Archive for December, 2007

One way to prevent leechers

December 6, 2007

I have found a site where people are encouraged to seed than to leech. Btw leechers are people who just download files and dont share it with other people. So lets go back to what this website did in order for them to prevent this leechers from being a leech all the time. So what they did was to give points to seeders and this points are lessen everytime you download or become a leecher and once this points reach to zero you will be banned from downloading until you get some points again and the only way to do that is to seed a file.

 Here is the site and pls be warned this site is NOT FOR MINORS http://www.puretna.com/ enjoy 😛

The Visual Side of Wikipedia

December 5, 2007

Wikipedia a good source to know basic information about something. A lot of people includes wikipedia for research because they see wikipedia as a reliable source of information because all over the world people share right information in this site and as days pass by the information grows and new information is added and shared to the people. In this article where it focuses on how people participate in wikipedia. They used imaging as their sample to show the motivations and a sense of community in each individual who contributes to wikipedia. Wikipedia conducted a survey on people who contributes in wikipedia and they have found out that people dont only contribute, they are aslo concerned in what people have contributed like if it is useful and if image quality is good for people to see or view and represent that object.

 It was  also shown on their survey that some contributers creates the image needed in wikipedia and most of the people purchase gadgets just to be able to shoot some pictures and send it to wiki for additional info. This can be seen in some parts of motivations. For more information visit this site http://www.research .ibm.com/ visual/papers/ viegas_hicss_ visual_wikipedia .pdf

Folksonomy

December 5, 2007

Folksonomy (also known as collaborative tagging , social classification, social indexing, social tagging, and other names) is the practice and method of collaboratively creating and managing tags to annotate and categorize content. In contrast to traditional subject indexing, metadata is not only generated by experts but also by creators and consumers of the content. Usually, freely chosen keywords are used instead of a controlled vocabulary.[1]

Folksonomies became popular on the Web around 2004 with social software applications such as social bookmarking or annotating photographs. Websites that support tagging and the principle of folksonomy are referred to in the context of Web 2.0 because participation is very easy and tagging data is used in new ways to find information. For example, tag clouds are frequently used to visualize the most used tags of a folksonomy. The term folksonomy is also used to denote only the set of tags that are created in social tagging.

Typically, folksonomies are Internet-based, although they are also used in other contexts. Folksonomic tagging is intended to make a body of information increasingly easy to search, discover, and navigate over time. A well-developed folksonomy is ideally accessible as a shared vocabulary that is both originated by, and familiar to, its primary users. Two widely cited examples of websites using folksonomic tagging are Flickr and del.icio.us, although it has been suggested that Flickr is not a good example of folksonomy.[2] See the external links below for numerous examples.

As folksonomies develop in Internet-mediated social environments, users can (generally) discover who created a given folksonomy tag, and see the other tags that this person created. In this way, folksonomy users often discover the tag sets of another user who tends to interpret and tag content in a way that makes sense to them. The result is often an immediate and rewarding gain in the user’s capacity to find related content (a practice known as “pivot browsing”). Part of the appeal of folksonomy is its inherent subversiveness: when faced with the choice of the search tools that Web sites provide, folksonomies can be seen as a rejection of the search engine status quo in favor of tools that are created by the community.

Folksonomy creation and searching tools are not part of the underlying World Wide Web protocols. Folksonomies arise in Web-based communities where provisions are made at the site level for creating and using tags. These communities are established to enable Web users to label and share user-generated content, such as photographs, or to collaboratively label existing content, such as Web sites, books, works in the scientific and scholarly literatures, and blog entries.

 For more information about folksonomy click on the link http://en.wikipedia.org/wiki/Folksonomy

Web 2.0 Backpack: Web Apps for Students

December 5, 2007

http://www.readwriteweb.com/archives/web_20_backpack_web_apps_for_students.php 

Here are some webapps for students to use because it is free and simple.

Used for Office Replacement

  • Google Docs & Spreadsheets – One of the more developed online office tools, Google only offers a word processor and spreadsheet, though there have long been rumors of a presentation tool (and recent acquisitions by the company would suggest that they are likely true).
  • Zoho Office Suite – Zoho is one of the most complete online office suites, offering more tools than you’ll even find in Microsoft Office’s student and teacher version.
  • gOFFICE – No frills gOFFICE has a very familiar look and feel.
  • ThinkFree – ThinkFree can replace Word, Excel, and Powerpoint with its suite of online apps, and they offer downloadable versions of their software as well.
  • EditGrid – EditGrid only does spreadsheets, but does them very well.
  •  Used for NoteTaking

  • NoteMesh
  • ShortText
  • Yahoo! Notepad
  • YourDraft
  • Stickies
  • NoteTango
  • JotCloud
  • NoteCentric
  • Used for MindMappping

  • Thinkature
  • MindMeisterv
  • Gliffy
  • Kayuda
  • Bubbl.us
  • Mindomo
  • Flowchart.com
  • Comapping
  • Mind42
  • Used for Studying

  • Wikipedia – Wikipedia should probably never be used for serious academic research, but it is a great “jumping off point.” I often use Wikipedia to get quick background info on unfamiliar subjects and point me in the right direction for more in depth study.
  • Yahoo! Answers – When searching the web fails, someone on Yahoo! Answers may be able to show you were to find the information you’re after.
  • AnswerU – AnswerU is like Yahoo! Answers for college, sadly not the most academic of sites, but you could certainly try your luck.
  • SparkNotes – SparkNotes are (mostly) free, online CliffsNotes for a large number of books. They also do test prep, mathematics, science and a number of other subjects. Of course they can’t really substitute for actually reading a book, but they can help you if you’re having trouble figuring out Emily Bronte. (And it turns out that many CliffsNotes are now online for free as well!)
  • Google News – Google News, especially with their new archive search, can be an invaluable research tool if you’re researching a recent historical or current event.
  • College-Cram.com – Free online study guides for science, math, language, and business topics.
  • Tutorlinker.com – When all else fails, hire a tutor.
  • Collaborative learning enhances critical thinking

    December 5, 2007

    The concept of collaborative learning, the grouping and pairing of students for the purpose of achieving an academic goal, has been widely researched and advocated throughout the professional literature. The term “collaborative learning” refers to an instruction method in which students at various performance levels work together in small groups toward a common goal. The students are responsible for one another’s learning as well as their own. Thus, the success of one student helps other students to be successful.

    Proponents of collaborative learning claim that the active exchange of ideas within small groups not only increases interest among the participants but also promotes critical thinking. According to Johnson and Johnson (1986), there is persuasive evidence that cooperative teams achieve at higher levels of thought and retain information longer than students who work quietly as individuals. The shared learning gives students an opportunity to engage in discussion, take responsibility for their own learning, and thus become critical thinkers (Totten, Sills, Digby, & Russ, 1991).

    In spite of these advantages, most of the research studies on collaborative learning have been done at the primary and secondary levels. As yet, there is little empirical evidence on its effectiveness at the college level. However, the need for noncompetitive, collaborative group work is emphasized in much of the higher education literature. Also, majority of the research in collaborative learning has been done in non-technical disciplines.

    The advances in technology and changes in the organizational infrastructure put an increased emphasis on teamwork within the workforce. Workers need to be able to think creatively, solve problems, and make decisions as a team. Therefore, the development and enhancement of critical-thinking skills through collaborative learning is one of the primary goals of technology education. The present research was designed to study the effectiveness of collaborative learning as it relates to learning outcomes at the college level, for students in technology.

     For more info and methodology on collaborative learning visit this site http://scholar.lib.vt.edu/ejournals/JTE/jte-v7n1/gokhale.jte-v7n1.html

    Importance of Good user interface design

    December 5, 2007

    As we all know having a good U.I could help users use the program efficiently and not have a hard time using it. this would lessen the time spent for the user to read the manual just because he/she couldnt understand the U.I of a program

    http://ezinearticles.com/?On-the-Importance-of-Good-User-Interface-Design&id=15607

    here talks about why  a good user interface is important;

     It seems obvious, but it’s often ignored. A good user interface design can spell the difference between acceptance of a software product and its failure in the marketplace. If the end-users find the software to be too cumbersome or difficult to understand, then an otherwise excellent product could be doomed to failure. The developer’s goal should be to make the software as professional-looking and easy to use as possible.

    Sadly, I’ve found that a great many companies—especially small or highly specialized software firms—pay little attention to the mechanics of good user interface style. “As long as it works, that’s what matters!” seems to be their mantra, with little regard for the inconvenience that this imposes on the user.

    Thankfully, that’s not how we operate at our company. Our team of developers invests considerable effort into making out user interfaces as intuitive and foolproof as possible, since we know that this is something our customers would appreciate. I’ve often commended my teammates for recognizing that excellence is worth pursuing.

    Going back to the topic… I can’t remember how many times I’ve encountered software that was designed to work, but with little regard for ease of use. If the software forces the operator to constantly consult a manual or a cheat sheet, then that’s a pretty good indication that the user interface needs improvement. Similarly, the software should allow the user to perform tasks quickly and efficiently, without sacrificing power and flexibility. This seems intuitive, and yet these considerations are so often lacking.

    The sad part is that these shortcomings can often be cured using a few simple guidelines. For example, it helps if the user can enter data using buttons and list boxes, instead of typing it in by hand. It helps if the software provides pop-up dialog boxes, to guide the user along the way. Even the judicious choice of icons and other graphics can turn a steep learning curve into a short and gentle slope.

    For that matter, even such trivial matters as spelling and grammar deserve attention. Poorly phrased instructions can severely hinder an operator—and even if they don’t, they do reflect poorly on the developers of that application.

    There is much more that can be said about the mechanics of good user interface design, but that’s a topic on which entire book can be (and have been) written. Suffice to say that a company that strives for excellence should pay close attention to the elements of software usability and flexibility. These are critical elements of software excellence, and they are worth pursuing.

    About The Author

    V. Berba Velasco Jr., Ph.D. is a senior electrical and software engineer at Cellular Technology Ltd (http://www.immunospot.com, http://www.elispot-analyzers.de http://www.elispot.cn) where he serves with great pride. He has seen how proper attention to software usability, maintainability and elegance can spell the difference between mediocre products and great ones.

    BUILDING ONLINE COMMUNITIES

    December 5, 2007

     http://www.sscnet.ucla.edu/soc/faculty/kollock/papers/design.htm

    There is no algorithm for community. That is, there is no step-by-step recipe that can be followed that will guarantee a specific outcome. Building community is a fundamentally different activity than writing computer code: code does not write back and code does not respond strategically to one’s actions.

    Today we see our world differently. Our online communities are more interesting and fun to use. More computer language are developed and introduced to the computer society. Each day we use this community to serve us and give us benefits of having a simpler life. It is important that we build an online community where the U.I is interesting and be able to grab the attention of the user and thus by doing this users would be able to appreciate the program and they would always have a good time using it.

    Design Principles for Online Communities

    December 5, 2007

    http://www.sscnet.ucla.edu/soc/faculty/kollock/papers/design.htm 

    Here talks about work on cooperation and social dillemas As Kollock and Smith (1996, p. 109) state: “At the root of the problem of cooperation is the fact that there is often a tension between individual and collective rationality. This is to say that in many situations, behavior that is reasonable and justifiable for the individual leads to a poorer outcome for all. Such situations are termed social dilemmas and underlie many of the most serious social problems we face.”

    The Bedrock of Cooperation

    The simplest possible case of a social dilemma involves two people faced with the decision of whether to cooperate or behave selfishly. Both can gain by cooperating, but there is a temptation to be selfish. If both people behave selfishly, however, they are both worse off than they might have been otherwise. The most famous example of this two-person situation is called the Prisoner’s Dilemma and there is a huge amount of research devoted to it. One of the most important studies of the Prisoners Dilemma is Axelrod’s (1984) book on the Evolution of Cooperation. Axelrod identifies three conditions that are necessary for even the possibility of cooperation. In other words, without these three elements there is little or no hope that cooperative relationships will emerge and persist.

    The first condition is that it must be likely that two individuals will meet again in the future.   If this is the only time someone will be interacting with another person, or if this is the last time, there will be a great temptation to behave selfishly. Successful communities, in other words, must promote ongoing interaction. Godwin (1994) makes a similar point in his essay on principles for making virtual communities work when he stresses the importance of promoting continuity in online groups.

    The second condition is that individuals must be able to identify each other. The third condition is that individuals must have information about how the other person has behaved in the past. If identity is unknown or unstable and if there is no recollection or record of past interactions, individuals will be motivated to behave selfishly because they will not be accountable for their actions. Knowing the identity and history of a person allows one to respond in an appropriate manner. If information about individuals and their actions is shared among the group, this also encourages the development of reputations, which can be a vital source of social information and control. This theme is echoed by Godwin (1994) when he suggests that online communities should provide institutional memory – durable records of the events and history of the group. Godwin (speaking here of asynchronous textual communication) also recommends designing systems that do not limit the length of a member’s posting and that encourages members to read what has been said in the past about the subject at hand. These features have the effect of increasing the amount of information about members and increasing the extent to which this information is distributed.

    Design Principles of Successful Communities

    Another very influential work in this general area is Ostrom’s (1990) book on Governing the Commons. Unlike Axelrod, she examines whole communities acting together rather than just two-person interactions. She analyzes a wide variety of face-to-face communities that have either succeeded or failed in managing collective resources and social dilemmas. Ostrom identifies a number of features that successful communities seem to have in common.

    Ostrom’s first point is that group boundaries must be clearly defined so that there is a clear sense of who might make use of collective resources and in order to prevent individuals from entering the group, making use of its resources, and then departing without ever contributing to the group. Despite the importance of marking borders and group identity, there are relatively few tools available to members of online communities to create and maintain these boundaries (Kollock and Smith 1996).

    She also found that in successful communities the rules governing the use of collective resources were well matched to the local needs and conditions. In other words, it was important for each group to customize the norms and rules that governed their behavior. Ostrom also found that in successful communities most of the individuals affected by these rules were able to participate in modifying them. Further, the rights of community members to devise their own rules was respected to some degree by external authorities. These features meant that those individuals most affected by community rules, and who possessed the local knowledge necessary to craft effective rules, were able to create and modify a set of rules that were well-matched to their goals and environment.

    Ostrom also found that even the most successful community requires a system to monitor and sanctioned members’ behavior. However, she found this works best when the monitoring is carried out by the community members themselves rather than by an external authority. Godwin (1994) also recommends that users be allowed to resolve their own disputes without outside interference. Successful communities were also marked by the fact that they used a graduated system of sanctions – small sanctions for first offenses that escalated if the person continued to break the community rules. Ostrom also found that even with a well designed set of rules and an internal monitoring and sanctioning system, some conflict was inevitable. Thus, it was important that community members have access to low-cost conflict resolution mechanisms.

    Bringing the Physical into the Virtual

    Neither Axelrod nor Ostrom were concerned with online communities. Thus, there are a variety of features of face-to-face interaction and the physical world that could simply be taken for granted in their analyses. As the online world is a wholly constructed environment, it is worth considering what features, constraints, and challenges of the physical world might be profitably introduced into virtual worlds. At first this may sound a bit odd – why introduce constraints and difficulties if one can design a world without them? But a vibrant community requires challenges.

    Scarcity and risk are an inevitable part of the physical world. Should they be programmed into online worlds? The lesson of successful MUDs and WorldsAway is that scarcity and risk are crucial for an interesting and engaging world. And it is not simply a matter of keeping things lively. Moderate amounts of risk are required for the development of trust (Kollock 1994) and encourage the formation of groups and clubs as a way of managing that risk (or exploiting it, in the case of a guild of thieves).

    Other features of physical communities that should be incorporated into online worlds include the ability to change and modify one’s environment and the ability to exchange objects and services in some sort of economic system. The popularity in WorldsAway of apartments (which can be decorated by the owner) and tokens supports this point.

    Synchronous Communication Definition

    December 5, 2007

     http://www.linktionary.com/s/sync_comm.html

    When devices exchange data, there is a flow or stream of information between the two. In any data transmission, the sender and receiver must have a way to extract individual characters or blocks (frames) of information. Imagine standing at the end of a data pipe. Characters arrive in a continuous stream of bits, so you need a way to separate one block of bits from another. In asynchronous communications, each character is separated by the equivalent of a flag so you know exactly where characters are located. In synchronous communications, both the sender and receiver are synchronized with a clock or a signal encoded into the data stream.

    In synchronous communications, the sender and receiver must synchronize with one another before data is sent. To maintain clock synchronization over long periods, a special bit-transition pattern is embedded in the digital signal that assists in maintaining the timing between sender and receiver. One method of embedding timing information is called bipolar encoding, as pictured in Figure S-14. In this method, the bit stream pictured at the top is meshed with the clock pulse pictured in the middle to produce the transmission signal shown at the bottom.

    Synchronous communications are either character oriented or bit oriented. Character-oriented transmissions are used to send blocks of characters such as those found in ASCII (American Standard Code for Information Interchange) files. Each block must have a starting flag similar to asynchronous communications so the receiving system can initially synchronize with the bit stream and locate the beginning of the characters. Two or more control characters, known as SYN (synchronous idle) characters, are inserted at the beginning of the bit stream by the sender. These characters are used to synchronize a block of information. Once correct synchronization has been established between sender and receiver, the receiver places the block it receives as characters in a memory buffer.

    Bit-oriented synchronous communication is used primarily for the transmission of binary data. It is not tied to any particular character set, and the frame contents don’t need to include multiples of eight bits. A unique 8-bit pattern (01111110) is used as a flag to start the frame.

    An entirely different form of synchronous communications can be seen in the form of chat and instant messaging. Like a voice telephone call, a chat or instant messaging session is live and each user responds to the other in real time. In contrast, discussion forums and electronic mail are asynchronous communications. Some amount of time may pass before a person responds to a message. In a discussion forum, a message sits in a message queue for other people to read and respond to at any time, or until the message falls out of the queue. These two forms of communication, which are accessible to any Internet user from just about any Web-attached system, may be the most profound aspect of the Internet. They promote a new form of instant global communication and collaboration. In the case of discussion forums and e-mail, delayed communication gives respondents time to think about their response and gather information from other sources before responding.

    Asynchronous communication

    December 5, 2007

    http://www.linktionary.com/a/asynchronous.html 

    Asynchronous communication is the transmission of data between two devices that are not synchronized with one another via a clocking mechanism or other technique. Basically, the sender can transmit data at any time, and the receiver must be ready to accept information when it arrives. In contrast, synchronous transmission is a precisely timed stream of bits in which the start of a character is located by using a clocking mechanism.

    In the mainframe/terminal environment, where asynchronous and synchronous transmissions were used abundantly, an asynchronous transmission is used to transmit characters from a terminal in which the user presses keys periodically. The receiving system knows to wait for the next keypress, even though that may take a relatively large amount of time. In contrast, synchronous transmissions are used as data links between large systems that transfer large amounts of information on a regular basis. The protocol is optimized to take advantage of slow links over public telephone systems, so extraneous bits are removed from the transmissions and clocks are used to separate characters.