Cell Phones: Save Time
33% of cell owners save time because they can always access the information they need; http://eicker.at/MobileConnectivity
33% of cell owners save time because they can always access the information they need; http://eicker.at/MobileConnectivity
Users expect access to personal, work, business apps and data from any device, anytime, anywhere; http://eicker.at/IT2012
Mobile offers new access channels to apps and data: provides end users with a wide variety of devices; http://eicker.at/IT2012
55% of Americans say it is easier today to get local information than it was five years ago; http://eicker.at/Localisation
Jarvis: We don’t need no regulation. We don’t need no thought control. – Leave our net alone! http://eicker.at/NetControl
Jarvis: “The internet’s not broken. – So then why are there so many attempts to regulate it? Under the guises of piracy, privacy, pornography, predators, indecency, and security, not to mention censorship, tyranny, and civilization, governments from the U.S. to France to Germany to China to Iran to Canada – as well as the European Union and the United Nations – are trying to exert control over the internet. – Why? Is it not working? Is it presenting some new danger to society? Is it fundamentally operating any differently today than it was five or ten years ago? No, no, and no…”
The Internet and Web are, need, and will stay open – this gorgeous discussion proves it once again; http://eicker.at/OpenWeb
The Web goes dark on January 18, 2012, protesting #SOPA/#PIPA: Wikipedia, BoingBoing, many more; http://eicker.at/J18 #J18
White House: Combating Online Piracy while Protecting an Open and Innovative Internet; http://eicker.at/PiracyInternet #SOPA
A UN report declared Internet access a human right last summer: Cerf argues why it’s not; http://eicker.at/InternetHumanRight
Petri on Judiciary Committee’s SOPA hearings: I just want the nightmare to be over; http://eicker.at/SOPAnightmare
Internet censorship made in the USA: SOPA and PIPA are a major attack on Internet freedom; http://eicker.at/InternetCensorship
How do governments affect access to information? Google’s Transparency Report 2011; http://eicker.at/GoogleTransparencyReport
Google: “How do governments affect access to information on the Internet? To help shed some light on that very question, last year we launched an online, interactive Transparency Report. All too often, policy that affects how information flows on the Internet is created in the absence of empirical data. But by showing traffic patterns and disruptions to our services, and by sharing how many government requests for content removal and user data we receive from around the world, we hope to offer up some metrics to contribute to a public conversation about the laws that influence how people communicate online. – Today we’re updating the Government Requests tool with numbers for requests that we received from January to June 2011. For the first time, we’re not only disclosing the number of requests for user data, but we’re showing the number of users or accounts that are specified in those requests too. … We believe that providing this level of detail highlights the need to modernize laws like the Electronic Communications Privacy Act, which regulates government access to user information and was written 25 years ago – long before the average person had ever heard of email.”
Google: “Transparency is a core value at Google. As a company we feel it is our responsibility to ensure that we maximize transparency around the flow of information related to our tools and services. We believe that more information means more choice, more freedom and ultimately more power for the individual. – We’ve created Government Requests to show the number of government inquiries for information about users and requests to remove content from our services. We hope this step toward greater transparency will help in ongoing discussions about the appropriate scope and authority of government requests. – Our interactive Traffic graphs provide information about traffic to Google services around the world. Each graph shows historic traffic patterns for a geographic region and service. By illustrating outages, this tool visualizes disruptions in the free flow of information, whether it’s a government blocking information or a cable being cut. We hope this raw data will help facilitate studies about service outages and disruptions.”
GigaOM: “Any lingering fantasies of the web as a no-man’s land where content is free from the restraints of geographical boundaries probably should be put to rest. Google Tuesday morning released a treasure trove of data relating to content-takedown requests, and the numbers speak for themselves: requests are up worldwide and Google complies with the majority of them. … When it comes to requests for user data, all that Google and companies of its ilk really can do is ensure that requests are within the bounds of the law and notify users of requests for their data. But in the United States, at least, the laws regarding web-user data are still fairly lax and don’t require a search warrant in many instances. It’s yet another example of the web and the law not being anywhere near on the same page. – It’s easy to poke them for being too willing to bend to the wills of government officials and authorities, but web companies can’t flaunt the laws of the countries in which they want to operate, either. Otherwise, as separate Google data illustrates, the lights might go out on their services in those countries.”
RWW: “Google has updated its Government Requests tool with data from the first half of this year. For the first time, the report discloses the number of users or accounts specified, not just the number of requests. Google also made the raw data behind government requests available to the public. … Electronic communications have changed a bit since 1986. They form a ubiquitous, always-on fabric of our lives now. Fortunately, Google isn’t any happier with the status quo than privacy-aware users are. It’s among a number of major Web companies pushing for better laws. And Google and other data-mining companies take their roles in public policy seriously. Both Google and Facebook’s lobbying efforts broke records this year.”
TC: “Google Declines To Remove Police Brutality Videos, Still Complies With 63% Of Gov’t Takedown Requests – US Government requests for user data jumped, however: 5950 versus 4287 during the same period in 2010, asking for information on 11,057 users. 93% of these were complied with, ‘fully or partially.’ So while they’re making something of a stand on removing data, they don’t seem to have any trouble giving it out.”
Guardian: “Figures revealed for the first time show that the US demanded private information about more than 11,000 Google users between January and June this year, almost equal to the number of requests made by 25 other developed countries, including the UK and Russia. – Governments around the world requested private data about 25,440 people in the first half of this year, with 11,057 of those people in the US. – It is the first time Google has released details about how many of its users are targeted by authorities, as opposed to the number of requests made by countries.”
VB: “Notably, in the United States, Google refused to remove YouTube clips showing police brutality. In these cases in particular, we are seeing how relatively neutral platforms such as YouTube can have great social impact depending on the intentions of the person posting the content and the integrity of the content host in keeping that content online.”
Accessibility vs. access: How the rhetoric of rare is changing in the age of information abundance; http://eicker.at/Rare
3D Virtual Worlds and the Metaverse – Current Status and Future Possibilities; Dionisio, Burns, Gilbert: “In the past three decades considerable progress has been made in moving from text-based multi-user virtual environments to the technical implementation of advanced virtual worlds that previously existed only in the literary imagination. …[P]rogressive capabilities enable them to serve as elaborate contexts for work, socialization, creativity, and play and to increasingly operate more like digital cultures than as games. Virtual world development now faces a major new challenge: how to move from a set of sophisticated, but completely independent, immersive environments to a massive, integrated network of 3D virtual worlds or Metaverse and establish a parallel context for human interaction and culture. …[C]entral elements of a fully-realized Metaverse: realism (enabling users to feel fully immersed in an alternative realm), ubiquity (establishing access to the system via all existing digital devices and maintaining the user’s virtual identity throughout all transitions within the system), interoperability (allowing 3D objects to be created and moved anywhere and users to have seamless, uninterrupted movement throughout the system) and scalability (permitting concurrent, efficient use of the system by massive numbers of users). … The first aspect of ubiquity – ubiquitous availability and access to virtual worlds – rides on the crest of developments in ubiquitous computing in general. As ubicomp has progressed, access to virtual worlds has begun to move beyond a stationary ‘desktop PC rig,’ expanding now into laptops, tablets, mobile devices, and augmented reality. … The second aspect – ubiquitous identity, or manifest persona – has emerged as multiple avenues of digital expression (blogs, social networks, photo/video hosting, etc.) have become increasingly widespread. … As long as virtual world developments move alongside general ubicomp developments, moving in and out of the Metaverse may become as convenient and fluid as browsing the Worldwide Web is today. … It is also possible that virtual worlds may take a leadership position in this regard, as virtual world artifacts may be more closely linked to one’s digital persona due to the immersive environment… Interoperability in virtual worlds currently exists as a loosely connected collection of information, format, and data standards, most of which focus on the transfer of 3D models/objects across virtual world environments. … [V]irtual world interoperability is not solely limited to 3D object transfer: true interoperability also involves communication protocol, locator, identity, and currency standards… The wide-ranging requirements and scope of digital assets involved in virtual worlds have the potential of making the Metaverse the ‘killer app’ that finally leads the charge toward seamless interoperability. … Scalability. Virtual world technologies are currently in an initial stage of departure from highly centralized system architectures… Going forward, an integrative phase is needed where the multiple independent research threads are brought together in complementary and cohesive ways to form a whole that is greater than the sum of its parts. … Progress in virtual world scalability implies progress in the scalability of many other types of multiuser, multitiered systems. … There are several factors that promote optimism that a fully developed Metaverse can be achieved, as well as a number of significant constraints to realizing this goal. … [A] new generation accustomed to graphically rich, 3D digital environments [both virtual worlds and immersive games offered online and through consoles such as PlayStation, Xbox360, and Wii] is rapidly coming of age and will likely fuel continued development in all immersive digital platforms including advanced virtual worlds. … Along with forces that are propelling the development of the Metaverse forward, there are two significant barriers that may inhibit the pace or extent of this progress. The first pertains to current limits in computational methods related to virtual worlds. … In addition to conceptual and computational challenges, the development of the Metaverse may be constrained by significant economic and political barriers. Currently virtual worlds are dominated by proprietary platforms such as Second Life, Cryworld, Utherverse, IMVU, and World of Warcraft, or government-controlled worlds such as the China-based Hipihi. …[J]ust as the old walled gardens of AOL, CompuServe, and Prodigy were instrumental in expanding Internet usage early on, but ultimately became an inhibitory force in the development of the Worldwide Web, these proprietary and state-based virtual world platforms have sparked initial growth but now risk constraining innovation and advancement. … [T]he advancement of a fully-realized Metaverse would likely be maximized by harnessing the same process of collective effort and mass innovation that was instrumental in the creation and expansion of the Web.“