Technology

Internet spawns contestant pool for Catch 21

Monday, July 28th, 2008

Game Show Network and WorldWinner online games have created  Catch 21, what they believe is the first television game show based off a popular web game.  Catch 21 will feature contestants who are screened from top scorers of the online game.  While the rules have changed slightly to accommodate TV viewer tastes, the original game goals and pace will satisfy fans while enticing new viewers to log on and play.  Based on executive producer Merrill Heatter’s past record, GSN’s marketing, and internet talent pool, Catch 21 has a very good chance of being a winner.

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Catch 21 has dealt itself a good starting hand.  With GSN tapping into WorldWinner’s testing grounds for cash for play game base, they have effectively managed one of the riskiest components of any starting venture: is there a large enough interest base?  With game players across multiple sites such as AOL, GSN, MSN, and Pogo, it was easy to determine which web based games had the biggest followings.  Backers also did not skimp when it came to choosing a suitable developer to transform the online game into a successful television show.  Creator executive producer Merrill Heatter has made such favorites as Hollywood Squares and Gambit, while executive producer Scott Sternberg is responsible for The Gong Show.  Finally, the choice of host brings a charismatic and fun Alfonso Ribiero to the set to interact with guests and keep the energy high.  Ribiero, known for his character Carlton Banks on the 90s sitcom Fresh Prince of Bel-Air, is a fun and friendly face that viewers recognize and trust.
 
The television version of Catch 21 will incorporate more trivia and personal interaction than the web game.  Initially, three contestants match wits and card hands against each other.  By either answering trivia questions correctly or getting a helpful card in making a strong hand, players get a chance to move to the final round or “bust” an opponent by passing a card over to push someone else’s hand over 21.  At the end of the game, the player in the lead earns the chance to take on the house and play for $25,000.  As GSN press release explains, “The day’s winner draws from a larger-than-life deck and gets three concurrent chances to build 21, and the use of up to three “power chips” (collected for each round won) to discard unwanted cards. With the potential cash prize increasing with every hand successfully built to 21, the jackpot is theirs if the player is able to build all three hands to 21.”
 
Additionally, Catch 21 is gaining a different venue for viewership than most traditional game shows.  Catch 21 will air regularly weeknights at 7:30PM EST/6:30PM CT, with reruns on Tuesdays through Saturday nights at 10:00PM EST/9:00PM CT and on Sunday at 10:00PM EST/9:00PM CT and 10:30PM EST/9:30PM CT on GSN.  The unique twist is offering Catch 21 on Thomson’s Premier Retail Networks (PRN).  Thomson’s Premier offers programming at over 1,000 supermarket locations through their checkout programming service.  Instead of staring at tabloids as they wait in line, grocery shoppers will be able to see Catch 21 episodes.  By showcasing Catch 21 in supermarkets across the country, producers are likely to entice more viewers who fit their demographic and keep the ranks of those watching and competing, full.  “This alliance provides an integrated way for GSN to promote one of their new shows on our network while providing shoppers with fun and engaging content that helps our retail partners leave a positive experience with their customers” Richard Fisher, president of PRN, told Mediaweek.
 
Much like YouTube offered a venue for aspiring writers, actors and videographers to showcase their talent, online games can be a test pool for puzzle solvers.  By having a portal which allows potential contestants to compete against others, game show producers are more likely to get the best and the brightest competing in front of a national audience.  This should make for entertaining viewing and appropriately higher ratings.  It will be interesting to see if other game show producers tap into sites like WorldWinner to help them sort through potential competitors.  In the meantime, we can all test our luck trying to Catch 21.

Will remotely-operated aircraft change the face of combat?

Monday, July 28th, 2008

Glimpses of the future of aerial combat can be seen in Afghanistan. Remote control unmanned aircraft are being used to hunt for insurgents and bomb targeted areas according to a recent CNN article. These fighter-bomber aircraft called UAVs, or unmanned aerial vehicles, are being operated from Creech Air Force Base in Nevada. Pilots and operators of these planes never have to leave the command center.

This way of aerial warfare is without a doubt much safer than traditionally operated aircraft. There is no question a pilot would rather bomb a target via remote control from the United States rather than physically fly over Afghanistan and potentially end up being shot down in battle. It could also offer pilots a more routine and flexible work day. They are able to work from a secure location, keep regular hours, and be at their best for every “flight”.

“Seeing bad guys on the screen and watching them possibly get dispatched, and then going down to the Taco Bell for lunch, it’s kind of surreal,” Captain Matt Dean told CNN.

This Air Force video shows one of the new UAVs, the Reaper, in action.

The original UAV aircraft was the “Predator.” Then the Reaper was developed, which can carry four times the fire power as the Predator. Reaper pilots and operators have been prolific Afghanistan operations, dropping seven 500-lb. bombs and launching 64 missiles, according to CNN. According to FAS.org, the United States Navy has studied the possibility of operating UAVs since the early 1960s. The web site says that high costs and technological immaturity have “precluded acquiring and fielding operational UAV systems.” However, the success of the Reaper in Afghanistan may change minds and budget allocations.

With the convenience and safety for pilots that the Reaper offers, there is a high demand for the aircraft from commanders, but there aren’t enough for every command. That is all likely to change though. Reapers have been flying only two separate round-the-clock shifts over Afghanistan for the past year, but now the Air Force is looking to allocate more money in its budget to purchasing many more remote-control aircraft just like the Reaper.

It seems as though the success of UAVs might change the nature of air operations in future warfare. These high-tech planes could save not only the lives of U.S. soldiers, but also those of civilians on the ground. By removing pilots from immediate danger, it’s possible for them to think under pressure and act more deliberately when their plane is under fire.

So far, the remote control UAVs such as the Reaper have made it a safer and more accommodating experience for those who operate the aircraft. But now as we look toward the future, the safety and security of American pilots lives might not even be an issue with these types of aircraft. Just like with any other new technology, these aircraft must be used carefully and for the right reasons. The more the United States uses these UAVs, the more other nations will feel the need to make plans to do the same.

Comic book industry’s newest hero: technology

Friday, July 25th, 2008

It’s a familiar story or, at least, it should be to comic book fans.  Misunderstood outcast with a dual nature becomes the central figure that can change the world:  Batman and Bruce Wayne, Spiderman and Peter Parker.  Sometimes these heroes come up against someone they initially think is a villain.  Later, it’s unveiled that the bad guy is actually someone they are friends with:  Two-face and Harvey Dent, the second Green Goblin and Harry Osborne.  So riddle me this, true believers:  What is it that can save the comic book industry from ever decreasing sales, slow losses in readership numbers, and increase a profit margin being whittled away by the rising costs of print production and distribution?  Answer: the very thing they saw as the problem, technology.

dclogo.jpg marvel.jpg

The comic industry has recently come around to a few solutions.  The two biggest names in American comics, DC and Marvel, are testing the waters in different arenas to help rejuvenate profits.  DC comics has recently announced it is working with Sony Online Entertainment, (SOE), to create the first massively multiplayer online role playing game, (MMORPG), based upon the DC Comics universe.  Marvel has taken the controversial step of creating online subscriptions which give readers the ability to access hundreds of titles for about the cost of one comic book.  Add to this all the success of super hero movies like The Dark Knight, Spiderman, and Iron Man, and it looks like the comic industry isn’t going down without a fight.
 
The DC Universe Online MMORPG venture is receiving a lot of interest. “The rich, storied world of DC Comics has never been available to players like this before,” said John Smedley, president of SOE. “For the first time, gamers can actually open the door and step into the vast world of DC Comics and choose their own fate. Who wouldn’t want to infiltrate Batman’s cave or fly over Metropolis as you speed toward a mission to help Superman?”  Players will be able to create their own super heroes, acquire side-kicks, and battle in cities like Gotham City and Metropolis. 

The true innovation is the idea of Halo-esque style action and less traditional turn based action like other MMORPGs.  As Jim Lee, DC comics artists and avid gamer explained to USA Today, “It’s chaotic, but it’s organized and it’s very, very dynamic. It’s fun because you can throw people into billboards and the billboards explode and then you can take the water towers and smash them with that. To me, that is kind of how superheroes fight. It’s not like they stand there and trade blows. The cities are their playgrounds and they demolish them.”  As a final touch, story arcs from the comic books will be carried into the game, although whether it will be after the comics are released or before is still up in the air.
 
Marvel Comics is trying to utilize the web to solve the problem of accessibility and profit margins.  Gas prices are affecting the cost of shipping as well as production of hard copy versions of comic books.  Publishing content on the web gets rid of a lot of overhead costs.  The success of online web comics like Home Star Runner, Dominic Deegan, and Order of the Stick prove that a dedicated readership via the web can be profitable. 

While collectors argue that such a move is the death knell of printed comic books, others see it as a strategic effort by Marvel to use the internet to reach a more tech savvy generation of readers.  Inroads made to create brand loyalty is a smart move, even if you have to make a deal with the perceived devil.  Although the titles that are offered are not the most recent, Marvel appears to have made a serious effort to offer a wide variety of back issues up to January of 2008 for some titles.  The slight lag in pushing content to the web may be Marvel’s way of working with comic book retailers across the country, so as not to jeopardize established business partners.
 
The business that cannot incorporate change into its business model is doomed to failure.  Batman was never too keen on Superman’s vigilante style.  Spiderman always came to loggerheads with Professor X’s theory of mutant powers.  But in the end, when the fists started to fly, (along with buses and water towers), even those with slight disagreements had to grudgingly admit that there was a time and place for each other’s style.  In the war between print and electronic publications, the business world is able to make out a silhouette standing tall among the dust and ashes.  The comic industry has found a new way to fight potential obsolescence and it’s never looked stronger.  As Stan Lee would say, “Excelsior!”

Comcast ordered to stop blocking BitTorrents

Thursday, July 24th, 2008

A lot of anger and speculation has circulated about Comcast and net neutrality lately. The internet service provider serving 14.1 million high-speed customers has drawn criticism for blocking or slowing BitTorrent traffic. Now the FCC has announced that Comcast must stop interfering with the P2P filesharing traffic. As a result of the ruling, many high speed customers are seeking compensation from the ISP.

BitTorrent is a protocol for sharing files among a group of users. Instead of one distributor incurring the cost and bandwidth associated with a popular file, each user who downloads contributes a small piece of the data to the subsequent users. Many different clients have popped up to deal with the popularity of BitTorrents, and ISPs are struggling to keep up with bandwidth demands of BitTorrent users.

Comcast had admitted to interfering with BitTorrent traffic, but claimed that it was only during high-traffic periods. However, the Max Planck Institute conducted a study to find out if this statement was true. As TorrentFreak, a popular forum for BitTorrent users reports, “The findings reveal that the BitTorrent connections of half of Comcast and Cox’s customers are being cut. In addition, the data shows that these practices take place 24/7, disproving Comcast’s earlier statement to the FCC.” Not only was Comcast targeting BitTorrent traffic, but the ISP was cutting it off altogether.

The FCC ruling has led to class action lawsuits against Comcast by users who had paid for unlimited bandwidth usage. According to TorrentFreak, damages paid to users could add up to $5 million. Despite the legal implications of the FCC’s ruling, the news also brings up lingering issues regarding net neutrality. Congressional leaders have looked into net neutrality legislation in the past that would guarantee some measure of privacy and protection from ISPs, but nothing concrete has ever been decided.

It is likely that ISPs will continue to push against net neutrality, as they would like to act as gatekeepers to the internet. In Comcast and AT&T’s estimation, they should be able to shape the future of the net, which is now open to user-generated content and entrepreneurial individuals. However, public support for net neutrality has never been stronger. The FCC’s subsequent fine and further class action suits just may convince Comcast to maintain the status quo.

Is Guitar Hero a trend setter for the future of music and gaming?

Thursday, July 24th, 2008

Most successful bands and musicians aim to sell out concert halls, make huge profits on record sales, and have a hit song stay on the Top 40 list. But now, with the success of the popular video game Guitar Hero, is something new on the checklist for rock bands?

The band Aerosmith has become a headliner and cover band for Guitar Hero’s newest video game called “Guitar Hero: Aerosmith.” It was released by Activision Inc.

According to a Wall Street Journal article, this is the first Guitar Hero game where playing along with the music is centered on one individual act. Activision also plans on featuring the bands Metallica and Van Halen in future versions. Activision is not the only company that is taking further strides in this direction. Viacom’s MTV Networks Rock Band video game is also talking to bands about licensing their music to be played on video games.

These happenings stay with the latest theme of the music industry: less money from CD sales and more from video, gaming, live music, and merchandise. This is why bands such as Aerosmith are signing contracts to have their music on video games. In addition to the exposure and the chance to build a new, younger audience, there is simply more money to be made.

With music being sold on iTunes and downloaded from Internet sites, album sales bring in less and less revenue for bands and record companies. By cutting deals with video games such as Rock Band and Guitar Hero, Aerosmith has reinvented themselves as a 21st century band. Those who become familiar with hits like “Walk This Way” or “Sweet Emotion” by pressing the buttons on a fake guitar just might be the same fans who buy concert tickets and download MP3s from iTunes. Indeed, it can even reinvigorate album sales. Irving Azoff, Aerosmith’s manager, told the Wall Street Journal that sales of the album “Same Old Song and Dance”, the title track of which is included in Guitar Hero 3, rose by 130% in the week after the game’s launch.

The gaming industry is increasingly successful at expanding beyond its boundaries and reaching new interests. Coming up with new forms of entertainment, such as it did with Guitar Hero in 2005, has just added to the unpredictability of the industry. Everyone involved whether they are a creator, deal-maker, or consumer can’t help but notice the endless opportunities and possibilities. Innovative games like Guitar Hero and Rock Band, coupled with new interfaces like Nintendo Wii, are expanding gaming beyond the traditional young, male demographic.

So far, Guitar Hero has raked in $820 million in sales, according to NPD Group Inc. It was the top-selling video game franchise in the United States last year. About 10.8 million copies of Guitar Hero were sold last year while 1.1 million copies of Rock Band were sold.

With a large amount of copies being sold and so much revenue from sales being generated, it is no wonder that artists like Aerosmith are signing on to have their songs on video games. As this trend continues and more artists make deals with video game companies, it would be interesting to see what changes it might bring to the music and gaming industries alike.

China’s bloggers get creative to beat the censors

Wednesday, July 23rd, 2008

As the world prepares for the Olympic Games in Beijing, Chinese bloggers prepare to have their writings censored and deleted. China’s strict laws carefully monitor dissent, both online and in print media. However, unlike traditional media, citizen journalists using the web are finding clever ways to avoid the censors and bring their message to the world.

Reporters Without Borders, an international free press watchdog organization, has listed China among nations with a “very serious situation” for journalists. According to their annual report on China’s press censorship, authorities have launched a campaign against what it called “bogus journalists,” those without official credentials, and the crackdown has spread to the blogosphere. The report states, “The government announced several weeks later that it had identified 150 such “bogus journalists” and 300 unlicensed media…The GAPP took advantage of the campaign to file details of the almost 30,000 foreign journalists accredited for the Olympic Games.”

While many foreign correspondents are finding it difficult to operate in China, even harsher restrictions are placed on Chinese journalists. Internet service providers (ISPs) cooperate with the government to identify and censor the writings of dissidents. Those who defy the government or cover potentially embarrassing stories are regularly imprisoned, beaten, and intimidated by police. Reporters Without Borders details the conditions they face: “They frequently endure harsh prison conditions: They share overcrowded cells with criminals, are condemned to forced labour and are regularly beaten by their guards or by fellow prisoners. Ill-treatment is at its worst in the first weeks in custody when police try to extract confessions. At least 33 journalists were in prison in China as at 1st January 2008.”

Despite the potential risks involved, Chinese bloggers are still writing about the situation in their country. They are finding new, clever ways to beat the censors and get their message out the world. One censorship system is colloquially known as the “Great Firewall”, an automated system that monitors keywords and tracks down dissenting posts. Bloggers are using a web-based software system to easily encode their writings before posting.

A recent Wall Street Journal article explains the technique: “One recent strategy involves online software that flips sentences to read right to left instead of left to right, and vertically instead of horizontally.” While I hesitate to share the URL of the program that Chinese bloggers are using (so it won’t get shut down), I will include an image showing how the tool works.

╔═╤═╤═╤═╤═╤═╤═╤═╤═╤═╤═╤═╤═╤═╤═╤═╤═╤═╗
║ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │i│ │E║
║ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │n│f│n║
║ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │g│o│t║
║ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │r│e║
║ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │h│ │r║
║ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │e│e│ ║
║ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │r│n│t║
║ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │e│c│e║
║ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │o│x║
║ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │d│t║
╚═╧═╧═╧═╧═╧═╧═╧═╧═╧═╧═╧═╧═╧═╧═╧═╧═╧═╝

Others are beating the censors with Web 2.0 sites. One citizen journalist has resorted to “sharing snippets of information via Twitter, a kind of public instant-messaging feed that delivers information more quickly than censors can block it.”

As quickly as censors can detect, delete, and find the offending posts and bloggers, new writers, both professional and amateur, will take up the banner. Technology makes it possible for those without a voice to speak to the world, and Chinese journalists and bloggers are using it to its fullest advantage. With the Olympics just weeks away, it seems likely that both government censors and China’s reporters will step up their efforts.

Hot new apps for the 3G iPhone

Wednesday, July 23rd, 2008

With the launch of the 3G iPhone thankfully behind us, the attention of Apple fans is now turning to applications developed for the device. Back in March Apple released a tool kit to help independent developers create innovative new apps. The company has kept a tight leash on third-parties, only allowing selected developers to access the API and charging a $99 fee as a type of “quality assurance” tax. Reportedly over 25,000 developers or groups applied to create add-ons for the new iPhone, but only 4,000 were allowed “behind the curtain.”

Whether Apple’s strict standards helped or hampered creativity, some surprising and innovative apps have emerged from the iPhone app store. Here’s a brief sampling of some buzzworthy products for your 3G iPhone.

Twinkle
This Twitter tie-in goes a step beyond the rest, giving users the ability to chat and get updates from friends nearby. Twinkle uses a location-aware network, and works for iPhone and iPod touch. The drawback? Users must sign up for the Tapulous (parent company) network in addition to their Twitter account.

Wikipedia
This optimized version of the popular online encyclopedia gives iPhone users easy access to articles and images. Users can save articles for offline viewing, too.

Texas Hold ‘Em

This gambling game allows users to not only play against a realistic opponent, but also against friends over a WiFi network. Multiplayer settings can handle up to 9 players, and Apple has even programmed in secret tells for users’ opponents.

Band

Band is a fun application that turns users’ iPhones into virtual musical instruments. Creator Mark Terry demonstrated Band at the Worldwide Developers Conference this year, which includes a drum kit, a piano, a complete blues chord structure + instrumentation, and the necessary bass guitar. The resulting music can be recorded and dubbed for a complete song.

Remote

Remote allows you to turn your iPhone into a remote control for the music on your computer or Apple TV. Using a WiFi network, an iPhone can show playlists, album art, and current song selections, mimicking the desktop environment.

eReader
eReader gives users a formatted-for-iPhone version of popular ebooks. It works with top ebook retailers eReader.com and fictionwise.com. The smart software lets users read in landscape or portrait, and even saves your place in the book.

Loopt
Loopt is getting a lot of attention from iPhone users. It allows friends to track and find each other on interactive maps. You can find out where your friends are to schedule meetups or simply to recommend a nearby restaurant, museum, or clothing store. Loopt acts as a “social compass”, and it ties in to Facebook and Yelp.

Superpages Mobile
This app allows iPhone users to access the Yellowpages online, on the go. Look up local restaurants, find businesses and phone numbers, and even locate friends’ addresses and phone numbers.

While it’s a short list of promising applications for the 3G iPhone, early adopters can find complete lists and pricing information on iTunes and Apple’s website. These and other innovative applications are transforming smart phones into so much more than just a means of communication. Users can organize and orchestrate their entire lives with a touch, pinch or tap.

Businesses give Second Life a second look

Friday, July 18th, 2008

Back in 2003 a company called Linden Labs invited people to start their Second Life.  The 3D entertainment company had created a virtual world where people could create a character to represent themselves, called an avatar.  Furthermore, you could buy land, create items and sell them, or just socialize in this new virtual world.  Real world businesses tested the waters by creating virtual storefronts which would offer a form of advertising and marketing to in-game personas who were controlled by very real world consumers. 

Then came the griefer attacks, users who purposefully harrassed other users until they logged off or quit Second Life entirely, which caused no end of disruption and havoc to those who were looking to make the internet a serious business.  Corporate interest in Second Life seemed to fade.  But now, Second Life is seeing a resurgence in interest from businesses who are looking at the virtual world as a better way to train, save money, and encourage employees to speak their minds and take some risks. 
 
As fuel costs rise ever higher, companies whose reach extends across states and even countries are trying their best to manage travel expense budgets.  Second Life offers companies an engaging way to make connections with employees and clients without having to procure hotel rooms, airline tickets, and reimburse meal tabs.  The expense of booking hotel conference rooms and all the associated supplies from projectors to pads and pens can be a thing of the past.  The savings in time for individuals is also invaluable.  Attend a virtual conference with Asian and Australian branch representatives in the morning and still be able to make the home office team meeting in the afternoon.
 
Second Life also allows companies to take “what-if” scenarios to a whole new level.  Computerworld reported about one such exercise undertaken by IBM.  On a virtual island in Second Life, an IBM business group was presented with the problem of renegotiating contract terms with an existing client whose business model was transitioning from auto parts shipping to auto assembly.  “In two eight-hour sessions, about a dozen project managers located in different offices went in-world to work as a team to renegotiate IBM’s contract with the company. Using avatars, the project managers had to designate responsibilities, make proposals and pitches, and interact with the company’s CEO and CIO — everything that would happen in a real-life situation.”  Another company simulated emergency response procedures for dealing with an offshore oil-rig fire.  While hands-on training cannot be replaced by Second Life, the ability to observe personnel in action during an exercise that allows for worst-case scenario enactment is valuable.
 
Unexpected bonuses to virtual world meetings and training scenarios are increased employee risk taking and more effective communication.  Other technology solutions to face-to-face meetings like conference calls, chat rooms, and online meeting collaboration software have all lacked the ability to convey non-verbal components of communication.  Since non-verbal cues such as posture, tone, expression, and other body language signals are responsible for a majority of effective communication, virtual worlds with avatars that can emote such things will convey messages more accurately.  In addition, the element of having an avatar somewhat disassociates the actual person from the presented persona, and an IBM’s service design group manager, Susan Stucky attested that some employees took more chances in the virtual world than they would normally have done in an real world business environment.
 
But with every silver lining, there is a cloud.  In Second Life’s case, there are the issues of “griefers”, deeming what is acceptable, and some IT security issues to consider.
 
“Griefer” is a term created for those members of a virtual society who derive a sense of satisfaction and even a great deal of mirth from antagonizing other online personas.  Most notably, in Second Life’s arena the griefers have staged terrorist like attacks on virtual business store-fronts, and sabotaged virtual interviews and meetings with irreverent and, arguably, obscene measures.  Second Life’s answer to this has been to create proprietary domains which will allow access only to owner authorized avatars.  Such “islands” can be created for around $1000 with a monthly maintenance cost of about $300.  A small price to pay for peace of mind and exclusive conference rights.
 
Even more liberating than a glass or two of wine at the company holiday party, can be an avatar.  By creating an idealized representation of oneself, normal physical attributes which would keep one from approaching another person are no longer a factor.  This opens doors of communication that were once closed.  However, without clearly stated and enforced company guidelines, this can also lead to inappropriate or offensive behavior.  The LA Times found that IBM’s established policy states that should anyone “encounter behavior that would not be acceptable inside IBM, you should ‘walk away’ or even sign out of the virtual world.”
 
As with any emerging technology, there are questions of how best to utilize the power of a given solution while managing potential risks.  Many IT departments are not geared toward creating or even managing a virtual business environment.  It is possible to create a virtual world behind a firewall within a company’s infrastructure, but not many in-house company IT departments are at that level.  However, IT departments should be making efforts to understand how virtual worlds work, what measures a company’s technological infrastructure can take to protect itself, and securely manage an outsourced virtual company entity. Rob Enderle, principal analyst at San Jose-based Enderle Group, warned Computerworld, “Right now, the critical questions are being asked, and people will expect IT to have a baseline of knowledge, so somebody in IT [had] better be studying this.”
 
Sometimes the difference between success and failure is how well a company can re-invent itself.  Business majors around the world have studied cases like the fish net manufacturer on the verge of obsolescence that found a new market creating sporting nets for soccer and basketball use.   In repositioning itself as a place for collaboration instead of strictly e-commerce, Second Life raises itself above the e-commerce model and gives itself a second chance at becoming lucrative.

Panasonic’s new mobile Toughbook

Friday, July 18th, 2008

Panasonic’s Toughbook just got a baby brother. The rugged PC line has announced new handheld/tablet version with the same functionality as the larger version. The CF-U1, which will ship in August, gives even greater mobility to the professionals who use Toughbooks in the field.

Toughbooks are known for their ability to take a beating and work anyway. Ports and plugs are covered by locking panels, the keyboard is sealed, and it has no fan. The notebook can be dropped, rained on, or muddied without having a meltdown. YouTube videos abound showing just how far you have to go to destroy a Toughbook. The specs on the CF-U1 are very impressive for a nearly-indestructible machine. Features include:

  • Small size is 7 inches wide, 6 inches deep, and 2 inches high
  • 5.6-inch touch screen - viewable in direct sunlight
  • 16 GB solid-state hard drive with no moving parts
  • Qwerty keyboard
  • Anti-reflection screen
  • Intel low-energy Atom processor
  • 1 GB memory
  • 9 hours of battery life
  • 2.3 pounds
  • Starts at $2,499

Toughbooks have generally appealed to professionals with highly mobile or highly demanding jobs, so the smaller CF-U1 likely to see solid sales. Panasonic reached out to the people who currently use Toughbooks for work, such as firefighters and police personnel, oil and gas workers, building inspectors, and soldiers. As Panasonic product manager Kyp Walls said in a press release, “Panasonic builds the new Toughbook CF-U1, but our customers designed it. The form and functionality is a direct result of more than two years of feedback we solicited from an array of government and commercial organizations seeking to address the needs of a broad range of mobile users.”

The incorporation of lead users in development is a very good idea for a product like Toughbook CF-U1, since the user base is specific and choosy. Law enforcement and the armed forces are major customers for Panasonic’s Toughbook series, and there’s no better way to meet their needs than to include them in product development. A smaller, lighter version of the Toughbook is likely to please weary workers who just don’t have the room for a bulky, heavy laptop.

Disney’s Sleeping Beauty hopes to awaken Blu-Ray DVD sales

Friday, July 18th, 2008

Disney has announced that it will be offering its 50th Anniversary Collector’s edition of Sleeping Beauty in Blu-Ray to fully utilize the BD-Live rich features that the format offers.  This announcement spring boards off the BD-Live, or Blu-Ray DVD Live, technology which allows home viewers to connect over the internet to businesses and other users.  Since Disney offers its movies only for limited time-frames, this is a bit of a risky investment but if the gamble pays off, it could prove that the promises of Blu-Ray aren’t just things that happened once upon a dream.

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Blu-Ray DVD offers the ability to compress significantly more information onto a DVD disk than regularly formatted DVDs.  However, due to the expanded video and sound capabilities, this requires a special reader which is compatible with the Blu-Ray DVD format.  In following “the all squares are rectangles but not all rectangles are squares axiom”, Blu-Ray readers are backwards compatible but old DVD players cannot handle Blu-Ray disks.  In addition to better sound and audio formats, Blu-Ray players also have the ability to connect to the internet and work as a platform to download and upload information.  It is this interactive capability that Disney’s Sleeping Beauty 50th Anniversary Collector’s edition will feature.
 
In keeping with the Disney brand, Sleeping Beauty in Blu-Ray will offer families some unique ways to connect.  As the New York Times reports, “Viewers can watch the movie in tandem with friends in other locations and chat using a laptop, P.D.A. or cellphone. (Comments appear on the screen.) Parents who are not able to watch the film with their children can record a video message that will pop up during a designated scene as the child watches. Viewers will also be able to compete against others around the world at trivia.”  In addition to these innovative features, look for The Mouse to also offer quick connections to Disney Store collections that feature Sleeping Beauty products, links to downloadable ringtones, and the ability to connect and download online games.
 
The BD-Live movement has other production studios adding more interactive content to their titles.  “Men in Black” offers viewers the ability to participate in a movie-based multiplayer game and “3:10 to Yuma” has five additional featurettes not available on the standard DVD version.  Look for future titles like “Walk Hard: The Dewey Cox Story” and “Starship Troopers” series movies to also have additional Blu-ray exclusives.  By offering extensive and exclusive  content to Blu-Ray DVDs, movie studios hope to attract more revenue to a home movie market whose sales have gone relatively flat in the past year.
 
Certainly, capitalizing on internet technology and the social networking craze is a great marketing strategy.  Parents who wish to indulge their children’s dreams of vanquishing the dragon with their Sword of Truth or dancing the night away in a pink dress (No…blue! No…pink!) can place their order immediately after viewing the movie.  Disney has always found a way to make fantasies a reality at their themeparks.  BD-Live creates a portal to the Magic Kingdom in living rooms across the world.  As Merryweather would say, “Well, that would make me happy.”