Tag Archives: application

A Simple Intro to Google Wave

The best summary of Google Wave that I’ve seen, and certainly worth a look if you want to understand the hype:


I’m still hoping for an invite, so can’t yet share my feedback on the tool – just know that I am really excited!

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Why Facebook Is Awesome

Recently I’ve been using Facebook a lot more than usual, in order to:

  • Reconnect with old friends
  • Arrange ‘real world’ meetups
  • Plug gaps in my network that I should have filled ages ago
  • Build a page for Digital Cortex (right here!)
  • Organise my contacts into groups
  • Do a bit of peer-analysis (spying)
  • Try some FB apps and tools for work

Now that I’ve got all of my contacts sorted, I thought I’d try one of those friend wheels, just out of interest. I chose the one with most users, which is called Nexus, and I’ve gotta tell you – it is seriously good!

Nexus creates a interactive image of your friends’ interrelations, their shared interests, and their profile information. It is really powerful, takes about four minutes, and it’s results are guaranteed if not to please, then at least to look cool.

Here’s my Nexus analysis, with some text roughly labelling my groups:

freedimensional friend wheel

If, like me, you use Facebook as a life-management tool, you may find it interesting to see your whole network presented in this way.

I was surprised at how this complex display of some 460 connections made me really nostalgic (soppy, I know) and has driven me to reconnect with people I haven’t thought about in ages. Seeing everyone like this revealed that this is basically who I am: a series of connections. So you could say, this friend wheel has reaffirmed me as a human! Who thought Facebook could be so deep?!

Where do you fit in to the wheel? Let me know if you recognise yourself amongst the connections. I’d love to know!

P.S:

Subscribe via FacebookInspired by all this, I’m adding a new icon to Subscription Options, my WordPress Plugin, in the next release.
It will allow bloggers to create subscribers to a Facebook page.
Try it by clicking this icon, and subscribing to Digital Cortex.

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Web Discoveries for June 24th

These are my del.icio.us links for June 24th

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Mobile Telephone

This entry is part 10 in the series An Opus to AR

The Internet and the mobile phone are two mighty forces that have bent contemporary culture and remade it in their form. They offer immediacy, connectivity, and social interaction of a wholly different kind. These are technologies that have brought profound changes to the ways academia consider technoscience and digital communication. Their relationship was of interest to academics in the early 1990’s, who declared that their inevitable fusion would be the beginning of the age of Ubiquitous Computing: “the shift away from computing which centered on desktop machines towards smaller multiple devices distributed throughout the space” (Weiser, 1991 in Manovich, 2006). In truth, it was the microprocessor and Moore’s Law- “the number of transistors that can be fit onto a square inch of silicon doubles every 12 months” (Stokes, 2003) that led to many of the technologies that fall under this term: laptops, PDA’s, Digital Cameras, flash memory sticks and MP3 players. Only recently have we seen mobile telephony take on the true properties of the Internet.

The HARVEE project is partially backed by Nokia Corp. which recognises its potential as a Mobile 2.0 technology: user-generated content for mobile telephony that exploits web-connectivity. Mobile 2.0 is an emerging technology thematically aligned with the better established Web 2.0. Nokia already refer to their higher-end devices as multimedia computers, rather than as mobile phones. Their next generation Smartphones will make heavy use of camera-handling systems, which is predicated on the importance of user-generated content as a means to promote social interaction. This strategic move is likely to realign Nokia Corp.’s position in the mobile telephony and entertainment markets.

Last year, more camera phones were sold than digital cameras (Future Image, 2006). Nokia have a 12 megapixel camera phone ready for release in 2009, and it will be packaged with a processing unit equal to the power of a Sony PSP (Nokia Finland: non-public product specification document). MP3 and movie players are now a standard on many handsets, stored on plug-in memory cards and viewed through increasingly higher resolution colour screens. There is a growing mobile gaming market, the fastest growing sector of the Games Industry (Entertainment & Leisure Software Publishers Association (ELSPA) sales chart). The modern mobile phone receives its information from wide-band GPRS networks allowing greater network coverage and faster data transfer. Phone calls are the primary function, but users are exploiting the multi-media capabilities of their devices in ways not previously considered. It is these factors, technologic, economic and infrastructural that provide the perfect arena for Mobile AR’s entry into play.

Mobile Internet is the natural convergence of mobile telephony and the World Wide Web, and is already a common feature of new mobile devices. Mobile Internet, I would argue, is another path leading to Mobile AR, driven by mobile users demanding more from their handsets. Mobile 2.0 is the logical development of this technology- placing the power of location-based, user-generated content into a new real-world context. Google Maps Mobile is one such application that uses network triangulation and its own Google Maps technologies to offer information, directions, restaurant reviews or even satellite images of your current location- anywhere in the world. Mobile AR could achieve this same omniscience (omnipresence?) given the recent precedent for massively multi-user collaborative projects such as Wikipedia, Flickr and Google Maps itself. These are essentially commercially built infrastructures designed to be filled with everybody’s tags, comments or other content. Mobile AR could attract this same amount of devotion if it offered such an infrastructure and real-world appeal.

There is a growing emphasis on Ubiquitous Computing devices in our time-precious world, signified by the increased sales in Smartphones and WiFi enabled laptops. Perhaps not surprisingly, Mobile Internet use has increased as users’ devices become capable of greater connectivity. Indeed, the mobile connected device is becoming the ubiquitous medium of modernity, as yet more media converge in it. It is the mobile platform’s suitability to perform certain tasks that Mobile AR can take advantage of, locating itself in the niche currently occupied by Mobile Internet. Returning to my Mixed Reality Scale, Mobile AR serves the user better than Mobile Internet currently can: providing just enough reality to exploit virtuality, Mobile AR keeps the user necessarily grounded in their physical environment as they manipulate digital elements useful to their daily lives.

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Crowdsourced Protein Shakes

I read about Foldit in Wired US yesterday, a game that takes the foundations laid by SETI@home, which uses thousands of computers’ idle time to decode frequencies from Space, and crowdsources solutions to the protein folding problems that are currently baffling the smartest machines in the world.

The difference with Foldit is that it’s not PC idle time that is tapped into here, but players’ idle time. There is no algorithm that can yet match humans’ depth perception; natural ability to recognise patterns; and see causal links in their actions. These traits make us humans the ideal CPU to solve these ‘protein-puzzles’:

Foldit provides a series of tutorials in which the player manipulates simple protein-like structures, and a periodically updated set of puzzles based on real proteins. The application displays a graphical representation of the protein’s structure which the user is able to manipulate with the aid of a set of tools.

As the structure is modified, a “score” is calculated based on how well-folded the protein is, based on a set of rules. A list of high scores for each puzzle is maintained. Foldit users may create and join groups, and share puzzle solutions with each other; a separate list of group high scores is maintained.

Indeed, the creators report that groups working together have led to breakthroughs not matched by either individuals or heavy-duty computing power. It is the power of the engaged-masses that the Baker Lab, research team behind the game are hoping will bring forth potential cures for HIV/AIDS, Cancer and Alzheimer’s.

More info on the game and it’s background on their Science Portal.

Does this remind anyone of War Games?

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