Monday, October 23, 2006

SIMON POPE - seminar 'Sustainability'

This morning we spoke about 'sustainability in design and sustainability in general'

The concept of meeting the needs of the present without compromising the ability of future generations to meet their needs.The term was originally applied to natural resource situations in a long term perspective. Today, it applies to many disciplines, including economic development, environment, food production, energy, and social organization. Basically, sustainability/sustainable development refers to doing something with the long term in mind.

Sustainable Design
Early influences
The modern concept of environmental sustainability goes back to the post-World War II period, when a utopian view of technology-driven economic growth gave way to a perception that the quality of the environment was linked closely to economic development. Interest grew sharply during the environmental movements of the 1960s, when popular books such as Silent Spring by Rachel Carson (1962) and The Population Bomb by Paul R. Ehrlich (1968) raised public awareness.

Types of sustainability

Institutional sustainability.

Can a strengthened institutional structure continue to deliver the results of technical cooperation to end users? The results may not be sustainable if, for example, the planning authority that depends on the technical cooperation loses access to top management, or is not provided with adequate resources after the technical cooperation ends. Institutional sustainability can also be linked to the concept of social sustainability, which asks how the interventions can be sustained by social structures and institutions;

Economic and financial sustainability.

Can the results of technical cooperation continue to yield an economic benefit after the technical cooperation is withdrawn? For example, the benefits from the introduction of new crops may not be sustained if the constraints to marketing the crops are not resolved. Similarly, economic, as distinct from financial, sustainability may be at risk if the end users continue to depend on heavily subsidized activities and inputs.

Ecological sustainability.

Are the benefits to be generated by the technical cooperation likely to lead to a deterioration in the physical environment, thus indirectly contributing to a fall in production, or well-being of the groups targeted and their society.



Today's decisions are made with a consideration of sustaining our activities into the long term future.Another discussion following these lines was about carbon credit's.

What is a Carbon Credit?
Its true definition is the ESO or Exchange Soil Offset or, more popularly the CO2e or Carbon Dioxide equivalent but what is it equivalent to? How many Euros are there for each Credit?

Coincidentally, today is also the first day of a new currency that is very much like the real Carbon Credit. The Savetheplanet Carbon Credit is officially launched this day 1st September 2005 to a less than rapturous welcome from all who use her. Let’s call them Credits because in Science Fiction films Credits are the currency of the future anyway. So far, I have printed off the first batch of notes you can see below, I guessed that the 20 Credit note would entitle the holder to drive for 20 weeks at current technology levels. Owners of hybrids might be entitled to drive for more weeks but until I can work out the true value of a Credit, it’s difficult to know how it compares to a loaf of bread, a litre of petrol or a pair of Levi jeans. Or a tree.


Kyoto protocol

Kyoto Protocol is a voluntary treaty signed by 141 countries, including the European Union, Japan and Canada for reducing GHG emission by 5.2% below 1990 levels by ’12. However, the US, which accounts for one-third of the total GHG emission, is yet to sign this treaty. The preliminary phase of the Kyoto Protocol is to start in ’07 while the second phase starts from ’08. The penalty for non-compliance in the first phase is E40 per tonne of carbon dioxide (CO2) equivalent. In the second phase, the penalty will be hiked to E100 per tonne of CO2.

How does trading in carbon credit (CC) take place ?

The concept of carbon credit trading seeks to encourage countries to reduce their GHG emissions, as it rewards those countries which meet their targets and provides financial incentives to others to do so as quickly as possible. Surplus credits (collected by overshooting the emission reduction target) can be sold in the global market. One credit is equivalent to one tonne of CO2 emission reduced. CC are available for companies engaged in developing renewable energy projects that offset the use of fossil fuels.

Developed countries have to spend nearly $300-500 for every tonne reduction in CO2, against $10-$25 to be spent by developing countries. In countries like India, GHG emission is much below the target fixed by Kyoto Protocol and so, they are excluded from reduction of GHG emission. On the contrary, they are entitled to sell surplus credits to developed countries.

It is here that trading takes place. Foreign companies who cannot fulfil the protocol norms can buy the surplus credit from companies in other countries through trading.

Thus, the stage is set for Credit Emission Reduction (CER) trade to flourish. India is considered as the largest beneficiary, claiming about 31% of the total world carbon trade through the Clean Development Mechanism (CDM), which is expected to rake in at least $5-10bn over a period of time.

Monday, October 16, 2006

Brief 3 - Megabowl visit- assignment


BA/BSc design for interactive media
Marc Healy



When we entered the games area of UCI cinema Cardiff my eyes where immediately drawn in by both sound and lighting. Both where very loud and up beat and made each game look inviting to the user. There was a wide variety of different games from 'shoot em ups' - which require the use of a hand held weapon of some sort, 'GRAN PRIX' type games which had the use of a car interior or a motorbike of some sort. Other games where gambling type games that required vast amounts of games to win a prize.
From my observations of others around me I noticed that shoot em ups where frequently used more than anything else due to their intense game play and visual graphics. The older machines didn’t seem to attract as many users as the more advanced game interfaces yet the older machines had better displays such as flashing lights and L.E.D's. I had come to the conclusion that the newer games attracted users to actually play the game rather than observe and move on, as the much older machines seemed to do. The slightly older machines tended to draw people in by the exterior of the machine but the visual aspect of the interface wasn’t as good enough to make the user want to pay to use the interface.
The game I chose to critique was a 'shoot em up' called 'House of the dead 4'The game play of The House of the Dead 4 differs somewhat from prior instalments, in that a submachine gun (based on a cross between a Mac-10 and an Uzi) is used instead of the handguns of the first two games, and the shotgun of the third. Unlike the gun types used previously throughout the franchise, the submachine gun allows for continuous fire simply by holding down the gun's trigger. Ammo is reloaded by shaking the gun itself (unlike 1 and 2's "shoot off-screen" tactic, or 3's "Hand-pump" reload). The game also features the use of grenades (three received at the start of each stage) that can be thrown to destroy large numbers of enemies. Additional grenades can be earned by completing certain tasks or by shooting crates.
In some points in the game, players are required to actually shake the gun vigorously in order to escape certain situations such as being grabbed by a zombie. Unlike The House of the Dead III, it has a wide variety of branching paths reminiscent of the system found in The House of the Dead 2; different paths can be taken that eventually lead to the same point in the game's story.
The most common enemies have three attacks. A "normal attack," a "grab," and a "push." The foremost inflicts one point of damage, while the second forces a shaking sequence that, if successful, pushes back attackers for easier disposal. Multiple zombies may also pile overtop both players in an attempt to stomp on them.
As with The House of the Dead III, there is an end-of-stage bonus where players can receive lives (one for A/B rank, two for S rank) depending on critical shots (continuous weak-point shots), accuracy, and score.
The weapon itself is the centre point of the game as it allows the user to feel in control unaware to the fact that interface is in full control. During the game the user will have to kill enemies that appear on screen, There is no other type of interaction in the aspect of navigating, its simply a point and shoot type game the user is led by the interface making usability a lot easier leaving no room for overload with memory, like memorising routes etc. The game makes up for this by adding continuous enemies to the screen at a fast pace increasing tension and game play solely because the user is being led to uncertainty.
The Design of the interface is only metaphorical in the respect of having a hand held gun, which instantly registers with the user as being the main controller to interact with the game. Other than the gun the console is very contempory in design and simplistic, as with a lot of new games The game is projected onto a large flat screen which has two surrounds indicating the name of the game with various pictures and illustrations of both game play and characters.
Usability is fairly simple and doesn’t leave much to memory; my use of the game uses cognitive memories from playing games similar to this in regards to the mapping of the interface design.
With the new controller (gun) having extra features it allows the user to enjoy the game more as there is a slower chance of the game becoming tedious, like other models.

The way in which the exhibits at mega bowl differed from the one's at techniquest in terms of interaction where that the game type exhibits at techniquest had a far larger demand for user interaction in a wide variety of aspects such as, sight, memory, trial and error, Whereas the game type exhibits at mega bowl eliminate the use for memory and are based solely on interaction and enjoy ability, The main purpose of the game is to bring real life experience or knowledge and put it on screen for the user to interact with in a very addictive way so that the user is constantly returning to use the machines. In techniquest the exhibits had a very low playability in the way that they looked and the process in which the user had to undertake to use the exhibits. I noticed 8 out of 10 children aged 11-15 knew exactly how to use all of the games consoles because of the way in which they are designed and what they are designed for, its this type of interface that is recognisable to any user where as the exhibits in techniquest proved very tedious to younger users and didn’t really show much interest.

To view the interface Design - http://www.flickr.com/photos/76116961@N00/272133582/
- http://www.flickr.com/photos/76116961@N00/272135682/
- http://www.flickr.com/photos/76116961@N00/272133584/
- http://www.flickr.com/photos/76116961@N00/272133583/in/photostream/
Marc Healy
BA/BSc (Hons) Design for interactive media.
Brief 2 - Find a product that involves interaction between the user and the interface. And write a critique on the chosen object.

Chosen Device: ROAD Com - Satellite navigations system








The Road COM SAT NAV device is used as navigational device in which the user selects a destination and the interface displays a route to the specific spot via satellite. Its intention is to give the user the convience of being able to get to their desired location without stress or worry or without confusing maps. It also offers extras such as traffic awareness and short cut routes commonly found in sat nav devices like this model.
The Device's intended users are people who travel frequently or have to travel long distances, such as taxi drivers, or supply trucks or postal services. Other users such as normal day-to-day drivers may use the device also for an all round easy driving experience. Their isn't any real target audience for this device, but mainly people who can drive will use this device.
The Device itself can perform multiple tasks such as pin pointing your exact location for emergencies if you are lost. It can also zoom into your desired location so that terrain may be viewed in case of bad weather, and to prepare the driver for rough terrain ahead. Another task the device can carry out is the 'Divert route; in which the user can choose to go a separate way to the default way that is set when the chosen location is entered, leaving various options for the driver in case of traffic or other disruptions. And mainly finding the desired location that you wish to find and show the driver the exact route, These are the main tasks the device carries out, there are other sub tasks like adding your chosen route to your “favourites list” or 'History' so that the user can call upon them at anytime without having to scout for them again.
The device uses touch screen technology that is very responsive and sensitive the interface itself is basic and straight forward there is a plain background with coloured icons symbolising each task that is available.












Each section displayed on the screen has a set of sub sections that you can access, and are displayed in the same structured fashion. There is audio that indicates a right or wrong choice so that the user is aware of any mistake that they have made. In later models Voice directions can be given so that there is no distraction from the road so that driver has more control over the situation. As this is an older model there is only audio used for selection of tasks. The device is also equipped with 'Bluetooth' so that the user can have his/her directions displayed in text message form. The Bluetooth transmitter is situated in the top left corner on the exterior of the device.
At first glance of the Device its physical constraints are that its very tactile its easily held in the hand has a nice weight to it isn't to light or heavy. The affordance of the device is very smooth and has the distinct image of something we have all used before. Being the television, so the user knows that all the information must come through the screen situated in the middle. Before even switching the device on it isn't too difficult to grasp as to how the device will interact with the user.
There is no sign of a keypad or remote that is usually mapped with a television or computer. So immediately the user has to think of ways in which HCI will occur.
Being very inquisitive mammals we like to touch things in order to see how something works. Changing the perception of something allows us to memorise a situation and link it back to that object or interface so we learn how to complete the task in front of us. In this case the learning aspect of the Device is being able to find out how the device in fact can be operated without the use of another device like a remote or mouse.
A simple task like turning the device on is made very simple to anyone as it is situated on the top of the device as an 'on/off' switch, This again allows us to use our prior knowledge that when the user presses this button the device will eight her turn on or off and This is made very clear by having the words on and off on the switch. Unlike most phones which have a specific symbol indicating power this can be difficult to understand to users who have not used a mobile phone before so having a simple detail like labelled buttons makes usability a lot easier.
Once the device is switched on a loading screen appears in full colour and then a set of four different symbols appear with text below them indicating there function, the first being route which is symbolised by a route usually seen on a map with point A and point B illustrated. The second symbol is of two cogs with options written below it, the cogs are symbolic to a mechanism, or the workings of a clock so using our prior knowledge we know that just by looking at the symbol we have the inclination that it might have something to do with how it might work. To the left of the options symbol is 'Divert' which is indicated by a symbol similar to 'Route' but has an arrow going round one side of the symbol; this gives the user the sense that it is for a different route to your desired location or a short cut. And finally a Door shaped symbol with 'exit' below indicating leaving or to exit the task. There is also a small menu bar below the main interface with 'back' and 'close' as two buttons These are very straight forward and are easy to see on the screen so everything is close to hand and doesn't leave much to our memory which makes it easier to use. This makes the user feel comfortable using the device and doesn't confuse the user in any way. Having touch screen not only allowed for connivance, and speed of usability it also makes it very interactive and enjoyable to use. The buttons are well spaced so it isn't difficult for the user to press individual buttons which in some cases can be found difficult like the keypad of some small mobile phones.
The layout of the interface is very spacious and minimalist leaving, extras off screen to avoid confusion.
With the device being very small and tactile it can easily be held whilst walking in case the user may need to leave the vehicle any time so it can be used in or out of the vehicle it isn't restricted to being solely indoors it can be used perfectly outdoors as well as in, with the exception of rain as it isn't rain proof and will disrupt the computer electronics. So using the device out doors is not the best way of using the device. The size of the device also means that it can be used anywhere in the car and doesn't have to be proped on the dash of the vehicle it can be displayed above the mirror, or the passengers window, because of a suction tripod that is with the device.

The rely on memory for use the device is very limited although the basics of simply knowing where you are going and the spelling of that place is mandatory. So the user must find the place he/she wishes to go and must memorise or make note of the exact named location. The user having to type each individual letter of the location, plus the postcode or house number etc tests the cognitive memory. This can prove difficult, as when I tested the device I had to look at my notes to remember the exact location name. But in regards to the interface itself the user's memory isn't tested at all because everything is very straight forward there are no passwords or log ins etc its simply press for whatever task the user wants to initiate.

Using 'Normans and Nelsons' principles I found that the interface uses recognition rather than recall to minimise the memory load, by making objects, actions, and options visible. There is simple user control and freedom incise a user needs to exit a task that he/she does not wish to proceed with. To do so there is a bar at the bottom of each section stated 'back' and 'close' back indicates back one action, and close takes the user back a whole section.

Task - Setting a route for a specific destination










Firstly I turn the device on so that I am taken to the main screen.











The user then is directed to a main screen where the main tasks of the device are in order. For this task I am going to be plotting a destination into the computers interface. Firstly I find the icon that is right for what I intend to do, and press it using the touch screen interface.















The user is then taken to a sub section of 'Routing' these icons include 'Home' - which is your homes location, which can be saved so you can always find your way back after a journey. 'Favourite'- Locations you wish to use again like a URL list in a web browser.' History- indicated with a file and a route symbol on top. Meaning previous destinations that are stored similar to favourite but saves automatically.' Route' - is the process of getting from one place to another (The main use for this device) and finally 'POI Query' - is a help section where the user can type in a phrase or problem and the computer looks through a list of queries by default and tries to aid the user in the specific problem.

The icon I will be using is 'Route'










Here is the main process of inserting the destinations key elements such as street, town, area code etc. Firstly the user is prompted to 'select a city' from the top of the screen. Underneath this prompt is a text bar which the letters the user inputs appear. There is clear mapping between the keypad and the text box.

Once the user has entered their destination, this time being CARDIFF. The user is then led to another screen with the same layout of interface but this time the user has to enter the city in which a word predict appears depending on which letter you chose.

Then a street must be chosen to pinpoint the destination accurately, Again a predict is used on this also.











With the desired location set the user is then asked whether or not he/she would like to continue to view the map or add it to their favourites list for future use, or to simply go back a section or straight into the navigation process indicated by 'Next'












By clicking 'Next' the user can view where they are situated at that very moment in time and can view in as close to view the street that they are in or to view further out where petrol stations and other essentials are situated on the map, or further out again where only motorway lanes and towns and cities are labelled. The user can make the interactive map smaller or larger by clicking on the small magnifying glass in the right hand corner with a 'plus' for larger and a 'minus' for smaller.

Task complete.

To begin the task for the first time was fairly simple based on prior experience using computers, PDA's, Mobile phones, MP3's etc. so I had a good sense of knowledge of interfaces to begin with. But I still approached the device as if I would if I was someone who has never used a device similar to this basically because I hadn't this was my first time, so I took the opportunity to study how I approached the device and how I used cognitive memory and recognition to establish what to do.
The main interface menu was easy to understand metaphorically and logically everything was structured in an easy and usable manner there was just the amount of information the I needed.
Once selecting the 'Routing' button I was taken to another page with more icons for various different sections, but by logic alone I knew that I had to click on 'Route' next because it was what I wanted to do to begin with I did not see the use for favourites or history at this present time as I was only using it for this one procedure. But saying that from what I have seen on web pages, mobile phones, laptops etc these type icons where all familiar in a sense of what they mean, if not by how they looked metaphorically but by their name alone. So from this prior experience of using other products and interfaces I knew what would be in those sections.
It was then I was taken to the keypad section where the details of route where to be entered into the text box above. I knew instantaneously that when I keyed in a letter from the keypad that it would appear in the box above through mapping and where the box is situated. The interface started to get increasingly difficult after this part of the task because letters where being taken away as predictions where displayed for the town or city I was searching for and for someone who has no prior knowledge I could see this being quite confusing. But logically it becomes easier because there is less stress for user memory as it predicts the closest thing to the user input for example if a user was to type CAR… then at the top of the screen (Cardiff, Cardydd,) would automatically appear, so if this was what the user wanted then he/she would simpley jump to the nest section by pressing next. So this made it a lot easier to speed up the process.
Completing the task was simple because there was very little to actually interact with in regards to buttons and letters so the user is very limited to error, making usability very good, and efficient in its purpose.

Sunday, October 08, 2006

Techniquest Trip assignment

The techniquest visit began with a tour of each of the exhibits situated in both the main floor and the more advanced upper level .I found all of the exhibits visually and athstetically pleasing for children and small adult's . I found myself moving from machine to machine frantically like a small child, because of instinctual curiosity did not know what some machines did before reading any instructions so it was merely by trial and error that aided me in my HCI (human and computer interaction).
After some time spent interacting and analyzing others using the exhibits I found that eight out of ten children aged 10-12 didn't read any instructions that where displayed on each of the excepts the few that did read before using the exhibits reacted the same way as the children that didn't read them.
The use of trial and error with cognitive memory seemed to be the way in which every child approached each exibit.Applying knowledge from prior experiences in life and changing the preference of that object,or experience helped in accomplishing each task which was then easily repeated due to this way of learning.

After some consideration I decided to pick a musical exhibit and a question based exhibit.

Musical pipes
The musical device was situated in the upper floor where all of the more advanced exhibits where stationed,the design is very traditional in regards to instrumental but uses contemporary materials such as glass with sensors situated in the rim of the glass which is touch sensitive and changes color once touched. Alongside the musical pipes where a set of flat pads to hit the top of the pipes.
The aim of the device is to teach children to use hand and eye co-ordination and to also use color to rejoins which pipe to hit next, so its a learning process which is repeated until the user gets it right in which they can move onto the next color indicated on the top of the pipe.
My first attempt of the device was to just hit everynote to see how it would sound, I found this was the first initial idea of 90% of the children I viewed then noticed that there was a blue light shining on one of the pipes, so immediately I used cognitive type memory to understand that if I was to hit the pipe something would happen, This subconscious process happens in almost everything we do in everyday life through learning and experimentation seeing this I then hit the top of the blue pipe which gave out a loud note and turned red which immediately indicated stop a different pipe was highlighted blue so from this I have learnt that once blue appears I strike it and it gives out a sound and if I follow these then a song will be played was all learnt in the matter of a second.
The interface itself was the whole physical structure,The pipes that lit up, the bats, the instructional computer station situated next to the instrument.everything was interactive on a physical and computer level lights communicated while the sound stimulated weather I was right or wrong and by following the lights I would then be granted the song played properly also allowed me to be free from the rules, if I didn't play the song the computer was programmed to do I could make up my own song using the various pipes so there was no limitation to usability.
The target audience would be early teens or younger from 12- 14 and above, but mainly 12-13 year olds seemed to enjoy it further noticed every child approached the device the same way I did, with the intention just to hit the pipes to see what happened, there was no mis understanding or difficulty with learnability.The interface and its design where perfect for what was intended to be achieved.
When I did sit and view users using the device for the first time, they found it enjoyable but a bit passive, there wasn't really much in it for them in regards to mystery, to make them want more, it was merely something to use once ,learn ,and move on. Educationally it worked ok, in the respect that the end result the user could play a song without the aid of the color co-ordination, but by memory alone. But this didn't seem to work,it took at least ten or more attempts to achieve the song which was very basic .By then the child had given up, I think that if the interface was maybe a little more dynamic that the user would want to continue to learn more.

Tuesday, October 03, 2006

NORMAN VS NIELSON


Ok todays discussion was about the principles of both Norman and Nielson, HCI (human computer interaction) and how we interact with any interface.

Normans principles are as follows:

Visibility of system status

The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.

Match between system and the real world

The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
User control and freedom
Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.

Consistency and standards

Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.

Error prevention

Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.

Recognition rather than recall

Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.

Flexibility and efficiency of use

Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

Aesthetic and minimalist design

Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
Help users recognize, diagnose, and recover from errors
Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.

Help and documentation

Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

Monday, October 02, 2006

RESOURCE SITE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Hey web junkies, those of you who have a thirst for free shizzle, like brushes, 3D models, stock art, clipart, vector eps, whatever. I strictley advise this web site it has everything you could ever want from a links hub. its awesome.

www.bluevertigo.com

compliments of obeko.com

Contempory contextual studies


Today we looked at a theory called 'Six degrees of separation', six degrees of separation is the theory that anyone on Earth can be connected to any other person on the planet through a chain of acquaintances with no more than five intermediaries.

The theory was first proposed in 1929 by the Hungarian writer Karinthy Frigyes in a short story called Chains. The concept is based on the idea that the number of acquaintances grows exponentially with the number of links in the chain, and so only a small number of links is required for the set of acquaintances to become the whole human population.

The same term is often used to describe any other setting in which some form of link exists between individual entities in a large set. For example links in a dictionary entry may point the reader to other entries in the same dictionary; after following only six such links, the reader could potentially get to any word in the dictionary that has a link to it. In this special case of a dictionary, it is sometimes called the six links rule.

WE NO LONGAR WALK ALONE

Local councils are using CCTV to put entire residential neighbourhoods under surveillance, with the footage collected as evidence to prosecute and evict 'anti social elements'. In Hull, private detectives were hired by the local council to install covert cameras inside the home of a suspected drug dealer on the Bransholme Estate. The edited highlights were eventually shown in court and the person evicted. In Newcastle's West End estate there are 15 'vandalproof' spy cameras monitored by a single 'dedicated' police operation room. And in Wolverhampton, education budgets for books have instead been splashed out on a flash 16-strong camera network to watch out for evil crack dealers in the playground.



While the UK is fast moving towards the 'Maximum Surveillance Society' the technology remains vulnerable to human error. Tapes are accidentally erased, networks fail and shit happens. Under the 1998 UK Data Protection everyone has a right to access data and digital images that is held on them - be it bank records or CCTV footage for the cost of a tenner. So if you think you'Ve been recorded on CCTV by some pervy policeman without your permission then it might be worth looking into.
!!!!!!


its worth looking into these websites and books for future reference i glanced over the ebooks, but if your a dedicated DFIM'er then you could get a book out and read with your mum in bed, anyways heres the sites and books that prove useful on this topic.

See sophisticated database of facial images being set up in Britain
"The Maximum Surveillance Society' - Norris & Armstrong, Berg Publishers, 1999.
UK Data Protection Registrar, Wycfiffe House, Water Lane, Wilmslow, Cheshire,SK9 5AF. Web site www.hmso.gov.uk/acts/acts1998/l9980029.htm
Privacy International P0 Box 3157, Brighton, BN2 2SS. Web site www.pnvacy.org


Radio Frequency Attacks

Size and Range
We also looked into using RF transmitters to disrupt other frequenceys and use them as our own.As in electronic eavesdropping, recent technology has been utilized to build miniaturized RF transmitters the size of a pencil eraser. These devices will transmit radio signals anywhere from 100 feet to five miles and with the use of repeaters, reception range is even further. The availability of these small devices is rather astonishing with several manufacturers offering pre-concealed transmitters already packaged into such objects as smoke detectors, picture frames, clocks and ashtrays.

so think before you say something!!!!!

One of the smaller commercially manufactured transmitters is the size of an aspirin tablet, including microphone and battery, with a transmitting range of 1,000 feet. Several radio transmitters are available in prepackaged electrical lamps, power receptacles and clocks. These types have the advantage of a continuous power source, supplied directly to the transmitter, which permits a permanent installation.

Sunday, October 01, 2006

Peer to Peer networking


a peer-to-peer (P2P) network is created when two or more PCs are connected and share resources without going through a separate server computer. A P2P network can be an ad hoc connection—a couple of computers connected via a Universal Serial Bus to transfer files. A P2P network also can be a permanent infrastructure that links a half-dozen computers in a small office over copper wires. Or a P2P network can be a network on a much grander scale in which special protocols and applications set up direct relationships among users over the Internet.
a perfect example of peer to peer networks would be Limewire, lime wire is L a free, open source Gnutella peer-to-peer network client released under the GNU General Public License. The program allows users to share files using the Gnutella peer-to-peer protocol.

'Definition for gnutella from wikipedia - Gnutella is a peer-to-peer file sharing system originally developed by Nullsoft, a division of America Online, but quickly disseminated within the hacker community. Like Napster, Gnutella allows users to scan designated folders on other members' hard drives and copy files of any type between machines. Unlike Napster, it is completely decentralized, lacking central database of members. See gnutella.wego.com.'

Another example of peer to networks would be the newley developed Skype protocol.
Skype is a free Voip (voice over internet protocol) solution, use requires the ability to record and playback audio. The program and more information can be had at http://www. skype .com/. Add ons such as the ability to call out and in to POTS (standard phone lines) and soft answering machines (SAM is an freeware example) make this a versatile method of synchronouse and asynchronous communication, without the costley effects of a phonebill.

The IMPORTANCE of p2p
The growing commercial value p2p has on the industry is evergrowing down to new users joining the network and aid in distribution of files.For example by a new artist arriving on the music scene users can simply download it off the net for free taking the middle man out of listening to buying music.
By considering the loss of money that downloaders cause to artists they can also boost the sales by over 100% down to the fact that they are simply reaching a wider audience. A perfect example would be of gnarls barkley's Crazey which reached number one in the charts by downloads alone. and through this his popularity increased dramatically and thus sales increased down to his popularity and album sales went through the roof.