Tuesday, April 15, 2008

Cross Marketing

http://youtube.com/watch?v=O4272BhKBoc

The above link takes you to a video of 50 cent discussing the cross-promotion of his most recent album with Kanye West’s most recent album. In order to do this cross promotion, the two artists engaged in a dramatic competition to see who could sell the more records of his album. Both albums were released simultaneously on the same day, and websites online charted the album sales for both rappers. In the end, Kanye won the competition, but both benefited from the hype and drama created through the competition.

The internet played a critical role in both promoting the competition, the hype, and the record sales. First, rap enthusiasts went online to supplement their knowledge about the rap competition. Through the internet fans found out the parameters of the competition and kept up with the latest news and hype. This constant flow of information increased awareness of the competition and created a buzz because such a thing had not been done before. Second, new technology allowed listeners to purchase the albums or individual songs online without physically going to a record store. Doing this decreased the transaction costs of the purchases and facilitates sales. Third, online charts kept track in real time of who was selling more. This constant tracking kept fans and enthusiasts engaged and excited, as they continued to support their favorite artist.

Tuesday, April 8, 2008

Key Areas for Technological Innovation

Technological innovations revolutionize the way we, as members of society and a university, function and interact. Over the past 20 years or so, the internet has driven the information revolution, and I believe that it will continue to shape and mold our society for several years to come. Right now, the internet offers several services and access to a wide array of information. But there is still room for improvement. The first key is to find an easy and cost-effective method to make the internet accessible to everyone everywhere. By doing this, more users will log on which increases the probability of the creation of new programs and new uses for this revolutionary technology. Of course, in addition to new developments on the web, this increased access to information will likely spur economic development in several of the underprivileged parts of the world as entrepreneurs and politicians can work together to spur economic growth in a well-informed and conscientious way.

Mobile media are also a key emergent areas. Cellular phones, PDAs, touch iPods and other items that facilitate communication and access to information are increasingly important because they connect people in an effortless and convenient way. Staying in touch 50 years ago was difficult- no cell phones, no internet, and no emails. Today, using tools such as Skype, emails, IM, and other programs helps keep people together and in the loop, and this changes the way people’s social networks are set up. Such items allow for broader networks and more communication simply because it is so easy. As we progress into the future, the enormity of the opportunity with mobile media becomes more and more apparent, and service providers will certainly capitalize upon this by unveiling new products and innovations.

On the flip side of this, there will always be flash-in-the-pan fads that come and go. Right now, I believe that video games such as Guitar Hero and Rock Band are the new hot item, but with time, their popularity will inevitably diminish because of the limited amount of diversion they provide and the competition that the future will bring. Products such as these are not necessary and tend to lose their luster with time. However, the broader genre of video games will be around for a long time mainly because of its consistent appeal to certain demographics and its engaging and immersive nature.

As for academia, I see changes happening throughout the university. In the majority of my public policy classes and electives, professors have integrated the internet into their classes somehow, whether it is through Blackboard or some other program like LexisNexis, Youtube, or Google Scholar. The change, however, oftentimes begins with the more technologically-oriented departments such as ISIS or computer science. Once these departments adopt certain technologies, others slowly catch on. Additionally, over the upcoming years as professors become more comfortable with technology, we will see it become increasingly utilized in the classroom; simple familiarity and confidence in using technology are the biggest structural changes and these will be overcome with time.

Technology is a continually changing and evolving being that both reflects and molds society, and there are several key areas for innovation and creativity. The internet, in addition to mobile media and other key technological areas, provides tremendous opportunities to develop new technologies and spark a revolution that changes the way we live today.

Friday, April 4, 2008

The DiVE experience

Going to the DiVe on Thursday was an entirely new experience for me, and I was left in awe. Never before had I been in such an immersive and convincing virtual environment, which engaged me not through a screen but, rather, through a fully interactive system that adjusted to my perceptions and movements to maximize the impression of reality it projected. While I was in the DiVE, I experienced several programs which simulated a variety of different environments. For example, there was a program which simulated walking off of a bridge and falling into an abyss, and it was so convincing that I was scared of walking off of the bridge and falling. While I was virtually falling, all my sense told me that I was actually falling (except for the lack of wind that would normally accompany such a fall). The screen was moving appropriately and my sense of depth perception changed accordingly. I could feel my heart flutter. Also, there was another program that simulated a roller coaster ride, and I felt like I was actually on a roller coaster; the DiVE manipulated my vision and sense of direction to reinforce the roller coaster feeling. I had to check myself to remember that it was only a virtual experience. The entire experience was eye-opening: I did not realize that such technology existed, and I would like to learn more about it, including how it works and how to develop programs for it.

When I compare the DiVE to Second Life, a number of comparisons immediately stand out. First, Second Life occurs on a two-dimensional screen and tries to create a three-dimensional feel; conversely, the DiVE is three-dimesional. Second, the DiVE manipulated my senses to reinforce the sensations it was trying to create (for example, falling); Second Life could not do this. Third, the DiVE is more interactive and immersive than Second Life. As a participant, I am physically involved in the DiVE whereas my involvement was only virtual in Second Life. Fourth and finally, the DiVE is significantly more expensive for participants than Second Life.

In the end, the DiVE is a more immersive experience and is a truer representation of a virtual life, but given the immense costs associated with purchasing and installing a DiVE, Second Life is the more cost-effective way of engaging in a virtual reality.