「8」が出ましたよ!
やっぱりラレコ先生は天才です!
« September 2006 | Main | November 2006 »
えの素トリビュートがすごい!
テクノラティの検索ランキング6位に入っていてなんだろう?と思いきや。
Amazonより引用:
出版社/著者からの内容紹介
●愛称は「えのトリ」
そのスーパーテンションで読む人をびっくりさせたギャグ作品、榎本俊二さん作
の「えの素」。その「えの素」を愛する人々が一堂に集い、ジャンルを越え、国
境を越えて、歴史的メンバーが集結した、夢の作品集が実現いたしました。
巻頭を飾るのは寺田克也さん、竹谷隆之さんのピンナップ。本文では鶴田謙二さ
んが葛原さんを、萩尾望都さんが郷介を、というように各作家さんが、おのれの
テンションのおもむくままに技を発揮して、作品を執筆してくださっています。
先鋭のギャグ漫画家、当代一級の絵師、少女漫画家、アニメーターや音楽家、作
家から生協の職員さんまで参加する奇跡のトリビュートを、ぜひお読みになって
ください!! 「あの人が、あの作品を!?」と、きっと新しい魅力に愕然としてい
ただけるでしょう。
うーん、私漫画を離れて久しいので「榎本俊二さん」も「えの素」も知らないんだけど。。。
『えのトリ』に参加する人々
あさりよしとお
阿部和重
芦名野ひとし
岩館真理子
小田扉
上野顕太郎
上條淳士
沙村広明
実川ジツ子
末永直海
生協の白石さん
竹谷隆之
寺田克也
鶴田謙二
鶴巻和哉
耕野裕子
萩尾望都
manzo
美川べるの
メビウス
山下和美
横山プロダクション
吉田戦車
。。。と思いきや、こっちがすごい!
あさりよしとおさんとか萩尾望都さんとか吉田戦車さん、山下和美さん、岩館真理子さん。。。
上條淳士さん。。。ってすごいメンバーだけどどういうとりあわせやねん(><)
ええっ生協の白石さんまで!
この人たちが「。。。というように各作家さんが、おのれのテンションのおもむくままに技を発揮して、作品を執筆」ってだけでも面白そう!おのれのテンションのおもむくままにが気に入った。
Mouraで「えのトリBlog」なるものが始まっていることも発見。
Posted at 08:32 AM | Permalink | Comments (0)
ScrybeのデモがTechnoratiの動画ランキングであがってきました。
すごい!!の一言。
スケジューリングの時差に悩まされたり
Wikiでの表計算連動に悩まされたり
色んな細かいけど重要な「お悩み」があったのだけれど
それを全て駆逐する感があるぞ!
Posted at 07:02 AM | Permalink | Comments (2)
Genさんから教えてもらいました。
The Internet Society of China has recommended to the government that bloggers be required to use their real names when they register blogs
The society, which is affiliated with the Ministry of Information
Industry, said no decision had been made but that a 'real name system'
was inevitable.
言論統制のためであろうが
日本ではプライバシーがどうの、個人情報がどうのでありえなーい。。。
Posted at 01:31 AM | Permalink | Comments (0)
Breathing Second Life into Business
先日はメディアとSecond Lifeの記事を書きまして
昨日BlogTVの番組でも紹介させて頂きましたが
今度はビジネスのお話。
Toyota,AdidasやSun MicrosystemsなんかはみんなSecond LifeをPromotionに使い始めています。
11 Reasons why massively multiplayer games are going to change the way business works
Once we accept that the media is more than paper and airwaves it becomes clear that games like Second Life are part of the media. The main point of difference is that the media used to be a tool for business whereas this media encapsulates business and becomes an environment rather than a mediator.
Second Lifeのようなゲームはメディアになりうると。
しかも通常のメディアはビジネスにとってツールにすぎないけれど、
Second Lifeのようなものだと環境になりうると。
Provided massively multiplayer games remain populated there should be no reason why the worlds can’t scale infinitely and never suffer the risk of environmental depletion.
膨大なるゲーム人口はまさに"unlimited"であると。
The economies are as real
Second Life is perhaps one of the most poignant examples of a thriving virtual economy that has a real-life corollary. There have been several success stories, particularly in the area of property development, and the key driver of this type of economy is in its extension into the real world.
経済がリアルワールドの延長線上にあると。
ただ、一つ指摘しておきたいのはリアルワールドの延長にあるんだけど
環境がSecond Lifeとかに変わることにより
国力の差をぶっとばせてしまうこと。
だからWoWでは中国で地下に何百人と安い労働者を雇って
ひたすらゲームをさせるというビジネスがあって
ゲーム内ではchinese farmersと呼ばれて通常のゲーマーから不評を買っている。
私も何度も会った。。。
つまり、貧富の差をぶっとばして下克上できちゃうってことだと私は思う。
そうか、がんばれば私もお金持ちになれるかしら :P
Outdoor advertising is back in fashion
If the real world were safer to walk about we’d probably have much better outdoor advertising. In new worlds like Second Life and outdoor advertisement can be interactive, have embedded functionality like a direct link to a call centre, or ordering capability, and you seldom have to worry about muggers or vandals interrupting you.
Proximity matters again
The Web made proximity and location irrelevant. There is no such thing as “closer” on the Web, although this could change with the net neutrality debates going on right now. In 3D worlds, the value of being closer to where a character lives or works is significant, much in the same way it is in real life.
ゲームだとギルドもあって「緊密な人と緊密でない人」がすごく分かれる。
だから私はゲームにログインするとたいていすぐに誰かが「やあ!」と声をかけてくれる。
それはギルドのメンバーだったりそうでなかったり。
リアルで会ったことがない人がほとんどで、アメリカにいたりシンガポールにいたりするけど
でもすごくcloser on the Webな友達たち。
だから命と時間とお金をかけて一緒に戦ったり手伝ったりしてあげたりしてもらったりする。
People spend more quality time in the game
Even if you spend less time interacting with a virtual world, it will probably seem like quantitatively “better” time than the time you spend in your real life because you have chosen to spend it that way. By implication there is something there that appeals to you more than your current real life situation. Some people watch TV, others play sports, some inhabit strange worlds that don’t really exist. The point is that for many in the game it is a time spent feeling good, which is the best time to transact.
そうね。。。
ずぶずぶになってしまうので、私は自制心フル活動で
もう2ヶ月ぐらいWoWにまったくログインしていないのだけれど
はまってしまうとずぶずぶです。
There are new and unimaginable markets opening up
Because the physics of these new worlds and they way they work are flexible and subject to change, the potential range of needs or desires is significantly different to those of the real world, some won’t have a real word equivalent. This means new markets will develop where there weren’t any before for things that have never existed before.
Everyday mundanity can now be part of an escape
Going to the bank or shopping for groceries is a drudge in real life but put it in a virtual world and suddenly everything seems like fun. Companies that understand this will be able to increase their customer base by making their products interesting to find and buy.
毎日必ずオークションハウスに行って価格をチェックする人とかすごいいるいる。
Customer service can be personal again
As customer service has been migrated from interpersonal to telephonic to email, the quality of the service has become worse even though rapid responses are more available. With avatar-based customer service some of the interpersonal aspects of human communication can be reintroduced and some others will continue to be automated.
God is present (to fix bugs and release new versions)
Game and world developers are keeping an active eye on the way the virtual worlds are operating. This means that critical changes can be made quickly, that the community of users can influence the direction of the development and that things will not remain stagnant for hundreds of years at a time.
This is just the beginning
The world of massively multiplayer games is in its infancy now. The economic, political and cultural impact has only just begun to become apparent and then only on a small scale. Whatever the impact is, it will be significant. The question is, for how many and what happens to those who either don’t have access or the interest.
やっぱ先日も書いたけど、デジタルデバイドですよ。
インターネットやってないとデジタルデバイドなののごとく
ゲームやってないとデジタルデバイドでおいてかれちゃう日がいつか来るに違いない。
今は単におたくと思われてるかもしれないけどさ。
Posted at 09:34 AM | Permalink | Comments (0)
Yahoo Launches New Search Ad Platform
きました、Panama.
YAHOO CEO TERRY SEMEL ANNOUNCED Tuesday that the company's long-awaited new ad-serving platform, known as Panama, had gone live.
株価に光がさす。。。か?
The news of Panama being unveiled on Tuesday helped to push Yahoo's stock up nearly 3 percent to $24.83 in after-hours trading.
GoogleにやられっぱなしなのでPanamaがんばらないと。
The successful rollout of Panama in the coming months may be the biggest factor influencing Yahoo's rebound from slowing ad sales and heightened competitive pressures.
"The interface that they've created is much more graphical and user-friendly." He added that Panama was also more flexible, enabling Yahoo to more easily release subsequent versions as needed.
Facing challenges from rivals such as Google and MySpace, Semel stressed that Yahoo was focusing on strengthening its offerings in the areas of social networking, video and mobile communication. Saying that Yahoo was a "far bigger player" in social networking than generally believed, he noted its acquisition of Web 2.0 companies such as Flickr and del.icio.us in the last year. He said that Yahoo would continue to be a key player in the field.
With regard to video, Semel pointed to Yahoo's recent deals with Al Gore's CurrentTV and CBS's local TV stations as examples of where the company is headed in terms of expanding its video content. He also noted Yahoo's purchase last month of JumpCut, which makes online video-sharing and editing tools, as an expansion into both social networking and video. Meanwhile, Yahoo Video was the company's fastest-growing property in the last year--averaging 5.6 million unique visitors during the third quarter of 2006, compared to 1.6 million for the year-earlier period, according to AdRelevance, a unit of Nielsen//NetRatings.
Posted at 08:11 AM | Permalink | Comments (0)
WiredもCNetもロイターもSecond Lifeの中にプレゼンスを作り始めたという話。
「インターネットやってる人とやってない人」でデジタルデバイドができたかのごとく
「SecondLifeをやってる人とやってない人」でデジタルデバイドができるかも(笑)
。。。とは言われ尽くしてきてる。特にSecond Lifeは無視できないレベルまで来ちゃってる。
Second Life, for example, was specifically designed by San Francisco-based Linden Lab to have a free-flowing market economy. Its internal currency, the Linden dollar, can be converted into U.S. dollars through an open currency exchange, making it effectively "real" money.
Inside Second Life, users can buy and sell virtual objects from T-shirts to helicopters, develop virtual real estate, or hire out services ranging from architecture to exotic dancing. Up to $500,000 in user-to-user transactions take place every day, and the Second Life economy is growing by 10 to 15 percent a month.
ゲームなんてわからない人が当局に多いので教育しないとと言いつつ実は:
However, there are probably some on Capitol Hill who won't require much explanation. "I can almost guarantee that there are some members of Congress spending time in Second Life or World of Warcraft," he said.
Heheそうだろうね。
で、記事の末尾がこれでしめられていたのが面白かった!
(For more coverage of Second Life, where Reuters is opening a virtual news bureau, go to http://secondlife.reuters.com)
アナログなCM見ていて「続きはネットで!」の現代バージョンは
ネットニュース見ていて「続きはSecond Lifeで!」
Posted at 07:33 AM | Permalink | Comments (0)
鈴鹿でとったビデオで自分でびっくりした自分のカメラのズーム力を基に作ってみました。
初Garage Band。
Experiment4。ハンディカム。
Posted at 07:22 AM | Permalink | Comments (0)
もう世間の中では「news」ではなく「olds」という感じですが
メディアはまだまだ取り上げます。
今が変革のとき。とみんながわかっているけれど
じゃあ誰が何のリスクを取って、何のアクションを取っているのか。
Posted at 10:25 AM | Permalink | Comments (0)