Sigma SD14 reviewed: promising, but not quite there
Augustine: example of great tech that missed the consumer/user boat...
a collection of things i like and want to remember. by "scrapbooking" it on my blog i can go back and google it later
Augustine: example of great tech that missed the consumer/user boat...
PALATINE, Ill. - An elementary school science teacher in this Chicago suburb doesn't have to turn on the news for an update on NASA's space mission. She just turns on her video baby monitor. black-and-white video from inside the space shuttle Atlantis. The other still lets her keep an eye on her baby.
"Whoever has a baby monitor knows what you'll usually see," Meilinger said. "No one would ever expect this."
Live video of the mission is available on NASA's Web site, so it's possible the monitor is picking up a signal from somewhere.
"It's not coming straight from the shuttle," NASA spokeswoman Brandi Dean said. "People here think this is very interesting and you don't hear of it often — if at all."
Meilinger silenced disbelieving co-workers by bringing in a video of the monitor to show her class on Tuesday, her students' last day of school. At home, 3-month-old Jack and 2-year-old Rachel don't quite understand what their parents are watching.
"I've been addicted to it and keep waiting to see what's next," Meilinger said.
Summer Infant, the monitor's manufacturer, is investigating what could be causing the transmission, communications director Cindy Barlow said. She said she's never heard of anything similar happening.
"Not even close," she said. "Gotta love technology."
Posted by
Augustine
at
9:29 AM
Labels: baby monitor, nasa
The June 15th tax deadline looms, which means freelancers, sole proprietors and other misc income-making individuals and small businesses have an estimated quarterly tax payment to make. Up until now estimated tax payments were one of the last things that I wrote a dead tree paper check for; but it turns out I was living in 2001. The US Department of Treasury offers EFTPS, an online payment system that takes electronic estimated tax payments. The catch is you have to enroll online and wait up to 15 days to get your PIN number via snail mail, so it's already too late for this payment deadline. Also, not sure about other states, but California's Franchise Tax Board also offers online payment, too.
TV Guide was purchased for more than $3 billion, back when a billion dollars was a lot of money. At one point, it was worth more than ABC or NBC.
CMP, like many other trade magazine publishers, is busy consolidating, laying people off and closing magazines as they try to move to digital.
Put those two facts together and there's an opportunity. In fact, a bunch of them.
Who is curating YouTube? Who's the TV Guide of a world with a million channels?
We don't need someone to point us to goofy edited scary car ads. What we need are tiny, specialized sites that obsess about specific industries. Is there a good video every day about how to do better real estate sales? If there isn't, there soon will be. Or for heart surgeons?
For every segment where there is currently a trade magazine, I believe there's an opportunity to build a blog-like, woot-like, ad supported page that finds the good stuff. Jeff Jarvis, who ironically used to work at TV Guide, is already doing this with politics.
Like most opportunities, this one will be obvious later. And then it'll be too late for most of us to get in.
Posted by
Augustine
at
11:46 AM
Labels: a million channels
Filed under: Wal-Mart (WMT)
Thieves have stolen $3 billion worth of stuff from Wal-Mart Stores, Inc. (NYSE: WMT) in the last year, according to the AP. That's enough to make a pretty good size company but it represents less than 1% of its $348.6 billion worth of sales in the last year.
It turns out that Wal-Mart is not the only one suffering from the problem. Theft cost retailers $41.6 billion in 2006, according to a joint study released Tuesday by the National Retail Federation and the University of Florida. The study found that the theft rate as a percentage of sales rose to 1.61% of sales in 2006 from 1.60% in 2005. So at 0.9%, Wal-Mart is relatively tough to steal from.
Interestingly, it turns out that most retail "slippage" comes from employees. Specifically, employees stole about 47% of the dollars and customers swiped about 32%. Administrative errors accounted for 14%, supplier fraud accounts for 4%, and the remaining 3% is unaccounted for.
Continue reading Stealing $3 billion from Wal-Mart
Posted by
Augustine
at
11:45 AM
Labels: retail theft
Posted by
Augustine
at
11:07 AM
Labels: digital image sensor, kodak
Ever wondered how many people are perusing your Flickr photos? Statr is a web-based application that will track the amount of page views your Flickr account receives.
Statr for Flickr allows you to track and plot page views statistics for your Flickr account. Graphs are automatically updated on a daily basis and can be linked from external websites.
Getting started with Statr is a breeze -- all you need to do is grant Statr read access to your images. It takes Statr a day or so to collect data before it will begin displaying your page views. Unfortunately, Statr is a little simplistic and only displays page views. It doesn't give you any information about uniqueness of visitors, visitor frequency, visitor location, etc. If you're proud of your Flickr traffic, Statr also generates some in-line HTML so you can showoff your Flickr traffic graph.
Posted by
Augustine
at
9:56 AM
Labels: light, magnetic fields
Posted by
Augustine
at
9:55 AM
Labels: pollution detector
How long will it be until we can stroll through the streets in a virtual world that is identical to our own? Given the state of a number of technologies, not very long. Over the last couple of years we’ve seen Microsoft Street Side and Virtual Earth as well as similar efforts from Google. But different technologies are now being deployed that are even more interesting that the results achieved from large companies taking and processing massive numbers of photos into now-standard 3D views.
Two standouts are Microsoft’s Photosynth Project and newcomer Everyscape, which Brady Forest wrote about today on O’Reilly Radar.
Posted by
Augustine
at
8:46 AM
Labels: virtual world
Continue reading Sanyo LP-XL50 projector touts uber-short throw
Posted by
Augustine
at
11:47 PM
The attention surrounding MMOs (massively multiplayer online worlds) has never been greater. But it’s not just role playing games along for the ride; non-game, avatar-driven virtual communities are just as popular, if not by more, and we’re not just talking Second Life here.
So in an effort to cut through the hype and glean some context, here are the most popular MMOs in terms of active users or subscribers, based on publicly available data. These titles may or may not be games, but the medium has expanded far beyond Tolkienesque fantasy worlds. They all are Mac-friendly/Web-based with exception of Guild Wars.
1. World of Warcraft, released 2004 - 8.5 million subscribers. While Habbo is giving Blizzard a run, the numbers generally support WoW as the biggest MMO in the world. Important qualification, though: only 4 million are based in the West and monthly subscribers, while its 4 million Chinese players only pay roughly 4 cents an hour to play it in Internet cafes.
2. Habbo Hotel, released 2000 - 7.5 million active users. The Finland-based “social game” MMO popular with teens and growing fast. Look out, Horde!
3. RuneScape, released 2001 - 5 million active users. A Java-based MMORPG operated by Jagex Ltd. with over nine million active free accounts. Boasts one million paying customers. Fancy that.
4. Club Penguin, released 2006 - 4 million active users. MMO for the kiddies developed by New Horizon Interactive. The game shares similarities with other social environments like Habbo Hotel.
5. Webkinz, released 2005 - 3.8 million active users. Here’s a novel idea: create beanie baby like stuffed animals, assign them a unique ID, then create an MMO portal in which kids can spend even more time using your product. When kids graduate from Club Penguin, they go to Webkinz (or so I’m told.)
6. Gaia Online, released 2003 - 2 million active users. Not quite an MMO, not quite a social site, but founder Derek Liu has openly stated the networks desire to focus on social gaming. Forums make up 30% of the current site activity.
7. Guild Wars, released 2005 - 2 million active users. Another MMORPG made by the popular NCsoft out of South Korea. No Mac love here, but a lot of active users.
8. Puzzle Pirates, released 2003 - 1.5 million active users. Published by Ubisoft and developed by indy king Three Rings, Puzzle Pirates merges casual games with a rising interest in pirate culture. Puffy shirt aside, it’s working like a charm.
9. Lineage I/II, released 1998 - 1 million subscribers. Published by South Koreas NCsoft, Lineage was once the most popular MMO of its day. At one point total active users peaked at 3 million. A Western release in 2002 mostly fizzled.
10. Second Life, released 2003 - 500,000 active users. No introduction needed here. Created by Linden Labs, this virtual world features a rabid fan base, inflated numbers, a high influx of corporate doppelgangers, and lots of digital genitals. First life optional.
Other popular MMOs are sure to exist, particularly new-comers and non-localized Asian games that are sure to grow. Also, this list reflects popularity alone, not necessarily revenue models, though World of Warcraft is performing well on both counts.
For all intents and purposes, the most popular MMOs represent an estimated 50-75% of the total MMO market (30-60 million active users.) Is that enough attention to justify MMO’s recent surge of attention? Maybe not all of the hype, but definitely a large portion of it. And who wouldn’t want a piece of Blizzard’s reoccurring pie or another revenue model with a similar install base?
Interestingly, however, it’s apparent that no single business model is winning out. Subscriptions work well for MMORPG games like WoW that are more akin to crack cocaine than mere entertainment. But what about other non-game MMOs? How will companies bank on consumer attention in those areas? One thing’s for certain: with all the popularity surrounding MMOs several new business models are sure to flourish in the coming years, as it’s not just about games anymore.
*Of Western origin or with a localized presence here. “Active users” based on most recent monthly log-in figures when available. Subscriber numbers are not necessarily a reflection of active users. Figures compiled from Wikipedia (excluding, to the best of my knowledge, free trials, beta users, and web visitors without accounts.) Virtual Worlds News also referenced; Habbo figures taken from company spokeswoman, Second Life figures from most recent published stats. Special attention was given to notable MMOs in terms of where they stack up when looking at the numbers in addition to their popularity and/or high profile (i.e. Second Life.) Amendments and additions welcome.
Posted by
Augustine
at
11:41 PM
Labels: MMO, secondlife virtual advertising, virtual world
How to make a viral video and create viral profits
Consumers Have Changed, So Should Advertisers -- ClickZ -- June 4, 2009.
Social Media Benchmarks: Realities and Myths -- ClickZ -- May 7, 2009. The ROI for Social Media Is Zero -- ClickZ -- April 9, 2009. How to Use Search to Calculate the ROI of Awareness Advertising -- ClickZ -- March 12, 2009. Enthusiast Digital Cameras - Foveon, Fujifilm EXR, Exilim 1,000 fps A New Immutable Law of Marketing -- The Law of Usefulness -- Marketing Science -- February 17, 2009. Social Intensity: A New Measure for Campaign Success? -- ClickZ -- February 11, 2009. Connecting with Consumers: Next-Generation Advertising on the Web -- AssociatedContent -- January 30, 2009. Beyond Targeting in the Age of the Modern Consumer -- ClickZ -- January 14, 2009. Experiential Marketing: Experience is King -- ClickZ -- December 18, 2008. Search Improves All Marketing Aspects -- ClickZ -- November 20, 2008. Do something smart, not just something mobile -- iMediaConnection -- November 7, 2008. Social Commerce: In Friends We Trust -- ClickZ -- November 6, 2008. The New Role of the Digital Agency -- RelevantlySpeaking -- October 29, 2008. Make Digital Work for Your Customers -- ClickZ -- October 23, 2008. Social Networking: Make Your Product Worth Talking About -- HowToSplitAnAtom -- October 23, 2008. Social Media Ads are DOA -- MediaWeek -- October 13, 2008. Missing Link Marketing -- Marketing Science. -- September 22, 2008. The Need for Speed -- MediaPost -- September 22, 2008. SEO Can't Exist in a Vacuum -- HowToSplitanAtom -- October 8, 2008. A Different Perspective On Social Media Marketing -- Marketing Science. -- July 15, 2008. WOM: Just Don't Do It -- Adweek -- July 14, 2008. Tips for Success in a Web 2.0 World -- iMedia. -- April 23, 2008.