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SONARIS Newsletter
Latest
Issue
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May 2005, Issue 71
Published
by Sonaris Consulting, Felix Bopp, Amsterdam, The Netherlands
[formerly Music for New Media Newsletter]
You can find the online version at:
http://www.sonaris.info
Content
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Scientific findings:
Early home environment
and television watching influence bullying behavior
Music
Playing Robots
Recommended book:
Deep Time of the Media
Notes
Towards a Literacy for the Digital Age
Newseum
Summit
for the Future Report - section: Media & Entertainment
Push
to Talk over Cellular – stay connected
Design
Focus in Stockholm 2005
Conferences & events
Subscription
& feedback
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:
Scientific findings
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Early home environment and television
watching influence bullying behavior
Four-year-old children who receive emotional support and
cognitive stimulation from their parents are significantly less
likely to become bullies in grade school, but the more television
four-year-olds watch the more likely they are to bully later,
according to an article in the April issue of the Archives of
Pediatrics & Adolescent Medicine, one of the JAMA/Archives journals.
Bullying among school children is considered a serious public
health problem, affecting an estimated 30 percent of school-age
children in the U.S., according to background information in
the article. Previous research has suggested three possible
predictors of future bullying behavior: that parental emotional
support helps young children develop empathy, self-regulation
and prosocial skills and might be protective; that bullying
might arise out of early cognitive deficits that lead to decreased
competence with peers; and that television violence may produce
aggressive behavior.
Frederick J. Zimmerman, Ph.D., of the University of Washington,
Seattle, and colleagues compared assessments of 1,266 four-year-olds
enrolled in a national longitudinal study for the three potential
predictors, parental emotional support, cognitive stimulation
and amount of television watching at four years of age, with
later bullying, reported at ages six through 11. Statistical
methods were used to determine whether each predictor constituted
an independent risk factor for subsequent bullying.
Cognitive stimulation assessment was based on information on
outings, reading, playing and parental role in teaching a child.
Emotional support assessment included questions on whether the
child ate meals with both parents, parents talked to the child
while working and spanking. The average number of hours of television
watching was based on parent reports. Bullying was determined
by the characterization of the child as a bully by his mother.
Approximately thirteen percent of children were reported as
bullies by their mothers, the researchers report. Both early
emotional support and cognitive stimulation had substantial
protective effects. "The magnitude of the risk associated with
television…is clinically significant," the authors write. "…
a one-standard deviation increase [3.9 hours] in the number
hours of television watched at age four years is associated
with an approximate 25 percent increase in the probability of
being described as a bully by the child’s mother at ages six
through 11 years."
"Our results have some important implications," the authors
conclude. "First, we have provided some empirical support to
theories that suggest that bullying might arise out of cognitive
deficits as well as emotional ones. Second, we have added bullying
to the list of potential negative consequences of excessive
television viewing along with obesity, inattention, and other
types of aggression. Third, our findings suggest some steps
that can be taken with children to potentially help prevent
bullying. Maximizing cognitive stimulation and limiting television
watching in the early years of development might reduce children’s
subsequent risk of becoming bullies."
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Music Playing Robots |
"Toyota is continuing to focus the collective experience
of the Group in its development of Toyota Partner Robots, robots
developed to embody kindness and intelligence and to assist
with human activities. Music playing robots and a DJ robot [...]
make appearances in the Toyota Group Pavilion at EXPO 2005 AICHI."
Music Playing Robots
These robots, which are being developed to use tools, will play
an entertaining role in the performance. Able to move their
artificial lips with the same finesse as humans, the robots
demonstrate the agility of their arms, hands and fingers as
they play trumpets, tubas and drums.
DJ Robot
This robot, currently under development as a robot that communicates
with people, will appear on stage as a DJ, carrying on a dialogue
with the emcee.
Music Playing Robot and DJ Robot Design Concept
The robots are meant to express the Japanese spirit of “wa,”
or harmony, and the ideal of hospitality that underpin Japanese
culture. Design of the lightweight, slim-bodied robots applied
cutting edge technology and focused on a finely tuned form with
a pleasant expression that would express kindness and friendliness.
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Recommended book |
Deep
Time of the Media
Toward an Archaeology of Hearing
and Seeing by Technical Means
By Siegfried Zielinski
November 2005
Deep Time of the Media
takes us on an archaeological quest into the hidden layers
of media development -- dynamic moments of intense activity
in media design and construction that have been largely ignored
in the historical-media archaeological record. Siegfried Zielinski
argues that the history of the media does not proceed predictably
from primitive tools to complex machinery; in Deep Time
of the Media, he illuminates turning points of media history
-- fractures in the predictable -- that help us see the new
in the old.
Drawing on original source materials, Zielinski explores the
technology of devices for hearing and seeing through two thousand
years of cultural and technological history. He discovers
the contributions of "dreamers and modelers" of media worlds,
from the ancient Greek philosopher Empedocles and natural
philosophers of the Renaissance and Baroque periods to Russian
avant-gardists of the early twentieth century. "Media are
spaces of action for constructed attempts to connect what
is separated," Zielinski writes. He describes models and machines
-- including a theater of mirrors in sixteenth-century Naples,
an automaton for musical composition created by the seventeenth-century
Jesuit Athanasius Kircher, the eighteenth-century electrical
tele-writing machine of Joseph Mazzolari, among others --
that make this connection. Uncovering these moments in the
media-archaeological record, Zielinski says, brings us into
a new relationship with present-day moments; these discoveries
in the "deep time" media history shed light on today's media
landscape and may help us map our expedition to the media
future.
Siegfried Zielinski, a founder of the new field of media archaeology,
is Founding Director of the Academy of Media Arts in Cologne,
where he is Professor of Media and Communication Studies and
is developing a workshop for a variantology of the media.
He has published more than a dozen books and many articles.
Deep Time of the Media is the second of his books to
appear in English.
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Notes Towards a Literacy for
the Digital Age |
Notes
Towards a Literacy for the Digital Age
by Milverton Wallace
The kid enters the coffee shop and
is greeted excitedly by her friends. They jostle to exchange
high fives, knuckle greetings and finger snaps with her.
What is the cause of their admiration? Her Rocaway jeans? Her
high tan Jimmy Choo boots? Her Armani sun-glasses? Her Karl
Lagerfeld jacket? Nah! It is the gleaming silver object dangling
from a pair of white wires plugged into her ears.
It is an iPod, the must-have digital gadget of today's young
people. With this tiny digital audio player Apple stole Napster's
thunder and replaced the CD player as the cutting-edge portable
music player of choice.
But if you think this is just another device for playing pre-recorded
music, think again. Within two years of the iPod's debut, developers
had created software to allow anyone to produce audio content
-- words and music -- for it and other portable digital players.
This technology, known as podcasting, turns consumers into producers,
and every wannabe DJ and talk-show host into broadcasters. It
is a distribution channel that plugs directly into the hippest,
hottest communication network on the planet.
In advanced industrial countries, and increasingly in less-developed
regions, social life is being digitised. Cheap camera phones
and videocams allow everyday activities to be recorded and stored
on personal computers or online services; more and more conversations
are conducted via email, IM and SMS; private thoughts, opinions
and reflections on public affairs or private passions are instantly
posted on weblogs. Because they are in digital form, all these
different types of record -- moving images, photographs, sounds
and texts -- can be stored on computers. And the Internet makes
it possible for all of this to be shared with family, friends
and strangers.
Welcome to the agora of the 21st century, a space where a diverse
array of digital modes of communication intersect in cyberspace
-- email, instant messaging, text messaging, multimedia messaging,
weblogging, audioblogging, moblogging, mobcasting, podcasting.
Like it or not, this is the new cultural landscape for learning,
entertainment, and communicating with each other. And it is
being constructed without consultation with, or permission from,
regulatory authorities or self-appointed gatekeepers.
All well and good, but what is the point of all this digital
g-soup when school-leavers cannot spell and do sums, or believe
Winston Churchill was an insurance salesman? Relax. This is
not the end of literacy, just a groping towards a new kind of
literacy, which is capable of fulfilling the knowledge acquisition,
informational and cultural needs of the digital age.
[...]
Here is the genius of cyberspace:
it has created a world of endless possibilities by refusing
to be constrained by what went before.
In most cosmologies, the world begins with the Word. In the
pre-industrial and industrial eras, two expressions of the Word,
reading and writing, have been central to people's notion of
literacy. Digital technology does not abolish literacy; what
it augurs is a radical re-definition of it. This is nothing
new -- we have been there before. Think of the momentous, world-changing
shift from oral to print culture; think also of the changes
in writing instruments (stone, stick, pen), writing materials
(bark, leaf, clay tablet, parchment, paper), text production
processes (from handwriting to hot-metal printing, from lithography
to laser printing) and the intellectual and technical adjustments
required to deal with them.
As the digitization of economic, social and cultural life gathers
pace, those who embrace and internalize the literacy of the
digital age will be so much better off than those who do not.
So if you are an educator, desperate to interest our iPod kid
and her friends in your remedial classes; a health information
officer anxious to get the message of safe sex to her and her
cohorts; a training instructor eager to recruit them on a job
skills programme; get familiar with their world. You will not
be able to communicate with them if you do not.
The full article can be read:
here
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about the future of
NANOTECHNOLOGY, ECONOMY, ICT, WATER, PHILOSOPHY, URBAN DEVELOPMENT,
EDUCATION, MEDICINE, FOOD, MOBILITY, MUSIC, INTERNET, ENERGY,
MEDIA, RELIGION, BIOTECH, POLITICS, BRANDING, TECHNOLOGY, ENTERTAINMENT,
KNOWLEDGE SOCIETY, TRADE, ARCHITECTURE, LEARNING, SENIOR CITIZENS,
DEMOCRACY, SCIENCE, CULTURE etc
The Club of Amsterdam Journal appears
every 2 weeks and is sent to you for FREE by email.
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Newseum |
The world's first interactive museum of news — the Newseum —
opened in Arlington, Va., in 1997. Its mission was simple: to
help the public and the news media understand one another better.
The Newseum also celebrates the value of a unique American notion
— the First Amendment. The First Amendment — a covenant between
the government and the people — assures that no law will suppress
the people's right to a free press, to speak freely, to worship,
to assemble in public or to petition the government for redress
of grievances. By assuring a free flow of information, the First
Amendment helps ensure that Americans remain forever free. We
believe that visitors will come to the Newseum as tourists,
but leave as supporters of the First Amendment and the vital
role a free press plays in a free society.
The Newseum has closed its Arlington, Va., facility while it
prepares to relocate to Washington, D.C.
The Freedom Forum has unveiled its design for a new, expanded
Newseum next to the Washington, D.C., mall and its museums and
monuments. The six-level, 215,000-square-foot interactive museum
of news will contain three times as much exhibition space as
the original facility in Arlington, Va., which closed in March
2002 to permit Newseum staff to focus exclusively on planning
and developing the new museum, which is scheduled to open in
2007. The Newseum will be located at Pennsylvania Avenue and
Sixth Street, N.W., between the U.S. Capitol and the White House.
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: Summit
for the Future Report |
Summit
for the Future Report 2005 - section Media & Entertainment
- download for free at:
http://www.clubofamsterdam.com/press.asp?contentid=473&catid=61
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: Push
to Talk over Cellular – stay connected |
Push
to Talk over Cellular – stay connected
by Nokia
Executive summary
Push to talk over Cellular (PoC) provides a direct one-to-one
and one-to-many voice communication service over cellular networks.
The service presents a superb opportunity for mobile operators
to boost their existing Average Revenue Per User (ARPU), as
well as win new users, by providing a popular two-way radio
service over attractive cellular phones. The idea is simple.
Thanks to PoC’s ‘always-on’ connection, users can make calls
to individuals or groups at the press of a button. The availability
of other users can be checked before the call with the help
of the presence function. The call connects almost instantly
and the receiver doesn’t even have to answer. Users of push
to talk services are often engaged in an activity other than
a telephone call and can stay informed by listening in to group
traffic while they are busy. A user can also be contacted by
name or may occasionally want to say something to the group.
The half-duplex traffic provided by PoC is ideal in such cases.
Users can form ad hoc talk groups without having to contact
their service providers. This encourages spontaneous and flexible
group communication. PoC serves the diverse needs of both business
and private users, ranging from controlled team management to
the spontaneous sharing of fun experiences.
Push to talk is not a substitute for any existing cellular service.
It is a complementary service that allows operators to develop
and differentiate their voice portfolio without having to change
their existing services.
The PoC solution is based on half-duplex Voice over IP (VoIP)
technology, using an IP-capable network. Building the service
over existing GSM/WCDMA networks will enable fast service roll-out
and reduce the investment needed. The service also has a natural
fit with fixed networks because a PoC client can be implemented
in PCs and other devices. Nokia has introduced a PoC Software
Development Kit (SDK) to help developers produce commercial
PC-based PoC products. This SDK will be available through Nokia
Forum.
The push to talk service is an integral part of the IP Multimedia
communication portfolio and is a service offered through the
IP Multimedia Subsystem (IMS). It can also be used to enrich
other IP Multimedia communication sessions, such as interactive
gaming and video sharing.
PoC uses cellular access and radio resources more efficiently
than circuitswitched services. Network resources are reserved
one-way for the duration of talk spurts, rather than two-way
for an entire call session. PoC provides better coverage over
cellular networks than conventional two-way radio solutions.
It also allows the simple and fast creation of talk groups and
group calls. However, this solution does not meet the stringent
emergency requirements of public safety organizations.
The PoC solution offers terminal manufacturers an opportunity
to implement the push to talk facility across all their mobile
phone categories and users can choose the products that best
meet their communication needs.
The full white paper is available
as a *.pdf:
click
here
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: Design
Focus in Stockholm 2005 |
Design
Focus in Stockholm 2005
"Sweden has designated the coming year as Year of Design
2005, a celebration that will be especially evident in Stockholm,
its regal capital. A wealth of exhibitions, installations, and
other events will augment the city's already abundant selection
of design-related activities. Year of Design 2005 will focus
on the possibilities that design offers all of us - the individual,
culture, business and industry - in fact, the whole of society."
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: Conferences
& events |
Please visit the SONARIS Conference
& Events Calendar at:
http://www.sonaris.info/events.htm

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: Subscription
& feedback |
New Subscription: http://www.sonaris.info/newsletter.htm
Feedback: newsletter@Sonaris.info
(subject: Feedback)
For Advertising: newsletter@Sonaris.info
(subject: Advertising)
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Copyright © 1997-2005 Sonaris Consulting, Felix Bopp. All rights
reserved. Reproduction in whole or in part in any form or medium
without written permission is prohibited. Sonaris Consulting
cannot accept responsibility for the accuracy of information
supplied herein or for any opinion expressed.
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