Sunday, November 01, 2009

Tim Berners-Lee talks about the future of the Web




Although he has sometimes been mocked for his unusual communication style, Tim Berners-Lee is still one of the most fascinating personalities of the 21st (and 20th) century - and definitely someone whom you would sit down and listen to when he talks. Almost twenty years ago, Tim Berners-Lee helped create the World Wide Web. He continues to lead the World Wide Web Consortium, overseeing the Web's standards and development.

However, his vision never ended with the the current day form of the Web. Rather, he's building a web for open, linked data that could do for numbers what the Web did for words, pictures, video: unlock our data and reframe the way we use it together. A Semantic Web, in other words.

About Tim Berners-Lee
Tim Berners-Lee invented the World Wide Web. He

Wednesday, October 21, 2009

Imagining Communities: The Emergence of Trans-Asian Consumer Communities

Human information behaviour and Human-Computer Interaction are areas of study, particularly in Library and Information Science. Drawing from supporting knowledge from disparate disciplines as computer graphics, operating systems, programming languages, communication theory, graphic and industrial design disciplines, linguistics, social sciences, and cognitive psychology, IB and HCI are powerful concepts which continue to shape the way LIS practioners .

However, the LIS cognitive schools of thought assume universal concepts, and are often devoid of ethnological methodology or cultural comparisons. Unfortunately, this resonates to the library and information professions as users are often painted with the same generalist brush. Multicultural librarianship is often limited to market segmentation and specialized reading lists. What about cultural user behaviours? Cultural information retrieval studies? LIS often does not cross into the realm of cultural studies, despite the fact that there is much to examine.

Larissa Hjorth's The Game of Being Mobile: One Media History of Gaming and Mobile Technologies in Asia-Pacific is an interesting microanalysis of social media behaviourial differences between Korea and Japan. It offers much food for thought for LIS professionals, particularly for those who overgeneralize their user groups and standardize one-size-fits-all attitudes in designing information systems. Hjorth highlights some interesting points:

(1) Asia-Pacific Region - Marked by diverse penetration rates of gaming, mobile and broadband technologies, which are subject to local cultural and socio-economic nuances. One of the dominant modes of socializing the consumption of new technologies is through the role of cute culture (also known as kawaii).

(2) Rise in mobile media - Marked by the rise in particular modes of gaming in these regions. South Korea and Japan represent two opposing directions for gaming - Korea emphasizes MMOGs played on stationary PCs in social spaces while Japan pioneers the mobile (privatized) convergent platforms and devices such as the handhelf PSP2 and Nintendo DS.

(3) Public and Private Spaces - Previous domestic technologies such as TV and radio reconfigures public and private spaces. 19th and 20th century technologies therefore have always been part of the way in which space is redefined.

(4) Imagined Communities - Through mobile media and media communities such as gaming, we are seeing emerging unofficial imaging communities that will impact on official imagined and transnational synergies.

(5) Remediating Technology - Customizing invites uers to conceive of technology as remediated. Through cute customization of mobile media and games in the region, new technologies are linked into earlier cultural histories and media archaeologies that are distinctive from European or American models.

(6) Cute Technology - Cute is fundamentally linked to the adaptation of new technologies, such as mobile media and SNS. This phenomenon distinctively differs from Western modes of user customization modes and demonstrates that technologies are much socio-cultural as they are industrial.

(7) SNS in Asia - Unlike Western or European social networking systems (SNS) that are consumed by children and teenagers, in Korea's Cyworld both young and old engage in the politics of cute representation online as a reflection of offline identity. Because of such localized features of not only the SNS, but its specific geographical and cultural audience, its success outside of Korea (and the Korean diaspora) is far from assured.

Monday, October 19, 2009

Facebook as the Accidental Billionaires

If you're looking for a good read or something for the Christmas gift shopping list, Accidental Billionaires is worth a consideration. A quick and delicious read, the book reveals lurid details of Facebook's rise from the ashes of Mark Zuckerberg's laptop to the top of the social media empire. The story of Facebook in essence reveals the very primordial needs of social media: to connect, both in a digital realm and in a physical sense. The cast of characters that led to the modern day story of Facebook is one of seamy deception, corporate sleaze, and cutting ambitions. Author Ben Mezrich puts it best when he points out that at the heart of Facebook's origin was a simple connection point for young adults:

Online, it would be the same thing; the thing that would drive this social network was the same thing that drove life at college -- sex. Even at
Harvard, the most exclusive school in the world, it was all really about
sex. Getting it, or not getting it. That's why people joined Final Clubs.
That's why they chose certain classes over other ones, sat in certain seats
at the dining hall. It was all about sex. And deep down, at its heart,
that's what [Facebook] would be about, in the beginning. An undercurrent of
sex.

If you don't have much time for reading, then perhaps waiting for the movie Hollywood version could be another option. It's coming out later this year.