Music is the Virus

Airborne, a potentially disruptive start-up in the music sector, hopes to “cure the music industry of its sickness” with their upcoming launch.

Their cloud-based music sharing platform places fans and artists in direct symbiosis. It’s an interesting model, so take a look:

Beyond all the virus metaphors (they even go so far as to call songs ‘strains’)  the core idea is quite simple:

  1. Cut out traditional distributors
  2. Enable artists to monetise via a system of micropayments
  3. Give fans distribution rights instead, and empower them to share as much as possible, thus helping to secure further micropayments

It’s a model that I think could work particularly well for electronic music, whose artists tend to release one track or remix at a time, as opposed to a band who might release one album a year. Airborne will work best when artists can trickle content to their audience to keep them subscribed.

Looking on SoundCloud, my current favourite producer/DJ has 3,934 followers, which would net $3,934 per month on Airborne. Give those early adopting, high-class listeners some viral functionality and the impetus to share with friends and that figure could easily grow to $10,000/month – a healthy supplement to any unsigned musician, I’m sure you’ll agree.

Airborne have an interesting blog, The Music Industry is Sick, which looks at the challenges faced by listeners, musicians and labels today. In an ecology where artists need their stuff streamed four million times just to reach minimum wage, it’s platforms like Airborne that’ll help the system fix itself.

13 Tools to Promote Divergent Thinking

New ideas can come from anywhere, but are often hardest to find when you’re actually looking for them. However, I believe it’s possible to jumpstart your brain, even under pressure, by applying yourself to a bit of divergent thinking:

Divergent thinking typically occurs in a spontaneous, free-flowing manner, such that many ideas are generated in an emergent cognitive fashion. Many possible solutions are explored in a short amount of time, and unexpected connections are drawn. After the process of divergent thinking has been completed, ideas and information are organized and structured using convergent thinking.

Wikipedia

So to help anyone out there who may be stuck for ideas, here’s my list of divergent thought helpers:

  1. Stumbleupon – highly recommended: tell it your interests and hit ‘stumble’ to be sent to a random site
  2. Buzzfeed – hit the randomize button in the top right corner (occasionally NSFW) to see something usually quite cool
  3. Mystery Seeker – type something in the search box and receive a set of google results for a totally different subject
  4. The Wiki Game – start in one place on wikipedia, and try to end up in another, while seeing loads of content on the way
  5. We Heart It – inspiring and high-quality imagery, often captioned, and with decent search functionality
  6. We Feel Fine – an emotional search tool, potentially good for scanning & visualising need states
  7. Popurls – see the freshest stories from a range of great online sources, with customisation options
  8. Newsmap – a visualisation of the latest news, powered by google (quite old but potentially interesting)
  9. Thesaurus.net – high quality thesaurus dictionary: search synonyms, antonyms, rhymes, quotes and idioms
  10. Visual Thesaurus – see the associated meanings between concepts – worth paying for
  11. Bing Visual Search – search the web visually in an intuitive, exploratory way
  12. oSkope – discover images, videos and products related to a search query
  13. TouchGraph SEO – see the links between topics and websites

Finally, and it may take more time for ideas to emerge this way, but TED really is an amazing resource for this kind of thing. I recently attended TEDxObserver, after which my head was swimming with ideas.

Can you suggest any of your own?

Astro Boy is Blasting Onscreen

Astro Boy will be landing on our screens in October this year, it’s been confirmed.

Astroboy Blasts Off

For those who don’t know, ‘Astro Boy’ is an anime sci-fi series set in a dystopian future where humans and androids coexist. It’s main character is a powerful robot called Astro Boy (Astro for short), who was created by a great scientist called Doctor Tenma following the death of his son Tobio.

Despite looking identical to Tobio, Tenma soon realized that the little android could not fill the void of his lost son, especially given that Astro could not grow older or easily express human feelings. Indeed, in one set of comic panels, Astro is shown preferring the mechanical shapes of cubes over the organic shapes of flowers. I’m a bit like that sometimes… :)

Astro is gifted with awesome robot powers and skills, as well as the ability to experience human emotions. Astro has fought crime, evil, and injustice across five decades of great comic and television series. Most of his enemies are robot-hating humans, robots gone berserk, or alien invaders. Almost every story includes a battle involving Astro and other robots. Cool huh?

In advance of Astro Boy’s Autumn 2009 cinematic release, let’s take a trip through the many ages of Astro Boy…

1960’s

Astro Boy was the first Anime to be exported to the West.
Check out this intro to his first TV series, dubbed from Japanese:

1980’s

Here’s the Astro that most of us will recognise.
He’s been in this colour form for the longest (excepting his past in comics):

Modern Day

Finally, the trailer for his upcoming movie, which I’m pretty excited about.
I’m predicting a new wave of popularity and cool merchandise from this:

Astro is a cultural icon in my eyes, and for me is the strongest symbol of a Japanese media form being highly attractive to a Western eye, together with Hello Kitty. Who’s with me? Would love to hear some thoughts.

Summary So Far

This entry is part 11 in the series An Opus to AR.

In summary, Mobile AR has many paths leading to it. It is this convergence of various paths that makes a true historical appraisal of this technology difficult to achieve. However, I have highlighted facets of its contributing technologies that assist in the developing picture of the implications that Mobile AR has in store. A hybridisation of a number of different technologies, Mobile AR embodies the most gainful properties of its three core technologies: This analyst sees Mobile AR as a logical progression from VR, but recognises its ideological rather than technological founding. The hardware basis of Mobile AR stems from current mobile telephony trends that exploit the growing capabilities of Smartphone devices. The VR philosophy and the mobile technology are fused through the Internet, the means for enabling context-based, live-updating content, and housing databases of developer-built and user-generated digital objects and elements, whilst connecting users across the world.

I have shown that where the interest in VR technologies dwindled due to its limited real-world applicability, Mobile Internet also lacks in comparison to Mobile AR and its massive scope for intuitive, immersive and realistic interpretations of digital information. Wearable AR computing shares VR’s weaknesses, despite keeping the user firmly grounded in physical reality. Mobile AR offers a solution that places the power of these complex systems into a mobile telephone: the ubiquitous technology of our generation. This new platform solves several problems at once, most importantly for AR developers and interested Blue-chip parties, market readiness. Developing for Mobile AR is simply the commercially sensible thing to do, since the related industries are already making the changes required for its mass-distribution.

Like most nascent technologies, AR’s success depends on its commercial viability and financial investment, thus most sensible commercial developers of AR technologies are working on projects for the entertainment and advertising industries, where their efforts can be rewarded quickly. These small-scale projects are often simple in concept, easily grasped and thus not easily forgotten. I claim here that the first Mobile AR releases will generate early interest in the technology and entertainment markets, with the effect that press reportage and word-of-mouth behaviour assist Mobile AR’s uptake. I must be careful with my claims here however, since there is no empirical evidence to suggest that this will occur for Mobile AR. Looking at the emergence of previous technologies, however, the Internet and mobile telephony grew rapidly and to massive commercial success thanks to some strong business models and advancements in their own supporting technologies. It is strongly hoped by developers like Gameware and T-Immersion that Mobile AR can enjoy this same rapid lift-off. Both technologies gained prominence once visible in the markets thanks to a market segment called early adopters. This important group gathers their information from specialist magazine sources and word of mouth. Mobile AR developers would do well to recognise the power of this group, perhaps by offering shareware versions of their AR software that encourage a form of viral transmission that exploit text messaging.

Gameware have an interesting technique for the dissemination of their HARVEE software. They share a business interest with a Bluetooth technology firm, which has donated a prototype product the Bluetooth Push Box, which scans for local mobile devices and automatically sends files to users in acceptance. Gameware’s Push Box sends their latest demo to all visitors to their Cambridge office. This same technology could be placed in public places or commercial spaces to offer localised AR advertising, interactive tourist information, or 3D restaurant menus, perhaps.

Gameware, through its Nokia projects and HARVEE development program is well placed to gain exposure on the back of a market which is set to explode as mobile offerings become commercially viable, ‘social’, powerful, multipurpose and newsworthy. Projects like HARVEE are especially interesting in terms of their wide applicability and mass-market appeal. It is its potential as a revolutionary new medium that inspires this very series.

Colour Picker by Jinsun Park

Colour Picker is an innovative design of a concept pen that can scan colours from anything around and instantly use the colour for drawing:

After placing the pen against an object, the user just presses the scan button. The colour is being detected by the colour sensor and the RGB cartridge of the pen mixes the required inks to create the target colour:

This superb device will help people to observe the changing colours of nature. With colour picker, all range of artists will be able to create a more sensorial and visual insight of their surrounding nature’s colours:

via Colour Picker by Jinsun Park | Future Technology.