You may remember Episode 1 of the Take2 Podcast [take2.greenbush.us] (then again .. maybe not *LOL*) … In case you missed it , the main topic of discussion was "Data Mashups" & "Widgets" — The Wall Street Journal Reports "'Mashups' Sew Data Together" [online.wsj.com]
Month: July 2007
A great video by Sir Ken Robinson (an expert on creativity) asking the questions: “Do Schools Kill Creativity?” …. a very interesting commentary.
A fantastic social network for teachers – [classroom20.ning.com] is a great tool for any educator looking to connect, compare, and interact with other like minded educators !
In the Class 2.0 network I have also set up a group dedicated to – Croquet/Secondlife/OpenSim 3D virtual classroom users and developers:: [tinyurl.com]
Feel free to join and contribute !
Back in October of 2006 the GBLabs team began exploring the 3D collaborative virtual environment of Secondlife, We purchased an Island (Back in March 2007) and are doing extensive work (even still !) to create a "universe" for teachers to collaborate virtually in. For the the past 4-5 months it has occured that we need several approach's in the 3D environments space. To go along with the Secondlife "Universal" collaborative space I have been poking around on several "Local Greenbush" hosted options…. One interesting project is Croquet (you have read me post about OpenSim?). Croquet is "The Open Source Distributed P2P 3D Virtual Environment ".. there is no central server … in the spirit of P2P networks every participant is also a potential host. I will continue to explore Croquet… my next task is to build some ojetcs…. I will keep you posted through this blog on my discoveries !
Large scale broadband wireless services would obviously dramatically change the way Greenbush can deliver services and change the dynamics of our "Mobile Media" platform (bringing it squarely to the forefront). As outlined here – [rich.greenbush.us] – we see the two emerging service delivery platforms for us residing in the mobile media and virtual environments space … and if Google has their way almost EVERYONE in the entertainment and education space will see the same. As outlined here: [www.google.com] "Google Intends to Bid in Spectrum Auction If FCC Adopts Consumer Choice and Competition Requirements" … This would be a HUGE development not only for Greebush but almost everyone with content. More on the details are here:
FCC Auction Rules Could Redraw Map Of Wireless Sector…
FCC Backs Spectrum Open Access
"The Federal Communications Commission paved the way for a battle between current mobile-phone companies and potential newcomers such as Google Inc. by approving rules for an auction of lucrative spectrum licenses."
Data are the "raw material" of today. "Any product that is not closely associated with a service today, will be in 10 years," said Kevin Fong, managing director of Silicon Valley's renowned Mayfield venture capital fund, at a recent Institute of Design strategy conference.
In line with our theory:
(1) we are a content provider
(2) content can be digitized
(3) digitized info can be transfered via the internet
(4) Greenbush anywhere !
The above article outlines the importance of seeming IT into the innovations process – connecting the dots – applying business processes to the innovation – and evolving quickly !
Along the same likes of Steve Jobs speach stating "developers build the things they would like to use their self".
To say that a company "eats its own dog food" means that it uses the products that it makes. For example, Microsoft emphasizes the use of its own software products inside the company. Dogfooding improves software quality, because the developers best able to fix bugs are likely to be personally confronted with them. It's also a means of conveying the company's confidence in their products: imagine the public relations nightmare if it were to emerge that Apple's iPod team all owned Zunes, or if the Yahoo! Search team used Ask.com for their personal surfing.
Using one's own products has four primary benefits:
1. The product's developers are familiar with using the products they develop.
2. The company's members have direct knowledge and experience with its products.
3. Users see that the company has confidence in its own products.
4. Technically savvy users in the company, with perhaps a very wide set of business requirements and deployments, are able to discover and report bugs in the products before they are released to the general public.