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	<title>turtlethink.com &#187; Paul Fayngersh</title>
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	<link>http://turtlethink.com</link>
	<description>turtles like technology</description>
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		<title>People are walking architecture: making smart cities via smart products</title>
		<link>http://turtlethink.com/2010/05/people-are-walking-architecture-making-smart-cities-via-smart-products/</link>
		<comments>http://turtlethink.com/2010/05/people-are-walking-architecture-making-smart-cities-via-smart-products/#comments</comments>
		<pubDate>Fri, 21 May 2010 19:48:13 +0000</pubDate>
		<dc:creator>Paul Fayngersh</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Physical Computing]]></category>
		<category><![CDATA[Archigram]]></category>
		<category><![CDATA[Architecture]]></category>
		<category><![CDATA[BERG]]></category>
		<category><![CDATA[Guy Debord]]></category>
		<category><![CDATA[Internet of Things]]></category>
		<category><![CDATA[Matt Jones]]></category>
		<category><![CDATA[Muji]]></category>

		<guid isPermaLink="false">http://turtlethink.com/?p=1147</guid>
		<description><![CDATA[I never imagined a presentation that references Eliel Saarinen, Clay Shirky, and Muji. Well, here you go. 
Matt Jones, a designer at London-based BERG, explores the idea that smart cities can be constructed bottum-up with the creation of smart products; that is, small and unobtrusive loosely networked objects fluidly integrated within their larger context. His [...]]]></description>
			<content:encoded><![CDATA[<p>I never imagined a presentation that references Eliel Saarinen, Clay Shirky, and Muji. Well, here you go. </p>
<p><a href="http://berglondon.com/people/matt-jones/">Matt Jones</a>, a designer at London-based BERG, explores the idea that smart cities can be constructed bottum-up with the creation of smart products; that is, small and unobtrusive loosely networked objects fluidly integrated within their larger context. His talk from TechnoArk in Switzerland is below: </p>
<p><a title="View People Are Walking Architecture, or making NearlyNets with MujiComp, January 2010 on Scribd" href="http://www.scribd.com/doc/31533915/People-Are-Walking-Architecture-or-making-NearlyNets-with-MujiComp-January-2010" style="margin: 12px auto 6px auto; font-family: Helvetica,Arial,Sans-serif; font-style: normal; font-variant: normal; font-weight: normal; font-size: 14px; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none; display: block; text-decoration: underline;">People Are Walking Architecture, or making NearlyNets with MujiComp, January 2010</a> <object id="doc_398837849158949" name="doc_398837849158949" height="500" width="100%" type="application/x-shockwave-flash" data="http://d1.scribdassets.com/ScribdViewer.swf" style="outline:none;" ><param name="movie" value="http://d1.scribdassets.com/ScribdViewer.swf"><param name="wmode" value="opaque"><param name="bgcolor" value="#ffffff"><param name="allowFullScreen" value="true"><param name="allowScriptAccess" value="always"><param name="FlashVars" value="document_id=31533915&#038;access_key=key-xfxid4x2jrhvzlfxubx&#038;page=1&#038;viewMode=slideshow"><embed id="doc_398837849158949" name="doc_398837849158949" src="http://d1.scribdassets.com/ScribdViewer.swf?document_id=31533915&#038;access_key=key-xfxid4x2jrhvzlfxubx&#038;page=1&#038;viewMode=slideshow" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="500" width="100%" wmode="opaque" bgcolor="#ffffff"></embed></object>	</p>
<p><a href="http://berglondon.com/blog/2010/05/18/people-are-walking-architecture-or-making-nearlynets-with-mujicomp/">[People are walking architecture, or making NearlyNets with MujiComp]</a>, via <a href="http://www.psfk.com">[PSFK]</a> </p>
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		<title>Business Plans 2.0: Lean and Icon-based</title>
		<link>http://turtlethink.com/2010/02/business-plans-2-0-lean-and-icon-based/</link>
		<comments>http://turtlethink.com/2010/02/business-plans-2-0-lean-and-icon-based/#comments</comments>
		<pubDate>Sat, 13 Feb 2010 15:44:41 +0000</pubDate>
		<dc:creator>Paul Fayngersh</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Business Plans]]></category>
		<category><![CDATA[Lean Startup]]></category>
		<category><![CDATA[Lunatech]]></category>
		<category><![CDATA[Startups]]></category>
		<category><![CDATA[Venture Capital]]></category>

		<guid isPermaLink="false">http://turtlethink.com/?p=1036</guid>
		<description><![CDATA[
The attendees of Thursday night&#8217;s Bootstrapping and Agility meetup at Rotterdam witnessed the unveiling of a very neat idea that could very well change the game of business plan submissions. Though presented in a &#8220;tongue-in-cheek&#8221; manner, I believe the concept solves a very real problem: clear communication between entrepreneurs presenting new ventures and investors seeking [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://turtlethink.com/wp-content/uploads/2010/02/BusinessPlanIcons.jpg"><img src="http://turtlethink.com/wp-content/uploads/2010/02/BusinessPlanIcons.jpg" alt="" title="BusinessPlanIcons" width="915" height="372" class="aligncenter size-full wp-image-1038" /></a></p>
<p>The attendees of Thursday night&#8217;s Bootstrapping and Agility meetup at Rotterdam witnessed the unveiling of a very neat idea that could very well change the game of business plan submissions. Though presented in a &#8220;tongue-in-cheek&#8221; manner, I believe the concept solves a very real problem: clear communication between entrepreneurs presenting new ventures and investors seeking new opportunities. Many ideas begin from a playful starting point; only when one takes a step back and really evaluates them is their actual merit realized. </p>
<p>The presentation comes from Peter Hilton (<a href="http://twitter.com/PeterHilton">@PeterHilton</a>) of <a href="http://www.lunatech.com">Lunatech</a>, part early stage VC firm and part software development company and the gracious hosts of the event. Inspired by the simplicity and success of the Creative Commons icons, which condense pages of information that no one ever reads into an easily-understandable symbol accompanied by a sentence of text, Peter proposes to apply that exact same logic to business plans. In reality many submitted business plans are simply not read by investors &#8211; they are too long, too boring, or too convoluted. Naturally, the entrepreneurs who write them want to go into as much detail as possible in their plans while the investors that read them just want to see the very core points. </p>
<p>This inherent rift that persists between investors and entrepreneurs is bridged by creating icon-based business plans, which condense a thick proposal to an easily-digestible single cover page. The system provides a way for entrepreneurs to present <em>exactly</em> what they are offering in a standardized common visual language. It has the potential to save a lot of time (and frustration) for both ends. Of course, this is not meant to <em>replace</em> a business plan, but rather act as an initial filter for at least getting the right ideas through the door.</p>
<p>Lunatech imagines this as a simple web app where users can check-off all the standard descriptions that apply to them, producing a final page of icons that can each be accompanied by no more than an additional 140 characters of descriptive text. This should be enough for any investor to know whether they want to meet with you or not, and to easily identify the strong and weak points of your proposal. </p>
<p>Peter&#8217;s entire presentation can be seen <a href="http://turtlethink.com/wp-content/uploads/2010/02/business-plan-symbology2.pdf">here</a>. Please note that this is the first time this has been presented, it is in the very early stages, and they are still very much working on the concept. </p>
<p>&#8212;&#8212;&#8211;<br />
<strong>UPDATE</strong> (3/5/2010): The application is now live at <a href="http://www.plancruncher.com">PlanCruncher.com</a>. Check it out everyone!  </p>
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		<title>Garry Kasparov on Chess, Artificial Intelligence, the Human Mind&#8230; and Poker</title>
		<link>http://turtlethink.com/2010/02/garry-kasparov-on-chess-artificial-intelligence-the-human-mind-and-poker/</link>
		<comments>http://turtlethink.com/2010/02/garry-kasparov-on-chess-artificial-intelligence-the-human-mind-and-poker/#comments</comments>
		<pubDate>Sat, 13 Feb 2010 15:29:25 +0000</pubDate>
		<dc:creator>Paul Fayngersh</dc:creator>
				<category><![CDATA[Artificial Intelligence]]></category>
		<category><![CDATA[Brain]]></category>
		<category><![CDATA[Chess]]></category>
		<category><![CDATA[IBM]]></category>
		<category><![CDATA[Kasparov]]></category>
		<category><![CDATA[Poker]]></category>
		<category><![CDATA[Singularity]]></category>

		<guid isPermaLink="false">http://turtlethink.com/?p=1007</guid>
		<description><![CDATA[
History&#8217;s greatest grandmaster Garry Kasparov just wrote an in-depth review of Diego Rasskin-Gutman&#8217;s newly published &#8220;Chess Metaphors: Artificial Intelligence and the Human Mind&#8221; for the New York Review of Books. The article provides a spectacular summary of the history of computer chess programs and the AI engines that power them. What makes it a must-read, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://turtlethink.com/wp-content/uploads/2010/02/Kasparov_vs_DeepBlue.jpg"><img src="http://turtlethink.com/wp-content/uploads/2010/02/Kasparov_vs_DeepBlue.jpg" alt="" title="Kasparov_vs_DeepBlue" width="716" height="438" class="aligncenter size-full wp-image-1012" /></a></p>
<p>History&#8217;s greatest grandmaster Garry Kasparov just wrote an <a href="http://www.nybooks.com/articles/23592">in-depth review</a> of Diego Rasskin-Gutman&#8217;s newly published &#8220;<a href="http://www.amazon.com/Chess-Metaphors-Artificial-Intelligence-Human/dp/026218267X/ref=sr_1_1?ie=UTF8&#038;s=books&#038;qid=1265985688&#038;sr=1-1">Chess Metaphors: Artificial Intelligence and the Human Mind</a>&#8221; for the New York Review of Books. The article provides a spectacular summary of the history of computer chess programs and the AI engines that power them. What makes it a must-read, however, are Kasparov&#8217;s personal anecdotes about his own experiences playing computers, including, of course, his notorious loss to IBM&#8217;s Deep Blue in their 1997 rematch (Kasparov won the first match in 1996). This not only marked the first time a computer defeated a world chess champion, but was also seen around the world, for better or for worse, as the conclusive tipping point when raw machine intelligence overcame what we mere humans could handle. </p>
<p>Kasparov occupies an entirely unique post in the history of world chess champions &#8211; the tables turned during his guard. He started out in the mid-80s being able to beat the most sophisticated chess programs conclusively every single time; during the late-90s the exact reverse situation materialized. In fact, by the beginning of the new millennium $50 commercially available chess programs running on regular PCs could &#8220;crush most grandmasters&#8221; and when Kasparov last played two serious matches with such programs (in 2003) they both ended in a tie. </p>
<p>Of course Kasparov reminds as that just because computers can now decisively win at chess doesn&#8217;t mean that &#8220;chess is solved.&#8221; He writes:</p>
<blockquote><p>&#8220;The number of legal chess positions is 10<SUP>40</SUP>, the number of different possible games, 10<SUP>120</SUP>. Authors have attempted various ways to convey this immensity, usually based on one of the few fields to regularly employ such exponents, astronomy&#8230;Diego Rasskin-Gutman points out that a player looking eight moves ahead is already presented with as many possible games as there are stars in the galaxy. Another staple&#8230;is to say there are more possible chess games than the number of atoms in the universe.&#8221; </p></blockquote>
<p>Even if there were such a thing as &#8220;solving chess&#8221; &#8211; that is, both sides continuously playing the perfect game &#8211; these impressive numbers highlight how mathematically difficult, probably impossible it would be to actually accomplish this feat. And even if this were hypothetically possible, Kasparov notes the importance of not confusing narrow AI applications, such as playing chess, with general intelligence of the sort that allows humans to think, intuit, dream, walk up stairs, wash the dishes &#8211; to generally lead the kind of lives expected of (relatively) advanced sentient beings. Chess has been used for centuries as the ultimate metaphor for the mind, but Kasparov finally concludes that<em> &#8220;perhaps chess is the wrong game for the times.&#8221;</em> </p>
<p><strong>Enter: Poker</strong><br />
Many players, including myself and several of my friends, started out playing poker directly from the chess world; yes the opportunity for profit is greater, but it is also because poker is in many ways more complex and challenging than chess. While chess is a 100% information game and entirely susceptible to computer calculation, poker is defined by hidden information and contains nuanced elements such as tells, bluffing, and emotional control which span distinct fields such as social psychology, risk-management, and game theory &#8211; all aspects that make it significantly more problematic both for players and AI programmers to master. </p>
<p>Something I have been advocating for several years, and it seems that Kasparov and others agree: <strong>Poker is where AI gaming researchers should be focused.</strong> Whereas chess programs can now consistently beat anyone in the world, no one has yet figured out how to beat advanced human players at poker. And it&#8217;s surely not for lack of effort &#8211; there are dozens of entities working on this problem every day. In fact, some claim that they have already built software that profitably beats online poker (for example: <a href="http://www.codingthewheel.com/archives/how-i-built-a-working-poker-bot">&#8220;How I Built a Working Poker Bot&#8221;</a>). There are <a href="http://pokerai.org/wiki/index.php/Category:Pokerbots">many others out there</a>, and some make the claim that they are consistently winning. Of course it is difficult to assess the success of these programs &#8211; especially since many of them are likely not even public &#8211; yet I remain skeptical. It is probably possible to program something to beat the microlimits, but entering the realm of even mid-stakes amateur play is an entirely different ballgame. </p>
<p><a href="http://turtlethink.com/wp-content/uploads/2010/02/cylons-playing-poker.jpg"><img src="http://turtlethink.com/wp-content/uploads/2010/02/cylons-playing-poker.jpg" alt="" title="cylons-playing-poker" width="785" height="443" class="aligncenter size-full wp-image-1016" /></a></p>
<p>I write this not to disregard people&#8217;s present efforts, but to encourage AI researchers to view the poker platform with the same enthusiasm and seriousness that I believe it deserves. The many disparate fields from which players must simultaneously draw information and the very social nature of the game make it perfectly suited for some truly interesting research of advanced gaming AI, and, dare I say it, even research dealing with problems of strong AI. At least it is surely more accurate than chess as a metaphor both of the mind and of the way humans interact with the world. A few brief reasons:</p>
<ul>
-Minds operate on heuristics, not algorithms.<br />
-Our existence can be summed up as making choices in the face of limited information.<br />
-We operate within a social context.<br />
-Information that is presented to you may be false, and will surely be false >0% of the time.<br />
-Individual instances of &#8220;chance&#8221; exist and do matter.<br />
-There are limited resources and different entities have varying amounts of control over those resources.<br />
-There are <em>many</em> variables from varying realms that go into making even the simplest decisions.
</ul>
<p>
<br />
Let&#8217;s go beyond poker bots that can at best squeeze out profits playing for pennies, and begin thinking about a poker AI than can adapt to individual players, can make unwarranted bluffs only to establish a crazy image for uncertain future gains, can vary its playing style &#8211; in short, can <em>outthink</em> its opponents. Perhaps while venturing down this road of creating a social, competitive agent, one driven by the same impulses of survival and will towards progress that guide biological life, we will come one step closer to the birth of a true thinking machine. Just be careful: never trust a poker player.
</p>
<p><a href="http://www.nybooks.com/articles/23592">[<em>The Chess Master and the Computer</em>, Garry Kasparov - New York Review of Books] </a><br />
[<em>Cylons Playing Poker</em> via <a href="http://www.anthonyjcox.com/2008/05/cylons-playing-poker.html">Anthony J. Cox</a>] </p>
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		<title>Philip Rosedale, founder of Second Life, venturing into creating Artificial General Intelligence</title>
		<link>http://turtlethink.com/2010/02/philip-rosedale-founder-of-second-life-venturing-into-creating-artificial-general-intelligence/</link>
		<comments>http://turtlethink.com/2010/02/philip-rosedale-founder-of-second-life-venturing-into-creating-artificial-general-intelligence/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 20:49:19 +0000</pubDate>
		<dc:creator>Paul Fayngersh</dc:creator>
				<category><![CDATA[Artificial Intelligence]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[AGI]]></category>
		<category><![CDATA[Ben Goertzal]]></category>
		<category><![CDATA[Brain]]></category>
		<category><![CDATA[lovemachine]]></category>
		<category><![CDATA[Philip Rosedale]]></category>

		<guid isPermaLink="false">http://turtlethink.com/?p=1005</guid>
		<description><![CDATA[According to James Au&#8217;s Second Life blog, New World Notes, Philip Rosedale is “working towards creating a sentient artificial intelligence which exists in a virtual world.” Rosedale&#8217;s ambiguous new company LoveMachine lists as one of the three projects on its website: &#8220;The Brain. Can 10,000 computers become a person?&#8221; To that I would probably answer [...]]]></description>
			<content:encoded><![CDATA[<p>According to James Au&#8217;s Second Life blog, <a href="http://nwn.blogs.com/nwn/2010/02/philip-rosedale-ai.html">New World Notes</a>, Philip Rosedale is <strong>“working towards creating a sentient artificial intelligence which exists in a virtual world.”</strong> Rosedale&#8217;s ambiguous new company <a href="http://www.lovemachineinc.com/">LoveMachine</a> lists as one of the three projects on its website: &#8220;<strong>The Brain</strong>. Can 10,000 computers become a person?&#8221; To that I would probably answer a simple &#8220;no.&#8221; Creating a successful Internet-based virtual world surely took a lot of boldness, ambition, and chutzpah, but not even that is in the same ballpark as creating an AGI! (The other company goals are almost equally lofty: <strong>Work</strong>. Software for companies to work better and faster. and <strong>Money</strong>. A digital replacement for world currencies.) </p>
<p><a href="http://turtlethink.com/wp-content/uploads/2010/03/lovemachine.gif"><img src="http://turtlethink.com/wp-content/uploads/2010/03/lovemachine.gif" alt="" title="lovemachine" width="377" height="159" class="aligncenter size-full wp-image-1091" /></a></p>
<p>Virtual worlds are a natural setting for experimenting and testing various AI applications and appear especially suited for &#8220;general&#8221; intelligence development because of their broadness, openness and theoretical lack of limitations and rules. Ben Goertzel and his company, Novamente, have been working on virtual pets and the <a href="http://vimeo.com/1499611">results are pretty interesting</a>. So while projects such as these are something to get excited about, it&#8217;s hard not to dismiss bigheaded goals as worthless hype without seeing the real work that has gone into specific planning and execution &#8211; at least something that does not recall the infamous Underpants Gnome plan of 1)Collect underpants 2)??? 3)Profit. So while I don&#8217;t think much will come out of this, I have to issue the small warning that the distinction between &#8220;virtual&#8221; and &#8220;real&#8221; is pretty nonexistent. All that data is comprised of real code stored on real servers with real physical locations managed by real people&#8230; And again while I do remain skeptical of anyone achieving anything close to sentient intelligence anytime soon, I am also a bit concerned about singular commercial entities working <em>secretly</em> on a <em>closed</em> AGI system. Not involving all stakeholders &#8211; that is, ALL OF US &#8211; raises some ethical quandaries that at least need to be debated.</p>
<p>I would put someone like Philip Rosedale (proven record, visionary thinker, deep pockets and connections) pretty high on the list of people that could make some serious headway in the field, especially in potential <em>commercial</em> applications; he certainly tackles the big issues. Let&#8217;s just hope Philip Rosedale doesn&#8217;t resemble Watchmen&#8217;s Ozymandias&#8230; <img src='http://turtlethink.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><a href="http://turtlethink.com/wp-content/uploads/2010/03/Rosedale-1.jpg"><img src="http://turtlethink.com/wp-content/uploads/2010/03/Rosedale-1.jpg" alt="" title="Rosedale-1" width="467" height="324" class="aligncenter size-full wp-image-1095" /></a></p>
<p>[New World Notes - <a href="http://nwn.blogs.com/nwn/2010/02/philip-rosedale-ai.html">Philip Rosedale Attempting to Create Sentient Artificial Intelligence That Thinks and Dreams in Second Life!</a>]</p>
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		<title>&#8220;3.6 Zettabytes&#8221; &#8212; the puzzle of American information consumption</title>
		<link>http://turtlethink.com/2010/01/3-6-zettabytes-the-puzzle-of-american-information-consumption/</link>
		<comments>http://turtlethink.com/2010/01/3-6-zettabytes-the-puzzle-of-american-information-consumption/#comments</comments>
		<pubDate>Wed, 13 Jan 2010 17:35:15 +0000</pubDate>
		<dc:creator>Paul Fayngersh</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[FabLab]]></category>
		<category><![CDATA[Data Visualization]]></category>
		<category><![CDATA[Laser Cutter]]></category>
		<category><![CDATA[media]]></category>

		<guid isPermaLink="false">http://turtlethink.com/?p=965</guid>
		<description><![CDATA[
3.6 Zettabytes is a wooden puzzle created by me and Mark Kizelshteyn that visually and haptically illustrates media consumption in the United States. The title refers to the total amount of information data absorbed by the country for the year 2008 as calculated by a recent study (December 2009) published by the Global Information Industry [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://turtlethink.com/wp-content/uploads/2010/01/zettabytes1.jpg" alt="zettabytes1" title="zettabytes1" width="750" height="648" class="aligncenter size-full wp-image-969" /></p>
<p><strong><em>3.6 Zettabytes</em></strong> is a wooden puzzle created by me and Mark Kizelshteyn that visually and haptically illustrates media consumption in the United States. The title refers to the total amount of information data absorbed by the country for the year 2008 as calculated by a recent study (December 2009) published by the Global Information Industry Center at the University of California, San Diego. A zettabye is equal to one sextillion = 10^21 = 1,000,000,000,000,000,000,000 bytes, or roughly 5.1 trillion average PC hard drives of data!  </p>
<p>The puzzle represents information consumption measured in hours [per American, per day] across seven major media categories &#8212; television, radio, print, phone, recorded music, computer, and videogames. Average time spent on each activity is mapped to the area of the brain; the total brain represents a 24-hour day while the surface area of each puzzle piece proportionally represents the time spent on that activity. Blank puzzle pieces signify time spent on anything else other than information consumption. Along with hours average data measured in gigabytes is also provided.</p>
<p><img src="http://turtlethink.com/wp-content/uploads/2010/01/zettabytes2.jpg" alt="zettabytes2" title="zettabytes2" width="750" height="514" class="aligncenter size-full wp-image-968" /></p>
<p>A 19th century phrenology diagram is employed as the basis for the puzzle. The juxtaposition between a familiar antique design and the absolutely contemporary, futuristic, almost unbelievable data that it communicates provides extra contrast for users to appreciate just how fully the modern-day media landscape has permeated our lives. When phrenology diagrams were first made this map/brain would have been almost completely blank, with maybe a tiny dot representing the very few citizens who had enough time to read books. </p>
<p>The board is made out of two pieces of 30 X 35 X 0.3 cm three-layer birch plywood and was cut with an Epilog Mini 24 Laser Cutter. Special thanks to the <a href="http://www.cabfablab.nl">CabFabLab</a> for making the project happen! More pictures after the jump. </p>
<p>Reference: Roger E. Bohn &#038; James E. Short (2009). “How Much Information? 2009 Report on American Consumers.” Global Information Industry Center at the University of California, San Diego. &#8211; [<a href="http://hmi.ucsd.edu/pdf/HMI_2009_ConsumerReport_Dec9_2009.pdf">pdf</a>] </p>
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		<title>Le Web Decompression</title>
		<link>http://turtlethink.com/2009/12/le-web-decompression/</link>
		<comments>http://turtlethink.com/2009/12/le-web-decompression/#comments</comments>
		<pubDate>Fri, 11 Dec 2009 21:27:58 +0000</pubDate>
		<dc:creator>Paul Fayngersh</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[Conference]]></category>
		<category><![CDATA[LeWeb]]></category>
		<category><![CDATA[Paris]]></category>
		<category><![CDATA[Russia]]></category>
		<category><![CDATA[Square]]></category>
		<category><![CDATA[Startups]]></category>
		<category><![CDATA[Twitter]]></category>

		<guid isPermaLink="false">http://turtlethink.com/?p=993</guid>
		<description><![CDATA[We (Paul and Mark) just spent two days @ Le Web in Paris and had a fantastic time. The conference was incredibly well organized and kudos to both Geraldine and Loic Le Meur (founder of Seesmic and one of France’s most influential tech bloggers) for doing such a fantastic job. 
We had the opportunity to [...]]]></description>
			<content:encoded><![CDATA[<p>We (Paul and Mark) just spent two days @ Le Web in Paris and had a fantastic time. The conference was incredibly well organized and kudos to both Geraldine and Loic Le Meur (founder of <a href="http://seesmic.com">Seesmic</a> and one of France’s most influential <a href="http://loiclemeur.com/">tech bloggers</a>) for doing such a fantastic job. </p>
<p>We had the opportunity to meet interesting people, network with industry leaders, hear inspirational talks (and not so inspirational ones), and rekindle some of our energy/enthusiasm about the future of the web and 2010 in general. It was surely a nice antidote for entrepreneurial burnout. Off course, some truly great food and wine and simply enjoying the beautiful City of Light doesn’t hurt either. </p>
<p>A lot has been written about Le Web 09 already and we don’t want to simply recycle content, but rather offer a few highlights of our personal experience:</p>
<p><strong>Twitter and Square</strong><br />
First off, we heard the term Twitter a bit too much, but that’s not surprising. Not only was it spoken about constantly (especially rumors about a Google purchase), but it seemed like everyone were on Twitter compulsively every spare second they had. The conference started out with Jack Dorsey, co-founder of Twitter, presenting his newest venture: <a href="https://squareup.com/">Square</a>. Square is a small hardware attachment for the iPhone that allows users to accept credit card payments directly in person. It looks very promising and using the headphone jack plug is a creative solution. The application’s interface seems incredibly intuitive and quite beautiful, and will likely be a hit. We also had an opportunity to watch Jack demo Square close up at a reception thrown by the Mayor at the Paris City Hall:</p>
<p><object width="400" height="300"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=8088291&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=8088291&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="300"></embed></p>
<p><strong>Russia roundtable </strong><br />
With:<br />
Sasha Galitsky (Almaz Capital Partners)<br />
Bernard Lukey (CEO, OXON.ru)<br />
Edward Shendorovich (Managing Director, Kite Ventures)<br />
Arkady Volozh (CEO, Yandex) </p>
<p>The Russia roundtable was of course especially interesting for us. The discussion was both broad and in-depth, covering topics such as Russian innovation, startup culture, search (specifically Yandex), venture investment, ecommerce (why it is failing), and what is in store for the future. The single most salient question that permeated all discussion was the paradox of a high-tech, relatively wealthy country not really developing Internet technologies on par with the rest of Western Europe and Asia. Again, Russia falls into its strange neither-here-nor-there conundrum, an existential dilemma that has defined the country since the Slavophiles and Westernizers went at it in the beginning of the 19th century. Clearly, the largest problem is not talent, but a complete lack of a startup culture or any institutional support. Taking risks, experimentation, “doing your own thing” – these are not very highly regarded in Russia and especially not in the Russian business world. So even though so much raw talent is there, and even some true innovation (for example, Yandex was in search before Google), it will require a significant cultural shift for Russia to develop the sort of atmosphere that makes Western startup hubs so successful.         </p>
<p>It was also agreed that there is LOTS of opportunity remaining in Russia and a lot of room for growth. Take one significant example: online shopping. Currently this is suffering because of a) the terrible, unreliable postal system b) the commonplace cash-on-delivery payment method and c) peoples’ general distrust of digital commerce. All three are inevitably going to evolve – probably quite soon – leaving a ton of possibilities for developing online retail solutions. We are excited and will be keeping our eyes on future developments in the Motherland! </p>
<p><strong>Startup competition </strong><br />
The startup competition was one of our favorites aspects of the whole conference. In our limited experience these are often really hit-or-miss though this year it appeared that all 16 companies had something real to offer. When the dust settled, Paris-based company <a href="http://www.stribe.com">Stribe</a> took home the Gold. Stribe aims to provide an instantaneous social network on any site, helping companies foster conversations around their product/brand/etc. directly on their site. What’s interesting is that just before the ceremony, at the Brand Roundtable moderated by Chris Brogan, one of the key conclusions that arose from the discussion was that brands must mediate conversations directly where customers are visiting them – aka, their websites. Providing an accessible channel for customers to converse will become a priority that will separate companies open to the future, who will thrive in the new economy, versus closed off companies that will become less relevant. Stribe solves this problem with seeming aplomb. </p>
<p>The Silver prize went to <a href="http://tigerlilyapps.com/">TigerLily</a>, another local (French) startup also operating in a similar domain. TigerLily basically pimps Facebook fan pages. Controlling and modifying the page seams extremely simple and they really did a polished job with the entire interface. The value is obvious and the improvements upon Facebook’s own capabilities are inevitable, though it is a bit sad to see the site veer away from the clean, minimalist, egalitarian aesthetic towards the realm of MySpace cacophony. </p>
<p>The Bronze prize went to <a href="http://www.cloudsplit.com/">CloudSplit</a>, a Dublin-based startup that provides analytics to cloud computing customers. They’ve already received €100,000 of seed funding and are looking for $2M more. We don’t really know much about this industry, so all we can say is that CEO(?) Joe Drumgoole probably had the most confident, well-rehearsed, down-to-business pitch. <img src='http://turtlethink.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />    </p>
<p>A few other promising startups we would like to note and encourage readers to check out: <a href="http://www.task.ly">Taskly</a>, <a href="http://www.hyperwords.net/">Hyperwords</a>, <a href="http://shutl.co.uk/">Shutl</a>, <a href="http://www.mendeley.com">Mendeley</a>, <a href="http://runkeeper.com/">Runkeeper</a>.</p>
<p>Finally, we’d like to thank <a href="http://garyvaynerchuk.com/">Gary V</a> for the inspirational talk and reminding us how much we miss New York! Hope to be back in Paris in 2010. </p>
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		<title>Brooklyn is Watching, Best of Year 1: The Final Five!</title>
		<link>http://turtlethink.com/2009/08/brooklyn-is-watching-best-of-year-1-the-final-five/</link>
		<comments>http://turtlethink.com/2009/08/brooklyn-is-watching-best-of-year-1-the-final-five/#comments</comments>
		<pubDate>Thu, 13 Aug 2009 14:51:34 +0000</pubDate>
		<dc:creator>Paul Fayngersh</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[NYC]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Brooklyn is Watching]]></category>
		<category><![CDATA[Gregory de la Haba]]></category>
		<category><![CDATA[Jay Van Buren]]></category>
		<category><![CDATA[Popcha]]></category>

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		<description><![CDATA[STAGE 3: “THE FINAL FIVE”
Best of BIW: Year 1 Festival!
August 7, 2009- August 23, 2009

Its hard to believe that Brooklyn is Watching, a mixed-reality art project co-developed by Jay Van Buren and Popcha!, has surpassed the ripe old age of one &#8211; how exciting! What&#8217;s even better is the five finalists from the Best of [...]]]></description>
			<content:encoded><![CDATA[<p><strong>STAGE 3: “THE FINAL FIVE”<br />
Best of BIW: Year 1 Festival!<br />
August 7, 2009- August 23, 2009</strong></p>
<p><img src="http://turtlethink.com/wp-content/uploads/2009/08/3798885719_dae929329c_o.jpg" alt="3798885719_dae929329c_o" title="3798885719_dae929329c_o" width="800" height="600" class="aligncenter size-full wp-image-898" /></p>
<p>Its hard to believe that Brooklyn is Watching, a mixed-reality art project co-developed by Jay Van Buren and Popcha!, has surpassed the ripe old age of one &#8211; how exciting! What&#8217;s even better is the five finalists from the Best of Year 1 Festival (selected by a panel of five guest judges), have taken over the main room at <a href="http://www.jackthepelicanpresents.com/">Jack the Pelican Presents</a> in Brooklyn, NY, as well as also being displayed at <a href="http://odysseyart.ning.com/">Odyssey</a> in Second Life. </p>
<p>I had the chance of attending the kick-off party last week, and let me tell you, the space looks spectacular! The five finalists are each presented on a small LCD; the attached headphones stream BIW podcasters&#8217; commentary and ambient music, really allowing a sense of immersion with the artwork. Guests are strongly encouraged to vote for their favorite piece, as the winner of this tally will win the coveted Golden Eyeball Award! </p>
<p><img src="http://turtlethink.com/wp-content/uploads/2009/08/BIW2-1.jpg" alt="BIW2-1" title="BIW2-1" width="800" height="448" class="aligncenter size-full wp-image-899" /></p>
<p>Another fun part of the evening was taking a group photo of some of the Brooklyn is Watching artists in Second Life; check out the photostream <a href="http://www.flickr.com/photos/tags/30bestgroupphoto/">here</a>. It was great to see such an enthusiastic turnout, and I&#8217;m glad this emerging, experimental art form is getting the attention it deserves. As a side note, the gallery&#8217;s artist-in-residence, Gregory de la Haba, has a spectacular display in the back room.</p>
<p>Don&#8217;t fear that you missed the opener, there are some great events coming up:</p>
<p><strong>SATURDAY, 8/15/09, 6:00 &#8212; Virtual Artists in Panel Discussion</strong><br />
A group of academics and artists will engage in a panel discussion regarding themes such as design strategies for large virtual spaces in Second Life. Pavig Lok who was responsible in part for the design of Greenies will present his ideas and first hand experiences. Lori Landay from Berklee College of Music will discuss what she considers to be the difference between virtual art and art that is shown in the virtual world. Stacey Fox will talk about her experiences with promoting virtual art in the Department of Visual Art at Kansas University.</p>
<p><strong>SUNDAY, 8/16/09, 7:00 &#8212; Lecture with One of the Pioneers of the Metaverse World</strong><br />
Jerry Paffendorf, an artist and entrepreneur who lovingly refers to Brooklyn as Silicon Ghetto,  will share personal adventures and new ideas combining virtual worlds, art, business, the web and what’s happening with Crazy Company and the LOVELAND project to collaboratively own land and create a new city on a grid of a million inches in Detroit.</p>
<p><strong>About Brooklyn is Watching:</strong><br />
Brooklyn is Watching, conceived of by Jay Van Buren, executed as a collaboration with Boris Kizelshteyn and the Popcha! development team in February 2008, is a breakthrough relational art project that invites interaction between the two thriving art communities of Second Life and Williamsburg, Brooklyn accentuating the power relations between and among them. It consists of a series of inter-related spaces for artists, audiences, and participants. The primary spaces are a square parcel of land (sim) in Second Life where artists are invited to leave their work for one week (when it is automatically returned), and an alcove in the Williamsburg art gallery–Jack the Pelican Presents where the sim can be viewed on a large monitor and entered via an avatar.</p>
<p><a href="http://brooklyniswatching.com/">[Brooklyn is Watching]</a><br />
<a href="http://www.popcha.com">[Popcha!]</a></p>
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		<title>Journal of Virtual Worlds Research releases special issue on &#8216;3D Virtual Worlds for Health and Healthcare&#8217;</title>
		<link>http://turtlethink.com/2009/08/journal-of-virtual-worlds-research-releases-special-issue-on-3d-virtual-worlds-for-health-and-healthcare/</link>
		<comments>http://turtlethink.com/2009/08/journal-of-virtual-worlds-research-releases-special-issue-on-3d-virtual-worlds-for-health-and-healthcare/#comments</comments>
		<pubDate>Mon, 03 Aug 2009 18:14:03 +0000</pubDate>
		<dc:creator>Paul Fayngersh</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Health]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Health2.0]]></category>
		<category><![CDATA[Journal of Virtual Worlds Research]]></category>
		<category><![CDATA[Maged Kamel Boulos]]></category>

		<guid isPermaLink="false">http://turtlethink.com/?p=880</guid>
		<description><![CDATA[Volume 2, Number 2 of the Journal of Virtual Worlds Research came online today. It&#8217;s an entire issue dedicated to healthcare innovation within the virtual domain and includes a lot of great resources for healthcare professionals looking to utilize emerging technology to help solve unique health-related problems. Best of all, all the articles are available [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://jvwresearch.org/index.php?_cms=default,0,0">Volume 2, Number 2 of the Journal of Virtual Worlds Research</a> came online today. It&#8217;s an entire issue dedicated to healthcare innovation within the virtual domain and includes a lot of great resources for healthcare professionals looking to utilize emerging technology to help solve unique health-related problems. Best of all, all the articles are available for free!  </p>
<p><img src="http://turtlethink.com/wp-content/uploads/2009/08/journalbanner2.jpg" alt="journalbanner2" title="journalbanner2" width="471" height="86" class="aligncenter size-full wp-image-889" /></p>
<p>Dr. Maged Kamel Boulos, the journal&#8217;s Associate Editor and professor at the University of Plymouth, UK, summarizes the issue: </p>
<blockquote><p>Though Second Life has existed since 2002 and there are even other virtual worlds that predate it, most in the health sector are only recently starting to migrate to such platforms, as the technology is gradually maturating and rapidly becoming more affordable and popular. This special issue of JVWR on the theme of &#8216;3D Virtual Worlds for Health and Healthcare&#8217; provides a good sampler of how healthcare organizations, groups and individuals are currently using virtual worlds&#8230;for a range of clinical and health-related purposes. Topics covered in this issue include: the use of virtual worlds in healthcare higher education, including in &#8216;virtual patients&#8217; game-based learning simulations, with examples from both the UK and the US; the growth and direction of healthcare support groups in virtual worlds; the development of a virtual worlds&#8217; coping skills game to prevent post-hospitalization smoking relapse in tobacco dependent cancer patients; and an examination of how the attitude and appearance of an individual&#8217;s avatar might result in positive changes in her/his real life in relation to obesity, which is one of the most serious public health problems of the 21st century.</p></blockquote>
<p><img src="http://turtlethink.com/wp-content/uploads/2009/08/slhealth.gif" alt="slhealth" title="slhealth" width="703" height="446" class="aligncenter size-full wp-image-885" /></p>
<p>Though I&#8217;m delighted to see so much work being done within academia, I am most excited to see the transition from research to real life application in a field that will surely witness exponential growth in the next several years. It cannot be long until we hear an announcement of a well-funded professional venture that tackles one or more specific healthcare issues using virtual world and other emerging technologies. At a time when our nation is facing a healthcare problem of gargantuan proportions, we need to turn to innovative technologies that can streamline medical care and shed billions of dollars in costs. However, beyond electronic medical records, there hasn&#8217;t been much discussion in the mainstream media about emerging healthcare technologies nor any serious and dedicated provisions in Obama&#8217;s proposal. The challenge of bridging the gap between cutting-edge academic findings and real-life social policies is one that spans every field, yet if we don&#8217;t figure out innovative and cost-effective solutions soon, healthcare costs will become the straw that finally breaks America&#8217;s back.  </p>
<p>Readers interested in this topic who might have missed it previously, check out Popcha! principal and TurtleThink founder Mark Kizelshteyn&#8217;s award-winning research regarding therapeutic uses of virtual worlds for elderly, disabled, and convalescent people [<a href="http://turtlethink.com/2009/01/therapy-and-the-metaverse-paper-launch-and-discussion/">link</a>]. Needless to say we are all very excited for advancements in this field!</p>
<p><a href="http://jvwresearch.org/index.php?_cms=default,0,0">[JVWR Vol 2, No 2: 3D Virtual Worlds for Health and Healthcare]</a><br />
<em>image courtesy of <a href="http://www.flickr.com/photos/knowprose/">TaranRampersad</a></em></p>
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		<title>Augmented Reality business cards</title>
		<link>http://turtlethink.com/2009/07/augmented-reality-business-cards/</link>
		<comments>http://turtlethink.com/2009/07/augmented-reality-business-cards/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 16:42:35 +0000</pubDate>
		<dc:creator>Paul Fayngersh</dc:creator>
				<category><![CDATA[Augmented Environments]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Business Cards]]></category>
		<category><![CDATA[FLARToolkit]]></category>

		<guid isPermaLink="false">http://turtlethink.com/?p=865</guid>
		<description><![CDATA[Business cards are perfectly suited for the application of augmented reality technology; the results are practical as they are fun. Last week, the net went abuzz with the following video by James Alliban from London. His card features basic relevant professional info spoken by an abstracted, pixelated version of his head. Very well done! 

Today [...]]]></description>
			<content:encoded><![CDATA[<p>Business cards are perfectly suited for the application of augmented reality technology; the results are practical as they are fun. Last week, the net went abuzz with the following video by James Alliban from London. His card features basic relevant professional info spoken by an abstracted, pixelated version of his head. Very well done! </p>
<p><center><object width="600" height="453"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=4979525&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=4979525&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="600" height="453"></embed></object></center></p>
<p>Today a new AR business card demo came online, this one from Jonas Jäger, a Communication Design student in Germany. Jonas&#8217;s version features a lot more interactivity; you can see his latest tweets, flip through some photos from his portfolio, and even call him directly via <a href="http://www.ribbit.com/">Ribbit</a>. Check out more details on how its all done <a href="http://www.t-o-x-i-n.de/index.php/2009/07/18/allgemein/augmented-businesscard-english/">at his blog</a>. </p>
<p><center><object width="600" height="450"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5651466&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=5651466&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="600" height="450"></embed></object></center></p>
<p>I think we are very close to a company attempting to create a standard around this, as well as an application that will allow the average businessperson to create and display a cool augmentation for their own cards. I know I would want one! </p>
<p><a href="http://jamesalliban.wordpress.com/2009/06/03/ar-business-card/">[James Alliban's -- AR Business Card]</a><br />
<a href="http://www.t-o-x-i-n.de/index.php/2009/07/18/allgemein/augmented-businesscard-english/">[Toxin Labs -- Augmented Business Card]</a>, via [<a href="http://gamesalfresco.com/2009/07/20/cool-augmented-business-card-from-toxin-labs/">Games Alfresco</a>]     </p>
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		<title>Measuring presence in augmented environments</title>
		<link>http://turtlethink.com/2009/04/measuring-presence-in-augmented-environments/</link>
		<comments>http://turtlethink.com/2009/04/measuring-presence-in-augmented-environments/#comments</comments>
		<pubDate>Thu, 30 Apr 2009 19:28:22 +0000</pubDate>
		<dc:creator>Paul Fayngersh</dc:creator>
				<category><![CDATA[Augmented Environments]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Georgia Tech]]></category>
		<category><![CDATA[Presence]]></category>

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		<description><![CDATA[&#8220;Presence&#8221; is the conceptual measure of a user&#8217;s feeling of immersion and involvement within a technologically-mediated environment. The greater the presence and the less external mediation a user feels, the more the experience approaches &#8220;reality.&#8221; Many varied factors contribute to presence &#8211; including interactivity, ease of use, length of exposure, visual realism and social experience [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;<a href="http://en.wikipedia.org/wiki/Presence_(telepresence)">Presence</a>&#8221; is the conceptual measure of a user&#8217;s feeling of immersion and involvement within a technologically-mediated environment. The greater the presence and the less external mediation a user feels, the more the experience approaches &#8220;reality.&#8221; Many varied factors contribute to presence &#8211; including interactivity, ease of use, length of exposure, visual realism and social experience (<a href="http://turtlethink.com/2009/01/therapy-and-the-metaverse/">Kizelshteyn, 2008</a>) &#8211; but I would posit that a proper cocktail of all of these is necessary to create a truly engaging environment. For example, there is a certain &#8220;x-factor&#8221; shared by many successful computer games that surely relates to a high degree of presence experienced by its players. In short, if there can be only ONE benchmark of how successfully virtual world and augmented reality technology will develop and enter the mainstream, it is presence.   </p>
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The Augmented Environments Lab at Georgia Tech is taking a novel approach to measuring presence by analyzing user&#8217;s <em>physiological</em> responses to a rational fear of heights. Subjects were required to perform certain tasks around a created deep virtual pit, which, as one can see, appears to be quite realistic. Meanwhile, the subjects&#8217; heart rate, galvanic skin response and skin temperature were measured. The results of the study aren&#8217;t in yet, but I would bet they were positive; our brains, upon perceiving visible danger, wouldn&#8217;t take any chances and unwittingly kick-start our sympathetic system right away! Also, the subjects seem pretty convinced and apprehensive in the video &#8211; check it out.  </p>
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<p>It&#8217;s also interesting to note that this exact simulation can easily be ported to help treat patients with acrophobia (fear of heights) via <a href="http://en.wikipedia.org/wiki/Exposure_therapy">exposure therapy</a>. In fact this has been tried multiple times in the last decade, but the technological advancements developed by the lab, which lead to a greater sense of presence, will surely prove more fruitful than previous attempts using older VR technology or simply using virtual worlds.    <BR><br />
[<a href="http://www.augmentedenvironments.org/lab/">Georgia Tech Augmented Environments Lab</a>], via [<a href="http://gamesalfresco.com/2009/04/30/1631/">Games Alfresco</a>]</p>
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