Stanford Engineering Everywhere is a new project rolling out of Stanford, and it’s making available to anyone, anywhere 10 complete online computer science and electrical engineering courses. This includes the three-course Introduction to Computer Science series taken by the majority of Stanford undergraduates.
The top-notch courses are free, which means that we’ve added them to our large collection of Free Online Courses. They’re also accessible via multiple formats (YouTube, iTunes, torrents, etc.) and released under a Creative Commons License, allowing students and educators worldwide to use these courses for their own educational purposes. They come complete with handouts, assignments, exercises and software. Quite a good deal, I must say. Below, we’ve posted the initial lineup of courses. Definitely check them out.
A quick fyi: BoingBoing blogger Cory Doctorow has released a new collection of essays called Content: Selected Essays on Technology, Creativity, Copyright, and the Future of the Future. As he summarizes it, the book features “28 essays about everything from copyright and DRM to the layout of phone-keypads, the fallacy of the semantic web, the nature of futurism, the necessity of privacy in a digital world, the reason to love Wikipedia, the miracle of fanfic, and many other subjects.” You can download a free PDF version here, or purchase a hard copy here. Also don’t miss the free tech/copyright writings by Larry Lessig below.
The New York Times has a great article on a professor of management science who has founded an almost completely automated publishing company. The 200,000 books he’s published sound, well, terrible, and terribly overpriced: “Among the books published under his name are ‘The Official Patient’s Sourcebook on Acne Rosacea’ ($24.95 and 168 pages long); ‘Stickler Syndrome: A Bibliography and Dictionary for Physicians, Patients and Genome Researchers’ ($28.95 for 126 pages); and ‘The 2007–2012 Outlook for Tufted Washable Scatter Rugs, Bathmats and Sets That Measure 6‑Feet by 9‑Feet or Smaller in India’ ($495 for 144 pages).”
But Philip M. Parker, the man behind them, is nothing if not ambitious. He’s also programming his machines to generate language-learning crosswords (i.e. clues in one language, answers in another), acrostic poetry, and even scripts for game shows and videogames. All of this reminds me of a novel by Neal Stephenson, The Diamond Age. In it, engineers of the future design a sort of artificially intelligent primer for young girls–the book generates stories and lessons on the fly. Maybe Parker’s read this one before.
The New York Times ran a fascinating article today about the feud between Intel and the One Latop Per Child program run by MIT’s Nicholas Negroponte. If you haven’t heard about it, the initiative is intended to develop a reasonably priced ($200) laptop for primary school children in the third world. The model they’re selling now comes with a lot of cool features: mesh technology so a group of students can share one wifi connection; low power consumption and the ability to recharge batteries with solar cells or even a hand crank; a linux operating system and open source software.
I suspect that last feature is causing the biggest problem for Intel. According to the Times, company sales reps actually tried to persuade several countries to ditch the OLPC in favor of a more expensive machine running Microsoft Windows. I don’t know about you but I have a hard time imagining disadvantaged Peruvian first-graders keeping up with their security updates, troubleshooting the less-than-stellar Windows wifi utility or shelling out for that upgrade to Vista.
Maybe those kids need other things more than they need laptops, but it can’t hurt. In any case it’s hard to believe how badly Intel managed this saga in terms of public relations. Think of the children, guys!
I just heard Jimmy Wales, founder of Wikipedia, speaking at Stanford Law School today. Wales is working on some new projects that he hopes will harness the community-driven collaboration of Wikipedia. He’s already had some success in branching out from the encyclopedia idea with Wikia, which is a “wiki farm” compiling information on a variety of different subjects (some of the most successful so far relate to video games).
What Wales spoke about today, however, is a new collaborative search project. The concept is still in its early stages, it seems, but the idea would be to harness the intelligence and dedication of human beings to produce search results significantly better than Google’s. This raises a few questions:
Is Google broken? It’s amazing what Google pulls up, but maybe we’ve all gotten so good at working with an imperfect system that we just tune out the spam and misinterpretations that still crop up.
Is a collaborative social model the appropriate solution to this problem? People are good at compiling encyclopedias, but they may not be good at emulating search rank algorithms. Also, Google is powered by millions of servers in dozens of data centers over the world managing petabytes of information. In other words, this may be a technology+money business, not a people+transparency business.
These issues aside, Wikipedia is one of the most amazing things to come out of the whole Internet experiment, so I’m excited to see what Wales comes up with. Has search become a basic service? Would it work better as an open-source system?
In case you missed it, The New York Times published a piece yesterday previewing two new efforts to bring electronic books to the mass market. In October, Amazon.com will roll out the Kindle (check out leaked pictures here), an ebook reader, priced somewhere between $400 to $500, that will wirelessly connect to an e‑book store on Amazon’s site, from which readers can download books in electronic format. (Think iTunes for ebooks.) Meanwhile, Google will start “charging users for full online access to the digital copies of some books in its database” and share revenue with publishers. The whole idea here is to disrupt the $35 billion book market in much the same way that the Apple has dislocated the music market with the iPod. But whether consumers will see digital books as having comparable advantages to the iPod remains TBD, and the doubters are certainly out there. Read more here.And, in the meantime, if you want a lot of free audiobooks, check out our Audiobook Podcast Collection.
The most recent major foray into the world of cultureboxes comes in an entirely different size and market niche: the Apple iPhone. It may look different, but it has all the hallmarks of a culturebox. The iPhone wants to deliver video, audio and the best of the Web; it hopes to revolutionize its market; it requires monthly service fees and a hefty price-tag to use fully.
Just like Microsoft and Tivo, Apple has had some struggles in getting their new device to live up to its promises. The batteries on many of the iPhones are not living up to expectations and some standard phone features seem to be missing. The new phone purports to combine the roles of iPod and cell phone more elegantly than any other device.
Music. Video. Connection. The Tivo, Xbox and iPhone all want to sell us cultural services through an integrated system of digital control. Record or purchase content from the authorized digital store and watch it on the authorized device. All three companies know that the success of their product depends on maintaining a delicate balance between defending the walls of their digital kingdoms and allowing in enough outside content to remain flexible in uncertain markets. All three boxes can be hacked and manipulated, of course, but their manufacturers are counting on the vast majority of customers to play along and pay along.
Just as the box-makers struggle to cut deals with content producers to make their digital offerings appealing to consumers, the “traditional” culture industries are desperately struggling to embrace new forms. The New York Times reviews videogames as well as plays, and just about every major media institution has launched some kind of blog, web video service or podcast so you can connect with the critics on whatever culturebox you prefer.
Culture served up on boxes is very different from public performance or ephemeral newsprint. We can save up hours and hours of it; we can carry it around or duplicate it. When we build up a library of music and videos, we own cultural objects in a way that was never really possible before, when the best we could do was own perishable physical media. We can replay, reformat, share and collate favorites, and we can use our rankings and ratings to find new works. A lot of the most exciting technical advances have had to do with connecting cultureboxes, but that so far that connectivity mostly goes to providing better culture for solo viewing. The three devices discussed here all hope to change that.
The reign of cultureboxes is in many ways the personal, digital version of something that happened in the late 18th century: The birth of the modern museum. The idea was to gather art, knowledge and history together and frame them appropriately—saving up culture for you in vast marble boxes. Today’s personal cultureboxes will never replace theater or museum-going, but they extend the same promise of cultural literacy (have you finished TheSopranos yet?). These days the promise is affiliated with brand name digital emporia.
Like the Xbox, Tivo, and iPhone, many of the first museums wanted to be everything for everybody, offering visitors historical relics, biological specimens and strange devices in a mishmash of art, science and hokum. No wonder the Xboxes are on the fritz: they’re trying to capture all our totally conflicted interests in just one device. Eventually we’ll figure out what digital content really belongs in our pocket on a two-inch screen, what needs to stay in the living room, and what to keep out of the box entirely. I should have some time to think about it while my Xbox gets repaired.
The online magazine Slate runs most of its arts and culture stories in a section called “Culturebox.” Ironically, it’s taken the consumer electronics industry several years to catch up, but now it seems like every new gadget is marketed as a culturebox, from the shiny iPhone to the pioneering Tivo to the hot-running Xbox 360. Manufacturers, advertisers and producers everywhere are thinking about how to sell us sleeker, better boxes and the media that go with them.
The trouble is, nobody is quite sure what the culturebox should look like or what it should do. We can all agree on video, audio and some kind of storage function. But do we want our media pocket-sized or on a big screen? Is the goal to entertain us on the commute or to build up a library of cherished media objects? More importantly, when we say “culture” do we essentially mean television or the whole panoply of forms? Are cultureboxes just TV by other means or are there genuinely new cultural forms on the horizon?
Last week Microsoft announced that Xbox 360s are failing in unprecedented numbers: A dramatic example of Culturebox Anxiety Syndrome. The new generation of videogame consoles allow us to do so much more than blasting aliens—video on demand, HD and Blu-Ray DVD playback, online chatting and music library management are just a few of the roles these particular cultureboxes want to serve. The complexity is clearly an overload: the New York Timesargues that the $1 billion Microsoft is setting aside for this problem implies that between a third and half of Xbox 360 consoles could get the culturebox blues. Now a high-level Xbox executive has announced his resignation, though few people think it’s a punishment since the platform is generally selling well.
Perhaps I’m only writing because I use all these gadgets and my Xbox recently succumbed to “red ring of death” syndrome. Ironically, it only freezes up when I use it to load a videogame. But there is a broader issue here: the transformation of culture from something we experience in concert halls, movie theaters and other shared public spaces into something that we do on the couch or on the go.
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