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Computers & Internet
Sunday, April 27, 2008

Netflix Activity
The recent bout with myTV on DVD addiction necessitated an increase in Netflix usage, which made me curious. How well have I really taken advantage of the Netflix service, and is it worth the monthly expense?

If I were to rent a movie at a local video store like Blockbuster, each rental would cost somewhere around $4 (this is an extremely charitable estimate, as I'm sure it's probably closer to $5 at this point), plus the expense in time and effort (I mean, come on, I'd have to drive about a mile out of my way to go to one of these places!) Netflix costs me $15.99 a month for the 3-disc-at-a-time plan (this plan was $17.99 when I signed up, but decreased in price two times during around two years of membership), so it takes about 4-5 Netflix rentals to recoup my costs and bring the price of an average rental down below $4. I've been a member for one year and ten months... how did I do (click for a larger version)?

My Netflix Activity Chart

A few notes on the data:
  • The chart shows both DVD rentals and movies or shows watched online through Netflix's "Watch Instant" service. There are certain distinctions that should be made here, namely that DVD rentals are measured by the date the DVD was returned, while Watch Instant rentals are measured when you watch them. Also, when watching a TV series on Watch Instant, each episode counts as a separate rental (if I were watching on DVD, there's usually 3-4 episodes on one disc, but since I'm watching on the Watch Instant service, each episode counts as a separate rental).
  • As you can see, my initial usage was a little erratic, though I apparently tend to fall into a 4-5 month pattern (and you can see two nearly identical curves in 2007) where DVD rentals range from 6-13 per month. 13 appears to be my ceiling for a month, though I've hit that several times.
  • I've only fallen below the 4 disc per month ratio needed to bring the average rental down below $4 once (twice if you count July 2006, but that was my first month of service and does not constitute a full month's worth of data). To be honest, I don't remember why I only returned 2 movies in January 2007, but that was the first and only time I fell below the necessary 4 rentals.
  • My Watch Instantly service usage started off with a bang in July 2007 but quickly trailed off until 2008, when usage skyrocketed. This is when I discovered the TV show Dexter and quickly worked my way through all of the first season episodes (13 in all). Following Dexter, I started in on Ghost in the Shell: Stand Alone Complex and I just finished that today (expect a review later this week), so that means I watched 26 episodes online. Expect this to drop sharply next month (though I still plan on using it significantly, as I'll be following along with Filmspotting's 70's SF marathon, which features several movies in the Watch Instantly catalog). All in all, it's a reasonable service, though I have to admit that watching it on my computer just isn't the same - I bought that 50" widescreen HDTV for a reason, you know...
  • You'll also notice that both March and April of 2008 have me hitting the ceiling of 13 movies per month. This is the first time I've done that in consecutive months and is largely due to watching BSG season 3 and my discovery and addiction to The Wire.
  • As of April 2008, I'm averaging 9 movies a month (I've rented 198 DVDs). Even if I were to use my original price of $17.99 a month, that works out to around $2 a DVD rental. When you factor in the price drops and the Watch Instantly viewing (I've watched 51 things, though again, in some cases what I'm watching is a single episode of a TV show), I'm betting it would come out around $1.50-$1.75.
So it seems that the service is definitely worth the money and is indeed saving me a lot. Plus, Netflix has a far greater selection than any local video store (with the potential exception of TLA Video, but they're too far from my home to count), thus allowing me to indulge in various genres that you don't see much of in a typical video store. The only potential downside to Netflix is that you can't really rent something on impulse (unless it's on the Watch Instantly service). There are also times when new or popular movies take some time before they're actually available to you, but you have to contend with that from video rental stores as well. Indeed, I can only think of 3-4 times I've had to wait for a movie (this is mostly due to the fact that I tend to rent more obscure fare where people aren't exactly lining up to see it...) For the most part, Netflix has been reliable as well, almost always turning around my returns in short order (I mail it one day, and get the next films two days later). There have been a few mixups and I do remember one movie that wasn't available on the east coast and had to be shipped from California, so it came after a wait of 3-4 days, but for the most part, I'm very happy with the service.

This has been an interesting exercise, because I feel like I'm a little more consistent than the data actually shows. I'm really surprised that there are several months where my rentals went down to 6... I could have sworn I watched at least 2-3 discs a week, with the occasional exception. Still, an average of 9 movies a month is nothing to sneeze about, I guess. I've heard horror stories of where Netflix will start throttling you and take longer to deliver discs if you go above a certain amount of rentals per month (at a certain point, the cost of processing your rentals becomes more than you're paying, which I guess is what prompts Netflix to start throttling you), but I haven't had a problem yet. If I keep up my recent viewing habits though, this could change...
Posted by Mark on April 27, 2008 at 11:09 PM .: Comments (2) | link | TrackBacks (0) :.


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Sunday, November 25, 2007

Requiem for a Meme
In July of this year, I attempted to start a Movie Screenshot Meme. The idea was simple and (I thought) neat. I would post a screenshot, and visitors would guess what movie it was from. The person who guessed correctly would continue the game by either posting the next round on their blog, or if they didn't have a blog, they could send me a screenshot or just ask me to post another round. Things went reasonably well at first, and the game experienced some modest success. However, the game eventually morphed into the Mark, Alex, and Roy show, as the rounds kept cycling through each of our blogs. The last round was posted in September and despite a winning entry, the game has not continued.

The challenge of starting this meme was apparent from the start, but there were some other things that hindered the game a bit. Here are some assorted thoughts about the game, what held it back, and what could be done to improve the chances of adoption.
  • Low Traffic: The most obvious reason the game tapered off was that my blog doesn't get a ton of traffic. I have a small dedicated core of visitors though, and I think that's why the game lasted as long as it did. Still, the three blogs that comprised the bulk of rounds in the game weren't very high traffic blogs. As such, the pool of potential participants was relatively small, which is the sort of thing that would make it difficult for a meme to expand.
  • Barriers to Entry: The concept of allowing the winner to continue the game on their blog turned out to be a bit prohibitive, as most visitors don't have a blog. Also, a couple of winners expressed confusion as to how to get screenshots, and some didn't respond at all after winning. Of course, it is easy to start a new blog, and my friend Dave even did so specifically to post his round of the game, but none of these things helped get more eyes looking at the game.
  • Difficulty: I intentionally made my initial entries easy (at one point, I even considered making it obscenely easy, but decided to just use that screenshot as a joke), in an attempt to ensnare casual movie viewers, but as the game progressed, screenshots became more and more difficult, and were coming from obscure movies. Actually, if you look at most of the screenshots outside of my blog, there aren't many mainstream movies. Here are some of the lesser known movies featured in the game Hedwig and the Angry Inch (this one stumped the interwebs), The Big Tease, Rosencrantz & Guildenstern Are Dead, Children of Men (mainstream, I guess, though I'm pretty sure it wasn't even out on DVD yet), Cry-Baby, Brotherhood of the Wolf, The City of Lost Children, Everything Is Illuminated, Wings of Desire, Who Framed Roger Rabbit (mainstream), Run, Lola, Run, Masters of the Universe (!), I Heart Huckabees, and Runaway. Now, of the ones I've seen, none of these are terrible films (er, well, He-Man was pretty bad, as was Runaway, but they're 80s movies, so slack is to be cut, right?), but they're also pretty difficult to guess for a casual movie watcher. I mean, most are independent, several are foreign, and it doesn't help when the screenshot is difficult to place (even some of the mainstream ones, like Who Framed Roger Rabbit, were a little difficult). Heck, by the end, even I was posting difficult stuff (the 5 screenshot extravaganza featured a couple of really difficult ones). Again, there's nothing inherently wrong with these movie selections, but they're film-geek selections that pretty much exclude mainstream viewers. If the game had become more widespread, this wouldn't have been as big of a deal, as I'd imagine that more movie geeks would be attracted to it. This is an interesting issue though, as several people thought their screenshots were easy, even though their visitors thought they were hard. Movies are subjective, so I guess it can be hard to judge the difficulty of a given screenshot. A screenshot that is blatantly obvious to me might be oppressively difficult to someone else.
  • Again Traffic: Speaking of which, once the game had made its way around most of my friends' blogs, things began to slow down a bit because we were all hoping that someone new would win a round. Several non-bloggers posted comments to the effect of: I know the answer, but I don't have a blog and I want this game to spread so I'll hold off for now. I know I held back on several rounds because of this, but as the person who started this whole thing, this is understandable. In some ways, it was nice to see other people enjoying the game enough to care about it's success, but that also didn't help a whole lot.
  • Detectives: At least a couple of people were able to find answers by researching rather than recognizing the movie. I know I was guilty of this. I'd recognize an actor, then look them up on IMDB and see what they've done, which helps narrow down the field considerably. I don't know that this is actually a bad thing, but I did find it interesting.
  • Memerific: The point of a meme is that it's supposed to be self-sustaining and self-propagating. While this game did achieve a modest success at the beginning, it never really became self-sustaining. At least a couple of times, I prodded the game to move it forward, and Roy and Alex did the same. I guess the memetic inertia was constantly being worn down by the factors discussed in this post.
  • Help: Given the above, there were several things that could have helped. I could have done a better job promoting the game, for instance. I could have made it easier for other bloggers to post a round. One of the things I wanted to do was create little javascript snippits that people could use to very quickly display the unweildy rules (perhaps using nifty display techniques that hide most of the text initially until you click to learn more) and another little javascript that would display the current round (in a nice little graphical button or something). Unfortunately, this game pretty much coincided with the busiest time of my professional career, and I didn't have a lot of time to do anything (just keeping up with the latest round was a bit of a challenge for me).
  • Variants: One thing that may have helped would be to spread the game further out by allowing winners to "tag" other bloggers they wanted to see post screenshots, rather than just letting the winner post their own. I actually considered this when designing the game, but after some thought, I decided against it. Many people hate memes and don't like being "tagged" to participate. Knowing this, a lot of people who do participate in memes are hesitant to "tag" other people. I didn't want to annoy people with the blogging equivalent to chain letters, so I decided against it. However, it might have helped this meme spread out much further, as it doesn't require casual movie fans to participate more and it would allow the meme to spread much further, much faster. If I said the winner should tag 5 other bloggers to participate, the meme could spread exponentially. This would be much more difficult to track, but on the other hand, it might actually catch on. This might be the biggest way to improve the meme's chances at survival.
  • Alternatives: This strikes me as something that would work really well on a message board type system, especially one that allowed users to upload their own images. Heck, I wouldn't be surprised to see something like this out there. It also might have been a good idea to create a way to invite others to play the game via email (which probably would only work on a message board or dedicated website, where there's one central place that screenshots are posted). However, one of the things that's neat about blog memes is that they tend to get your blog exposed to people who wouldn't otherwise visit.
It was certainly an interesting and fun experience, and I'm glad I did it. Just for kicks, I'll post another screenshot. Feel free to post your answer in the comments, but I'm not especially expecting this to progress much further than it did before (though anything's possible):

Screenshot Game, round 24

(click image for a larger version) I'd say this is difficult except that it's blatantly obvious who that is in the screenshot. It shouldn't be that hard to pick out the movie even if you haven't seen it. What the heck, the winner of this round can pick 5 blogs they'd like to see post a screenshot and post a screenshot on their blog if they desire. As I mentioned above, I'm hesitant to annoy people with this sort of thing, but hey, why not? Let's give this meme some legs.
Posted by Mark on November 25, 2007 at 03:04 PM .: Comments (8) | link | TrackBacks (0) :.


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Sunday, November 18, 2007

The Paradise of Choice?
A while ago, I wrote a post about the Paradox of Choice based on a talk by Barry Schwartz, the author of a book by the same name. The basic argument Schwartz makes is that choice is a double-edged sword. Choice is a good thing, but too much choice can have negative consequences, usually in the form of some kind of paralysis (where there are so many choices that you simply avoid the decision) and consumer remorse (elevated expectations, anticipated regret, etc...). The observations made by Schwartz struck me as being quite astute, and I've been keenly aware of situations where I find myself confronted with a paradox of choice ever since. Indeed, just knowing and recognizing these situations seems to help deal with the negative aspects of having too many choices available.

This past summer, I read Chris Anderson's book, The Long Tail, and I was a little pleasantly surprised to see a chapter in his book titled "The Paradise of Choice." In that chapter, Anderson explicitely addresses Schwartz's book. However, while I liked Anderson's book and generally agreed with his basic points, I think his dismissal of the Paradox of Choice is off target. Part of the problem, I think, is that Anderson is much more concerned with the choices rather than the consequences of those choices (which is what Schwartz focuses on). It's a little difficult to tell though, as Anderson only dedicates 7 pages or so to the topic. As such, his arguments don't really eviscerate Schwartz's work. There are some good points though, so let's take a closer look.

Anderson starts with a summary of Schwartz's main concepts, and points to some of Schwartz's conclusions (from page 171 in my edition):
As the number of choices keeps growing, negative aspects of having a multitude of options begin to appear. As the number of choices grows further, the negatives escalate until we become overloaded. At this point, choice no longer liberates, but debilitates. It might even be said to tyrannize.
Now, the way Anderson presents this is a bit out of context, but we'll get to that in a moment. Anderson continues and then responds to some of these points (again, page 171):
As an antidote to this poison of our modern age, Schwartz recommends that consumers "satisfice," in the jargon of social science, not "maximize". In other words, they'd be happier if they just settled for what was in front of them rather than obsessing over whether something else might be even better. ...

I'm skeptical. The alternative to letting people choose is choosing for them. The lessons of a century of retail science (along with the history of Soviet department stores) are that this is not what most consumers want.
Anderson has completely missed the point here. Later in the chapter, he spends a lot of time establishing that people do, in fact, like choice. And he's right. My problem is twofold: First, Schwartz never denies that choice is a good thing, and second, he never advocates removing choice in the first place. Yes, people love choice, the more the better. However, Schwartz found that even though people preferred more options, they weren't necessarily happier because of it. That's why it's called the paradox of choice - people obviously prefer something that ends up having negative consequences. Schwartz's book isn't some sort of crusade against choice. Indeed, it's more of a guide for how to cope with being given too many choices. Take "satisficing." As Tom Slee notes in a critique of this chapter, Anderson misstates Schwartz's definition of the term. He makes it seem like satisficing is settling for something you might not want, but Schwartz's definition is much different:
To satisfice is to settle for something that is good enough and not worry about the possibility that there might be something better. A satisficer has criteria and standards. She searches until she finds an item that meets those standards, and at that point, she stops.
Settling for something that is good enough to meet your needs is quite different than just settling for what's in front of you. Again, I'm not sure Anderson is really arguing against Schwartz. Indeed, Anderson even acknowledges part of the problem, though he again misstate's Schwartz's arguments:
Vast choice is not always an unalloyed good, of course. It too often forces us to ask, "Well, what do I want?" and introspection doesn't come naturally to all. But the solution is not to limit choice, but to order it so it isn't oppressive.
Personally, I don't think the problem is that introspection doesn't come naturally to some people (though that could be part of it), it's more that some people just don't give a crap about certain things and don't want to spend time figuring it out. In Schwartz's talk, he gave an example about going to the Gap to buy a pair of jeans. Of course, the Gap offers a wide variety of jeans (as of right now: Standard Fit, Loose Fit, Boot Fit, Easy Fit, Morrison Slim Fit, Low Rise Fit, Toland Fit, Hayes Fit, Relaxed Fit, Baggy Fit, Carpenter Fit). The clerk asked him what he wanted, and he said "I just want a pair of jeans!"

The second part of Anderson's statement is interesting though. Aside from again misstating Schwartz's argument (he does not advocate limiting choice!), the observation that the way a choice is presented is important is interesting. Yes, the Gap has a wide variety of jean styles, but look at their website again. At the top of the page is a little guide to what each of the styles means. For the most part, it's helpful, and I think that's what Anderson is getting at. Too much choice can be oppressive, but if you have the right guide, you can get the best of both worlds. The only problem is that finding the right guide is not as easy as it sounds. The jean style guide at Gap is neat and helpful, but you do have to click through a bunch of stuff and read it. This is easier than going to a store and trying all the varieties on, but it's still a pain for someone who just wants a pair of jeans dammit.

Anderson spends some time fleshing out these guides to making choices, noting the differences between offline and online retailers:
In a bricks-and-mortar store, products sit on the shelf where they have been placed. If a consumer doesn't know what he or she wants, the only guide is whatever marketing material may be printed on the package, and the rough assumption that the product offered in the greatest volume is probably the most popular.

Online, however, the consumer has a lot more help. There are a nearly infinite number of techniques to tap the latent information in a marketplace and make that selection process easier. You can sort by price, by ratings, by date, and by genre. You can read customer reviews. You can compare prices across products and, if you want, head off to Google to find out as much about the product as you can imagine. Recommendations suggest products that 'people like you' have been buying, and surprisingly enough, they're often on-target. Even if you know nothing about the category, ranking best-sellers will reveal the most popular choice, which both makes selection easier and also tends to minimize post-sale regret. ...

... The paradox of choice is simply and artifact of the limitations of the physical world, where the information necessary to make an informed choice is lost.
I think it's a very good point he's making, though I think he's a bit too optimistic about how effective these guides to buying really are. For one thing, there are times when a choice isn't clear, even if you do have a guide. Also, while I think retailers that offer Recommendations based on what other customer purchases are important and helpful, who among us hasn't seen absurd recommendations? From my personal experience, a lot of people don't like the connotations of recommendations either (how do they know so much about me? etc...). Personally, I really like recommendations, but I'm a geek and I like to figure out why they're offering me what they are (Amazon actually tells you why something is recommended, which is really neat). In any case, from my own personal anecdotal observations, no one puts much faith in probablistic systems like recommendations or ratings (for a number of reasons, such as cheating or distrust). There's nothing wrong with that, and that's part of why such systems are effective. Ironically, acknowledging their imperfections allow users to better utilize the systems. Anderson knows this, but I think he's still a bit too optimistic about our tools for traversing the long tail. Personally, I think they need a lot of work.

When I was younger, one of the big problems in computing was storage. Computers are the perfect data gatering tool, but you need somewhere to store all that data. In the 1980s and early 1990s, computers and networks were significantly limited by hardware, particularly storage. By the late 1990s, Moore's law had eroded this deficiency significantly, and today, the problem of storage is largely solved. You can buy a terrabyte of storage for just a couple hundred dollars. However, as I'm fond of saying, we don't so much solve problems as trade one set of problems for another. Now that we have the ability to store all this information, how do we get at it in a meaninful way? When hardware was limited, analysis was easy enough. Now, though, you have so much data available that the simple analyses of the past don't cut it anymore. We're capturing all this new information, but are we really using it to its full potential?

I recently caught up with Malcolm Gladwell's article on the Enron collapse. The really crazy thing about Enron was that they didn't really hide what they were doing. They fully acknowledged and disclosed what they were doing... there was just so much complexity to their operations that no one really recognized the issues. They were "caught" because someone had the persistence to dig through all the public documentation that Enron had provided. Gladwell goes into a lot of detail, but here are a few excerpts:
Enron's downfall has been documented so extensively that it is easy to overlook how peculiar it was. Compare Enron, for instance, with Watergate, the prototypical scandal of the nineteen-seventies. To expose the White House coverup, Bob Woodward and Carl Bernstein used a source-Deep Throat-who had access to many secrets, and whose identity had to be concealed. He warned Woodward and Bernstein that their phones might be tapped. When Woodward wanted to meet with Deep Throat, he would move a flower pot with a red flag in it to the back of his apartment balcony. That evening, he would leave by the back stairs, take multiple taxis to make sure he wasn't being followed, and meet his source in an underground parking garage at 2 A.M. ...

Did Jonathan Weil have a Deep Throat? Not really. He had a friend in the investment-management business with some suspicions about energy-trading companies like Enron, but the friend wasn't an insider. Nor did Weil's source direct him to files detailing the clandestine activities of the company. He just told Weil to read a series of public documents that had been prepared and distributed by Enron itself. Woodward met with his secret source in an underground parking garage in the hours before dawn. Weil called up an accounting expert at Michigan State.

When Weil had finished his reporting, he called Enron for comment. "They had their chief accounting officer and six or seven people fly up to Dallas," Weil says. They met in a conference room at the Journal's offices. The Enron officials acknowledged that the money they said they earned was virtually all money that they hoped to earn. Weil and the Enron officials then had a long conversation about how certain Enron was about its estimates of future earnings. ...

Of all the moments in the Enron unravelling, this meeting is surely the strangest. The prosecutor in the Enron case told the jury to send Jeffrey Skilling to prison because Enron had hidden the truth: You're "entitled to be told what the financial condition of the company is," the prosecutor had said. But what truth was Enron hiding here? Everything Weil learned for his Enron expose came from Enron, and when he wanted to confirm his numbers the company's executives got on a plane and sat down with him in a conference room in Dallas.
Again, there's a lot more detail in Gladwell's article. Just how complicated was the public documentation that Enron had released? Gladwell gives some examples, including this one:
Enron's S.P.E.s were, by any measure, evidence of extraordinary recklessness and incompetence. But you can't blame Enron for covering up the existence of its side deals. It didn't; it disclosed them. The argument against the company, then, is more accurately that it didn't tell its investors enough about its S.P.E.s. But what is enough? Enron had some three thousand S.P.E.s, and the paperwork for each one probably ran in excess of a thousand pages. It scarcely would have helped investors if Enron had made all three million pages public. What about an edited version of each deal? Steven Schwarcz, a professor at Duke Law School, recently examined a random sample of twenty S.P.E. disclosure statements from various corporations-that is, summaries of the deals put together for interested parties-and found that on average they ran to forty single-spaced pages. So a summary of Enron's S.P.E.s would have come to a hundred and twenty thousand single-spaced pages. What about a summary of all those summaries? That's what the bankruptcy examiner in the Enron case put together, and it took up a thousand pages. Well, then, what about a summary of the summary of the summaries? That's what the Powers Committee put together. The committee looked only at the "substance of the most significant transactions," and its accounting still ran to two hundred numbingly complicated pages and, as Schwarcz points out, that was "with the benefit of hindsight and with the assistance of some of the finest legal talent in the nation."
Again, Gladwell's article has a lot of other details and is a fascinating read. What interested me the most, though, was the problem created by so much data. That much information is useless if you can't sift through it quickly or effectively enough. Bringing this back to the paradise of choice, the current systems we have for making such decisions are better than ever, but still require a lot of improvement. Anderson is mostly talking about simple consumer products, so none are really as complicated as the Enron case, but even then, there are still a lot of problems. If we're really going to overcome the paradox of choice, we need better information analysis tools to help guide us. That said, Anderson's general point still holds:
More choice really is better. But now we know that variety alone is not enough; we also need information about that variety and what other consumers before us have done with the same choices. ... The paradox of choice turned out to be more about the poverty of help in making that choice than a rejection of plenty. Order it wrong and choice is oppressive; order it right and it's liberating.
Personally, while the help in making choices has improved, there's still a long way to go before we can really tackle the paradox of choice (though, again, just knowing about the paradox of choice seems to do wonders in coping with it).

As a side note, I wonder if the video game playing generations are better at dealing with too much choice - video games are all about decisions, so I wonder if folks who grew up working on their decision making apparatus are more comfortable with being deluged by choice.
Posted by Mark on November 18, 2007 at 09:47 PM .: Comments (2) | link | TrackBacks (0) :.


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Wednesday, October 17, 2007

The Spinning Silhouette
This Spinning Silhouette optical illusion is making the rounds on the internet this week, and it's being touted as a "right brain vs left brain test." The theory goes that if you see the silhouette spinning clockwise, you're right brained, and you're left brained if you see it spinning counterclockwise.

Everytime I looked at the damn thing, it was spinning a different direction. I closed my eyes and opened them again, and it spun a different direction. Every now and again, and it would stay the same direction twice in a row, but if I looked away and looked back, it changed direction. Now, if I focus my eyes on a point below the illusion, it doesn't seem to rotate all the way around at all, instead it seems like she's moving from one side to the other, then back (i.e. changing directions every time the one leg reaches the side of the screen - and the leg always seems to be in front of the silhouette).

Of course, this is the essense of the illusion. The silhouette isn't actually spinning at all, because it's two dimensional. However, since my brain is used to living in a three dimensional world (and thus parsing three dimensional images), it's assuming that the image is also three dimensional. We're actually making lots of assumptions about the image, and that's why we can see it going one way or the other.

Eventually, after looking at the image for a while and pondering the issues, I got curious. I downloaded the animated gif and opened it up in the GIMP to see how the frames are built. I could be wrong, but I'm pretty sure this thing is either broken or it's cheating. Well, I shouldn't say that. I noticed something off on one of the frames, and I'd be real curious to know how that affects people's perception of the illusion (to me, it means the image is definitely moving counterclockwise). I'm almost positive that it's too subtle to really affect anything, but I did find it interesting. More on this, including images and commentary, below the fold. First thing's first, here's the actual spinning silhouette.

The Spinning Silhouette

Again, some of you will see it spinning in one direction, some in the other direction. Everyone seems to have a different trick for getting it to switch direction. Some say to focus on the shadow, some say to look at the ankles. Closing my eyes and reopening seems to do the trick for me. Now let's take a closer look at one of the frames. Here's frame 12:

In frame 12, the illusion is still intact

Looking at this frame, you should be able to switch back and forth, seeing the leg behind the person or in front of the person. Again, because it's a silhouette and a two dimensional image, our brain usually makes an assumption of depth, putting the leg in front or behind the body. Switching back and forth on this static image was actually a lot easier for me. Now the tricky part comes in the next frame, number 13 (obviously, the arrow was added by me):

In frame 13, there is a little gash in the leg

Now, if you look closely at the leg, you'll see a little imperfection in the silhouette. Maybe I'm wrong, but that little gash in the leg seems to imply that the leg is behind the body. If you try, you can still get yourself to see the image as having the leg in front, but then you've got this gash in the leg that just seems very out of place.

So what to make of this? First, the imperfection is subtle enough (it's on 1 frame out of 34) that everyone still seems to be able to see it rotate in both directions. Second, maybe I'm crazy, and the little gash doesn't imply what I think. Anyone have alternative explanations? Third, is that imperfection intentional? If so, why? It does not seem necessary, so I'd be curious to know if the creators knew about it, and what their intention was regarding it.

Finally, as far as the left brain versus right brain portion, I find that I don't really care, but I am interested in how the imperfection would affect this "test." This neuroscientist seems to be pretty adamant about the whole left/right thing being hogwash though:
...the notion that someone is "left-brained" or "right-brained" is absolute nonsense. All complex behaviours and cognitive functions require the integrated actions of multiple brain regions in both hemispheres of the brain. All types of information are probably processed in both the left and right hemispheres (perhaps in different ways, so that the processing carried out on one side of the brain complements, rather than substitutes, that being carried out on the other).
At the very least, the traditional left/right brain theory is a wildly oversimplified version of what's really happening. The post also goes into the way the brain "fill in the gaps" for confusing visual information, thus allowing the illusion.

Update: Strange - the image appears to be rotating MUCH faster in Firefox than in Opera or IE. I wonder how that affects perception.
Posted by Mark on October 17, 2007 at 10:42 PM .: Comments (1) | link | TrackBacks (0) :.


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Sunday, August 05, 2007

Manuals, or the lack thereof...
When I first started playing video games and using computer applications, I remember having to read the instruction manuals to figure out what was happening on screen. I don't know if this was because I was young and couldn't figure this stuff out, or because some of the controls were obtuse and difficult. It was perhaps a combination of both, but I think the latter was more prevalent, especially when applications and games became more complex and powerful. I remember sitting down at a computer running DOS and loading up Wordperfect. The interface that appears is rather simplistic, and the developers apparently wanted to avoid the "clutter" of on-screen menus, so they used keyboard combinations. According to Wikipedia, Wordperfect used "almost every possible combination of function keys with Ctrl, Alt, and Shift modifiers." I vaguely remember needing to use those stupid keyboard templates (little pieces of laminated paper that fit snugly around the keyboard keys, helping you remember what key or combo does what.)

Video Games used to have great manuals too. I distinctly remember several great manuals from the Atari 2600 era. For example, the manual for Pitfall II was a wonderful document done in the style of Pitfall Harry's diary. The game itself had little in the way of exposition, so you had to read the manual to figure out that you were trying to rescue your niece Rhonda and her cat, Quickclaw, who became trapped in a catacomb while searching for the fabled Raj diamond. Another example for the Commodore 64 was Temple of Apshai. The game had awful graphics, but each room you entered had a number, and you had to consult your manual to get a description of the room.

By the time of the NES, the importance of manuals had waned from Apshai levels, but they were still somewhat necessary at times, and gaming companies still went to a lot of trouble to produce helpful documents. The one that stands out in my mind was the manual for Dragon Warrior III, which was huge (at least 50 pages) and also contained a nice fold-out chart of most of the monsters and wapons in the game (with really great artwork). PC games were also getting more complex, and as Roy noted recently, companies like Sierra put together really nice instruction manuals for complex games like the King's Quest series.

In the early 1990s, my family got its first Windows PC, and several things changed. With the Word for Windows software, you didn't need any of those silly keyboard templates. Everything you needed to do was in a menu somewhere, and you could just point and click instead of having to memorize strange keyboard combos. Naturally, computer purists love the keyboard, and with good reason. If you really want to be efficient, the keyboard is the way to go, which is why Linux users are so fond of the command line and simple looking but powerful applications like Emacs. But for your average user, the GUI was very important, and made things a lot easier to figure out. Word had a user manual, and it was several hundred pages long, but I don't think I ever cracked it open, except maybe in curiosity (not because I needed to).

The trends of improving interfaces and less useful manuals proceeded throughout the next decade and today, well, I can't think of the last time I had to consult a physical manual for anything. Steven Den Beste has been playing around with flash for a while, but he says he never looks at the manual. "Manuals are for wimps." In his post, Roy wonders where all the manuals have gone. He speculates that manufacturing costs are a primary culprit, and I have no doubt that they are, but there are probably a couple of other reasons as well. For one, interfaces have become much more intuitive and easy to use. This is in part due to familiarity with computers and the emergence of consistent standards for things like dialog boxes (of course, when you eschew those standards, you get what Jacob Nielson describes as a catastrophic failure). If you can easily figure it out through the interface, what use are the manuals? With respect to gaming, the in-game tutorials have largely taken the place of instruction manuals. Another thing that has perhaps affected official instruction manuals are the unofficial walkthroughs and game guides. Visit a local bookstore and you'll find entire bookcases devoted to vide game guides and walkthrough. As nice as the manual for Pitfall II was, you really didn't need much more than 10 pages to explain how to play that game, but several hundred pages barely does justice to some of the more complex video games in today's market. Perhaps the reason gaming companies don't give you instruction manuals with the game is not just that printing the manual is costly, but that they can sell you a more detailed and useful one.

Steven Johnson's book Everything Bad is Good for You has a chapter on Video Games that is very illuminating (in fact, the whole book is highly recommended - even if you don't totally agree with his premise, he still makes a compelling argument). He talks about the official guides and why they're so popular:
The dirty little secret of gaming is how much time you spend not having fun. You may be frustrated; you may be confused or disoriented; you may be stuck. When you put the game down and move back into the real world, you may find yourself mentally working through the problem you've been wrestling with, as though you were worrying a loose tooth. If this is mindless escapism, it's a strangely masochistic version.
He gives an example of a man who spends six months working as a smith (mindless work) in Ultima online so that he can attain a certain ability, and he also talks about how people spend tons of money on guides for getting past various roadblocks. Why would someone do this? Johnson spends a fair amount of time going into the neurological underpinnings of this, most notably what he calls the "reward circuitry of the brain." In games, rewards are everywhere. More life, more magic spells, new equipment, etc... And how do we get these rewards? Johnson thinks there are two main modes of intellectual labor that go into video gaming, and he calls them probing and telescoping.

Probing is essentially exploration of the game and its possibilities. Much of this is simply the unconscious exploration of the controls and the interface, figuring out how the game works and how you're supposed to interact with it. However, probing also takes the more conscious form of figuring out the limitations of the game. For instance, in a racing game, it's usually interesting to see if you can turn your car around backwards, pick up a lot of speed, then crash head-on into a car going the "correct" way. Or, in Rollercoaster Tycoon, you can creatively place balloon stands next to a roller coaster to see what happens (the result is hilarious). Probing the limits of game physics and finding ways to exploit them are half the fun (or challenge) of video games these days, which is perhaps another reason why manuals are becoming less frequent.

Telescoping has more to do with the games objectives. Once you've figured out how to play the game through probing, you seek to exploit your knowledge to achieve the game's objectives, which are often nested in a hierarchical fashion. For instance, to save the princess, you must first enter the castle, but you need a key to get into the castle and the key is guarded by a dragon, etc... Indeed, the structure is sometimes even more complicated, and you essentially build this hierarchy of goals in your head as the game progresses. This is called telescoping.

So why is this important? Johnson has the answer (page 41 in my edition):
... far more than books or movies or music, games force you to make decisions. Novels may activate our imagination, and music may conjure up powerful emotions, but games force you to decide, to choose, to prioritize. All the intellectual benefits of gaming derive from this fundamental virtue, because learning how to think is ultimately about learning to make the right decisions: weighing evidence, analyzing situations, consulting your long term goals, and then deciding. No other pop culture form directly engages the brain's decision-making apparatus in the same way. From the outside, the primary activity of a gamer looks like a fury of clicking and shooting, which is why much of the conventional wisdom about games focuses on hand-eye coordination. But if you peer inside the gamer's mind, the primary activity turns out to be another creature altogether: making decisions, some of them snap judgements, some long-term strategies.
Probing and telescoping are essential to learning in any sense, and the way Johnson describes them in the book reminds me of a number of critical thinking methods. Probing, developing a hypothesis, reprobing, and then rethinking the hypothesis is essentially the same thing as the scientific method or the hermenutic circle. As such, it should be interesting to see if video games ever really catch on as learning tools. There have been a lot of attempts at this sort of thing, but they're often stifled by the reputation of video games being a "colossal waste of time" (in recent years, the benefits of gaming are being acknowledged more and more, though not usually as dramatically as Johnson does in his book).

Another interesting use for video games might be evaluation. A while ago, Bill Simmons made an offhand reference to EA Sports' Madden games in the context of hiring football coaches (this shows up at #29 on his list):
The Maurice Carthon fiasco raises the annual question, "When teams are hiring offensive and defensive coordinators, why wouldn't they have them call plays in video games to get a feel for their play calling?" Seriously, what would be more valuable, hearing them B.S. about the philosophies for an hour, or seeing them call plays in a simulated game at the all-Madden level? Same goes for head coaches: How could you get a feel for a coach until you've played poker and blackjack with him?
When I think about how such a thing would actually go down, I'm not so sure, because the football world created by Madden, as complex and comprehensive as it is, still isn't exactly the same as the real football world. However, I think the concept is still sound. Theoretically, you could see how a prospective coach would actually react to a new, and yet similar, football paradigm and how they'd find weaknesses and exploit them. The actual plays they call aren't that important; what you'd be trying to figure out is whether or not the coach was making intelligent decisions or not.

So where are manuals headed? I suspect that they'll become less and less prevalent as time goes on and interfaces become more and more intuitive (though there is still a long ways to go before I'd say that computer interfaces are truly intuitive, I think they're much more intuitive now than they were ten years ago). We'll see more interactive demos and in-game tutorials, and perhaps even games used as teaching tools. I could probably write a whole separate post about how this applies to Linux, which actually does require you to look at manuals sometimes (though at least they have a relatively consistent way of treating manuals; even when the documentation is bad, you can usually find it). Manuals and passive teaching devices will become less important. And to be honest, I don't think we'll miss them. They're annoying.
Posted by Mark on August 05, 2007 at 10:58 AM .: Comments (2) | link | TrackBacks (0) :.


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Wednesday, June 27, 2007

The Dramatic Prairie Dog
I recently came across this silly video, and have since become interested in its evolution. It's strange how these memes progress. Is this really a worthwhile enterprise? It's amusing and fun, but also ephemeral. My initial thoughts are that stuff like this, while not necessarily brilliant in themselves, are a natural byproduct of a system that will produce good content. In other words, if you want to create something great, you'll probably have to endure creating a lot of crap before you cross over into greatness. Same thing with blogs, I think. Everyone tries different things and experiments, but only a few blogs become really good.
Posted by Mark on June 27, 2007 at 07:50 PM .: Comments (3) | link | TrackBacks (0) :.


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Wednesday, April 11, 2007

Twitter
So this Twitter thing seems to be all the rage these days. I signed up a few days ago, just to see what all the fuss was about. It turns out to be a little nebulous and I'm not sure it's something I'd use all that much. Everyone seems to have a different definition of what Twitter is, and they all seem to work. Mine is that it's a sorta mix between a public IM system and a stripped-down blogging system. It's got some similarities with certain aspects of MySpace and Facebook, but it's much simpler and stripped-down. Here's my twitter:


There's "Friends" and "Followers" and you can update your Twitter via a number of interfaces, including IM Clients, SMS messaging, and the web interface (amongst other similar connections). You can also get updates on such devices. I don't use any of these methods with regularity, though the concept of being able to update Twitter while waiting in line or something seems like a vaguely interesting use of normally wasted time.

I guess the idea is that if you and all your friends are on Twitter, you can keep up with what everyone's doing in one quick and easy place (the default way to read Twitter is with your posts and your friends' posts mixed together on one page). My problem: I don't think any of my friends would be into this. I suppose I could mess around on Twitter and find a bunch of folks that I'd want to keep up with for some reason, but that seems... strange. Why would I want to keep tabs on some stranger?

Jason Kottke claims that this is a huge time-saver and perfect for people who are really busy:
For people with little time, Twitter functions like an extremely stripped-down version of MySpace. Instead of customized pages, animated badges, custom music, top 8 friends, and all that crap, Twitter is just-the-facts-ma'am: where are my friends and what are they up to? ... Twitter seems to work equally well for busy people and not-busy people. It allows folks with little time to keep up with what their friends are up to without having to email and IM with them all day.
I suppose this would be true, though I've been busy lately and have only managed to update Twitter once or twice a day. Naturally, there are some interesting side-projects like Twittervision, which shows updates happening in real time on a map, or Twitterverse, which shows common words and users.

It's an interesting and simple concept, and it could be useful, but I'm not sure how much I'll get into it... It seems like more of a novelty at this point. Anyone else use it?

Update: Some people are using Twitter for unintended uses, and there are some great ficticious Twitterers like Darth Vader. It's interesting how quickly people start pushing the boundries of new stuff like this and using it for things that were never intended.

Update 4.12.07: Aziz comments. He's using it to power a section of his sidebar, dedicated to songs... a pretty good idea, and using Twitter ("a device-agnostic messaging system," as he calls it) to power it is a good fit.

Oh, and it appears that my little flash badge doesn't really update (it does, but most browsers cache it and Flash won't update unless you clear your cache manually).
Posted by Mark on April 11, 2007 at 09:37 PM .: Comments (0) | link | TrackBacks (0) :.


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Wednesday, February 21, 2007

Link Dump
Various links for your enjoyment:
  • The Order of the Science Scouts of Exemplary Repute and Above Average Physique: Like the Boy Scouts, but for Scientists. Aside from the goofy name, they've got an ingenious and hilarious list of badges, including: The "my degree inadvertantly makes me competent in fixing household appliances" badge, The "I've touched human internal organs with my own hands" badge, The "has frozen stuff just to see what happens" badge (oh come one, who hasn't done that?), The "I bet I know more computer languages than you, and I'm not afraid to talk about it" badge (well, I used to know a bunch), and of course, The "dodger of monkey shit" badge. ("One of our self explanatory badges."). Sadly, I qualify for less of these than I'd like. Of course, I'm not a scientist, but still. I'm borderline on many though (for instance, the "I blog about science" badge requires that I maintain a blog where at least a quarter of the material is about science - I certainly blog about technology a lot, but explicitely science? Debateable, I guess.)
  • Dr. Ashen and Gizmodo Reviews The Gamespower 50 (YouTube): It's a funny review of a crappy portable video game device, just watch it. The games on this thing are so bad (there's actually one called "Grass Cutter," which is exactly what you think it is - a game where you mow the lawn).
  • Count Chocula Vandalism on Wikipedia: Some guy came up with an absurdly comprehensive history for Count Chocula:
    Ernst Choukula was born the third child to Estonian landowers in the late autumn of 1873. His parents, Ivan and Brushken Choukula, were well-established traders of Baltic grain who-- by the early twentieth century--had established a monopolistic hold on the export markets of Lithuania, Latvia and southern Finland. A clever child, Ernst advanced quickly through secondary schooling and, at the age of nineteen, was managing one of six Talinn-area farms, along with his father, and older brother, Grinsh. By twenty-four, he appeared in his first "barrelled cereal" endorsement, as the Choukula family debuted "Ernst Choukula's Golden Wheat Muesli", a packaged mix that was intended for horses, mules, and the hospital ridden. Belarussian immigrant silo-tenders started cutting the product with vodka, creating a crude mush-paste they called "gruhll" or "gruell," and would eat the concoction each morning before work.
    It goes on like that for a while. That particular edit has been removed from the real article, but there appears to actually be quite a debate on the Talk page as to whether or not to mention it in the official article.
  • The Psychology of Security by Bruce Schneier: A long draft of an article that delves into psychological reasons we make the security tradeoffs that we do. Interesting stuff.
  • The Sagan Diary by John Scalzi (Audio Book): I've become a great fan of Scalzi's fiction, and his latest work is available here as audio (a book is available too, but it appears to be a limited run). Since the book is essentially the diary of a woman, he got various female authors and friends to read a chapter. This actually makes for somewhat uneven listening, as some are great and others aren't as great. Now that I think about it, this book probably won't make sense if you haven't read Old Man's War and/or The Ghost Brigades. However, they're both wonderful books of the military scifi school (maybe I'll probably write a blog post or two about them in the near future).
Posted by Mark on February 21, 2007 at 08:16 PM .: Comments (2) | link | TrackBacks (1) :.


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Wednesday, February 14, 2007

Intellectual Property, Copyright and DRM
Roy over at 79Soul has started a series of posts dealing with Intellectual Property. His first post sets the stage with an overview of the situation, and he begins to explore some of the issues, starting with the definition of theft. I'm going to cover some of the same ground in this post, and then some other things which I assume Roy will cover in his later posts.

I think most people have an intuitive understanding of what intellectual property is, but it might be useful to start with a brief definition. Perhaps a good place to start would be Article 1, Section 8 of the U.S. Constitution:
To promote the Progress of Science and useful Arts, by securing for limited Times to Authors and Inventors the exclusive Right to their respective Writings and Discoveries;
I started with this for a number of reasons. First, because I live in the U.S. and most of what follows deals with U.S. IP law. Second, because it's actually a somewhat controversial stance. The fact that IP is only secured for "limited times" is the key. In England, for example, an author does not merely hold a copyright on their work, they have a Moral Right.
The moral right of the author is considered to be -- according to the Berne convention -- an inalienable human right. This is the same serious meaning of "inalienable" the Declaration of Independence uses: not only can't these rights be forcibly stripped from you, you can't even give them away. You can't sell yourself into slavery; and neither can you (in Britain) give the right to be called the author of your writings to someone else.
The U.S. is different. It doesn't grant an inalienable moral right of ownership; instead, it allows copyright. In other words, in the U.S., such works are considered property (i.e. it can be sold, traded, bartered, or given away). This represents a fundamental distinction that needs to be made: some systems emphasize individual rights and rewards, and other systems are more limited. When put that way, the U.S. system sounds pretty awful, except that it was designed for something different: our system was built to advance science and the "useful arts." The U.S. system still rewards creators, but only as a means to an end. Copyright is granted so that there is an incentive to create. However, such protections are only granted for "limited Times." This is because when a copyright is eternal, the system stagnates as protected peoples stifle competition (this need not be malicious). Copyright is thus limited so that when a work is no longer protected, it becomes freely available for everyone to use and to build upon. This is known as the public domain.

The end goal here is the advancement of society, and both protection and expiration are necessary parts of the mix. The balance between the two is important, and as Roy notes, one of the things that appears to have upset the balance is technology. This, of course, extends as far back as the printing press, records, cassettes, VHS, and other similar technologies, but more recently, a convergence between new compression techniques and increasing bandwidth of the internet created an issue. Most new recording technologies were greeted with concern, but physical limitations and costs generally put a cap on the amount of damage that could be done. With computers and large networks like the internet, such limitations became almost negligible. Digital copies of protected works became easy to copy and distribute on a very large scale.

The first major issue came up as a result of Napster, a peer-to-peer music sharing service that essentially promoted widespread copyright infringement. Lawsuits followed, and the original Napster service was shut down, only to be replaced by numerous decentralized peer-to-peer systems and darknets. This meant that no single entity could be sued for the copyright infringement that occurred on the network, but it resulted in a number of (probably ill-advised) lawsuits against regular folks (the anonymity of internet technology and state of recordkeeping being what it is, this sometimes leads to hilarious cases like when the RIAA sued a 79 year old guy who doesn't even own a computer or know how to operate one).

Roy discusses the various arguments for or against this sort of file sharing, noting that the essential difference of opinion is the definition of the word "theft." For my part, I think it's pretty obvious that downloading something for free that you'd normally have to pay for is morally wrong. However, I can see some grey area. A few months ago, I pre-ordered Tool's most recent album, 10,000 Days from Amazon. A friend who already had the album sent me a copy over the internet before I had actually recieved my copy of the CD. Does this count as theft? I would say no.

The concept of borrowing a Book, CD or DVD also seems pretty harmless to me, and I don't have a moral problem with borrowing an electronic copy, then deleting it afterwords (or purchasing it, if I liked it enough), though I can see how such a practice represents a bit of a slippery slope and wouldn't hold up in an honest debate (nor should it). It's too easy to abuse such an argument, or to apply it in retrospect. I suppose there are arguments to be made with respect to making distinctions between benefits and harms, but I generally find those arguments unpersuasive (though perhaps interesting to consider).

There are some other issues that need to be discussed as well. The concept of Fair Use allows limited use of copyrighted material without requiring permission from the rights holders. For example, including a screenshot of a film in a movie review. You're also allowed to parody copyrighted works, and in some instances make complete copies of a copyrighted work. There are rules pertaining to how much of the copyrighted work can be used and in what circumstances, but this is not the venue for such details. The point is that copyright is not absolute and consumers have rights as well.

Another topic that must be addressed is Digital Rights Management (DRM). This refers to a range of technologies used to combat digital copying of protected material. The goal of DRM is to use technology to automatically limit the abilities of a consumer who has purchased digital media. In some cases, this means that you won't be able to play an optical disc on a certain device, in others it means you can only use the media a certain number of times (among other restrictions).

To be blunt, DRM sucks. For the most part, it benefits no one. It's confusing, it basically amounts to treating legitimate customers like criminals while only barely (if that much) slowing down the piracy it purports to be thwarting, and it's lead to numerous disasters and unintended consequences. Essential reading on this subject is this talk given to Microsoft by Cory Doctorow. It's a long but well written and straightforward read that I can't summarize briefly (please read the whole thing). Some details of his argument may be debateable, but as a whole, I find it quite compelling. Put simply, DRM doesn't work and it's bad for artists, businesses, and society as a whole.

Now, the IP industries that are pushing DRM are not that stupid. They know DRM is a fundamentally absurd proposition: the whole point of selling IP media is so that people can consume it. You can't make a system that will prevent people from doing so, as the whole point of having the media in the first place is so that people can use it. The only way to perfectly secure a piece of digital media is to make it unusable (i.e. the only perfectly secure system is a perfectly useless one). That's why DRM systems are broken so quickly. It's not that the programmers are necessarily bad, it's that the entire concept is fundamentally flawed. Again, the IP industries know this, which is why they pushed the Digital Millennium Copyright Act (DMCA). As with most laws, the DMCA is a complex beast, but what it boils down to is that no one is allowed to circumvent measures taken to protect copyright. Thus, even though the copy protection on DVDs is obscenely easy to bypass, it is illegal to do so. In theory, this might be fine. In practice, this law has extended far beyond what I'd consider reasonable and has also been heavily abused. For instance, some software companies have attempted to use the DMCA to prevent security researchers from exposing bugs in their software. The law is sometimes used to silence critics by threatening them with a lawsuit, even though no copright infringement was committed. The Chilling Effects project seems to be a good source for information regarding the DMCA and it's various effects.

DRM combined with the DMCA can be stifling. A good example of how awful DRM is, and how DMCA can affect the situation is the Sony Rootkit Debacle. Boing Boing has a ridiculously comprehensive timeline of the entire fiasco. In short, Sony put DRM on certain CDs. The general idea was to prevent people from putting the CDs in their computer and ripping them to MP3s. To accomplish this, Sony surreptitiously installed software on customer's computers (without their knowledge). A security researcher happened to notice this, and in researching the matter found that the Sony DRM had installed a rootkit that made the computer vulnerable to various attacks. Rootkits are black-hat cracker tools used to disguise the workings of their malicious software. Attempting to remove the rootkit broke the windows installation. Sony reacted slowly and poorly, releasing a service pack that supposedly removed the rootkit, but which actually opened up new security vulnerabilities. And it didn't end there. Reading through the timeline is astounding (as a result, I tend to shy away from Sony these days). Though I don't believe he was called on it, the security researcher who discovered these vulnerabilities was technically breaking the law, because the rootkit was intended to protect copyright.

A few months ago, my windows computer died and I decided to give linux a try. I wanted to see if I could get linux to do everything I needed it to do. As it turns out, I could, but not legally. Watching DVDs on linux is technically illegal, because I'm circumventing the copy protection on DVDs. Similar issues exist for other media formats. The details are complex, but in the end, it turns out that I'm not legally able to watch my legitimately purchased DVDs on my computer (I have since purchased a new computer that has an approved player installed). Similarly, if I were to purchase a song from the iTunes Music Store, it comes in a DRMed format. If I want to use that format on a portable device (let's say my phone, which doesn't support Apple's DRM format), I'd have to convert it to a format that my portable device could understand, which would be illegal.

Which brings me to my next point, which is that DRM isn't really about protecting copyright. I've already established that it doesn't really accomplish that goal (and indeed, even works against many of the reasons copyright was put into place), so why is it still being pushed? One can only really speculate, but I'll bet that part of the issue has to do with IP owners wanting to "undercut fair use and then create new revenue streams where there were previously none." To continue an earlier example, if I buy a song from the iTunes music store and I want to put it on my non-Apple phone (not that I don't want one of those), the music industry would just love it if I were forced to buy the song again, in a format that is readable by my phone. Of course, that format would be incompatible with other devices, so I'd have to purchase the song again if I wanted to listen to it on those devices. When put in those terms, it's pretty easy to see why IP owners like DRM, and given the general person's reaction to such a scheme, it's also easy to see why IP owners are always careful to couch the debate in terms of piracy. This won't last forever, but it could be a bumpy ride.

Interestingly enough, distributers of digital media like Apple and Yahoo have recently come out against DRM. For the most part, these are just symbolic gestures. Cynics will look at Steve Jobs' Thoughts on Music and say that he's just passing the buck. He knows customers don't like or understand DRM, so he's just making a calculated PR move by blaming it on the music industry. Personally, I can see that, but I also think it's a very good thing. I find it encouraging that other distributers are following suit, and I also hope and believe this will lead to better things. Apple has proven that there is a large market for legally purchased music files on the internet, and other companies have even shown that selling DRM-free files yields higher sales. Indeed, the emusic service sells high quality, variable bit rate MP3 files without DRM, and it has established emusic as the #2 retailer of downloadable music behind the iTunes Music Store. Incidentally, this was not done for pure ideological reasons - it just made busines sense. As yet, these pronouncements are only symbolic, but now that online media distributers have established themselves as legitimate businesses, they have ammunition with which to challenge the IP holders. This won't happen overnight, but I think the process has begun.

Last year, I purchased a computer game called Galactic Civilizations II (and posted about it several times). This game was notable to me (in addition to the fact that it's a great game) in that it was the only game I'd purchased in years that featured no CD copy protection (i.e. DRM). As a result, when I bought a new computer, I experienced none of the usual fumbling for 16 digit CD Keys that I normally experience when trying to reinstall a game. Brad Wardell, the owner of the company that made the game, explained his thoughts on copy protection on his blog a while back:
I don't want to make it out that I'm some sort of kumbaya guy. Piracy is a problem and it does cost sales. I just don't think it's as big of a problem as the game industry thinks it is. I also don't think inconveniencing customers is the solution.
For him, it's not that piracy isn't an issue, it's that it's not worth imposing draconian copy protection measures that infuriate customers. The game sold much better than expected. I doubt this was because they didn't use DRM, but I can guarantee one thing: People don't buy games because they want DRM. However, this shows that you don't need DRM to make a successful game.

The future isn't all bright, though. Peter Gutmann's excellent Cost Analysis of Windows Vista Content Protection provides a good example of how things could get considerably worse:
Windows Vista includes an extensive reworking of core OS elements in order to provide content protection for so-called "premium content", typically HD data from Blu-Ray and HD-DVD sources. Providing this protection incurs considerable costs in terms of system performance, system stability, technical support overhead, and hardware and software cost. These issues affect not only users of Vista but the entire PC industry, since the effects of the protection measures extend to cover all hardware and software that will ever come into contact with Vista, even if it's not used directly with Vista (for example hardware in a Macintosh computer or on a Linux server).
This is infuriating. In case you can't tell, I've never liked DRM, but at least it could be avoided. I generally take articles like the one I'm referencing with a grain of salt, but if true, it means that the DRM in Vista is so oppressive that it will raise the price of hardware… And since Microsoft commands such a huge share of the market, hardware manufacturers have to comply, even though a some people (linux users, Mac users) don't need the draconian hardware requirements. This is absurd. Microsoft should have enough clout to stand up to the media giants, there's no reason the DRM in Vista has to be so invasive (or even exist at all). As Gutmann speculates in his cost analysis, some of the potential effects of this are particularly egregious, to the point where I can't see consumers standing for it.

My previous post dealt with Web 2.0, and I posted a YouTube video that summarized how changing technology is going to force us to rethink a few things: copyright, authorship, identity, ethics, aesthetics, rhetorics, governance, privacy, commerce, love, family, ourselves. All of these are true. Earlier, I wrote that the purpose of copyright was to benefit society, and that protection and expiration were both essential. The balance between protection and expiration has been upset by technology. We need to rethink that balance. Indeed, many people smarter than I already have. The internet is replete with examples of people who have profited off of giving things away for free. Creative Commons allows you to share your content so that others can reuse and remix your content, but I don't think it has been adopted to the extent that it should be.

To some people, reusing or remixing music, for example, is not a good thing. This is certainly worthy of a debate, and it is a discussion that needs to happen. Personally, I don't mind it. For an example of why, watch this video detailing the history of the Amen Break. There are amazing things that can happen as a result of sharing, reusing and remixing, and that's only a single example. The current copyright environment seems to stifle such creativity, not the least of which because copyright lasts so long (currently the life of the author plus 70 years). In a world where technology has enabled an entire generation to accellerate the creation and consumption of media, it seems foolish to lock up so much material for what could easily be over a century. Despite all that I've written, I have to admit that I don't have a definitive answer. I'm sure I can come up with something that would work for me, but this is larger than me. We all need to rethink this, and many other things. Maybe that Web 2.0 thing can help.

Update: This post has mutated into a monster. Not only is it extremely long, but I reference several other long, detailed documents and even somewhere around 20-25 minutes of video. It's a large subject, and I'm certainly no expert. Also, I generally like to take a little more time when posting something this large, but I figured getting a draft out there would be better than nothing. Updates may be made...

Update 2.15.07: Made some minor copy edits, and added a link to an Ars Technica article that I forgot to add yesterday.
Posted by Mark on February 14, 2007 at 11:44 PM .: Comments (5) | link | TrackBacks (0) :.


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Sunday, February 11, 2007

Web 2.0 ... The Machine is Us/ing Us
Via The Rodent's Burrow, I come across this YouTube video on Web 2.0:

It's an interesting video, but I have to admit that the term Web 2.0 always bothered me. This is odd, because obsessing over terminology is also annoying. As you can see, I'm in a bit of a bind here. Web 2.0 has become a shorthand for the current renaissance in web development which is focused new web services and applications that emphasize social collaboration and openness. That, of course, is a lame definition. Most definitions of Web 2.0 are. However, I think Paul Graham hits the nail on the head in his essay on the subject:
Web 2.0 means using the web the way it's meant to be used. The "trends" we're seeing now are simply the inherent nature of the web emerging from under the broken models that got imposed on it during the Bubble.
Right on. Key to understanding "Web 2.0" is the concept of the internet itself. I should also note that the web and the internet are not the same thing. The internet is a collection of interconnected computer networks (i.e. the physical hardware), the web is a collection of interconnected documents and data that lives on the internet. If you don't understand the historical resources that lead to the topology of the internet, "Web 2.0" won't make much sense. The internet is made by human beings, and it's history extends back to the 1950s (well, the branch of mathematics that represents our thinking about networks is called graph theory, which finds its roots in the early eighteenth century, but the physical internet has its roots in ARPANET, the 1950s governmental precursor to the internet), but it was not a centrally designed system.

Structurally, the internet is like an ecosystem. It's essentially a self-organizing system, and the gigantic information resource we call the web is the emergent result of billions of interactions. Note that while this information resource was the goal, the system's designers did not go about planning what that information would look like. Their primary strategy was to build an efficient system of collaboration. Sound familiar? "Web 2.0" isn't really new. It's the whole point of the internet. Sure, there are specific technological advances and tools that have accellerated the process (i.e. thanks to AJAX, javascript actually kinda became a legitimate web-based scripting language), but the technology of the internet and the web are just the natural extensions of the grand experiment of life, driven by evolution and selection.

The web isn't all that different, but we are, and we're taking advantage of it.

Update 2.14.07: It seems that this post has kicked off a little discussion of Intellectual Property, starting over at 79Soul with a response by me here.
Posted by Mark on February 11, 2007 at 08:07 PM .: Comments (4) | link | TrackBacks (0) :.


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Wednesday, January 10, 2007

iPhone
iPhoneA couple of years ago, I was in the market for a new phone. After looking around at all the options and features, I ended up settling on a relatively "low-end" phone that was good for calls and SMS and that's about it. It was small, simple, and to the point, and while it has served me well, I have kinda regretted not getting a camera in the phone (this is the paradox of choice in action). I considered the camera phone, as well as phones that played music (three birds with one stone!), but it struck me that feature packed devices like that simply weren't ready yet. They were expensive, clunky, and the interface looked awful.

Enter Apple's new iPhone. Put simply, they've done a phenominal job with this phone. I'm impressed. Watch the keynote presentation here. Some highlights that I found interesting:
  • Just to mention some of the typical stuff: it's got all the features of a video iPod, it's got a phone, it's got a camera, and it's got the internet. It has an iPod connector, so you can hook it up to your computer and sync all the appropriate info (music, contacts, video, etc...) through iTunes (i.e. an application that everyone is already familiar with because they use it with their iPod.) It runs Mac OSX (presumably a streamlined version) and has a browser, email app, and widgets. Battery life seems very reasonable.
  • Ok enough of the functionality. The functionality is mostly, well, normal. There are smart phones that do all of the above. Indeed, one of the things that worries me about this phone is that by cramming so much functionality into this new phone, Apple will also be muddying the interface... but the interface is what's innovative about this phone. This is what the other smart phones don't do. In short, the interface is a touch screen (no physical keyboard, and no stylus; it takes up the majority of the surface area of a side of the phone and you use your fingers to do stuff. Yes, I said fingers, as in multiple. More later.) This allows them to tailor the interface to the application currently in use. Current smart phones all have physical controls that must stay fixed (i.e. a mini qwerty keyboard, and a set of directional buttons, etc...) and which are there whether you need them for what you're doing or not. By using a touch screen, Apple has solved that problem rather neatly (Those of you familiar with this blog know what's coming, but it'll be a moment).
  • Scrolling looks fun. Go and watch the demo. It looks neat and, more importantly, it appears to be consistent between all the applications (i.e. scrolling your music library, scrolling through your contacts, scrolling down a web page, etc...). Other "multi-touch" operations also look neat, such as the ability to zoom into web page by squeezing your fingers on the desired area (iPhone loads the actual page, not the WAP version, and allows you to zoom in to read what you want - another smart phone problem solved (yes, yes, it's coming, don't worry)). The important thing about the touch interface is that it is extremely intuitive. You don't need to learn that much in order to use this phone, and the touch screen interface.
  • The phone does a few interesting new things. It has a feature they're calling "visual voicemail" which lets you see all of your voicemail, then select which one you want to listen to first (a great feature). It also makes conference calls a snap, too. This is honestly something I can't see using that much, but the interface to do it is better than any other conference call interface I've seen, and it's contextual in that you don't have to deal with it until you've got two people on the phone.
  • It's gyroscopic, dude. It has motion sensors that detect the phone's orientation. If you're looking at a picture, and you turn the phone, the picture will turn with you (and if it's a landscape picture, it'll fill more of the screen too). It senses the lighting and adjusts the screen's display to compensate for the environment (saves power, provides better display). When you put the phone by your ear to take a call, it senses that, and deactivates the touchscreen, saving power and avoiding unwanted "touches" on the screen (you don't want your ear to hang up, after all). Another problem solved (wait for it). Unfortunately, the iPhone does not also feature Wiimote functionality (wiiPhone anyone?)
  • Upgradeable Interface: One of the most important things that having a touch screen interface allows Apple to do is provide updates to installed software and even new applications (given that it's running a version of OS X, this is probably a given). Let's say that the interface for browsing contacts is a little off, or the keyboard is spaced wrong. With a physical keyboard on a smart phone, you can't fix that problem without redesigning the whole thing and making the customer purchase a new piece of hardware. The iPhone can just roll out an update.
  • Apple could put Blackberry out of business with this thing, provided that the functionality is there (it appears that it is for Yahoo mail, but will it work with my company? I can't tell just yet.). Blackberries always seemed like a fully featured kludge to me. The iPhone is incredibly elegant in comparison (not that it isn't elegant all by itself). This would also mitigate the whole high price issue: companies might pay for this thing if it works as well as it seems, and people are always more willing to spend their companies money than their own.
Ok, you know what's coming. Human beings don't solve problems. They trade one set of problems for another, in the hopes that the new are better than the old. Despite the fact that I haven't actually used the iPhone, what are some potential issues?
  • The touchscreen: Like the iPod's clickwheel, the iPhone's greatest strength could prove to be it's greatest weakness. Touch screens have been in use for years and have become pretty well understood and revised... but they can also be imprecise and, well, touchy. When watching the demo, Steve didn't seem to be having any problem executing various options, but I'm not sure how well the device will be able to distinguish between "I want to scroll" and "I want to select" (unless selecting was a double-tap, but I don't think it was). Designing a new touch screen input interface is a tricky human factors problem, and I'm willing to be it will take a little while to be perfected. Like the scrollwheel, I can see it being easy to overshoot or select the wrong item. I could certainly be wrong, and I look forward to fiddling with it at the local Mac store to see just how responsive it really is (it's hard to comment on something you've never used). However, I'm betting that (again like the scrollwheel) the touchscreen will be a net positive experience.
  • Durability: Steven Den Beste hits (scroll down) on what I think may be the biggest problem with the touch screen:
    I have some serious concerns about long term reliability of the touch panel. When it's riding inside a woman's purse, for instance, how long before the touch panel gets wrecked? Perhaps there's a soft carrying case for it -- but a lot of people will toss that, and carry the phone bare. Nothing protects that panel, and it covers one of the two largest faces on the unit. There are a thousand environmental hazards which could wreck it: things dropped onto it, or it being dropped onto other things. And if the touch panel goes bad, the rest of the unit is unusable.
    Indeed. iPods are notorious for getting scratched up, especially the screens. How will that impact the display? How will it impact the touch screen?
  • Two hands? It looks like you need to use two hands to do a lot of these touch screen operations (one to hold, the other to gesture). Also, when writing an email, a little qwerty keyboard appears on the touch screen... which is nice, but which also might be difficult to use with one hand or without looking (physical keyboards allow you to figure out what key you're on by touch, and also have little nubs - home keys - which don't translate to the touch screen). I don't know how much of an issue this will be, but it will affect some people (I know someone who will type emails on their Blackberry with one hand, while driving. This is an extreme case, to be sure, but it doesn't seem possible with the touch screen).
  • Zooming: The zooming feature in web browsing is neat, but the page they used in the demo (the NY Times homepage) has 5 columns, which seems ideal for zooming. How will other pages render? Will zooming be as useful? The glimpses at this functionality aren't enough to tell how well it will handle the web... (Google Maps looked great though)
  • Does it do too much? This phone looks amazing, but it's price tag is prohibitive for me, especially since I probably won't use a significant portion of the functionality. I love that it does video, and while the 3.5" screen is bigger than my iPod's screen, I have to admit that I've never used the iPod video to watch something (maybe if I travelled more...) Brian Tiemann notes:
    If it weren't for the phone, I would buy this in a heartbeat. As it is, I wish (as does Damien Del Russo) that there were a way to buy it without the Cingular plan, so you could just use it as an iPod with wireless web browsing and e-mail and the like.
    Again, there is a worry that a device that tries to do everything for everyone will end up being mediocre at everything. However, I think Apple has made a very admirable attempt, and the touch screen concept really does cut down on this by allowing applications their own UIs and also allowing updates to those UIs if it becomes necessary. They've done as good a job as I think is possible at this time.
  • Battery Life: This goes along with the "does it do too much" point. I mentioned above that the battery life seems decent, and it does. However, with a device that does this much, I have a feeling that the 5 hours of use they claim will still feel a little short, especially when you're using all that stuff. This is one of the reasons I never seriously considered getting a music/camera/phone a while back: I don't want to run out my batteries playing music, then not be able to make an important call. This is a problem for mobile devices in general, and battery technology doesn't seem to be advancing as rapidly as everything else.
  • Monopoly: This phone will only further cement iTunes' dominant position in the marketplace. Is this a good thing or a bad thing? I go back and forth. Sometimes Apple seems every bit as evil as Microsoft, but then, they also seem a lot more competant too. The Zune looks decent, but it's completely overshadowed by this. We could have a worse monopoly, I guess, but I don't like stuff like DRM (which is reasonable, yes, but still not desirable except insofar as it calms down content owners) and proprietary formats that Apple won't license. Will third parties be able to develop apps for the iPhone? It could certainly be worse, but I'm a little wary.
All in all, it's quite impressive. Most of the potential issues don't seem insurmountable, and I think Apple has a hit on their hands. It should also be interesting to see if other cell phone makers respond in any way. The cell phone market is gigantic (apparently nearly a billion cell phones were sold last year), and it seems like a lot of the best phones are only available overseas. Will we start to see better phones at a cheaper price? Unfortunately, I don't think I'll be getting an iPhone anytime soon, though I will keep a close eye on it. Once they work out the bugs and the price comes down, I'll definitely be tempted.

Updates: Brian Tiemann has further thoughts. Kevin Murphy has some thoughts as well. Ars Technica also notes some issues with the iPhone, and has some other good commentary (actually, just read their Infiinite Loop journal). I think the biggest issue I forgot to mention is that the iPhone is exclusive to Cingular (and you have to get a 2 year plan at that).
Posted by Mark on January 10, 2007 at 12:08 AM .: Comments (4) | link | TrackBacks (0) :.


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Wednesday, December 27, 2006

Again New Computer
A few weeks ago, I wrote about what I was looking for in a new computer, and various buying options. I had it narrowed down to a few options, but being cognizant of the paradox of choice, I decided on ordering a Prelude system from Maingear, a small custom computer shop that actually had reasonable prices (I got the system I was looking for: Intel Core 2 Duo E6600, 2 GB RAM, 320 GB Hard Drive, etc...). I probably paid a little more than I would have if I just bought all the components and then put it together myself, but I was willing to pay for the convenience of a pre-configured system. Also, unlike other cheap custom PC shops like CyberPowerPC, Maingear has a fantastic reputation for building quality systems and providing excellent support. I'm pleased to report that Maingear lives up to its reputation. Shortly after ordering my PC, they contacted me to confirm a few things and ask if I had any questions or special requests (I understand they'll preinstall various games for you if you want, provided you have the CD Key. Alas, I have no such games, so I didn't get to request this, but that's a neat service.)

They also informed me that they (like every other retailer) were quite busy at this time of the year, but that they would try to get me the PC before Christmas. And it arrived just in the nick of time, on Saturday, December 23 (another Festivus miracle!). It was well packaged, and appeared to be in working order (as compared to a friend's experience with CyberPowerPC where his DVD drive was mounted incorrectly amongst a bunch of other strange problems). The case looks great (I don't know why, but most custom PC cases are very crappy looking or obscenely gaudy):

PC Case

The insides are arranged about as neat as could be expected, with all the various wires and connectors hidden or tied tightly together. This is nothing short of amazing when compared to my previous computer.

PC Case

And it came with a nice personalized binder that had all of the installation CDs, backup CDs, and documentation for the computer.

PC Case

When I fired up the computer, I was pleased to find that no Windows configuration was really necessary. The desktop was relatively clean (no annoying special offers from AOL, etc...), all the latest patches and updated drivers had been installed, and everything was ready for me to install my favorite apps. As far as performance goes, it appears to be a champ (according to a screenshot they included, it scores a 5453 in 3DMark06 - but I have no frame of reference for telling just how good that is). They also included a copy of Hitman: Blood Money (an unexpected and pleasant bonus), which I've been working my way through ( it's one of those annoying DIAS type of games, but hey, I'm not complaining).

All in all, I couldn't be happier with my new computer. For something I use as often as I use my computer, I think it was worth every penny.
Posted by Mark on December 27, 2006 at 06:52 PM .: Comments (2) | link | TrackBacks (0) :.


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Monday, December 04, 2006

New Computer
As I've recently mentioned, my old computer isn't doing so well. Built with turn-of-the-century hardware, she's lasted a long time, more than I could really expect. So it's time to get a new computer. As I've also mentioned recently, the amount of options for building a new computer are staggering (and the amount of choices can lead to problems). However, with the help of the newly released Ars Technica System Guides (specifically the Hot Rod) and some general research, I should be able to slap something together in relatively short order. After some initial poking around, here's what I'm looking for: I'm leaning pretty close to the recommendations from Ars Technica, with only a few minor tweaks. They claim their Hot Rod rig can be had for around $1622.71, but when you add in shipping, an OS, and my tweaks, I'm betting that's more around $1800. Of course, I'll have to order all this stuff, assemble it, and install the OS, which will probably take a few hours, so let's make a conservative estimate of around $2000 (I'm valuing my time at around $50 an hour here). Not too shabby, and it's a pretty impressive PC. So is it worth putting it together myself, or can I order a comparable system from somewhere else that is cheaper and/or easier? Let's take a look at my options:
  • Dell: A comparably configured XPS 410 system comes in around $2200. The only major addition here is the 2 year warranty and support.
  • HP: Well, the HP Pavilion d4650y series computer I configured came in at a pretty cheap $1600. However, I wasn't able to get the GeForce 7950GT 512 MB and had to settle for a 256 MB card (I'm sure there are other computer models that I could configure, but this seemed reasonable enough).
  • CyberPowerPC.com: A comparably configured Intel® Core™ 2 Duo Custom Build machine runs about $2017. They also have a 3 year limited warranty and support. However, I should note that a friend recently purchased a PC through CyberPower and was thoroughly dissatisfied: several incorrectly installed pieces of hardware as well as an OS that had to be reinstalled. From online reviews, their support seems notoriously bad. However, it's difficult to tell with online reviews sometimes. The good reviews outnumber the bad. I'm still considering these guys because they can save me some time and energy without having to really pay too much. However, I'm guessing that I'll have to do some mucking around with the hardware and software, which would put the price up a bit when you consider time and effort.
  • ABS.com: ABS is the parent company of newegg and has a mildly better reputation than CyberPowerPC. However, the price here comes to around $2200, and it wasn't exactly what I wanted.
  • Maingear: Most high end brands or boutiques like Alienware, Voodoo, or Hypersonic can get pretty expensive (easily $3000+), but Maingear was surprisingly reasonable. I was able to configure their