(Approx. 1,151 words)
The New, the Best, and the
Worst
April 2007
Collected by Pim Borman,
Webmaster, SW Indiana PC Users Group, Inc.
http://swipcug.apcug.org/
swipcug(at)sigecom.net
Obtained from APCUG with the
author's permission for publication by APCUG member groups.
Online Mania.
Millions of people of all
ages, worldwide, spend a large part of
their lives in the make-believe online world of the Internet. MySpace.com is
representative of several virtual social gathering places were participants,
young and old, meet to chat and make virtual friends. So far, so good. But for
many it has become a measure of someone's popularity how many “friends” they
have and how cool they are. According to ZDNet (3/20/07), “Barack Obama is en
route to a landslide victory over Hillary Clinton in the MySpace friends
contest: Obama 55,674 friends versus Clinton 26,702 friends....John Edwards
calls his MySpace friends Pals. He has 12,319 of them ... Republican candidates
are trailing the Democrats overall at MySpace, big time: Rudy Giuliani 928
friends, John McCain 340 friends, Mitt Romney, 308 friends.”
Lesser mortals are also
competing for friends in the popularity contest. It's not only the number of
friends that counts, but they have to be cool and glamorous. Enter Brant Walker
who noticed, while browsing MySpace pages, that “some people would have a lot
of good-looking friends, and others didn’t.” He came up with the idea “to turn
cyberlosers into social-networking magnets” by providing fictitious postings
from attractive people. So he set up a business, FakeYourSpace.com, to
provide MySpace inhabitants with photographs and comments from hired “friends”
— mainly attractive models — for 99 cents a month each. He used photographs of
models from iStockPhoto.com until
they found out about it and put a stop to it. According to The New York
Times (2/26/07) Walker is regrouping and may soon be back in business
again, together with others anxious to get in on a social reputation
enhancement scam.
Meanwhile, online gaming
continues to be an addiction for many. Although many of these games are violent
and crude, others offer many examples of complex play that involve social
interaction, collaboration and long-term goals. The major games, often referred
to as MMORPGs (Massively Multiplayer Online Role Playing Games), involve
tools, weapons, and other artifacts that the players collect while playing the
game over a period of time. Since some games started to allow transferring
those artifacts to others, a lively market has sprung up on E-bay and similar
sites where they are sold for real money. As a consequence, game “farms” have
sprung up, mostly in third-world countries in the far East, where thousands of
players are being paid to play MMORPGs all day to generate in-game goodies for
sale at a good profit.
The amount of money involved
is mind-boggling. In November 2006 Business Week reported that Second Life player Ailin
Graef had become the first millionaire (in US dollars) based on the value in
game dollars of land holdings by her avatar, Anshe Chung, in the online virtual
world. A runaway success, Second Life is the creation of Linden Labs and its
currency, Linden dollars (L$), is pegged at about L$270 to the US dollar (http://en.wikipedia.org/wiki/Second_life).
There are currency exchanges where game dollars can be traded for real
currency, and Linden Labs intervenes in the background to keep the exchange
rate fairly stable by adding or withdrawing game dollars from the virtual
world. Maybe this is a good retirement hobby for Alan Greenspan!
Not surprisingly, the IRS is
taking a good deal of interest and is considering taxing the proceeds from
gaming. According to PC World (March 2007), the Joint Economic Committee
of Congress (JEC) is working on a report regarding the economies of World of
Warcraft, Second Life, and other MMORPGs. With an estimated world-wide
“real-money trade” of $ 1 billion the tax man's hands are itching. But wait,
there is more! It is estimated that the total wealth created within these games
(in the form of artifacts not sold for real money, yet) amounts to some $10
billion. Exchanges of these artifacts between players in Second Life (instead
of outright sales in real money) might
be considered bartering, and bartering transactions are taxable according to
IRS regulations. With $10 billion of assets being exchanged between players,
the potential tax liabilities would be significant. The tax gurus are having a
fine time pondering this. Fortunately there are other voices that don't want to
spoil the fun of online gaming. We'll have to wait and see what the JEC comes
up with. But just to be proactive, H&R Block has already established
a virtual tax preparation office in Second Life (http://slurl.com/secondlife/HR%20Block/)
Not all online gaming is
frivolous. Search engines such as Google have great difficulty labeling images
so that they can be retrieved through keywords. It takes direct human
involvement to describe an image in meaningful words, an impossible task with
the untold billions of images on the Internet that have no captions or
descriptions. Unless you make it into a game, that is.
Luis von Ahn, an assistant
professor in the Computer Science Department at Carnegie Mellon University,
developed a game called ESP in which two participants who can't communicate
with each other are shown a picture and asked to come up with descriptive
labels within a short time period, such as 90 seconds. Matching labels are
awarded with points. The resulting matching labels proved to be highly
descriptive of the images. The game turned out to be highly addictive. Google
has licensed it and created its own version, Google Image Labeler
(images.google.com/imagelabeler). It is surprisingly difficult at first to
generate descriptive labels for an image that is flashed on the screen for 90
seconds, but it probably gets easier with more practice. Obvious labels, such
as “church” for a picture of a church that may have been generated previously,
are declared off-limits. With an unending supply of images on the Web, the game
can continue indefinitely. Give it a try!
Von Ahn was earlier credited
with developing Captchas, those words written in a way that computers
can't read them but humans can. They are used frequently to make sure that a
human is at the end of a transaction, rather than another computer. You have
probably encountered them, for instance when you signed up for a Yahoo email
account.
Von Ahn is currently working
on other games to help with recognition problems, such as locating objects
inside an image, summarizing text passages, and developing common sense. (Science
News, 3/17/07, thanks to Mike Borman)
© 2007 Willem F.H Borman.
This article may be reproduced in its entirety only, including this statement,
by non-profit organizations in their member publications, with mention of the
author's name and the South Western Indiana PC Users Group, Inc.
This
article has been provided to APCUG by the author solely for publication by
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