a collection of things i like and want to remember. by "scrapbooking" it on my blog i can go back and google it later
Saturday, April 07, 2007
Drobo - "storage robot"
Friday, April 06, 2007
Ads to Turn Casual Gaming into Major Revenue Stream
"What You See Is What You Get" concept phone
Yanko Design publishes news of another wonderful concept phone, designed by Pei-Hua Huang, an Industrial Design graduate student of NC State University. The see-through concept phone makes picture taking more intuitive.
"What You See Is What You Get" is Huang's latest concept project. The purpose of this project is to look for farther possibilities of future cell phones. With the 50mm equivalent camera module, this cell phone no long depends on the screen while taking pictures. By using the transparent frame as viewfinder, "What You See Is What You Get."
[via Mobile Magazine]
New Zealand peeps imitate plants to do solar on the cheap
Posted Apr 6th 2007 2:35AM by Paul Miller (Engadget) Filed under: Household
Obviously, scientists didn't exactly originate the idea of harvesting energy from the sun when they started slapping together solar cells -- plants have been up on this whole photosynthesis mojo for a good long while. Now some researchers at Massey University in New Zealand have developed a range of synthetic dyes from organic compounds that closely mimic the light harvesting that goes on in nature. Other scientists have been pursuing similar solar techniques, but there's a major difficulty in getting the dyes to pass the energy on for actual use. After 10 years of research, the Massey scientists claim to have "the most efficient porphyrin dye in the world." Benefits of the dyes over traditional silicon-based solar panels include the ability to operate in low light, 10x cheaper production, and flexible application -- starting with canvassing roofs, walls and windows, but eventually moving on to wearable items that can charge your electronics stash. A working prototype for "real applications" should be ready in a couple years.Thursday, April 05, 2007
Solar power breakthrough at Massey
Marketing in Second Life
NYC Tech Meetup mints some contenders
But the bigger problem was the lack of a legit purchasing mechanism. So, on top of his search engine, Fou has built what amounts to a peer-to-peer shopping cart. We’ve seen content mashups before, but this may well be the first pure e-commerce mashup: FlickrCash doesn’t host the photos or own them, it simply facilitates their retrieval and purchase. Way meta. Several in the audience raised the legitimate concern that Fou was forging a highly symbiotic relationship with Flickr-owner Yahoo (YHOO) without some form of commercial agreement. (Please to recall MySpace slapping cease-and-desist orders on various would-be “affiliates,” not to mention the recent Alexaholic scuffle.) Fou acknowledged the risk, but seemed undeterred. It’ll be interesting to see how Yahoo responds.
video transcript available at http://augustinefou.blogspot.com/2007/04/ny-tech-meetup-april-3-2007-great-hall.htmlMarketing in Second Life doesn’t work… here is why!
Written by Wagner James Au (GigaOM) Wednesday, April 4, 2007 at 4:30 PM PT
Last week, the Hamburg-based research firm Komjuniti published the first extensive survey of Resident attitudes toward real world marketing in Second Life. It’s been a long time in coming: a British branding agency established a forward operating base in SL back in early 2004 (and for their efforts, were greeted by throngs of sign-waving protesters threatening to boycott their island.)
In succeeding years, a miniature dot com boom has attracted a slew of big name companies and established brands, from MTV and Coke, to Dell, American Apparel, Coldwell Banker, among many more. Up until now, few have asked hard questions about what these companies were gaining for all that effort and cash (other than any publicity hit from the announcement.)
The early results from Komjuniti, as it turns out, are not encouraging: 72% of their 200 respondents [PDF file] said they were disappointed with real world company activities in Second Life; just over 40% considered these efforts a one-off not likely to last.
As bleak as these numbers may seem, it’s worth noting that they aren’t actually too far off from reactions to traditional Internet advertising. For example, four years after Net-based advertising had reached full fury, Yankelovich Parterns conducted a 2004 study and found that 60% of consumers had a significantly more negative opinion of marketing and advertising on the Web now than a few years previous, while 65% described themselves as feeling constantly bombarded by ads online. So in a relatively similar space of time, advertisers and brand promoters in Second Life have managed to annoy their potential customers only slightly more then their established brethren.
More worrying, however, are another pair of numbers: while 41% of respondents in the Yankelovich study said that Internet advertising had at least some relevance to them, a mere 7% of respondents in the Komjuniti study say that the SL-based promotion would have a positive impact on their future buying behavior.
Why has the failure been so thorough? Not necessarily for a lack of desire, because the Komjuniti participants also report “they would like to be able to interact more with the brands represented” in SL; metaverse versions of established hotels and retail brands garner the most positive reaction. These two points offer a sliver of hope to the metaverse marketer. As to the underwhelming results thus far, I can suggest three factors not covered in Komjuniti’s analysis.
Teleporting is to SL Advertising What the Channel Clicker is to TV Ads
The standard means of travel in SL is point-to-point teleportation, near-instantaneous transit from one x,y,z location to another. (Though it gets more press, Superman-esque flying is mostly used in short, localized bursts to get around obstacles.) P2P teleporting renders billboards and most other location-based advertising useless, and in any case, most SL marketers buy and develop on private virtual islands, where they can fully control the branding experience.
Due to server architecture, however, these islands are only accessible by teleportation, making it the ultimate opt-in experience. Giving marketers the unique challenge of getting Residents to voluntary dive into their ad, and stay long enough for any kind of meaningful brand immersion. So it’s not all that surprising marketers are largely floundering in Second Life: it’s like trying to create ads in a 3D Tivo.
Death by Green Dots (or lack thereof)
Residents navigate the world through a dynamic map; in it, every avatar in-world is represented by a green dot, and this feature has become a quick way for getting a visual read on where other Residents are in the world, and what they’re doing. In various locales and islands, green dots congregate in large numbers, and users’ immediate inference is, if lots of people are going to these places, something interesting must be going on there.
Any noticeable clump of green dots attracts more dots, and as those grow, more follow– a feedback loop colloquially known as “the green dot effect”. Second Life’s most successful entrepreneurs (who’ve proven far more agile and inventive then most of their real world counterparts) sustain this flurry of dots by holding constant events, giveaways, and games, and even go so far to pay Residents to visit. Amazingly, corporate marketers have been slow to replicate these homegrown strategies. (Surely several interns can host regular activities at their company’s SL site? Has to beat photocopying and bagel runs.)
A Failure of Imagination
To play in Second Life, corporations must first come to a humbling realization: in the context of the fantastic, their brands as they exist in the real world are boring, banal, and unimaginative. Car companies are trying to compete with college kids who turn a virtual automotive showroom into a 24/7 hiphop dance party, and create lovingly designed muscle cars that fly, and auction off for $2000 in real dollars at charity auctions.
Fashion companies have it even harder. A thriving homegrown industry of avatar clothing design (free of production costs and overseas mass production) already exists, largely ruled by housewives with astounding talent and copious amounts of time, and since the designers are popular personalities in Second Life (whose avatars become their brand), they enjoy– and frankly deserve– the home team advantage.
Faced with such talented competition, smart marketers should concede defeat, and hire these college kids and housewives to create concept designs and prototypes that re-imagine their brands merged to existing SL-based brands which have already proved themselves in a world of infinite possibility. Or as the Komjuniti study suggests, they can keep building sterile shopping malls, and continue wondering why Residents prefer nude dance parties, giant frogs singing alt-folk rock, and samurai deathmatches– and often, all three at the same time.
5 toothpicks and a drop of water
Wednesday, April 04, 2007
Philips Lumileds announces Luxeon Rebel
Tuesday, April 03, 2007
Panasonic's HDC-SD3 and HDC-DX3 bring the H.264
Radio Shack Sued For Throwing Away Customer Information
Compete Knows How Much Time You Waste on YouTube
by Nick Gonzalez, TechCrunch.com
All web analytics track your activity somewhere along pipeline connecting your computer to a website’s server. Comscore tracks traffic trends on computers of 2 million users. Hitwise catches traffic at the ISP level and matches it up with demographic data they collected. Compete, Quantcast, and Alexa differ from these other web metrics companies by tracking traffic on the computers of users who installed their tool bars. Each of these services gauge critical marketing metrics such as unique visitors and page views.
However, some people argue that the page view is no longer a proper measure of a website’s heft. New web page design principles such as Flash and AJAX are making constant page requests obsolete. One of the most extreme examples of this phenomenon is Justin.TV where you can log on and never refresh the page. This is great news for web users, but it’s sowing confusion among advertisers over how to peg a site’s true advertising appeal.
Comscore, who’s currently looking to go public, has been evolving their metrics to keep up with the changes. They recently announced their “visit” metric after facing some heat by BusinessWeek over ranking MySpace above Yahoo’s in monthly page views last November. The visit metric was meant to gauge user engagement by counting the number of unique requests for a site at least a half hour from the last request. All those pesky MySpace page requests would be lumped into one visit, giving a fairer idea of how often each unique user was engaging with a website each month. It had the result they wanted, bumping Yahoo back on top.
Compete also has a visit metric. But today they also launched a new metric called “attention,” which argue see as a better measure of user engagement. Attention is the total amount of time U.S. users spend on a website as a percentage of total time spent on the Internet by all U.S. users. It’s analogous to Alexa’s reach metric, which tracks the number of visitors to a site as a percentage of total internet users. Compete’s attention metric is like airtime, whereas Alexa’s reach is more like audience size.
According to Compete, we spend about 1% of our internet time on YouTube. Compete also tracks the change in attention over time, called velocity, unique visitors per month, site visits, page views per visit, and average stay.