Tuesday, October 19, 2010

Saturday, October 16, 2010

Pandora's Box - How the Future of Internet Radio May Look

This video goes into detail about how much the internet radio has to pay to the royalty rights.  They have to pay the royalty right for the song writers and now also performance rights. Whereas radio stations such as FM do not have to do so. The host of the show interviews the founder of Pandora's Box a famous internet radio company who explains the issue furthermore.
Sarah khan


Source: http://www.youtube.com/watch?v=p9AsaZI-tqk&feature

HOW GOVERNING AND HUMAN BEHAVIOUR WILL CHANGE

A branch of government will have to be created to take care of the virtual department. If virtual theft is going to be made illegal then hackers and piracy will also have to be targeted. Stricter laws will have to be established rather than the casual warning that you receive before you download a certain movie. The value of internet goods will have to be determined. Its like a another world inside Earth. Governments will have to determine the value of “rare swords” and even gold that’s acquired online. Internet use will have to be monitored and moderated.

If people use the virtual worlds to earn their living, they may use their skills as business men, interior designers or physiatrists etc. they may provide therapy or design homes for virtual people in the virtual world. So how would these individuals get paid? Are they working for free, or is their knowledge not of value in the virtual world? Also if people use adult entertainment or services online, should they have to pay? Maybe watching movies and accessing these games should have a fee. But if the circumstances are as such as people who are married and have virtual families (and take them seriously as Qui Chengwei ), how can we stop them from living their lives. These factors have to be considered in order to govern the virtual world system. These changes will have to be made fast as the number of people succumbing to virtual amazement is many and the real world is losing.

What gives a few IT guys the right to monitor peoples personal lives? If people choose to get married online and ignore their real life person for their virtual version, who can stop them? No one can force them to make healthier choices. Human nature will succumb to being lazy and living their lives online. Adjustments that may need to be made are probably going to be better carpal tunnel surgerical methods. People are loving the virtual lifestyle and the online lifestyle. They find it easier and less time consuming to work from home, watch movies at home, read library books at home. More and more services are being available online and so people rarely having to leave their houses. It seems that the human population got sick of the interaction that we currently have in offices and other public places and so invented a virtual world called the internet. In the future humans are likely to become more secluded and antisocial while become less tolerant of other people. We’re seeing the changes now and people in this generation barely know their neighbors in comparison to a few years ago.

This is the EVOLUTION of life itself in a whole different realm.
Do you welcome it?
 Faiqa Imtiaz



Virtual Gaming and Its Effect on the Future

Online games are an important part of online entertainment today. One of the most popular and the biggest only game has people playing throughout many countries of the world against each other for endless hours, is World of Warcraft. An interesting comparison Cracked.com made is that “there are more people playing World of Warcraft in the U.S. today (2 million) than had indoor plumbing 100 years ago. There are more people with blogs today (31 million) than had internet connections 10 years ago.  So 10 ways the future of online gaming is going to evolve and change human relationships.

Everyone will look like a Greek god or goddess

Although the title is comical, the situation is real. Massively Multiplayer Online Role Playing Game (MMORPG). This new phenomenon allows players to choose how they want to look. They can minimize their flaws and accentuate their assets, if any. They can create talents and areas of expertise that they don’t have in person. The first step to playing the game is creating your own body and even pick your race! This is a serious breakthrough for teenagers with low self esteem and weight or skin problems to become what they’ve always wanted.


             The game allows users to be in any setting and any age. It allows people to interact without the interference of genetic flaws and poor diet and exercise habits. Wheelchair bound people have the opportunity to sprint around as a mythical character with no movement restrictions. Inevitable most of the users of these games are computer geeks who have little to no interactions with people in really life.

Not only is the physical change rewarding but there are actual rewards for accomplishments in these games. The ray of glowing golden lights that surrounding a body that just gained a level up in the game, can’t compete with the real world where people are so seldom rewarded. The rewards are a significant ego boost to the gamers esteem and is one of the key reasons people play. Satisfaction is guaranteed, almost, if you’re good.


A downside to this face is that as the years progress, online gaming is beginning more popular not to mention addicting. Even today people feel like they know the virtual person more than the they know the person in real life. The game allows players to building social relationships, families even. In the virtual world there are no diseases, no soldiers dying and no disappointments that can’t be recovered. The virtual online games provide a safety barrier around the emotion turmoil of the real world that with excessive exposure is not healthy. Inevitably that person will have to deal with the turmoil surrounding the real world sooner or later.
PEOPLE WILL GO TO JAIL FOR STEALING GAME SWORDS

Recently there was a news issue about the Shanghai online gamer who receive a suspended death sentence for killing another gamer. Qui Chengwei stabbed Zhu Caoyuan in the chest when he found out he had sold his virtual sword. The sword apparently took Qui a long time to play for and find and Zhu stole it from him, online, and was selling it on Ebay. Now buying and selling virtual objects is a booming business people are willing to pay real money for virtual products. China had no laws for virtual property theft however it does have laws for murder. Qui apparently broke into the other mans home and stabbed the sleeping 26 year old in his sleep. And this happened after Zhu offered to pay him cash for the sword. The virtual game is taking over some individuals minds where the long tie exposure is leaking into the real world. Also careers will be developed that require people who play MMORPG for a living. If people are paying real world money for these objects, why can’t they receive real world money in return? If we think of this further, we can imagine these virtual games becoming a business. Individuals could sell or auction items from the game for real world money. While most people may chuckle at this we have to consider that most of our money, if its not in cash form, only exists in numbers in the computer. The future of money making and flexibility of careers will be opened up to new possibilities whether games and careers can mesh.

The future of online game will definitely see to more laws being made on virtual property and virtual property theft. Some questions to consider are:

Should the crime be punished in the real world?
Where to draw the line? After all we can’t stop people from playing the game. Does a person’s property remain their property whether is virtual or real?


Faiqa Imtiaz


Future of the Internet


The online world, as experts agree is a good factor in improving social relations. 
The Pew Research Center’s Internet & American Life Project and Elon University’s Imagining the Internet Center just released their fourth “Future of the Internet” survey, the topic of which was “The Future of Social Relations.”
The survey determined two different views from respondents:

“In 2020, when I look at the big picture and consider my personal friendships, marriage and other relationships, I see that the internet has mostly been a positive force on my social world. And this will only grow more true in the future. ”

and…

“In 2020, when I look at the big picture and consider my personal friendships, marriage and other relationships, I see that the internet has mostly been a negative force on my social world. And this will only grow more true in the future. ” (http://mashable.com/2010/07/02/pew-study-web-social-relations/)


         The graphic shows two different group of 371 experts from which 85% felt that their lives were improved by the web. These experts regularly participate in surveys. However it is important to understand that most of the experts are frequent internet users.

“According to Pew, “50% have been using the Internet since 1992 or earlier, with 11% actively involved online since 1982 or earlier. When asked for their primary area of Internet interest, 15% of the survey participants identified themselves as research scientists; 14% as business leadersor entrepreneurs; 12% as consultants or futurists, 12% as authors, editors or journalists; 9% as technology developers or administrators; 7% as advocates or activist users; 3% as pioneers or originators; 2% as legislators, politicians or lawyers; and 25% specified their primary area of interest as ‘other."
         The respondents stated both positive and negative experiences with the internet. Positive experiences include meeting spouses, fostering relationships with distant relatives while negative responses include loss of privacy. Immigrants that left their families behind were able to reconnect via social networks. Single people met spouses or earned dated through dating websites. Gamblers feel that its easier to gamble online rather than in person. All these people used online entertainment sources in their lives. 

Faiqa Imtiaz 


Friday, October 15, 2010

The Future of Digital Distribution: Cloud, DLC, etc.

This video is about the new trend in gaming and digital distribution that allows people to simply download games as opposed to going to a store and physically buying it. It goes into detail about how now day’s people want everything instantly. If they want to watch a movie, they want it watch it NOW. If they want the new album of their favourite artist, they download it asap.  Check it out, it’s pretty cool. 
Sarah Khan

Source: http://www.youtube.com/watch?v=AxhGlNbsRxs&feature

Our Digital Future

This video basically is about how much Canadians use the internet and how they get what they pay for. Canadians do not have as much liberty as Americans do with their collections of online sites for shows etc nor do have an effective broadband. Yet Canadians pay ridiculously high rates than any other country for the slowest internet speed! 


Sarah Khan


Source: http://www.youtube.com/watch?v=wBWy_aQ-mq4&feature