Showing posts with label person. Show all posts
Showing posts with label person. Show all posts

Tuesday, May 3, 2011

Kiss Transmission Device

Students made possible kissing over internet.

Students from the Japan's University of Electro-Communications created device that makes possible kissing over the internet, from one person to other. You use your tongue to move a piece of plastic, attached to a connected box, to simulate a kiss.

The plastic moves in the same way with your tongue and transmits information to the other party. For example, if you move the plastic to the left the other device's plastic will be also moving to the left, in real time. To make the transmission work, the person in the other end has to have the same setup in order to receive the kiss.

If you take one device in your mouth and turn it with your tongue, the other device turns in the same way. It's that easy.

Even though the system is being fancily described as a "tactile communication device", it's pretty basic in it's current form. The students are now working on was to simulate other features of a kiss, like moistness of the tongue.

You can see a demonstration video, thanks to DigInfoNews, Tokyo :

Sunday, January 30, 2011

Facebook Killed Spam!



Facebook CTO Bret Taylor told Fast Company earlier this week that it's just those kind of messages the company focused on while looking to cut down on spam in the system -- way down.

Mission accomplished. Such spam was down 95% in 2010. That's an impressive achievement. But the backstory to how the company accomplished that feat reveals some of the internal thinking that could be key to Facebook's ability to continue to grow efficiently -- and become an all-around ever-stronger product -- in the years to come.

The spam
Facebook was targeting were those annoying messages from the likes of FarmVille or Mafia Wars (about Rich and his corn or whatnot) that used to pollute users' NewsFeeds.
Game companies liked them, because they raised awareness and helped recruit new users. But, said Taylor at the
Inside Social Apps conference on Tuesday, the company soon realized that that was just a bad experience for many Facebook citizens.

That was bad for
Facebook -- it sucked up employee bandwidth -- and it was bad for developers, who felt like Facebook was micromanaging them. 
Interestingly, Facebook decided not to go the law and order route. They didn't start writing out long lists of rules about what kinds of messages would be allowed and what kinds wouldn't.
Instead, Taylor told Fast Company in an interview following the talk, they built an automated system that monitored each individual message -- and then took action, again, automated, against the specific messages that seemed to be bothering users.
Specifically, the system tracks whether recipients hide certain messages or mark them as spam, or whether they click "Like" on the message or comment on it, or whether they actually click through to see the application itself. 
If too many recipients hide a message or mark it as spam, Facebook automatically starts blocking it.

All of which bodes well for Facebook. The better experiences it can create while minimizing the demand on its own resources, the faster it will be able to grow, and the more loyalty it will get from its users and developers.