teams or partners to work with, where appropriate.
  • Structure. Provide structure and clear guidelines, and at times, specific processes or approaches for achieving goals.
  • Technology. Encourage and allow them to use the latest technology in the work setting.
  • Challenges. Positively challenge their interests, abilities and achievements.
  • Relationship building. Create a bonding relationship with them so that they feel comfortable asking for input and direction and know they can rely on you as the authority figure when the need arises.
  • Positive reinforcement. Reward them frequently with positive feedback and citations for successful accomplishments and milestones on the road to longer-term achievements.
  • Engaged leadership. Set up specific and regular times to meet with and supervise them. Demonstrate your sincere interest in their professional growth and success.
  • Communication. Understand that they prefer using electronic means to communicate with you as opposed to face-to-face meetings.
Dan R.D.

"The Internet of Things" is the new Sorcerer's Apprentice [24Aug11] - 0 views

  • In Disneys Fantasia, Mickey Mouse as the Sorcerer's Apprentice brings to life everyday objects such as brooms and buckets to help him with his tasks of cleaning - what starts as a good idea ultimately ends with terrible results as he fails to be able to control them.Whilst Mickey may have gotten out of his depth, this thinking of everyday objects being brought to life isn't just a fantasy.
  • Obviously not in the literal sense we see in the Sourcers Apprentice (although that would have been great!), but more in the sense that previously in-anmiate objects can now start to record their activities. Termed the "Internet of Things" this was discussed in part by a talk at DICE by Jesse Schell about gamification and how this may extend into everyday items and tasks. (The video is really worth watching if you haven't previously seen it)
  • What Jesse discussed in terms of earning points for brushing your teeth has now been enabled by start-up Green Goose. Using a combination of intelligent stickers or product add-ons, Green Goose claims to be able to track any activity, from cleaning your teeth to drinking a class of water.
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  • Internet of Things pioneer, Kevin Ashton said of this:-The problem is, people have limited time, attention and accuracy—all of which means they are not very good at capturing data about things in the real world. [...] If we had computers that knew everything there was to know about things—using data they gathered without any help from us—we would be able to track and count everything, and greatly reduce waste, loss and cost
  • The challenge for both brands and consumers will be the same as that faced by the Sorcerer's Apprentice - once we start providing/collecting this information, can we keep control of it, manage it and get the best benefit from it... or will it simply overwhelm us.
Marc-Alexandre Gagnon

Demystifying Enterprise Gamification for Business | Constellation Research Inc. [06Dec11] - 0 views

  • Gamification describes a series of design principles, processes and systems used to influence, engage and motivate individuals, groups and communities to drive behaviors and effect desired outcomes. Originating from the video game industry, many of these pioneering concepts now play a key role in driving incentive and behavior management for both brands in the consumer world and internal scenarios in the workplace. Enterprise gamification is a user experience (UX) and consumerization of IT (CoIT) trend that will take the market by storm in 2012. Constellation believes that by 2013, more than 50 percent of all social business initiatives will include an enterprise gamification component.
  • In interviews with 55 early adopters of enterprise gamification, Constellation identifies the three core pillars that include measurable action, reputation and incentives. By creating triggers through both monetary and non-monetary incentives among customers, employees, partners, suppliers and other interested parties, organizations can secure sustainable engagement and drive business outcomes such as improved marketing response from external communities, sustained long-term customer loyalty, increased collaboration among internal teams, or enriched onboarding, delivering success with new hires, partners, and customers.
  • Enterprise gamification requires an application of psychology and behavioral economics to incentivize outcomes. Because enterprise gamification maps closely to human behavior, organizations will want to follow Constellation’s best practices in appealing to the “Seven Deadly Sins” for gamification design.
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  • Purpose and Intent Much hype surrounds the topic of gamification. Often seen as a technique to add engagement to existing tasks, projects, marketing campaigns, and initiatives, the term gamification unfortunately lacks the seriousness it deserves. This report seeks to change the point of view and demonstrate where gamification plays a role in the enterprise. More importantly, executives will discover how gamification can drive behavior and outcomes through both monetary and non-monetary incentives in enterprise class settings.
D'coda Dcoda

The Rise of the New Groupthink - NYTimes.com - 0 views

  • SOLITUDE is out of fashion
  • Most of us now work in teams, in offices without walls, for managers who prize people skills above all. Lone geniuses are out. Collaboration is in. 
  • there’s a problem with this view. Research strongly suggests that people are more creative when they enjoy privacy and freedom from interruption. And the most spectacularly creative people in many fields are often introverted, according to studies by the psychologists Mihaly Csikszentmihalyi and Gregory Feist. They’re extroverted enough to exchange and advance ideas, but see themselves as independent and individualistic. They’re not joiners by nature.
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  • solitude is a catalyst to innovation. As the influential psychologist Hans Eysenck observed, introversion fosters creativity by “concentrating the mind on the tasks in hand, and preventing the dissipation of energy on social and sexual matters unrelated to work.
  • Culturally, we’re often so dazzled by charisma that we overlook the quiet part of the creative process
  • “Without great solitude, no serious work is possible,” Picasso said
  • Virtually all American workers now spend time on teams and some 70 percent inhabit open-plan offices, in which no one has “a room of one’s own.” During the last decades, the average amount of space allotted to each employee shrank 300 square feet, from 500 square feet in the 1970s to 200 square feet in 2010.
Marc-Alexandre Gagnon

How Visa Plans To Dominate Mobile Payments, Create The Digital Wallet And More | TechCrunch - 0 views

  • It’s no secret that credit card companies are shelling out big bucks and aggressively forming partnerships and deals to start cashing in on the mobile and digital payments innovations currently taking place. American Express, which recently debuted its own digital payments product Serve, has been particularly aggressive on the partnerships front, striking recent deals with both Foursquare and Facebook. Mastercard has bet on NFC with a partnership with Google for Google Wallet and bought online payments gateway DataCash for $520 million last fall. And Visa has made a number of major moves in the mobile and digital payments space of late; including making an investment (and taking on an advisory role) in disruptive startup Square, buying virtual goods payments platform PlaySpan for $190 million, and acquiring mobile payments company Fundamo for $110 million. We sat down with Visa’s Global Head of Mobile Product Bill Gajda and the company’s Head of Global Product Strategy, Innovation and eCommerce Jennifer Schulz to discuss how the financial company is planning to compete in both mobile and digital payments.
  • In May, Visa announced its plans for the digital wallet. We’ll explain this initiative later in the post, but part of this platform would allow you to access your loyalty points, credit cards and more from your mobile phone at the point of sale. And the third pillar of Visa’s mobile strategy is incorporating value-added services like real-time alerts, contextual services, and offers at point of shopping based on where you are.
  • Gajda explains that Visa is licensing mobile payments applications PayWave for integration with the ISIS wallet and the company is actively looking for other ways to integrate with NFC into the company’s mobile payments structure.
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  • Of course, some aren’t so bullish on NFC, notably eBay (who owns PayPal) CEO John Donohoe, who in a recent earnings call said merchants refer NFC “not for commerce.” And odd statement considering PayPal just dipped its toes in the NFC pool with support for Android.
  • Gajda tells is, “I think for some people NFC will replace the actual physical credit card but it will be a long time before NFC replaces all payments.” He believes that we are going to start seeing more traction by end of this year but says the capability of “taking credit cards and putting them on mobile phones will represent the long tail” in payments. But he adds, “the pieces are in place for NFC to take off.”
  • The second part of the Visa’s mobile strategy involves the digital wallet and the mobile web. Gajda says that as e-commerce ramps up on mobile phones, there is a need for one-click, simple username and password checkout experience in a transaction being made on a mobile device. That’s an area where PayPal has been working hard to dominate in but Visa sees room for other players. Should we expect a PayPal-like, one-click mobile payments technology coming from Visa soon? Perhaps, the company hasn’t been afraid to enter PayPal’s territory in the past, launching a peer to peer payments service earlier this year.
  • Gajda tells us that the biggest challenge of mobile payments in the current market the massive amount of fragmentation in the mobile industry. He explains that with all of the various mobile operating systems, specific manufactured phones, applications and more, keeping up with pace of innovation on the development side is a major challenge for Visa.
  • Visa actually tested a partnership with retailer The Gap earlier this year which alerted customers via SMS of discounts in stores near them. Gajda tells us Visa is working with a number of other retailers and banks on similar deals which will be announced soon.
  • Gajda says there are a number of other factors at play in the mobile payments place that need to be highlighted when talking about mobile payments. International is a huge growth area in mobile payments. He tells is that outside the U.S., there are a large number of people who have mobile phones but don’t have banking relationship or credit card. In fact, he says there are 2 billion people in world that have phone, but don’t have a bank account or credit card.
  • In these markets, Visa’s goal is to bring prepaid accounts, purchasing power and other financial services to basic phones. These could include topping up a mobile phone with airtime, buying transit tickets, peer to peer payments. And this goal was the mean reason behind the purchase of behind the $110 million purchase of Fundamo. The company’s platform delivers mobile financial services to unbanked and under-banked consumers around the world, including person-to-person payments, airtime top-up, bill payment and branchless banking services.
  • MOBILE Gajda explains that there are three prongs to Visa’s mobile payments strategy. One of these is NFC, and focuses on payments using a mobile phone at a physical store. For background, NFC (near field communications) enables people to make transactions, exchange digital content and connect electronic devices with a simple touch. As we’ve seen with Google Wallet, Android phones such as the Nexus S are being built with NFC chips, making your cell phone a mobile wallet. Visa recently joined the ISIS network, a NFC mobile payment network that is a joint venture formed by AT&T, T-Mobile and Verizon. ISIS will soon launch in a number of markets, including Utah and Texas.
  • Connecting with the small business world that don’t yet use credit cards or are new to the system is another area where Visa feels there is strong potential, especially with mobile payments. That’s why the company invested in disruptive mobile payments company Square and took an advisory role in the company. Gajda says that the power of Square is that it is enabling small businesses and independent workers such as doctors, designer and other merchants to start using credit cards and grow their businesses. It would make sense for Square and Visa would somehow work to harness the power of their partnership (As of April roughly two-thirds of transactions using Square’s payments service were through Visa credit cards.), but it’s unclear what the two companies will reveal any new co-produced products soon.
  • Schulz explains that the idea behind the wallet is that consumers want control over their wallet and want to have payment information and access available to them at all times. She believes that the digital wallet will click to buy incorporated on retailers’ sites is essential to the future of e-commerce in both the U.S. and emerging markets.
  • DIGITAL Visa’s digital payments guru Schulz outlined her strategy for digital payments at the company, which centralizes around the creation of the digital wallet. Schulz says that because of the fact that e-commerce is being more easy and convenient with customers, especially with m-commerce, the underlying payments infrastructure has to evolve.
  • And Visa’s answer to this is a new digital wallet initiative. Here’s how it works. Users will have an account, and they can add their credit card numbers (and cards from other credit card companies such as American Express and Mastercard). Visa is partnering with a number of financial institutions to offer this product to their customers.
  • Users can also load their loyalty points and rewards cards, as well as organize their shopping lists. Schulz describes it as a “wallet in the cloud.” But she says the key to the success of the wallet is a seamless, one-click payments experience for the consumers. So Visa has partnered with a number of large-scale retailers (which will be announced soon) to integrate what Schulz refers to as a ‘new acceptance mark’ on a merchant payments page.
  • So there will be a button you can click on, which will prompt you to sign-on and then will sync your digital wallet with the purchase in your shopping cart. So for example, imagine you had a camera in your cart, and Visa offered a 20 percent off at camera’s purchased at BestBuy, the wallet would sync and show the discount in your cart. The same works for loyalty points and more.
  • Visa competitor American Express is also working hard to innovate both at the large retailer level, as well as among smaller retailers, with GoSocial.
  • She compares the digital wallet offering to “two-hand clapping.” ” You can have a digital wallet,” Schulz explains, “but you need a merchant solution of click to buy, and Visa’s going to transform that experience.” And Schulz highlights another recent acquisition, Playspan, has helping drive a simplified commerce experience, a.k.a. click to buy, within game or within app.
  • Of course adding another checkout experience to online retailers’ sites can be a complicated and time-consuming process. But that’s where Visa’s $2 billion acquisition of CyberSource comes in. CyberSource is said to process about 25 percent of all e-commerce dollars transacted in the United States, and operates e-commerce for hundreds of thousands of retailers. Schulz says this relationship has helped speed up the pace of implementation.
  • Creating the digital wallet, both on the mobile and web platforms, is no easy task. Visa has a name for itself in the credit card industry but the fact is that the brand still has to attach innovation to itself in order for people to take these products seriously. Perhaps that’s one of the reasons why Google’s Mobile Wallet news created waves, even though NFC technology is in its early stages.
  • But he says that there is still so much room for innovation around how we pay with mobile phones. “With the rise of smartphone usage, we are already seeing a lot of innovation around commerce,” he explains. “It’s inevitable that this will extend to the payments around the sales in mobile commerce.”
  • While Visa, American Express and others are looking to capitalize on the changes taking place in the payments industry, it is a challenging effort. Local commerce is a big part of this, and everyone is trying to find a way to close the redemption loop. But e-commerce, amongst larger retailers, is also a multi-billion dollar market that Visa hopes to continue to play in with products like a digital wallet. And in-store payments, whether that be through NFC, Square or others, represent another market.
  • I’ve been talking to a number of executives of payments companies and founders of innovative payments startups, and while their objectives are different, they all seem to agree on one thing. It’s early and there is still much more innovation were going to see in the next few years in the online and mobile payments space.
Dan R.D.

Badgeville looks beyond gamification, launches a behavior platform - Tech News and Analysis [07Nov11] - 0 views

  • Badgeville has been synonymous with gamification, the idea of incorporating game mechanics to motivate employees and consumers to do specific tasks. But the company says it’s not stopping with gamification; it sees a future in shaping behavior through a combination of game mechanics, private social networks and reputation and rank.
  • building off its Social Fabric technology that allows any website to build a social network out of its community using a new behavior graph. The behavior graph helps track a user’s interaction within a social context on any site, application or product.
  • provide corporate clients with a suite of services that can help them apply “behavior management” to their own employees or consumers.
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  • We think there’s a new category called behavior management. Individual things such as analytics, social, gamification, private label social networks. It’s all scratching this issue. We focus on how to turn it all into a platform that allows any type of company, anyone with an audience, to use these techniques for user behavior.
  • The new behavior platform will potentially pit Badgeville against some enterprise social networking tools like Chatter, Yammer and others. But Duggan said it’s also working to integrate with those services so the behavior platform can incorporate actions on these channels into its larger reputation and rank system.
  • The company, which launched a year ago, raised $12 million in July.
D'coda Dcoda

The Invisible iPhone [24May11] - 0 views

  • Over time, using your smart-phone touch screen becomes second nature, to the point where you can even do some tasks without looking. Researchers in Germany are now working on a system that would let you perform such actions without even holding the phone - instead you'd tap your palm, and the movements would be interpreted by an "imaginary phone" system that would relay the request to your actual phone.
  • The concept relies on a depth-sensitive camera to pick up the tapping and sliding interactions on a palm, software to analyze the video, and a wireless radio to send the instructions back to the iPhone. Patrick Baudisch, professor of computer science at the Hasso Plattner Institute in Potsdam, Germany, says the imaginary phone prototype "serves as a shortcut that frees users from the necessity to retrieve the actual physical device."
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    A new interface lets you keep your phone in your pocket and use apps or answer calls by tapping your hand.
Dan R.D.

Philadelphia Department of Records and Azavea Release White Paper on Augmented Reality [17May11] - 0 views

  • Azavea announced the publication of a free white paper that summarizes their research on the use of mobile augmented reality techniques for enhancing digital access to historical and cultural resources
  • the Philadelphia Department of Records was awarded an NEH Digital Humanities Start-Up Grant to develop innovative techniques for leveraging the sensors in contemporary smart phones to expand public access to historical data in novel ways. 
  • The new Augmented Reality by PhillyHistory.org application provides point-and-view access to 500 historic photographs of selected sites around Philadelphia.  Users are able to automatically access and view the historic photographs by simply pointing the camera of a smart phone at the contemporary site and selecting an available image.  The historic photos then appear as an overlay on the current urban landscape, enabling viewers to compare the past to the present.
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  • With support from the NEH Digital Humanities Start-Up Grant, the DOR and Azavea’s software engineering team were tasked with exploring these questions and publishing a white paper to present the findings of this research.  The white paper is free to download at http://www.azavea.com/augmented-reality
  • While the $50,000 research grant has yielded a more complete application than originally anticipated, the project team encountered a number of limitations with the current state of the technology.
  • The Department of Records and Azavea expect to seek additional funding in order to develop solutions for these limitations as well as bring the technology to a broader array of devices including tablets.
D'coda Dcoda

YellowBrck Launches New Free Location-Based Social Network Mobile App for Moms & Dads [12May11] - 0 views

  • at http://www.yellowbrck.com. Email PDF Print New York, NY (PRWEB) May 12, 2011 YellowBrck is a new location-based social network mobile application created for moms and dads on the go. By downloading the free YellowBrck iPhone/iPad app in the App Store, parents can easily share their activities and locations with friends and other parents, as well as score special savings incentives from retailers. YellowBrck was created as a way to connect parents, help them share tips on ways to keep their children entertained, and learn about the latest family spots and events nationwide. By checking into YellowBrck on a regular basis, users are able to earn discounts and rewards from their favorite retailers. YellowBrck empha
  • is a new location-based social network mobile application created for moms and dads on the go. By downloading the free YellowBrck iPhone/iPad app in the App Store, parents can easily share their activities and locations with friends and other parents, as well as score special savings incentives from retailers. YellowBrck was created as a way to connect parents, help them share tips on ways to keep their children entertained, and learn about the latest family spots and events nationwide. By checking into YellowBrck on a regular basis, users are able to earn discounts and rewards from their favorite retailers. YellowBrck emphasizes the social aspect, allowing parents to meet up with nearby parents, keep tabs on what activities their friends are doing, and discover family-friendly places in their neighborhood. An impromptu playdate at the park or a last-minute trip to the museum is easily shared on YellowBrck for others to join in. Parents are also able to check-in for everyday tasks pre-listed on the app, including potty training and getting dressed, with the chance to “win” virtual stickers and real world savings from online and brick & mortar retailers, including Totsy, Ecomom, Dapple, Abe’s Market, Torly Kid, and many more.
D'coda Dcoda

Seduction Secrets In Video Game Design [20May11] - 0 views

  • "Drawing on cognitive science, an increasing number of game theorists and designers say that our growing love of video games has important things to tell us about our intrinsic desires and motivations. Central to it all is a simple theory – that games are fun because they teach us interesting things and they do it in a way that our brains prefer – through systems and puzzles. 'With games, learning is the drug,' writes Raph Koster, the designer of seminal multiplayer fantasy games such as Ultima Online and Star Wars Galaxies. 'In game theory, this is often spoken of as the "magic circle": you enter into a realm where the rules of the real world don't apply – and typically being judged on success and failure is part of the real world. People need to feel free to try things and to learn without being judged or penalised.' Another important element is autonomy as games tap into our need to have control.
  • Finally another important game design facet is 'disproportionate feedback,' in which players are hugely rewarded for achieving very simple tasks. In highly successful shooters such as Call of Duty and Bulletstorm, when an enemy is shot, they don't just collapse to the floor, they explode into chunks. 'You're good, you're a success – you're powerful,' writes Stuart. 'Disproportionate feedback is an endorphin come-on.'"
D'coda Dcoda

Social Influence and the Wisdom of Crowd Effect - Slashdot - 0 views

  • "A lot has been written lately on the crowd effect and the wisdom of crowds. But for those of us who are doubtful, the Proceedings of the National Academy of Science has published a study showing how masses can become dumber: social influence. While previous studies show how groups of people can come up with remarkably accurate results, it seems 'even mild social influence can undermine the wisdom of crowd effect in simple estimation tasks.' Social influence 'diminishes the diversity of the crowd without improvements of its collective error.' In short, crowd intelligence only works in cases where the opinion of others is hidden."
D'coda Dcoda

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.”
D'coda Dcoda

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".
  • ...1 more annotation...
  • 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.
Dan R.D.

Making Money using Gigwalk [19Jul11] - 0 views

  • Looking for new ways to make money? Checkout the new trend of “Crowd Commerce”; this new concept is driven by the smart phone technology, mainly iPhone and powered by Gigwalk Inc.Just 10 weeks after they first launched their app, Gigwalk Inc. was able to capture over 116 thousand gigs on their network (and rapidly increasing). Gigwalk connects companies in need for location-specific tasks with freelancers (called Gigwalkers) willing to take on gigs in that location. Gigwalk currently operates in, Boston, Chicago, Los Angeles, New York, Philadelphia, San Francisco Bay Area, Seattle and South Florida.
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