Beth Noveck is deputy chief technology officer for the Obama administration. Her path to that role began with putting together the first academic conference on virtual worlds and led her to create what may be the first open social networking project in American government history, a re-working of the U.S. patent review process known as peer-to-patent.
(Credit: Flickr user Joi Ito)Editor's note: This is the second in a series of articles discussing how people in the tech industry are working with or around federal and state governments.
Can you chart a logical path from a 2003 academic conference on the legal issues surrounding virtual worlds and online games to Barack Obama's first executive action as president?
Beth Noveck can.
If you're not familiar with her--and few outside her specific professional and social circles would be--Noveck, a 38-year-old lawyer originally from Toms River, N.J., is Obama's deputy chief technology officer for open government.
Precisely what "open government" means probably depends on whom you ask. But in her official role in the current presidential administration, Noveck framed it as an attempt to make our federal institutions embrace technology in a bid to share information with the public.
"Open government is the effort to create government institutions that are more transparent," Noveck explained, "that work more in the open and that provide information more readily online and in real time--and that are also more participatory."
On January 21, as many in Washington, D.C. were still shaking off hangovers from the inaugural parties the night before, Obama, in his first official action as president, signed the Memorandum on Transparency and Open government, a short document that declared, "We shall work together to ensure the public trust and establish a system of transparency, public participation and collaboration. Openness will strengthen our democracy and promote efficiency and effectiveness in government."
Noveck (see video below) was a principal contributor to the memorandum, and the first member of the Obama-Biden transition's Technology, Innovation, and Government Reform team, which advised the president-elect on ways to incorporate technology into his larger reform goals. So one could say that the new president's adoption of these concepts was a very high-profile validation of years of Noveck's work on a wide range of issues revolving around technology policy and using technology to help craft policy.
Indeed, her work over the years has won her not just an office in the White House, but the professional admiration and praise of some of the biggest names in technology.
"With a compelling blend of high theory and practical know-how," Google CEO Eric Schmidt wrote in a back-cover review of her 2009 book, "Wiki Government," "Beth Noveck explains how political institutions can directly engage the public to solve complex problems and create a better democracy."
Or, as former Xerox chief scientist John Seely Brown put it in talking about the "constitution" of new technological systems, Noveck "has a very long history of being one of the most advanced thinkers on how...you change institutions to make a big difference."
State of Play
Noveck earned a bachelor's degree at Harvard University and then both a law degree from Yale Law School and a doctoral degree from the University of Innsbruck. Throw in a fellowship at Oxford and it's easy to see that she was headed toward a career in academia. While she worked for a time as a telecommunications and Internet attorney, she eventually settled into a position on the faculty of New York Law School.
It was there that Noveck first began attracting public attention. In 2003, not long after the virtual worlds Second Life and There.com launched, and as massively multiplayer online games like Everquest were becoming established in the mainstream, Noveck put together the first State of Play conference as a place to talk about whether these relatively new digital fun houses might actually be used to help change the world.
"My supposition is that virtual worlds are going to be the best training ground for teaching the practices of democracy, not simply simulations that passively demonstrate something," Noveck said at the time. "They offer a playground for complex social interactions and collaborative decision making, according to a set of rules defined by the game space."
It might have been tempting to laugh, but Noveck's brainchild attracted lawyers and academics from some of the best schools in the country, eager to talk about what they saw as one of the newest and most exciting fields of study.
After all, outside of a few research papers and articles, almost no one had ever bothered to put any real thought into the idea that virtual worlds could foster real society, and all the legal, financial, intellectual, and social opportunities and problems that come along with that.
"It was the first conference that took virtual worlds seriously," said Dan Hunter, today a New York Law School legal studies professor, but back then at the University of Pennsylvania's Wharton School. "It felt like the Woodstock moment for all these people and...a catalyst for people to start writing about it and for people like me to start looking at the legal and governance side of it."
Added Hunter, Noveck "managed to realize what no one else had (understood) all that clearly, that there was an opportunity to bring people together, and that there was a nascent movement there....(That) was kind of characteristic of her. She's really fast at picking up on movements and ideas people can come together around."
Peer to patent
For Noveck, being the prime instigator of a burgeoning intellectual field of study was a career boost. But it was likely another big move of hers that got her to the big time.
In 2005, still at New York Law School and still running State of Play, she began thinking about a different, though related, set of issues.
In her Introduction to Intellectual Property course, she put students through a grueling look at the American patent law process. One glaring hole, she knew, was that while the U.S. Patent and Trademark Office employs thousands of trained examiners, few are versed in the cutting edge of technology and scientific research.
"(An examiner) does not necessarily have a Ph.D. in science, and there is little opportunity on the job for continuing education," Noveck wrote in "Wiki Government." "As an expert in patent examination, she is not and is not expected to be a master of all areas of innovation."
This problem clearly bothered Noveck, and it was partly responsible for a huge backlog causing lengthy delays in the patent review process.
Inspired, Noveck crafted a blog post, Peer- to-Patent: A Modest Proposal, in which she argued forcefully that the patent review system was woefully broken and that if social software--a fairly new concept in 2005--was applied to the process, it could make the system work better. Wouldn't it be better for countless experts to weigh in on applications rather than a single examiner, she argued?
The idea, like so many others born in blog posts, might have died there. But, alerted to her groundbreaking idea, a top IBM intellectual property attorney contacted her and asked to talk. This was no small development. IBM is the Patent Office's single biggest client, receiving more than 3,000 patents a year. If Big Blue thought there was something to her idea, she had found the right partner.
A little IBM grant money later, Noveck found herself pursuing the project and, she wrote in her book, "running the government's first open social networking project."
Other corporate titans followed IBM's lead: First Microsoft, then Hewlett-Packard, General Electric, and others. Each offered to submit their patents applications through Peer-to-Patent, and to provide funding. On June 15, 2007, Peer-to-Patent went live as an official U.S. Patent Office pilot project.
Now, the Patent Office is studying the pilot's results. And while it's not clear what the outcome will be, it is certain that Noveck continues to have friends in the right places, in this case, the new director of the Patent Office, David Kappos, who had served as the chair of the steering committee for Peer-to-Patent.
Open Government
As someone with a core belief--and the record to prove it--that technology can help re-shape government, Noveck decided to get involved in the 2008 presidential election as a very early volunteer for the Barack Obama campaign. Through a friend, Seth Harris, who was helping the campaign on labor and employment and disabilities issues--and who is now the deputy secretary of labor--Noveck found herself in a position, and with the access, to apply her unique set of skills.
"He knew that I knew a lot about technology and technology in government, in particular," Noveck recalled, "and helped to make the introduction so that I could share (that) expertise both on the issue of how to use technology in the campaign...and also how we think about technology and governance and the open government work that we are doing now to help shape that agenda."
Noveck speaking with Tim O'Reilly at the 2009 Web 2.0 Expo in New York.
(Credit: O'Reilly Conferences)Clearly, her efforts were appreciated--and rewarded. And the rest is history.
On December 8, 2009, the Obama administration's chief information officer, Vivek Kundra and chief technology officer, Aneesh Chopra, held a live Web cast to formally announce out the Open Government directive. Stemming from the president's January 21 executive action, the directive spelled out the administration's philosophy on achieving openness, transparency and collaboration.
It called for, among other things, each federal agency making publicly available, within 45 days, three "high-value" data sets; that within 60 days, the White House will launch an online dashboard intended to hold each agency accountable for the contents of the directive; and that within 120 days, each agency will create its own open government plan geared toward meeting the directive's philosophies.
Examples of projects the administration hopes for that are already in the works are an Army program under which its personnel can use wikis to collaboratively recraft the service's field manuals, and a Federal Aviation Administration program which made flight departure data publicly available, enabling a member of the public to build an iPhone app that lets people see the most accurate departure and arrival information.
Though many people worked on the directive, Kundra and Chopra named, and praised, only one: Noveck. To observers of the administration's open government efforts, this doubtless came as no surprise.
"It's clear that they have very firm intentions and that the administration does have a commitment to making very fundamental changes," said John Wonderlich, the policy director at the watchdog organization the Sunlight Foundation. "One of the ways we can see their commitment is that they have brought on someone like Beth to serve as a central point of contact for transparency issues."
Wonderlich also pointed to Noveck's Peer-to-Patent work as proof of her understanding of how to incorporate technology and wide public involvement in at least attempting to make government work better for the people at large.
Out-of-the-Beltway thinking to the Beltway
One reason she may be succeeding in government is that she's seen to be
bringing new thinking to stodgy Washington.
"The deal is that she's bringing this...out-of-the-Beltway thinking to the Beltway," said Craigslist founder Craig Newmark, who has worked with Noveck since Obama took office on open government issues involving the federal Veterans Administration. "She's one of the hubs of this, people who see how things work in Washington and see how things work in Silicon Valley, and bringing the best of both."
So how does all her work tie together? For Noveck, it begins with the evolution of three-dimensional visual technologies and the question of how to apply technological innovations for the greater public good.
"State of Play was always intended to be a look at whatever the latest tools are that help us to understand how we can collaborate and work together in a peaceful fashion," Noveck said. "And that's really the essence of what our political institutions do: create vehicles for us to work together to solve collective public problems....And for me, it's a very direct path from that set of ideas, that informed the creation of those conferences, to the development of the Peer-to-Patent platform for getting people involved in the patent process, to now, creating a national agenda on open government, and trying to bring together the technology worlds and the world of government institutions to improve the way we make decisions for all of our benefit."
On Tuesday morning, the Obama administration formally unveiled its Open Government directive, an effort aimed at weaving the philosophies of openness, transparency and participation into the DNA of the federal government and its agencies.
That directive comes as a direct result of President Barack Obama's first executive action, on January 21, only hours after the hoopla from his inaugural parade and parties had died down, when the new chief executive issued the so-called Memorandum on Transparency and Open Government.
Beth Noveck, director of the Obama administration's open-government efforts
(Credit: New York Law School)That document, which began, "My administration is committed to creating an unprecedented level of openness in government," was a forceful opening move by the new president, and one intended to make good on his campaign call for reform and openness.
For Beth Noveck, Obama's deputy chief technology officer for open government and a principal contributor to both the original Open Government memo and Tuesday's formal directive, this is more than just a chance to watch the new administration attempt to reverse decades of ingrained government reticence at letting the public get too close to policy discussions. It is also a chance to take a stab at changing the world.
Noveck, who for years has been a faculty member at New York Law School, had begun volunteering for the Obama campaign in early 2007, offering up her expertise in technology policy and in how to use technology to make policy. And when Obama won the 2008 presidential election, she quickly became the first member of what was known as the Technology, Innovation and Government Reform team, which was focused on thinking about how to actually bring about open government.
She's an accomplished law professor, and someone who gained some notoriety as the organizer of the State of Play conferences, which examined the legal, social, and intellectual issues surrounding virtual worlds and online games. But Noveck may have best secured her place in the Obama campaign and, later, the administration, with her groundbreaking work on the Peer to Patent project. That effort--which began in 2005 and became the subject of Noveck's 2009 book, "Wiki Government"--was aimed at applying the expertise of individual members of the public to the vastly overworked U.S. Patent and Trademark Office.
Today, Noveck is the director of the administration's open-government efforts, and was the one person that the administration's Chief Technology Officer Aneesh Chopra and Chief Information Officer Vivek Kundra called out by name during their Tuesday event to unveil the directive. Last week, she spoke with CNET about that role, about what her major goals are while in Washington, and about why transparency, collaboration and participation are so important to government working better for the American people.
Q: Describe, in your own words, what Open Government is, and what the administration's goals are for it?
Beth Noveck: Open Government is the effort to create government institutions that are more transparent--that work more in the open and that provide information more readily online and in real time--and that are also more participatory, engaging people in how government makes decisions and policies, earlier in the process, and with the benefit of input from more and more widespread stakeholders, not just people in Washington. And the role of government becomes more collaborative, working together across government institutions, and then across levels of government.
This is something that is pretty much possible today because of the Internet, correct?
Noveck: Absolutely. There have been efforts in every generation to bring about government reform, to create government that works better and more efficiently. But what's really a sea change today is that technology is making available this kind of open collaboration that we've never had before. Now we can get more information up as close to real time as possible and make it available not just on the Internet, but make it available so people can download it, look at that data, mash up that data, and derive greater meaning from it, and hopefully also, hold government more accountable as a result.
What makes you think that the public is ready for this kind of opportunity?
Noveck: Previously, you had only a few ways in which you could engage with government. You could vote in an election. Maybe you could write a comment in response to a rule that a federal agency might put out, like what's the appropriate fuel efficiency for trucks. You could write a letter to your Congressman. Now what we see is the opportunity to do things like get involved in a policy forum, not just by writing a comment that you have to mail to a federal agency in Washington, but by much more easily and quickly responding to a discussion about information technology in health care, and electronic health care records on a Health and Human Services Department blog. You may, for example, have technical skills and take some of the data that's being made available on Data.gov, like the flight record data that the FAA is putting out, and make an iPhone app that allows consumers to track when flights are on time. Which someone did.
The process you're in is not finished yet. What have you achieved so far with the Open Government initiative?
Noveck: We're by no means finished. And what we've been able to achieve is to transition from something that was the work of a handful of White House offices to something that is really the work of every single official across the government. Now, we are moving towards an open-government directive, which will instruct every government agency to be more transparent, participatory, and collaborative according to these specific milestones and instructions. And what we're seeing is that across the government, every department and agency has begun already to undertake initiatives to put more data up online, to begin to consult the public in new ways and to get the public engaged in policymaking in new ways, to use new technology to undertake collaboration, and competitions, and initiatives like, for example, Health and Human Services running a competition to design the best public-safety announcement in connection with the H1N1 flu vaccine.
Do you think that this culture shift will become permanent?
Noveck: This is really core to the president's vision of government. This points to the ability to use new technology to hard-wire this kind of reform and accountability into the culture of government so that it can't be undone in the next administration, so that we're not simply asking for data transparency now and then we're going to go back eight years from now. Really, the idea is when you're using technology to put information up online, it becomes very hard to take it offline without people noticing it.
Your work was pretty evident in the president's memorandum, correct?
Noveck: We had something called the Technology Innovation Reform Team--which was focused on how do we actually think about bringing innovation into government--as one of the core planning groups that was created during the transition in order to focus on such issues as open government. I was the initial member of that team, and that helped to produce a lot of the early work that we've done, including the creation of the role of a chief technology officer, the creation of a whole set of policies and projects that we've been undertaking over the course of the early stage of the administration. We all worked as a team.
On a personal level, can you talk about what it's been like to work in the White House?
Noveck: This is without a doubt the greatest honor and the greatest challenge of my professional career. Even for someone who likes to be busy and likes to multitask, working in the White House is an unbelievable challenge because of the range of issues that we deal with on a daily basis. It means that I'm working on a Health and Human Services issue at 9 o'clock and at 10 o'clock, talking to the Department of Labor, at 11 o'clock, I'm talking to the Department of Education. The advantage to that kind of breadth is the ability to help foster collaboration and knowledge exchange across department and agencies, so we can say to the Department of Education, this is what Health and Human Services is doing to bring innovation to the way they work. Or, Department of Labor, here's what's going on in some other area of government. So that ability to be at kind of the intersection of information exchange is incredibly valuable.
What is the status today of Peer to Patent?
Noveck: The Peer to Patent team did its own assessment after a two-year pilot, and now the Patent Office is studying it. The chair of the steering committee for Peer to Patent, is now the new undersecretary of commerce for intellectual property and the director of the Patent Office, David Kappos, so he is very much a friend of the concept of citizen engagement and participation in Patent Office practice, and so now the office just has to assess for itself how they are going to institutionalize the concept of citizen engagement and participation in the work that they do.
Stepping back to earlier in your career, can you talk about the connective tissue between your work with the State of Play conferences and what you're doing now?
Noveck: Over the last decade, we've seen the evolution of three-dimensional visual technologies and the question is how do we take the latest technological innovations and apply them to the betterment and strengthening of our democracy? State of Play was always intended to be a look at whatever the latest tools are that help us to understand how we can collaborate and work together in a peaceful fashion. And that's really the essence of what our political institutions do: Create vehicles for us to work together to solve collective public problems and to do so in peaceful ways and ways informed by the best quality information. And for me, it's a very direct path from that set of ideas, that informed the creation of those conferences, to the development of the Peer to Patent platform for getting people involved in the patent process, to now, creating a national agenda on open government, and trying to bring together the technology worlds and the world of government institutions to improve the way we make decisions for all of our benefit.
The new Vivox voice chat system for Facebook will allow any user to start a conversation with anyone on their friends list. The service will also be available to third-party developers who want to integrate voice into their applications.
(Credit: Vivox)
Look out, Facebook users: Here comes voice chat.
Sometime in the next few weeks, the social network's tens of millions of users will begin to be able to have high-quality voice conversations, even as its third-party developers are able to start including voice in their applications.
The new technology is not being offered by Facebook itself, however. Instead, it's from Vivox, a Boston-based company that provides the integrated voice service for virtual worlds like Second Life and EVE Online, and which already has more than 15 million users worldwide.
The service, which is currently in closed beta, will allow Facebook users to have high-fidelity conversations with anyone on their friends list. Each user, however, will have to download Vivox's plug-in. But once installed, the service works almost seamlessly with Facebook, and is intended for everything from one-to-one chat to large group discussions.
Further, even non-Facebook users will be able to participate, as Vivox plans to offer free dial-in numbers that will allow anyone to call into an existing conversation, much as is possible today with call-in phone conferences.
Perhaps more importantly, according to Vivox co-founder Monty Sharma, the company is making its technology available to any third-party Facebook application developer, meaning that almost any app, from games to utilities, can have a voice component.
For now, it's not clear how many of Facebook's users will choose to adopt Vivox's technology, and for the time being, at least, Facebook is not involved in any way in promoting the new service. But while some people may decide that they don't want to use a tool that requires a plug-in, many others may well find that it's worth the trouble in order to be able to easily start a conversation that rivals, or even betters, phone call quality.
One person who may be an early adopter is Charlene Li, a well-known social media consultant, and the co-author of the book Groundswell.
"I would (use voice service on Facebook)," Li said, "because I see it as a continuum of communications with the people I want to stay in touch with."
Another social media expert, Gnomedex organizer Chris Pirillo, was even more effusive about the potential for a full-fledged Facebook voice chart system.
"It is about time," Pirillo said. "I guarantee you this is going to bite into Skype."
For Pirillo, the Vivox system will provide a valuable incentive for Facebook users to streamline their friends lists since it's likely that they won't want to be getting voice chat invites from people they've friended but might know only peripherally.
"When these tools come about," Pirillo said, "it becomes less valuable (to have too many friends) and actually promotes a cleaner ecosystem."
Great for retailers
To Li, giving third-party Facebook developers the ability to integrate voice chat into their applications may mean a big victory for retailers. She pointed out that a company like Overstock.com may find it extremely valuable to put out a Facebook app with voice built-in--without having to build the voice system themselves--because it would give people a way to quickly and easily chat with their friends about products they see.
"Retailers don't have to put in chat themselves," Li said. "They can just put in Facebook chat. That's where it starts getting very interesting."
And to Pirillo, the ability for Facebook friends to have a voice chat during, say, a game of Scrabble, is a very "smart" innovation that means users can streamline the number of different tools they're running simultaneously.
To be sure, Vivox's offering is not the first to make voice possible for Facebook users, though it may well be the most seamless.
Other options have included Equals' Party Line, which offers group chat for up to five people, and, of course, a work-around like Skype.
Vivox argues that its technology rises above anything else available today because of its scope and scalability. For one, the Vivox system has been proven on services like Second Life and EVE Online--and is about to be built into a series of online Electronic Arts games, beginning with Command & Conquer 4 Tiberian Twilight--and has been shown to support thousands of simultaneous users on a single channel. Further, the company said that because it already has more than 15 million users, it doesn't anticipate any problems handling the flood of new users that could come when the Facebook system is rolled out.
But while experts like Li and Pirillo think that voice chat is a natural extension for Facebook, there are some who feel that the technology make take some time to catch on in certain segments of the Facebook ecosystem, particularly one of the most popular, social games.
There are millions of people who play social games from developers like Zynga, Playfish, and others, and together the segment makes up one of the largest on the social network. But because social gaming is largely asynchronous--meaning users don't have to be online at the same time to enjoy playing games against each other--voice chat may not present as much utility.
"For social games, I don't see a strong need for (voice chat) yet," said Siqi Chen, the CEO of Social Business, a leading Facebook social games developer. "I do see a shift for more synchronous game play over time, but it hasn't really been happening for most games."
In part, Chen said, that's because among friends who like to play games together, it's fairly uncommon to be online at the same time. In addition, social games are built around short play sessions.
But he allowed that over time, as people spend more and more time on Facebook, there may well be an opportunity for social game developers to launch more engaging games that are built around longer session times, and which might work well with voice chat.
At Vivox, no one is expecting that tens of millions of users will immediately start using its voice chat technology. But the company is aware that it will likely see a significant spike in usage, and is ready to handle it when it comes, said co-founder Sharma.
And Sharma suggested that while it may be too early to know exactly how the company will monetize its Facebook integration, there are some obvious opportunities in microtransactions and audio ads that users would hear before being put into a voice channel.
For now, it's also too early to tell just how much of a game-changer any new voice chat system will be. But based on Vivox's track record, it is certainly one of the few companies well-positioned to jump headlong into a community as large as that of Facebook.
And to Pirillo, adding a seamless voice chat system is a natural, and just one step on the path toward where we may well be going in the near future: fully functional video chatting across the entire social network.
"Is it revolutionary? No," Pirillo said of Vivox's offering. "Is it evolutionary? Absolutely."
You might think that starting a brand-new, high-quality, full-glossy magazine in one of the worst publishing environments in years would be a suicidal business idea. After all, take a look at just about any magazine you can think of, and, thanks to the veritable collapse of advertising, odds are it's about as thin as can be.
But to the folks at Future--a leading games media publisher--the time couldn't be better to launch World of Warcraft: The Magazine, a new quarterly title that is expected to be unveiled at this weekend's BlizzCon event--the world's biggest World of Warcraft fanfest--in Anaheim, Calif. The magazine will be the "official" WoW magazine, and is both endorsed by and produced with the editorial cooperation of WoW publisher Activision Blizzard.
And, indeed, the timing for the forthcoming magazine is clever: The first issue is planned for sometime this fall, just as WoW celebrates its fifth anniversary. And with an astounding 11.5 million players of the game now spread out around the world, Future is hoping that by promising potential readers stunning artwork, behind-the-scenes looks at ongoing development, deep dives into the game's lore, and perhaps even occasional scoops about new features or other WoW elements, it will offer fans an invaluable experience. In fact, Future sees this magazine as something along the lines of a collectible coffee table book.
Still, Future has chosen a difficult business model for the new publication. Each issue is expected to be 148 pages long, with precisely zero ads, which means that the title is shut off from traditional magazine revenues, and therefore will rely entirely on subscription fees. On the other hand, that same dynamic also means that it should be shielded from the vagaries of the advertising market, something that is currently taking down one magazine after another.
According to Future, World of Warcraft: The magazine will be offered for subscription only--no single copy sales--with U.S. readers paying $40 annually, those in continental Europe 35 euros and the British 30 pounds. The magazine will be published in English, French, German, and Spanish.
"The magazine market is suffering a rough time," said John Gower, the international director of FuturePlus, the title's publisher, "but only those magazines that are based on advertising models. We've seen our magazines increasing across the board, especially the hobbyist" titles.
That may be true, but in order to support what the publishers say will be a costly blend of commissioned art, in-depth articles written by veteran journalists and behind-the-scenes access, Future will have to convince a great deal of its players that it's worth their while to pony up $40 on top of their $15 monthly game subscription fees, even as those same players can find an enormous amount of WoW-related information online.
And that proposition is clearly not for everyone, even some of the most passionate WoW players.
... Read MoreCNET News reporter Daniel Terdiman's in-laws peruse the Internet via a Wi-Fi connection at their mountaintop, off-the-grid house.
(Credit: Daniel Terdiman/CNET Networks)NICE, Calif.--Over the last few days, I spent hours with my wife's parents, Tyler and Donna, helping them adapt to the first Internet connection they've ever had. For them, living on top of a mountain at 4,000 feet, in the middle of a national forest, and entirely off the grid--this has been a big step.
For my wife and I, it's also been a big project, at least in terms of teaching them the basics, and helping them get ready to learn on their own. While their Internet proficiency is still low, they are learning fast, and over time, it should be interesting to see how much progress they make, and how they make it.
Over the few days that we just spent on the mountain with them, these are many of the things (in no particular order) we talked to them about, showed them on their new MacBook, and explained that they might want to investigate in the future:
Undo/Control-Z. They wanted to know if there was any way to undo a mistake on their computer, and we explained that Control-Z (Command-Z on a Mac) is the way to do that.
Pandora. They haven't used it yet, but we explained how this free service makes it easy for anyone to create a totally custom Internet radio station based on their musical interests. They asked how Pandora makes money. I couldn't answer that very good question.
Rotten Tomatoes. We explained that this service is among the very best for crowd-sourced movie reviews.
IMDB. They watch a lot of movies, and often want to know more about the actors involved. We explained that IMDB is the only site they needed to go to get fully cross-referenced information on actors and filmmakers.
Skype. For my in-laws, Skype will be key in helping them save money on their cell phone bill. We showed them voice calling and Skype instant messaging.
iTunes Store. Tyler was looking for a specific song by an artist, and I showed him how he could use the iTunes Store to listen to short clips of artists' songs.
Downloading photos from digital camera. We recently gave them a Canon PowerShot G2, and now that they have a new MacBook, we showed them how to easily download photos onto the computer.
iPhoto. After downloading photos, we showed them how to organize the pictures in the Mac's built-in photo management software.
Printing wirelessly. Now that they have a Wi-Fi network (running on an old AirPort Extreme) I talked to them about setting up wireless printing to their HP DeskJet printer.
Connecting the Mac to a TV. I bought them the connectors for linking their MacBook to their TV. At first they didn't see the value of doing this, but they eventually saw that as their vision gets worse, a larger screen will make computing easier.
NeoOffice versus OpenOffice. They've been using OpenOffice on their Windows computer, and we loaded NeoOffice onto their Mac. I haven't used it, but I explained that my research concluded that NeoOffice is better on Macs than OpenOffice.
Second Life. My wife and I are both longtime Second Life users, and we talked to them about whether they'd want to use the virtual world. However, their download limits (200 megabytes per day) would likely make it difficult for them to use such services.
PayPal. They hope not to buy very many things over the Internet, but they do understand that having a PayPal account will make it easier for them to do transactions on services like eBay.
Amazon.com. We walked in on them looking at prices for tarps on Amazon.com. My reaction was "hide the credit card."
Facebook. While social networking is likely something they won't deal with for some time, we talked about how many people have used Facebook to connect with friends from past lives.
Twitter. They have heard a lot about Twitter, and we showed them how the microblogging service is a great way to see what people around the world are thinking about things in near-real-time.
YouTube. Among other things, I showed Tyler how he could use YouTube to find obscure songs he might be looking for.
Netflix. We've managed a Netflix account for them (they would pick up the DVDs at their P.O. box) for some time, since they didn't have an Internet connection. Now that they do, they've taken over management of the account. I had high hopes they would be able to watch Netflix streaming movies, but their download limits may prevent them from doing that.
Google Earth. We showed them Google Earth and used the service to locate their house, a process that took even them some time, given the remote location in which they live.
Gmail. They are using Gmail for e-mail, and we set them up to be able to send and receive their Gmail messages using the Mac's Mail application.
Control on PCs/Command on Macs. We explained that anything that uses the control key on a PC (Control-C to copy, or Control-Z to undo) would utilize the command key instead on a Mac.
Windows Security patches. I uploaded Service Pack 3 and six Windows security patches on their PC.
WhiteHouse.gov. They were excited to be able to send messages to the president and to be able to watch his weekly video addresses. They also were happy to be able to easily e-mail many other government officials.
Instant messaging. We explained that instant messaging is a terrific way to carry on informal conversations, and we discussed some of the etiquette of IM.
Commenting on Web sites/blogs. We talked at length with them about how comments are implemented on various Web sites and blogs, and how people use them for different purposes.
Wi-Fi. We set them up with an Apple AirPort Extreme and made it so their new MacBook could be connected to the Internet throughout their house. They were more excited by this than by anything else.
USB hubs. Tyler wanted to know how to print wirelessly and I explained that he would need to get a USB hub to split the cable coming from his printer.
Bookmarks. We provided them with a long bookmarked list of Web sites, and showed them how to add new bookmarks so they don't have to type in entire URLs for sites they hope to visit a lot.
Delicious. We want to see what kinds of sites they are interested in and encouraged them to use Delicious.com to share their discoveries with us.
Safari versus Firefox. I explained that Firefox is generally considered the best Web browser for the Mac, but told them how to use Safari is they were so inclined.
Never using Internet Explorer again. I said that because of its many security holes I would never let them use Explorer on their PC again.
Registering for Web sites. They were interested in why people would provide their e-mail address and/or other information to register for Web sites, and we explained the many reasons people are willing to do it, and why sites want it.
Adding an AirPort Express to extend the Wi-Fi network's range. We told them that by adding an AirPort Express to their wireless network set up, they could extend the range of their Wi-Fi connectivity to a metal shed near their house. It also happens that that is where my wife and I sleep when we visit during cold months.
Google News. I showed them Google's clearinghouse for news stories. They didn't seem particularly interested in it, but I'm guessing that will change as they realize the site's utility.
Using wireless keyboards and mice. If they do decide to connect their Mac to their TV, we explained, they would likely want to add a wireless keyboard and mouse so they could have more freedom of movement in their living room.
eBay. We explained that this service would be a fantastic way for them to find the kinds of supplies that their local merchants often don't have, or charge too much for.
iPhone (for the future). We touted our beloved iPhones, and tried to get them excited about the devices as well. This is clearly something for another time.
Blogrolls. They asked what blogrolls were, and we showed them how many blogs offer lists of other sites they endorse and suggest readers look at.
Using the trackpad on the Mac instead of a mouse. Having only previously used their desktop PC, they weren't familiar with laptop trackpads. So we spent some time explaining how they work, including how to use two fingers on the MacBook to scroll up and down pages.
Wikipedia. I had already been touting Wikipedia, but now I explained how anyone can edit any page, and how it is possible to see the entire history of changes for a page.
On June 22, Geek Gestalt will kick off Road Trip 2009. After driving more than 12,000 miles in the Pacific Northwest, the Southwest and the Southeast over the last three years, I'll be looking for the best in technology, science, military, nature, aviation and more in Colorado, Utah, Idaho, Wyoming, Montana and South and North Dakota. If you have a suggestion for someplace to visit, drop me a line. And in the meantime, join the Road Trip 2009 Facebook page and follow my Twitter feed.
While it may seem normal to have several Net-connected Macs among a small group of people, this is the first time such a scene happened at the off-the-grid, mountaintop home of CNET News reporter Daniel Terdiman's in-laws.
NICE, Calif.--As a San Francisco-based Internet junkie, I can't count the number of times I've been in groups with almost as many wirelessly connected Mac laptops as people.
So the scene in front of me shouldn't be new: four people, three connected Mac laptops.
But there's something completely novel going on: I'm visiting my in-laws at their off-the-grid, mountaintop house in Northern California, about four hours northeast of San Francisco. And I can say with absolute certainty that this is the first time such a scene has played out here.
How do I know? Because it's been less than two weeks since my in-laws, Tyler and Donna, had Internet installed on their property for the first time--in their case, the only available option was satellite--and it's been just hours since I personally set up their wireless network. In other words, Wi-Fi is a newly arrived house guest, and judging by the concentration on their faces, the occasional smiles, and the superlatives coming from their lips, it's a very welcome one.
For years, my wife and I had been trying to get her parents to cotton to the idea that their lives, at 4,000 feet, surrounded by national forest and steeped in the necessities of growing most of their own food, could be improved by getting online. But they'd gotten by just fine, thank you, for more than 30 years, without even a television.
Now, suddenly, there is a Wi-Fi network set up in their house, and I could see my in-laws' lives changing before my eyes.
For example, Tyler said excitedly to me one morning during my visit that he'd figured out how to use e-mail and the Web to do many of the things that used to require him to stop at the post office and get stamps.
"That's the end of snail mail for me," Tyler told me. And, he added, no more catalogs would be cramming their P.O. box.
Yesssss!
Working so much better now
My wife and I had conveniently--and coincidentally--managed to time our last visit to the mountain with the HughesNet satellite installation. But as I wrote previously, those first baby steps didn't go so well.
Thanks to glacially slow initial download speeds, the unexpected realities of a 200MB daily download limit, and the necessity of loading countless Windows updates onto their 2-year-old, Internet-chaste PC, we had retreated the mountain almost embarrassed by how badly it had gone.
This is the screen HughesNet customers can use to get up-to-date information about their Internet connection.
(Credit: Daniel Terdiman/CNET)So, I set out to make it all better by bringing them a refurbished MacBook, pre-configured at home with everything they'd need for a happy Internet life. I even unhooked my home Wi-Fi network and donated it to the cause.
... Read MoreCNET News reporter Daniel Terdiman's in-laws live at the top of a mountain, are off the grid, and have missed the last 30-plus years of innovations in media. On Monday, they got satellite Internet installed. This is the view of their new dish from the deck of their mountain-side house.
(Credit: Daniel Terdiman/CNET)NICE, Calif.--This was truly a once-in-a-lifetime opportunity.
Imagine getting to introduce to the Internet a couple of otherwise-normal 60-somethings who, having lived off the grid at 4,000 feet in the middle of national forest, have missed more than 30 years of media innovations.
That's what I did earlier this week, with my in-laws, Tyler and Donna. They're perfectly nice people. They just have never used the Internet before, haven't watched TV, really, and even their cell phone is turned off most of the time to conserve their limited solar power.
I've been coming to visit them for nine years, and there were countless conversations with them during which my wife and I, both Internet junkies, rhapsodized about its virtues. We gushed about Google. We raved about Second Life. We couldn't stop beating Wikipedia's drums.
We'd get weary nods and, "It sounds great, but we don't really have any use for the Internet."
For my wife and me, that was nothing but further motivation to get them online.
A couple of years ago, we replaced the ancient desktop computer on which they did their accounting with a new PC that we joked was the planet's healthiest Windows machine, having never been anywhere it could meet a virus.
We also began bringing them DVDs, and they fell hard for "The West Wing" and "The Wire." But it was my wife's masterstroke--getting them a Netflix subscription--that probably won them over.
They had no way to manage their Netflix account, so we did it for them. They'd get the movies at their P.O. box, 45 minutes away, watch them, return them on their next supply run, and repeat.
Two installers from HughesNet putting the finishing touches on the satellite dish.
(Credit: Daniel Terdiman/CNET)Setting up their queue was beyond surreal. They'd seen nothing. Not "Goodfellas," not "Pulp Fiction," not "Gladiator," "The English Patient," "Traffic," or "Chariots of Fire." Hardly anything. Do you know anyone like that?
The last time we visited, Tyler asked me to find out how much power a satellite dish, a modem, and a wireless router used. He wasn't sure that their power system was up to the task.
It was, though, and last week, as we were getting ready for a visit, my wife said, "By the way, they're getting satellite Internet installed on Monday."
Our incredible toy
I'm a geek, so I don't mind telling you how eager I was to show off our incredible toy. Despite being avid readers, radio listeners, and now movie fans, my in-laws still had no idea that the world was coming to their door. On Monday.
Some friends visited the mountain with us, and they also got excited about introducing my in-laws to the Internet. Over the weekend, we made a list of Web sites everyone agreed they had to visit: Snopes.com, NYTimes.com, NPR.org, BBC.co.uk, Huffingtonpost.com, Google News, PostSecret, Craigslist, Flickr, BurningMan.com, Epicurious.com, TED.com, and others.
But on Saturday night, we asked them what they wanted to explore first. In my mind, it would be something fanciful. Maybe a site about science or history or politics.
"Oh, something about fava beans, I imagine," Tyler said.
On Monday, HughesNet sent two installers, and then, after nine years, it was game on.
In the in-laws' little office, where their PC lives, I sat down to work on getting the machine secured.
We're buying them a Mac, but for now, my eyes were on the prize: the latest Windows security updates. But the connection speed they were getting was painfully slow, around 13Kbps. Windows Service Pack 3 is more than 300 megabytes--more than eight hours of download time away. We had to leave long before that.
I decided to forgo SP3 and instead install AVG, a free antivirus package. But the connection was so slow that the download failed. Twice.
The screen on the computer of one of the HughesNet installers as the satellite Internet connection was being set up for the first time.
(Credit: Daniel Terdiman/CNET)I was embarrassed and frustrated. To diffuse the situation, we decided to turn the focus to picking a Gmail address. They suggested a series of what to any veteran Internet user were obviously unavailable names: Tyleranddonna, Donnaandtyler, Beautifulmountain. Using my MacBook Pro and an EV-DO card, we finally found something.
I also decided to download AVG on my Mac. That, too, was painfully slow--we were at 4,000 feet, far from town--but it worked, and I copied the AVG file to their PC via a thumb drive.
But AVG needed its own updates, and so it went looking for them. I noticed that the download speeds had slowed even further, now to less than 2Kbps.
Slowly but surely?
This was ridiculous. They had signed up for a 1.0Mbps connection, which, I read, promised downloads of more than 500Kbps. They were getting 1Kbps.
I called HughesNet, and a technician told me that the account had surpassed its "Fair Access" limit. It turns out that satellite Internet users get only so much bandwidth per day--in my in-laws' case, 200 megabytes. Go over the limit, you get dial-up speeds for 24 long hours.
The technician told me that there was nothing he could do about it, despite my insisting that there was no way they'd passed 200 megabytes. A supervisor confirmed that he had "no mechanism" to lift the limit for the day, even when I explained that I had to leave soon and that I absolutely needed to finish downloading the security patches before I drove off the mountain.
In the HughesNet pamphlet that had finally lured Tyler and Donna, a footnote I now discovered really concerned me: "Based on analysis of customer usage data, Hughes has established a download threshold for each of the HughesNet service plans that is well above the typical usage rates."
CNET News reporter Daniel Terdiman's father-in-law sits at his computer, looking at his Internet connection for the very first time.
(Credit: Daniel Terdiman/CNET)This was alarming, as one of the things my wife and I were most excited about was the idea of her parents being able to . This vision now looked endangered.
"In order to arrive at our Fair Access Policy, Hughes conducted an analysis of HughesNet customer usage and then established a download threshold for each plan that was above average usage rates," Hughes wrote me in an e-mail Thursday. "Certain activities are more likely than others to exceed the daily download threshold, such as continuous downloading or viewing streaming-media content such as audio or video programming."
Users do get unlimited high-speed downloads from 2 a.m. to 7 a.m. EST. Long after the in-laws would be watching streaming movies.
This was not good. What worried me more was that even watching YouTube videos might quickly put them over the top. The Hughes e-mail, though, seemed to dismiss that worry: "Activities such as viewing Web sites, checking e-mail, watching short streaming-media presentations, i.e. YouTube, and automatic software and antivirus updates are not likely to exceed the download threshold."
Back on the mountain, I decided that, slow speeds be damned, I was getting them online before my wife and I departed.
So I pulled Tyler over to the PC and sat him down.
This would not be so simple. After all, he had no experience with a browser. He didn't know where to click, or how to enter a URL, or how to tab between fields. There's a huge learning curve here for my wife's folks. They need Internet for Dummies--and now.
We booted up Firefox--I had downloaded it for him, as I would never let Internet Explorer set foot in their house again--to head to Google (see the video below, which evolves slowly).
Starting with the basics
I showed him where to type, and a little while after he typed in "Google.com," he got his first look at the search engine's wonderful, spare home page.
It was a moment of truth: What would be the first thing he would look up? Would it be FDR? The Vietnam War? Barack Obama?
Nope. It was fava beans. He hadn't been kidding earlier.
Before we knew it, Tyler was on EveryNutrient.com, a good site, it seems, to learn about the nutritional value of fava beans.
After a little more browser 101--explaining that words in blue are usually hyperlinks, and how to use the back and reload buttons--we hopped over to Wikipedia. More fava beans.
But things went downhill when we tried Gmail so that Tyler could send his first-ever e-mail--can you remember when you did that? The site wouldn't load. The connection was simply too slow.
My wife and I had built this moment up so much in our minds over the years that we were clearly more excited than her parents. Yet Tyler was frustrated. And that was crushing.
Looking for a graceful way out, we adjourned from Gmail and moved into their living room to talk.
We asked them what they were looking forward to using the Internet for. And again, practicality won. Donna said she wanted to be able to get better fire information than she could on the radio, which makes sense, since they live in the middle of a forest.
I said there were always real-time maps online during fires.
"That's exactly what we want to know," she said.
Tyler added, "That'll be tremendously helpful."
They also said they were excited about investigating the various weather sites, since they are deeply subject to the whims of their environment. And, yes, they expect to spend a lot of time reading up on nutrition.
For my wife and me, it was time to leave. But I felt sheepish.
I had had such high hopes for this experience, and instead, it had been deeply disappointing. I couldn't even bring myself to ask what they had thought about their initial experiences on the Internet.
But it will get better. We'll go back soon to make sure.
SAN FRANCISCO--It will likely come as no surprise to anyone familiar with virtual worlds and online games that they can be hacked. But what might come as a shock is the sheer breadth of types of exploits that are possible.
That was the broad message of a Thursday panel called, appropriately, "Exploiting Online Games" at the RSA 2009 security conference here.
Moderated by Gary McGraw, CTO of software security consulting firm Cigital and an author of several books, the panel took the audience on a deep dive into the diverse ways that hackers and others have figured out to either skim real money or to gain game play advantages not available to normal players.
McGraw opened the panel with a brief explanation of the fact that there are real, functioning economies in virtual worlds and online games, and that players cash in their virtual goods for real money, to the tune of more than $1 billion a year. This, of course, is old news to those in game playing circles, but for many of the security experts in the room, it may well have been eye-opening.
And, McGraw said, it's the very fact that real money is at stake that often gets otherwise uninterested game players to pay attention to the security risks they face every day.
"There's a whole bunch of normals (those not steeped in knowledge about computers) using games, and they don't care about security," McGraw said. "But they like their stuff, (and) when their stuff gets taken, that really hurts the hell out of them. That's a way to start a conversation about computer security with normals, because almost everybody knows somebody who plays online games."
The first panelist to present was Greg Hoglund, the founder of Rootkit.com and the CEO of the consulting firm, HBGary. He explained that online games are regularly under attack by two discrete types of cheats: exploits--actual bugs in games that clever hackers have figured out how to mine in various ways, and bots, which are essentially automated macros that can be used to perform mundane tasks again and again and again, and very profitably.
The bugs, Hoglund said, often exist "at the borders of systems," and are used for things such as duplicating gold, or leveraging poor synchronization between back-end databases to extract money out of a game economy or even to gain teleportation powers that otherwise don't exist.
Hoglund also recalled a security expert who figured out a hack that allowed him not only to filch Second Life users' virtual currency--which is directly convertible to US dollars--but also to get ahold of users' credit card information and then use it to buy more of the currency to trade in. That exploit, Hoglund explained, was done only to prove that it could be done, but it underlined some of the significant risks facing players of online games and virtual worlds with functioning economies, as well as the publishers of those titles.
He also talked about bots, and explained that they, too, are often employed to gain an advantage most players don't have. They are almost universally prohibited, but Hoglund said creating them and using them is remarkably easy for those who know what they're doing. And he talked about one he had written to use in World of Warcraft that allowed his character to stay safe from attack from the rear, while also luring in loot-bearing enemies to kill. Once killed, the enemies would be regenerated by the bot, allowing Hoglund's character to kill them and pick off all their loot over and over again, a process that netted him significant profit, he hinted.
Similarly, he explained that games like World of Warcraft have vulnerabilities that allow savvy hackers to tap into the games' code, allowing for all kinds of new abilities, like being able to perform 15 charms at once, not available to the public at large.
Hoglund said companies like WoW publisher Blizzard are always actively trying to stop players from employing bots and ban those they catch, but added that for those who know what they're doing, detection is not something to worry about. And that, of course, is one of the explanations behind the so-called gold "farmers," often teams working in third-world countries whose job it is to run multiple accounts simultaneously, usually employing bots to perform gold-earning tasks and essentially just making sure that their in-game characters don't get "lodged in a tree."
Courts weigh in
Next up was Sean Kane, a partner with the New York law firm of Drakeford & Kane, and a leading voice on issues surrounding the law and virtual worlds.
Kane talked about two specific cases, one that is several years old and one that is much more recent.
The older case, Bragg v. Linden Research, focused on whether Linden, the publisher of the virtual world Second Life, was right to shut down the account of a user who had discovered an exploit allowing him to buy virtual land at below-market prices. Mark Bragg, the plaintiff, demanded $8,000 in restitution and eventually won a settlement from Linden in which his account was reinstated. But that only happened, Kane pointed out, after a federal judge ruled that the arbitration clause in the Second Life terms of service was onerous and one-sided.
At the time, the entire virtual world community had been watching the case closely, as many thought it would be the case that for the first time established the real-world value of virtual goods (and despite the fact that Bragg, himself a lawyer, had filed his suit in state court with a hand-written form), However, the settlement, not long after the federal judge's ruling, side-stepped that outcome.
But what many found interesting at the time was that Bragg had argued his hack was fair game, since all he did was exploit a feature hidden in the Second Life code. In effect, Bragg argued, code is law, and anything that players can do with the tools at their disposal is legitimate. Linden obviously disagreed, but ended up settling anyway.
Kane also focused on another case, MDY Industries v. Blizzard, in which MDY had created a bot, called Glider, that allowed players to level-up their characters without even having to be playing.
Blizzard sued for copyright infringement, arguing that bots like Glider were prohibited under its end-user license agreement (EULA) and that only that license actually allowed players to run WoW. In essence, the argument said that by running WoW under circumstances that violated the EULA, Glider was supporting copyright infringement.
Ultimately, though many argued that Blizzard's argument was beyond specious, the courts ruled in favor of the publisher, awarding it $6 million. But, not surprisingly, the outcome is on appeal.
Hacking Disney
Aaron Portnoy, a researcher with Tippingpoint security research, took the microphone next and talked briefly about his experiences hacking the Python code of the Disney online game, Pirates of the Caribbean. He explained that because Python is a dynamic language, he and a colleague had needed just a couple of days to reverse-engineer all of the game's code, and were able to use their exploit to get their in-game characters to do things that were otherwise impossible.
During a panel on exploiting online games, Tippingpoint's Aaron Portnoy talked about how he and a colleague discovered that Disney's online game Pirates of the Caribbean was written in Python, a language that allowed them to reverse-engineer the game's code in just two days. The result was that Portnoy's character was able to fly high in the sky, whereas everyone else in the game was limited to jumps of just four feet high.
(Credit: Daniel Terdiman/CNET Networks)For example, Portnoy said, he was able to easily get his character to jump high in the air, while the standard maximum jump was just about four feet. Or, to jump out of a pirate ship, walk on water at a speed faster than sailing ships in the game could travel, and attack at will.
"Everybody could see my guy jumping over buildings for miles," Portnoy said.
And, given how easy he and his colleague found it to reverse-engineer the code, Portnoy said, "It's almost like (Disney) didn't even consider security."
Gaming the games
Last up was Avi Rubin, a professor of computer science at Johns Hopkins. He talked, also relatively briefly, about how easy it is for some cheaters to exploit the game of online poker.
Essentially, Rubin argued, a hack called a Sybil attack--which employs fake people participating in games--makes it possible for online poker players to gain a big advantage over their opponents. That works, he said, by making it possible for a single player to control multiple hands in a game, allowing that person to see more cards than they would otherwise, and get a better handle on the odds of their own hand.
For example, he said, in a game of Texas Hold'em, a player employing a Sybil attack on an online poker game could control multiple hands and see things like whether the fives or eights they need to complete a full house and beat an opposing player's flush had already been played.
Rubin's point, then, was that game operators need to work harder at identity management, in order to keep players from employing such exploits. He didn't, however, offer any solutions as to how to do that.
All told, the panelists made it clear that just about any kind of online game or virtual world--especially those where money is on the line--is subject to some kind of hack or exploit, and that for those with the skills to launch such attacks, the barriers stopping them are easily surmountable.
The lesson, then, is that publishers of such games need to think harder about how to manage their players' actions and expectations. Otherwise, players may find themselves in games that are so compromised that the economies collapse and the fun disappears.
With Metaplace, almost anyone can build their own custom virtual world. Its tools make it simple to script any object with various actions. And every object and world in Metaplace has its own URL.
(Credit: Metaplace)Why play someone else's virtual world when you can build your own?
That's the major premise behind Metaplace, a new browser-based virtual-world platform from, among others, former Sony Online Entertainment chief creative officer Raph Koster.
Built to run inside the browser on any Internet-connected machine, Metaplace employs a simple, 2D, Flash-based graphics system that fronts for a fairly sophisticated set of content creation tools and what may one day be a complex open-ended economy built around user-created content.
In fact, because of the 2D and Flash nature of Metaplace, it's easy to miss that the platform offers users some of the easiest virtual-world building tools that have ever been made available. And while Metaplace has been in closed beta since October, it is expected to emerge into a public and open beta period sometime later this year. See below for an invite to the closed beta.
The company, which was formerly known as Areae, raised a $6.7 million funding round last October, led by Charles River Ventures. In total, it has raised $9.4 million.
Rising to the top
Metaplace has a little something for everyone. For the casual users, it has any number of user-created worlds to play, and there's a basic central Metaplace world that is an easy gathering place. Each can be rated, and the highest-rated rise to the top, allowing users to skip messing around with the system's chaff and instead concentrate on the wheat. But for those who are interested in creating their own virtual world, Metaplace offers a cornucopia of tools and choices that make it quick and easy to get a brand new world up and running.
Of course, as with any user-generated content system, the good creations are far outweighed by the bad. As Koster himself put it, "There are more than 25,000 Metaplace worlds, most of them are empty and most of them are crap."
But if it sounds like Koster is bashing his own system, he's not. Rather, he's touting how easy it is for anyone to start a virtual world that itself can be accessed by anyone on the Internet in mere seconds. Indeed, it's not an exaggeration to say that just about anyone could have a rudimentary Metaplace world up and running in less than five minutes.
... Read More
The ZCam, from 3DV Systems, which is rumored to be in acquisition talks with Microsoft.
(Credit: Jared Kohler/CNET Networks)Microsoft hopes the acquisition of a virtual reality start-up will give it another trick up its sleeve in the game console wars, if one report proves true.
As anyone who has been following the video game industry over the last couple of years knows, Nintendo's Wii console has been the runaway sales leader.
In the early going of the so-called "next generation" of consoles, which began in late 2005 with the release of Microsoft's Xbox 360 and continued a year later with the launch of the Wii and Sony's PlayStation 3, each company tended to refer to the "console wars" as being a battle between the three.
But more recently, as the Wii has vaulted far ahead of either the Xbox or the PS3, Microsoft and Sony have recast the console wars as being just between the two of them; They argue, instead, that the Wii is a very different kind of machine and that, in fact, many Xbox or PS3 owners also own a Wii.
Semantics aside, it's clear that Microsoft and Sony have long since determined that their consoles might never catch up to the Wii in total sales, especially if they don't do something drastic to compete with the Wii's intuitive motion-sensitive controller, the Wiimote.
That might explain why Microsoft is in negotiations to spend around $35 million to buy Israeli start-up 3DV Systems, as is being reported by the Israeli daily Haaretz.
With its ZCam, a 3D camera that connects directly to a PC, 3DV was already hoping to be a player in the video game space, since the camera was designed to let players control games entirely with their hands.
... Read More




