Google’s Latest Acquisition: Plink, Mobile Visual Search Startup

Posted on April 12th, 2010 in Social Media | Comments Off

Google's newest acquisition is Plink , makers of a visual search application for mobile devices called PlinkArt. The app "recognizes almost any work of art," claims the app's homepage , "just by taking a photo of it." In addition to the visual identification aspect, Plink users can also discuss the art within the app, send images to friends or order prints of the artwork. On its own, Plink sounds like an entertaining and educational tool, but one whose real-life implementations would probably be limited to a tour of an art museum or a late-night cram session for an Art History exam. But Google didn't just buy Plink for the art it can identify - that's just an added bonus. It's likely that Google bought the company more for the algorithm that powers the smart application and brains of those who invented it. Sponsor According to a post on the Plink company blog , developers Mark Cummins and James Philbin, Oxford PhD students whose company was only four months old when acquired, will now join Google to commence work on the search giant's "Google Goggles" project. This ambitious, futuristic mobile search application is already available for Google's own mobile OS, Android, in a limited format. At the moment, you can use Google Goggles to take pictures of real-world objects like landmarks, logos, books, contact info, places, wine and - oh yes - artwork, too. The mobile application then recognizes the images and objects in your pictures and that, in turn, kicks off a Google search for whatever item it finds. While on the one hand, it does seem amazing that a mobile application can "see" the world like this, the reality is that this sort of mobile search experience is still in its infancy. Unlike with Google's text-based search engine, there's no guarantee that the app will be able to recognize the image in your photo. Was the photo too blurry? Too dark? Or was it a building (book/place/etc.) that the app doesn't know yet? But just as how the original tablet computers were heavy, clunky, inelegant devices that blazoned a trail that led us to the sleek and shiny iPad, a tablet some now claim will "revolutionize" computing, Google Goggles could one day lead to a world where everything we see - including people! - can be identified through the eyes of camera and an algorithm. That's a somewhat frightening concept, but one that's also incredibly exciting at the same time, we have to admit. Plink will now become a part of that effort, enhancing Goggles' artwork search engine while the engineers bring their talent and ideas to forward the project as a whole. "There are beautiful things to be done with computer vision," reads the blog post signed "Mark & James." "It's going to be a lot of fun," it concludes. For us, too. (Originally reported via the Guardian ) Discuss

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Google's Latest Acquisition: Plink, Mobile Visual Search Startup

"Do Crew" Augmented Reality Cartoons Help Get Kids Off the Couch

Posted on April 8th, 2010 in Uncategorized | Comments Off

New York-based online video management company whistleBox has developed a new browser-based augmented reality (AR) experience geared directly at children by integrating it with the one thing every kid loves: cartoons. The project, dubbed Do Crew , is a series of animated stories for kids that include interactive AR games and challenges that the kids can play with using a webcam attached to a desktop or laptop computer. Sponsor In examples shown in videos on the Do Crew site, kids can control cartoon vehicles by jumping or leaning side-to-side, and can play other games by waving their hands in front of the camera. Think Project Natal but in a web browser, and integrated within kids' cartoons. This is an excellent use of augmented reality technology because it is a practical application with genuine value, an attribute we discussed last week as being the strongest way AR can break into the mainstream. Best of all, with games like these, kids will no longer be passively glued to their sofas as this new AR project encourages the kids of stand and use their body and arms to control the games. The Do Crew developers state that their mission with the game is help combat the growing epidemic of child obesity. "Children will not stop watching television, and parents will not stop feeling guilt about that fact. So, where does that leave us? It leaves us with a rare opportunity to acknowledge this epidemic and treat it at the most basic level," the site says. "The Do Crew team is dedicated to making all passive media active, and we believe that with a little technology and imagination we can reimage the personal computer or console video game system as effective electronic exercise equipment." Going after the children's entertainment market could also be a boon for the augmented reality industry which has yet to find the public spotlight. Time Magazine named AR as one of the top tech trends to watch in 2010 , and by engaging children, AR may be able to make significant strides towards mass public adoption and acception. Actually, AR experiences aimed at kids are not a new concept; a LEGO Store installation that helped kids see 3D reprensentations of model kits right on their boxes, and a web-based Topps baseball card experience that made the players on the cards come alive in 3D are two of the most well known AR roll-outs to date. New projects like Do Crew are not only great for kids, but also for AR as a whole as it strives to gain credibility and traction with as wide an audience as possible. Discuss

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"Do Crew" Augmented Reality Cartoons Help Get Kids Off the Couch

Social Gaming: Legit Gameplay or a Play for Your Cash?

Posted on April 5th, 2010 in Social Media | Comments Off

There is a question being bandied about by people in the game industry. It effects something you do, or, if you don't, your friend, roommate, wife or fencing opponent does. Social gaming. Is social gaming - games played on social networks, like Facebook and MySpace - actually gaming? Millions of users have already given their tacit approval that there is indeed entertainment value in those games. But what puts hardcore gamers' skivvies in a knot is the idea that there has been total sacrifice of gameplay in exchange for filthy lucre - that these "games" have been so neutered that they only outwardly resemble gaming. And so the more important question is this: Are hardcore gamers simply demanding that all cars on the road be sports cars, or are they a bellwether of a shift in social gaming from click-click-click, to quality? Sponsor "Social games are making tons of money," said Karen Clark, a Project Manager at Electronic Arts. "They are like slot machines made legal and web-accessible. There's a lot of investment. Most game people think these 'games' suck because they are more like exercises in clicking and monetization of customers than they are fun." It is a burgeoning area. In December, Digital Sky Technologies bought into Zynga for $180 million. EA snapped up PlayFish for $400 million and Playdom, whose "Social City" game racked up 10 million players in about a month of existence, scored a $43 million series B . Most social games as well as some casual games make use a business model of selling in-game "currency" for the purchase of anything from fertilizer to a straight-razor and combining that with player-privileges sales and advertising. "The business model for social games worked really well," said Mark Hendrickson of Big Fish, a Seattle-based gaming company, "because there were only a few companies who could harvest all the affiliate money and swamp anyone else's efforts by putting that money right back into the Facebook ad network. I really think they should have called it 'Facebook gaming.' Social gaming is only on the radar because it is a really, really cheap way to possibly make a whole lot of money, if implemented properly. "As Facebook goes, so goes social gaming." Tami Baribeau, the producer of Metaplace's Island Life game on Facebook, sees it very differently. "Games go where people go," she said. "Social networks are clearly a hot platform right now because it's where people are spending time on the web." She attributes the fiction that gameplay is compromised to hardcore gamer prejudice more than to any pandering to a lowest common denominator. "The fact that social games are whittled down to their basic core mechanics and feedback loop mean that they're instantly understandable, casual, and the fun is easy to find. This is why they open up the market to so many people, and such a different demographic than traditional console/PC gaming. Traditional gamers don't like to admit (or simply don't realize) that games do not have to be massive, 3D, scripted, deep, and immersive experiences in order to be fun and engaging and monetizable. " Alex Swanson, Project Lead at Playdom, also disagrees with the notion that good gameplay is stepped back in social gaming. "Initially computers themselves were extremely complex and difficult to learn, so the platform self-selected for people that were tolerant of (or even attracted by) complexity," he said. "Since then computers have be come much more accessible, creating a gap in the market between the average computer user and the average 'gamer.' "Part of the reason that games like these were never very successful prior to the existence of social networks is once again an issue of accessibility. These games are built around the idea that the user has a connected identity. Trying to ask users to build out their social graph as part of entering a game would create an insurmountable barrier to entry. Fortunately, Facebook has already convinced the players to do this by providing its own unique benefits." If you play social games, you probably do not care about this argument. You play because it's fun. Maybe that's enough. Maybe it's not for one group of gamers to tell another that they oughtn't love what they love. "All I know," said one social gamer, " is I've met the nicest people playing Mafia Wars." For another view of social gaming, see ReadWriteWeb's post on Armchair Revolutionary . Discuss

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Social Gaming: Legit Gameplay or a Play for Your Cash?

Fancy Hands: Virtual Assistants, Aardvark Style

Posted on April 5th, 2010 in Social Media | Comments Off

"It's not about the value of the task, it's about the value of me not having to do it, or even think about it anymore." That's how Ted Roden describes Fancy Hands , his new side project that provides virtual personal assistants in the cloud for a low monthly fee. Need an appointment made for you? Research done on Fantasy Baseball players you might want to draft onto your team? Roden has hired more than 100 people based in the US and England who can perform almost any quick, legal task for you, within minutes, at any hour day or night. You can send them 15 emails with task requests per month for a $30 fee. An algorithm sorts the tasks and routes each one to the most appropriate person. Sponsor Roden says the people he's hired include retired lawyers, actors waiting with time to spare before going on camera and former employees of competitor ChaCha . He wrote a program to sift through piles of applications and plans on using the company's own service providers to select new hires in the future as well. Roden himself has a day job in the R&D department of the New York Times. He's a creative dynamo whose energy spills out in side projects like the visually compelling social bookmarking service EnjoysThin.gs and an O'Reilly book about building real-time websites , due out this Summer. Previously, he was the 2nd full-time programmer at art-video portal Vimeo . Roden says he built Fancy Hands because he wanted to build something big. He calls it that just because it was the filename for his first bit of code, a tradition across all his projects. He's bootstrapping it himself "and my wife says it's ok," he says. Casting The Tasks Fancy Hands is easy for customers to use. I asked the service to find where in town I could buy a "sweater bag" to run sweaters through the washing machine and got a great response, complete with multiple options online and a personal recommendation, within an hour. I asked for links to reviews of iPad RSS reading applications and the first response I got was terrible. I emailed back complaining and the person on the other end sent me back something even worse. Then Roden noticed and reassigned the request to someone who filled it beautifully. Roden says that for now he's doing the quality control himself and generally well after the tasks have been completed. He's got a complex series of tubes and pulleys rigged up to sort tasks, though. He calls it "the eHarmony of Getting Things Done." Social search Aardvark started out as a lot of manual human effort behind public facing technology, then became a search-sorting algorithmic people-connector that Google bought for millions. Fancy Hands is half human and half-machine, too. It connects your emailed task requests with the right staff members to fill them. In that way it's a little reminiscent of Aardvark , the social search startup that began as a human bucket brigade behind a facade of technology and ended up a complex web of computer science that Google acquired this Winter for millions of dollars . At its core Fancy Hands is people, though. And the people are paid by the task. Roden has created a system that ranks tasks by complexity and rewards assistants with higher pay when they complete harder tasks. Once they reach a particular pay grade, all their tasks become better paying, thus incentivizing them to dive in to harder and harder work. The people behind the scenes are often surprisingly enthusiastic. Roden says that compared to other, similar systems, Fancy Hands is more affordable, competitive on speed and often surprisingly superior in quality of results. At least at launch, the people he's hired seem relatively interested in the project and the work. This afternoon I asked Fancy Hands to make me an appointment with "Bob's Heating System Repair" and gave it my own phone number to call, just to see how it went down. I answered my next inbound call with "hello, Bob's heating repair, this is Bob." And went through a few minutes of appointment conversation before telling the virtual assistant what I was really doing. I think he felt a little bit toyed with, but he was very professional before and after I disclosed my true identity. He said he had interacted just a little bit with Ted and that he was very interested to see what kind of research he would be tasked with doing. He was very cautious about telling me anything specific about what the system was like on his end because "we're a brand new company, just starting." I thought it was charming that one of the 100 people hired to do tasks for a fee felt so closely associated with the business. These Hands Are Fancy People familiar with this kind of "human powered micro-outsourcing" will no doubt be familiar with Amazon's Mechanical Turk. All kinds of businesses bid for Turk users to perform rapid little tasks that require just a touch of human intelligence. Spammers pay Turkers to leave spammy spam around the web, podcasters pay Turkers to transcribe tiny fragments of audio files, businesses like Citysearch and Yelp pay Turkers to confirm changes to local business listings submitted by users. It's a big business, a platform that other businesses are being built on top of. These services can be taken too far, of course. Author Tim Ferriss famously paid a team of assistants to pretend to be him on dating websites. They vetted women for intelligence and appearance before scheduling a day full of short first dates all in a row. That's just dishonest, an interpersonal crime of convenience. There's something both more and less human about what Fancy Hands is doing, though. Its algorithmic task sorting could become very complex but the people on both ends are more invested, too. Roden says his model of $30 for 15 tasks per month makes people stop and ponder whether a task is really one they want to expend part of their monthly subscription on. There's something intriguing about that. For himself, Ted Roden has a simple rule for using the system he built. "If I think about anything twice, I just put it into Fancy Hands," he says. It will be interesting to see how often his customers think about Fancy Hands and whether enough of them will renew their subscriptions to make this a sustainable service. If nothing else, this mix of human and machine is thought provoking, and perhaps prescient, in the way it strategically blends the online and offline worlds. Photo by Justin Ouellette . Discuss

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Fancy Hands: Virtual Assistants, Aardvark Style

E-Books on the iPad: iBooks vs. Kindle for iPad

Posted on April 3rd, 2010 in Social Media | Comments Off

Ever since Steve Jobs first announced iBooks for the iPad, pundits have been wondering about the future of the Kindle and similar e-book readers in the face of this new competition. Now that we actually have access to an iPad , we had a chance to take a closer look at both the iBooks and Amazon's Kindle for iPad apps. We are still waiting for the B&N iPad app, but both iBooks and iPad for Kindle already highlight the iPad's potential as an e-book reader. Sponsor iBooks It doesn't come as a surprise that Apple managed to develop the prettier e-reader app. Switching from the iBooks store - which looks a lot like the App Store - to your bookshelf is done through a nifty animation. Newly downloaded books and samples smoothly slide into the bookshelf and thanks to a faux 3d look and a page-flip animation, the app itself mimics the look and feel of a book. When you click on a book in your shelf, it flips open and zoom to the page you left off. Flipping the iPad to landscape mode switches iBooks from displaying on page per screen to a more book-like two-page view. Given how wide the iPad's screen its, this makes it a lot easier to read as the individual lines are much shorter. With regards to customization, iBooks allows its users to change the size of the font, but also the font itself (Baskerville, Cochin, Palatino, Times New Roman and Verdana). You can also set the screen brightness right from within any book, which is great for reading at night. As far as we can see, however, you can't switch to white text on a black background. Another neat feature is the search function that feels a lot like Spotlight on OSX. This search feature is extremely fast - though sadly it only works for the book that you are currently reading. You can't search through all of your library, though you can initiate a Google and Wikipedia search from within any book (these open up Safari, however). The iBooks app can also read DRM-free ePub texts. You simply download the e-book to your computer, drag it into iTunes and after your next sync, it will appear in iBooks. iBooks Store The iBooks store mostly features books between $9.99 and $14.99 (with a few outliers). There are currently about 30,000 free books in the store (courtesy of Project Gutenberg) and about 60,000 books from most major publishers - though there are still some holdouts . Every book in the store allows you to download a free sample (sometimes more than 50 pages long). Kindle for iPad Amazon, of course, offers a far larger store than Apple. With close to 450,000 paid and free books. It's worth noting that the Kindle store also launched with slightly more books (about 88,000). Compared to iBooks, Kindle for iPad feels a bit more pedestrian, as it doesn't feature fancy animations. Pages just slide left and right and instead of two-page view when you flip the iPad to landscape mode, you just get a single page with a very wide layout. The Kindle app also doesn't allow users to customize the font of a book, though it does offer the standard screen brightness and font size settings. Unlike the iBooks app, which only has a bookmark feature, the Kindle app allows users to annotate books and highlight passages in these texts. For students, this is a must-have feature and it's surprising that Apple didn't include this in its app. As with its other mobile apps, Amazon forces its readers to download apps from the Kindle online store. The only way to access this is through the browser. Here, Apple's ability to integrate the store into the e-reader application is a big plus. Verdict: iBooks is the Better App; Kindle is the Better Platform In terms of functionality, the choice between the two apps depends on your needs. If you need to highlight and if you want to take notes, then the Kindle app is the only way to go. If you just want to read, the iBooks apps is just fine. Prices in both the iBooks and Kindle store are likely to be very similar - especially now that Amazon is slowly giving up on its idea of selling all e-books at $9.99. The real advantage of the Kindle app is that you can read and sync books with more devices. You can start reading a book on the iPad at home or on the plane, for example, and then continue reading on your iPhone while you are waiting in line at the post office. Chances are that Apple will launch an iBooks app for the iPhone sooner or later, but until then, investing in Kindle books seems like a smarter decision as you don't lock yourself completely into Apple's smaller ecosystem. More About the iPad Launch Click here for our full archive of posts about the iPad launch . Discuss

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E-Books on the iPad: iBooks vs. Kindle for iPad