Friday, April 06, 2007

Ads to Turn Casual Gaming into Major Revenue Stream

(from MarketingVox) Ads are changing the casual gaming world drastically, with in-game advertising for casual downloadable games producing a 200-500 percent revenue increase compared with ad-free "try and buy" games. Research firm Yankee Group estimates in-game ad revenues will reach $732 million by 2010, and the primary demographic audience, women over 30, holds 80 percent of decision-making buying power in the U.S. - making advertising in the medium all the more lucrative, according to Next-Gen guest writers Ran Cohen, director of emerging media at Eyeblaster, and Chris Houtzer, director of new media for games at RealNetworks. Ads can be integrated by adding logos into the game, but the real future is video ads, which can be integrated between levels of a game. RealNetworks and Eyeblaster are working together to create a video ad system. Video ads are presented every 10 minutes of play during natural breaks in the game. If a user decides to buy the game, the ads are immediately disabled.

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"What You See Is What You Get" concept phone

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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]

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New Zealand peeps imitate plants to do solar on the cheap

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.

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Thursday, April 05, 2007

Solar power breakthrough at Massey

By MERVYN DYKES - Manawatu Standard Thursday, 5 April 2007

photo: MURRAY WILSON/Manawatu Standard

COLOUR THEIR FUTURE GREEN: Wayne Campbell, left, and Ashton Partridge with a tiny demonstration solar panel filled with synthetic dye. Not only is it environmentally friendly and capable of being made in New Zealand, but it costs a fraction of the price of silicon cells.

New solar cells developed by Massey University don't need direct sunlight to operate and use a patented range of dyes that can be impregnated in roofs, window glass and eventually even clothing to produce power. This means teenagers could one day be wearing jackets that will recharge their equivalents of cellphones, iPods and other battery- driven devices. The breakthrough is a development of the university's Nanomaterials Research Centre and has attracted world-wide interest already - particularly from Australia and Japan. Researchers at the centre have developed a range of synthetic dyes from simple organic compounds closely related to those found in nature, where light-harvesting pigments are used by plants for photosynthesis. "This is a proof-of-concept cell," said researcher Wayne Campbell, pointing to a desktop demonstration model. "Within two to three years we will have developed a prototype for real applications. "The technology could be sold off already, but it would be a shame to get rid of it now." The key to everything is the ability of the synthetic dyes to pass on the energy that reaches them - something that mere coloured water could not do. "We now have the most efficient porphyrin dye in the world," said the centre's director, Ashton Partridge. "It is the most efficient ever made. While others are doing related work, in this aspect we are the world leaders." The development of the dyes has taken about 10 years and was accomplished with funding from the Royal Society of New Zealand for fundamental work and the Foundation for Research, Science and Technology in the later stages. Now the team is seeking extra funding to go commercial. "This particular technology does not require the large infrastructure required for silicon chips and the like," said Professor Partridge. It lends itself to being taken up by local and New Zealand industries. Other dyes being tested in the cells are based on haemoglobin, the compound that gives blood its colour. Dr Campbell said that unlike silicone-based solar cells, the dye- based cells are still able to operate in low-light conditions, making them ideal for cloudy climates. They are also more environmentally friendly because they are made from titanium dioxide - an abundant and non-toxic, white mineral available from New Zealand's black sand. Titanium dioxide is used already in consumer products such as toothpaste, white paints and cosmetics. "The refining of silicon, although a very abundant mineral, is energy- hungry and very expensive," he said. Professor Partridge said the next step was to take the dyes and incorporate them in roofing materials, tinted window glass and wall panels where they could generate electricity for home owners. The aim was to develop a solar cell that could convert as much sunlight as possible to electricity. "The energy that reaches Earth from sunlight in one hour is more than that used by all human activities in one year."

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Marketing in Second Life

from The Bivings Report by Todd Zeigler Wagner James Au of GigaOM has a fascinating look at why, despite the endless hype, marketing in Second Life hasn’t proven to be effective yet. This is a good companion piece to a link I posted yesterday that provides some practical reasons to be skeptical of Second Life’s marketing potential (put me in the big time skeptic category). Regardless of your personal feelings about Second Life, I think Au’s criticism of the execution of Second Life marketing efforts thusfar is illuminating: 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. 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. I think the same thesis applies to MySpace or Youtube or any of the new so called “social” marketing channels. Bringing an old mindset to a new medium doesn’t accomplish anything. Your only chance of having real and sustained success is if the mindset shifts as well.

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