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Interesting observations. Heavy users are ~1% of online participants (90% lurk, 9% comment occasionally, 1% comment heavily and shape the community). Re. anonymity, see also the Shirky article in The Guardian, and consider this observation in Boston.com:
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Almost all the heavy users I spoke with said they would continue to comment even if they had to provide their real name.
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And how easy is it to uncover anonymity? Very.
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While news organizations debate scrapping anonymity, the ground may be shifting beneath them. With all of our identifying information getting sliced, diced, and sold, by everyone from credit card companies to Facebook, is there really such a thing as the anonymous Web anymore? Consider this demonstration from the late ’90s by Carnegie Mellon University computer science professor Latanya Sweeney. She took three commonly available data points: sex (male), ZIP code (02138), and date of birth (July 31, 1945). Those seemingly anonymous attributes could have described lots of people, right? Actually, no. She proved they could belong to just one person: former governor William Weld. She tells me that 87 percent of Americans can now be identified with just these three data points.
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One of three sites that came out of a conversation on Fred Wilson's avc.com post, Some thoughts on comments. This site was mentioned in the comments by Liad Shabado (twitter.com/L1AD) of http://www.doof.com/. Permalink to Liad's comment here: http://www.avc.com/a_vc/2010/04/some-random-thoughts-on-comments.html#comment-44746588
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The Casual segment of the games industry changes almost as rapidly as the Internet itself. Technology evolves, broadband usage increases and, every day, more and more people are playing and accessing and even playing their games online. Not only that, casual games are getting richer and more complex. The evolution in casual game design is finally taking its own path and leaving behind many design rules that applied to core video-games.
In this section, we will examine what it means to design games for the evolving casual games medium and its wide-ranging, international audience.
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One of three sites that came out of a conversation on Fred Wilson's avc.com post, Some thoughts on comments. This site was mentioned in the comments by Liad Shabado (twitter.com/L1AD) of http://www.doof.com/. Permalink to Liad's comment here: http://www.avc.com/a_vc/2010/04/some-random-thoughts-on-comments.html#comment-44746588
From this page, intro to Kim:
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Amy Jo Kim is a game/social/web designer known for bridging the divide between game and web design. She has designed software UIs, games, online communities, and wrote the seminal book Community Building for the Web way back in 2000. I have long admired her work, and I am grateful that she recently sat down for an interview on the basics of game mechanics and how they can be used in interaction design.
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One of three sites that came out of a conversation on Fred Wilson's avc.com post, Some thoughts on comments. This site was mentioned in the comments by Liad Shabado (twitter.com/L1AD) of http://www.doof.com/, a paper written in 1994. Liad found 5 of his 7 rules to be useful when thinking about anonymous comments. Permalink to Liad's comment here: http://www.avc.com/a_vc/2010/04/some-random-thoughts-on-comments.html#comment-44716703
"Can you erase your tracks online? We tried to get a few bad mentions off the Net forever. Here's how we did."
Analysis of how easy/ difficult it is truly to delete online references.
- transcript of a talk by Pier Giorgio DiCicco; emphasis on the bodily; added two rather long comments.
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After the many seductions, logical and visionary, have been played—I shall make a plea for the salvific aspect of the act of walking. Yes, salvific. Not just to save the environment, but to save ourselves, and not just by regarding the environment. We will not save the environment until we have found a reason for living together. Until we discover civic care in each other, until we restore the city to its definition as a place of unexpected intimacies, not just as a place of amenities, convenience, business, and entertainment, we will not have sustainability. For sustainability is about replacing an ethic of entitlement with an ethic of sufficiency. And sufficiency is what we find in each other.
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It is not cars that are the enemy of the pedestrian. The enemy is the absence of civic communion, the lack of empathic citizenship, our inability to see cohabitation as that place where we enjoy ourselves, by enjoying others. All human traffic is under siege, because it is becoming increasingly purposed, guarded, and negotiated. The body is not just a means of locomotion. It is our chief means of restoring a city to its raison d’être, its purpose. And that purpose is civil encounter.
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Mobile City asks all the right questions (in this case, about video glasses, a visual sort of iPod or Walkman device). Eg.: "...it’s another addition to the array of media to shield off private media consumption in public places. Just like the Walkman/iPod earbuds privatized personal music listening, these glasses may do something similar for watching video/TV. The same ol’ question arises again: what does this mean for publicness of places?"
What does it mean for the publicness of places? Or, alternately, what does it mean for polite anonymity, for protective anonymity? At what point does privacy become just a big too ...aggressive and impolite for civic intercourse?
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Why do I find this interesting? First of all it’s another addition to the array of media to shield off private media consumption in public places. Just like the Walkman/iPod earbuds privatized personal music listening, these glasses may do something similar for watching video/TV. The same ol’ question arises again: what does this mean for publicness of places? I can also imagine the possibilities for musea and the tourism industry to use this device for visually augmented tours? Any examples yet?
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Second, this device points to some media characteristics that are important to distinguish. This pair of glasses in its current state overlays physical reality with an added layer of information. Just like ‘passive’ navigation devices such as TomTom, it is augmenting space with an extra level of added information. It is not creating a truly hybrid space in the sense of - following Adriana De Souza e Silva’s writings - enabling social interaction in both physical and digital spaces at the same time, which are mutually influencing each other.
Yet what if new uses are created with such a device? What if video-calls (e.g. via Skype) are possible through these pair of glasses, calls that take place both in digital space and influence the physical space and vice versa? Or if you watch Youtube video’s on this thing and immediately comment on them via your cell phone? Then this device would enable the creation of hybrid spaces. So augmented space or hybrid space it is not inherent in the technologies but always defined by the social processes in which technologies are used.
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