Showing posts with label im. Show all posts
Showing posts with label im. Show all posts

05 February 2008

Of Sharing and Salience

Here's an elegant meditation on the past, present and future of media production, written by Mark Pesce, one of the pioneers of VRML. This section on sharing (naturally) caught my attention:

In order to illustrate the transformation that has completely overtaken us, let’s consider a hypothetical fifteen year-old boy, home after a day at school. He is multi-tasking: texting his friends, posting messages on Bebo, chatting away on IM, surfing the web, doing a bit of homework, and probably taking in some entertainment. That might be coming from a television, somewhere in the background, or it might be coming from the Web browser right in front of him. (Actually, it’s probably both simultaneously.) This teenager has a limited suite of selections available on the telly – even with satellite or cable, there won’t be more than a few hundred choices on offer, and he’s probably settled for something that, while not incredibly satisfying, is good enough to play in the background.

Meanwhile, on his laptop, he’s viewing a whole series of YouTube videos that he’s received from his friends; they’ve found these videos in their own wanderings, and immediately forwarded them along, knowing that he’ll enjoy them. He views them, and laughs, he forwards them along to other friends, who will laugh, and forward them along to other friends, and so on. Sharing is an essential quality of all of the media this fifteen year-old has ever known. In his eyes, if it can’t be shared, a piece of media loses most of its value. If it can’t be forwarded along, it’s broken.

Pesce then introduces what I think will become a key concept in this space, that of "salience":

All the marketing dollars in the world can foster some brand awareness, but no amount of money will inspire that fifteen year old to forward something along – because his social standing hangs in the balance. If he passes along something lame, he’ll lose social standing with his peers. This factors into every decision he makes, from the brand of runners he wears, to the television series he chooses to watch. Because of the hyperabundance of media – something he takes as a given, not as an incredibly recent development – all of his media decisions are weighed against the values and tastes of his social network, rather than against a scarcity of choices.

This means that the true value of media in the 21st century is entirely personal, and based upon the salience, that is, the importance, of that media to the individual and that individual’s social network.

Highly recommended (Via P2P Foundation.)

09 April 2007

What's in a Name? Why Gaim Became Pidgin

The multi-platform IM program Gaim is one of the must-have open source tools. Even though its technology has been great, it's had big problems with its name:

Many years ago when this project was first started, it was called "GTK+ AOL Instant Messenger." AOL naturally complained, and Mark Spencer changed the name to "Gaim." AOL was appeased, and no one really ever heard of it because there were very few users back then.

A few years later AOL trademarked "AIM," and started referring to their IM services using that name. They complained. The issue was brought up on Slashdot, and the Gaim developers at the time got some legal support. That legal support advised that the ongoing discussions with AOL be kept confidential until fully settled, and so it remained. The public thought the issue had gone away then. It sorta did, in that AOL stopped responding to Gaim's legal support for a while.

Our legal support has changed several times, and each group of lawyers have recommended silence & secrecy. Around the time of Gaim's first 2.0.0 beta, AOL came back into our lives in a very strong way, this time threatening to sue Sean.

The result is a definitive change of name from Gaim to Pidgin - rather apt, as this Wikipedia article explains.

16 March 2007

Mapping Social Networks

Social networks lie at the heart of Web 2.0 - and of the opens. So it is surprising that more hasn't been done to analyse and map the ebb and flow of ideas and influence across these networks.

Here's an interesting solution for enterprises, called Trampoline. There are clear financial benefits for companies if they can understand better how the social networks work within (and without) their walls, so it's a good fit there too.

In a sense, all this stuff is obvious:

We humans spent 200,000 years evolving all kinds of social behaviour for accumulating, filtering and passing on information. We're really good at it. So good we don't even think about it most of the time. However the way we use email, instant messaging, file sharing and so on disrupts these instincts and stops them doing their job. This is why we waste so much time scanning through emails we're not interested in and searching for documents we need.

Trampoline's approach is so refreshingly obvious it seems radical. We've gone right back to the underlying social behaviour and created innovative software that harnesses human instincts instead of disabling them. We describe this process of mirroring social behaviour in software as "sociomimetics".

Trampoline's products leverage the combined intelligence of the whole network to manage and distribute information more efficiently. Individuals get the information they need, unrecognised expertise becomes visible, the enterprise increases the reuse and value of its knowledge assets.

Given the simplicity of the idea, it should be straighforward coming up with open source implementations. And there would be a double hit: a project that was interesting in itself, and also directly applicable to open source collaboration. (Via Vecosys.)

13 February 2007

Why Virtual Worlds Will Explode (Metaphorically)

This is spot-on:

The kids who have pushed MySpace to the limit are looking for the next cool place to hang out on the Internet, and they’re finding it in easy-entry 3D virtual worlds like Tyra’s. I haven’t been in yet since I just got home and wanted to get the news up, but Glitchy tells me the place is packed. Why? Because it does the one thing Web pages can’t: It provides “presence,” the ability to interact in three dimensions with the people around you. (The ability to change your outfit on the fly ain’t bad, either.) It’s a richer mode of communication than chat, email or IM, and the generation that already takes those mediums for granted want more. 3D worlds give them that. It’s not a quirk of technology, it’s a cultural shift in the way we interact and communicate with each other.

Now We Are Five: HTML5, XHTML5

Anything that talks about HTML5 and XHTML5 gets my attention pretty quickly. I don't pretend to understand all the implications of this, but it sounds cool:

This specification introduces features to HTML and the DOM that ease the authoring of Web-based applications. Additions include the context menus, a direct-mode graphics canvas, inline popup windows, and server-sent events.

...


The scope of this specification is not to describe an entire operating system. In particular, hardware configuration software, image manipulation tools, and applications that users would be expected to use with high-end workstations on a daily basis are out of scope. In terms of applications, this specification is targetted specifically at applications that would be expected to be used by users on an occasional basis, or regularly but from disparate locations, with low CPU requirements. For instance online purchasing systems, searching systems, games (especially multiplayer online games), public telephone books or address books, communications software (e-mail clients, instant messaging clients, discussion software), document editing software, etc.

I can't wait. (Via Vecosys.)

09 February 2007

Second Life Goes Mobile

Software firm Comverse Technology has created an application that runs Second Life on Java-enabled mobile phones, along with other software that allows integrated SMS and instant messaging and the streaming of mobile video directly in-world.

Interesting. Even though it remains to be seen how smoothly this works, I think avatars actually fit with mobile phones quite well. Implementing Second Life in this way means that you can use your mobile as a kind of portable controller for yourself in the virtual world. If Second Life (or something like it) really takes off, it's easy to imagine extra features being added to make this kind of thing even easier.

16 January 2007

Just Say Something

If I had to name the biggest problem with Second Life, it would not be lag or all the other usual stuff (or even unusual stuff like flying penises), but the lack of voice communication. Currently, Second Life is a mute world, which makes it rather eerie (at least for those of us fortunate enough to be able to hear).

So news that Centric are adding a voice chat system in a rather clever way caught my attention:

Centric today announced Second Talk, an easy-to-use voice communication system for Second Life. Second Talk "headsets" automatically scan for other Second Talk users nearby, and offer instant voice chat for groups of up to 10 users through Skype, a popular Voice over IP communication platform.

..

Second Talk offers significant benefits in terms of convenience and cost. Since voice chat is facilitated by Skype, use of the system is free and virtually unlimited. In addition, Second Talk does not require the installation of proprietary software or SIP server setup. Finally, Second Talk does not require a base station to designate a chat area or manage chats - the headset is wearable and fully portable.

Hm: if this works, I might even sign up for Skype....

21 December 2006

Heading Towards 3D

Once this kind of thing becomes commonplace, there's no stopping the 3D wave. (Via TechCrunch.)