Michael Geist: Canadian plans for copyright

Michael Geist, a law prof at the University of Ottawa, has a good summary of the copyright plans of Industry Canada and Canadian Heritage on his site, www.MichaelGeist.ca.

Unlike the US legislation there is no sign that anti-circumvention provisions will apply to devices. There is also a more fair ISP provision.

Geist concludes, “The devil will be in the details but this represents a major shift away from the embarrassingly one-sided Canadian Heritage Standing Committee recommendations issued last May. While that report clearly pushed the agenda forward, the governmentís response has certainly recognized the need for some balance.”
This is from Slashdot.org

lomography: photography without education

don’t think, just shoot

lomo.jpgThe lomographic Society International is dedicated to a style of random and immediate photography. The site is fascinating, even if the results are intentionally pedestrian, everyday, and strangely composed.
See THE.10.GOLDEN.RULES_. It is like automatic writing with a Russian camera.
Note that word is a commercial trademark – a company has pushed the technique and their LOMO camera which is available for sale on the site. This camera in turn has been licensed from a Russian company that originally made them. See Lomography: Information From Answers.com. I love the name and idea, but smell a cult.

Electronic Textual Editing: Preview Copy

Electronic Textual Editing, edited by Unsworth, O’Brien O’Keeffe, and Burnard, is now available online in a preprint (or “preview”) form. It has been marked up in TEI XML and is available through the tei-c.org site. Note the new cocooned look of the TEI site!
The Table of Contents has links to the preview copies of the chapters. I note, for example, a chapter by Dino Buzzetti and Jerome McGann on Critical Editing in a Digital Horizon which includes stuff from Buzzetti that I heard at the Brown conference where I heard Buzzetti and Renear on markup.

Large organizations don’t have a single culture

There is no such thing as a corporate culture. Companies are made up of many cultures, the strengths and weaknesses of which are a result of local conditions.

Marcus Buckingham Thinks Your Boss Has an Attitude Problem is a story about the research of marcus Buckingham into corporate culture or the lack of it. For various reasons I have been reading about management, and this is one of those rare stories that made me think. I suspect the same is true of universities – they don’t have one culture, but many (called departments) and we don’t know what makes one healthy and another problematic.
Continue reading Large organizations don’t have a single culture

Rotman Panel on the Games Industry

This afternoon I went to an panel at the Rotman School of Management at the University of Toronto on, “Playing with $10 Billion – The Growth and Expanse of the Video Game Industry.” (See BTG Events and Geekstreet.ca.) The individual panel presentations were not that good, but that wasn’t the point, the overall event was a peek into the business of gaming and how it is talked about in business circles. Being at the Rotman, the orientation of the panel was towards computer games as a market. I also don’t think “expanse” is the right word of the panel – nor the word the business students who organized this wanted … perhaps “breadth” was what they meant.

One feature of the presentations was that there was a certain amount of hype about the demographics of the game industry that conflated console blockbuster games with smaller adult games for PCs. They kept on repeating that the average gamer was 29 years old until one of the panelists explained the stat. What worked for me was haveing a representative spread of speakers from Alexander Manu (Industrial Design at OCAD and the head of the Beal Research Centre on Creative Strategy) to industry representatives.

Manu jammed a one hour talk into 15 minutes zipping through slides. What I was left with was an argument for rethinking the interface and gaming to turn interactive arts into an $80 billion business. He called for innovation – getting away from the console blockbuster for boys model and thinking about “extreme playgrounds” that would enable games like Pac-Manhattan. He also had a theory of play and game design that went by too fast for me to comment on.

The other speakers were from the media and industry. Marc Saltzman responded to Manu on innovation arguing that there was innovation and giving some examples. Marc, to be frank, was more interesting in the question period when he tended to gently moderate the views of the two industry people. (Marc made the point the 29 year-old stat was due to all the adult gamers who are playing things like Solitaire or Poker online, not Halo 2.)

Finally there was a rep from Microsoft who spoke about the xbox and one from Ubisoft who talked about their strategy. Ubisoft is investing up to $700 million to expand their workforce by 1,000 employees. They aim to develop not just individual games, but franchises or properties that can be safely iterated with new versions. They expect to come out with 4 new lines a year of which 2 will fail leaving them with 2 new lines (franchises) a year. Both industry reps went to lengths to stress the changing demographics they clearly have to work hard to get taken seriously in business, and there is an interesting paper there – what is being said in order to legitimize computer games as a business? Why is it compared to the film industry?

Generation M: Kaiser Family Foundation Study

videouse.gif

Contrary to most expectations, it does not appear that spending time with media takes away from the time children spend in other pursuits; in fact, it seems that those young people who spend the most time using media are also those whose lives are the most full with family, friends, sports, and other interests. (p. 14, “Executive Summary”)

Generation M: Media in the Lives of 8-18 Year-olds is a Kaiser Family Foundation study of the media consumption habits of teens. They conclude that teens have unprecendented access, that they are watching media simultaneously (which is why you can’t sum the hours), and that it may not be affecting traditional media consumption like TV, music and reading. The study has thorough information on computer use, including game console use.

A national Kaiser Family Foundation survey found children and teens are spending an increasing amount of time using ìnew mediaî like computers, the Internet and video games, without cutting back on the time they spend with ìoldî media like TV, print and music. Instead, because of the amount of time they spend using more than one medium at a time (for example, going online while watching TV), theyíre managing to pack increasing amounts of media content into the same amount of time each day.

The study, Generation M: Media in the Lives of 8-18 Year-olds, examined media use among a nationally representative sample of more than 2,000 3rd through 12th graders who completed detailed questionnaires, including nearly 700 self-selected participants who also maintained seven-day media diaries.

Continue reading Generation M: Kaiser Family Foundation Study

School of Creative Media in Hong Kong

Mark Green from the School of Creative Media at the City University of Hong Kong came through to talk to us about new media education. Not only did he go and teach at McMaster, but he is a pioneer in computer science and games working at the University of Alberta before going to Hong Kong.
The SCM has about 30 instructors (10 of which do only teaching), up to 450 students, and about 130,000 square feet of space. (They are getting a geometric Libeskind new building. See Announcement of Creative Media Centre.) The programs they offer are around New Media, Film, Installation Art, Animation. They accept about 140 students a year into 2 and 3 year programs.
Administratively SCM is a separate school with no departments and one dean – they encourage people to mix and team teach. “One dean, one focus.” One of the amazing things is the number of applicants they get – over 6000 for 900 interviews and 140 places!

The major lesson they learned starting quickly was the importance of hiring in order to get the right people.