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Do you trust your life to technology?

Thanks to modern technology, travelling on a commercial plane today is much more comfortable and safe compared to the early years of flight. In fact, it is now commonly accepted that flight disasters are less likely than car accidents.

I never seriously considered flight safety as an issue when travelling, because most passengers, including myself, have come to trust modern technology with our lives.

During the few 16 – 20 hour flights I have taken so far, my only concerns were meals, comfort and in-flight entertainment.

However, flight accidents continue to be reported even in recent years. For example, Aeroflot Flight 593, en route from Moscow to Hong Kong, crashed in 1994, leaving no survivors.

The flight recorder revealed that a pilot apparently allowed his teenage son to play with the controls for entertainment, as the plane was under autopilot then. Somehow, the boy unknowingly disconnected parts of the autopilot.

Despite the technology, no audible alarm was present to immediately alert the pilots and the plane gradually went out of control. It was too late by the time the pilots discovered the problem and the plane crashed.

While the pilot may be held partially responsible for the disaster, technology failed to compensate for human error or neglect in this case. It took incidents like these for airlines to tighten flight safety rules.

This tells us that despite its advances, technology alone cannot fully ensure safety. Rather, technology must complement safety rules and staff expertise to successfully protect human lives.

Technology however, must still be adequate to the extent where it can at least alert human operators to safety compromises through all possible means. For example, blinking alarm lights may not be enough, and must complement audible alerts to ensure problems are not missed.

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#
So what is an Internet platform?

Yahoo plans to launch a mail app Platform. The number of iPhone apps developed for the iPhone mobile app platform crosses 10,000. Mozilla served their 1 billionth add-on download for their browser extension platform. Just in the last one month, we have witnessed some amazing developments in the Internet and mobile economies. More and more companies are converting their products into ‘platforms’ for third-party developers to build applications on and more and more app developers are using the opportunity to build fascinating apps on the ‘platforms’ to reach millions of users.

All this sounds great. But do we really understand what ‘Internet/mobile platforms’ are? To me, trying to talk about them is like nailing a jelly on the wall. The term platform conjures up myriads of, often incompatible, ideas in our heads. The problem arises primarily from the fact that this term is heavily overloaded. It is somewhat akin to saying ‘prego’ in Italian, a word that is used to mean many different things in many different contexts. Another factor that adds to the confusion is the fact that the whole realm of Web computing is evolving at such a rapid pace that it is often difficult to keep up with the latest in the Internet industry.

Marc Andreessen’s blog on Internet platforms is a must read for anyone who is even remotely interested in the understanding the different kinds of Internet/mobile platforms (http://blog.pmarca.com/2007/09/the-three-kinds.html). In this post, I will use his framework to further explore the implications of using different platform models.

Let’s start by first defining what a platform is. A ‘platform’ is a system that is programmable and hence, can be customised by third-party developers for mutual economic benefit. Why are companies vying hard to establish themselves as Internet platforms? To build an ecosystem around their technology and feed a positive feedback loop. Why is this important? The company that has the biggest ecosystem finally wins in the ‘winner-take-all’ dynamic that is common on the Internet these days.

Let’s now look at a few Internet platform models that exist today. The models differ basically on the location where the developer’s code is executed and the complexity of programmability.

The Google APIs model

This is the most common form of Internet platform.

Highlights:

•    Developer’s code resides and gets executed in their server

•    Easiest model to program from the developer’s point of view

•    Developer’s app is not part of the platform user experience

Suppose I want to build a dashboard, like the one on Google Analytics. I can use the Google Visualization Web Services APIs to create graphs and charts for my application. In this case, my code resides on my server. I simply call the APIs and expect data in return.  

Other examples: E-bay, Flickr

Benefits for platform companies

•    Hook developers to your APIs and make them part of your sub-system.

•    Leverage the innovations that are built on top of the APIs

Benefits for app developers

•    Avoid re-inventing the wheel

•    Access to tried-and-tested technical tools

The Firefox ‘plug-in’ model

In this model, third-party app developers enrich the user experience of the platform users by extending the functionality of the platform. Firefox and Facebook are shining examples of this model.

Highlights

•    The third-party developer’s code resides and gets executed outside the platform.

•    The app, however, becomes part of platform user experience.

•    Scalability is an issue that the app developer has to deal with.

Benefits for the platform company

•    Third-party apps enrich user experience

•    Cater to the needs of a wide audience at a very low cost and in a very short time.

Benefits for app developers

•    App developers have the opportunity to build a viable business. They instantly get access to millions of users through the platform. The cost of scalability and availability, however, are borne by the developer.

•    VCs have set-up funds for such app developing companies. Kleiner Perkins’ iFund is a fund created for iPhone apps. Facebook, along with Accel Partners and Founders Fund, have created a fund for Facebook app developers.

The Salesforce model

In this model, the app developer builds an app, uploads the app to the platform and runs it online. For instance, Salesforce lets its users upload apps to its platform to extend and customise Salesforce features. Other prominent examples in this model are Google Apps, Second Life, and Amazon EC2.

Highlights

•    In this model, the third party application actually resides and runs inside the platform.

•    The platform company assumes the risk of executing arbitrary third-party application code.

Benefits for the platform company

•    Utilise spare capacity to allow developers to build applications on your system.

•    Leverage the meta-information that is available to you through the apps that run on your system for ads.

•    Assume the cost of scalability and availability, so that user experience is not compromised

Benefits for the app developer

•    App developers needn’t assume the cost of scalability and availability.

In my view, platform economics is here to stay. In a flat world, product companies need to stay ahead of the innovation game and one way of doing that is by crowd-sourcing. CTOs, business managers and developers need to take this model seriously. Product companies need to think about how to collaborate with third- party app developers to keep their offering fresh and innovative. App developers can now tap into funds that are available for developing apps for platforms. There has been no better opportunity to reach millions of users without the cost of acquiring customers.

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#
A computer in your shirt cuff, a video on your T-shirt?

My 16-year-old daughter is a never-ending source of education and inspiration for me when it comes to information technology. And, some of the most valuable insight she provides, come from casual daily conversation. For example, the other day I asked her why she didn’t wear a watch. “Why do I need a watch,” she said, “when I can see the time on my mobile phone.”

“Wow,” I thought, “Perhaps the humble wrist watch’s days are numbered, thanks to the world’s love of mobile devices.”

Call it serendipity, but the very next day, on our comprehensive IDG information technology news service, I read a report from the Las Vegas Consumer Electronics Show about LG’s plans to introduce a high-speed wireless wrist-watch phone with video chat and text messaging.

Many readers may have forgotten, but people of my vintage may recall a cartoon character called Dick Tracey, a fictional comic strip detective who was popular back in the sixties. He was famous for using a wrist-watch telephone to report to his office, a bit like Maxwell Smart’s trademark shoe phone. A Dick Tracey movie, starring Warren Beatty, was produced in 1990 based on this American pop culture icon.

So here, towards the end of the first decade of the 21st century, we finally have a real Dick Tracey wrist watch phone. I wonder how long it will take before we have mobile devices a la Star Trek. When will we, like Captain Kirk, be able to speak ‘Beam me up, Scotty” and be transported instantly to another place?

But, being somewhat fascinated by watches, I have my doubts that they will die – they are too much of an established fashion accessory and their designers seem to already realize the threat from technology. Some of the classier watches are even now including wifi links to ensure their accuracy; others are incorporating compasses, and, no doubt, it won’t be too long before we have watches equipped with GPS systems. You can pay anything for a watch. I noted a US$98,000 model in a Singapore store window recently. If people are prepared to pay such prices for a watch, what will they pay for more adventurous technology?

Using some imagination, I can even envisage clothing of the near future incorporating technology. What about long sleeve shirts with a mobile phone/computer/timepiece crafted into the shirt cuff with cuff buttons as the controls? Or cuff links as mobile phones? Or eye-glasses with built in computer screens? Or video T-shirts to let the other sex know about your availability?

Who knows what the next generation may devise? It’s fun just thinking about it.

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  9. ONT - Optimizing Converged Cisco Networks: 1z0-043
  10. IP Communications Quality of Service (QoS): 642-642
  11. TS: Upgrading MCSE on Wndws Serv 2003 to Wndws Serv 2008: ee0-511
  12. Composite: e20-651
  13. Microsoft SQL Server 2005 Implementation & Maintenance: e20-616
  14. MCSE 2003 Security Planning Implementing and Maintaining a Microsoft Windows Server 2003 AD Infrastructure: 270-231
  15. SECURITY+ CERTIFICATION EXAM: sy0-101
  16. Network+ Certification Exam : n10-003
  17. VMware Certified Professional on VI3: VCP-310
  18. MCSE 2003 Security Planning and Maintaining a Microsoft Windows Server 2003 Network Infrastructure: 70-293
  19. Interconnecting Cisco Networking Devices Part 1: 640-821
  20. TS: Exchange Server 2007, Configuring: 646-561
  21. MCSE Installing Configuring and Administering Microsoft Windows XP Professional: 70-270
  22. Troubleshooting Unified Communications (TUC): 642-564
  23. MCSE Managing and Maintaining a Microsoft Windows Server 2003 Environment for a W2K MCSA: 150-030
  24. TS: Microsoft Office SharePoint Server 2007, Configuring: 70-620
  25. CompTIA A+ Essentials Exam: 156-510
  26. IP Communications Cisco Voice Over IP: 156-315
  27. Interconnecting Cisco Networking Devices Part 2: 640-801
  28. Gateway Gatekeeper(GWGK): 642-811
  29. MCSE 2003 Planning Implementing and Maintaining a Microsoft Windows Server 2003 Environment for a W2K MCSE: 70-297
  30. CCIE Voice Written: 156-215
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#
Irreparable Complexity, Game and World

I’m interested in the kind of complexity that arises through emergent processes, in which relatively simple rules governing the action of autonomous agents within a given environment can give rise to permanent structures or changes within the environment which then change the way that the agents express their rules. Unplanned systems, but often highly functional in their own way.

However, there is also complexity by design, in which a system which is consciously intended to have certain restricted purposes or functions becomes more and more elaborate over time, and more and more of its mechanisms become obscure and hidden in their inputs and outputs. I think maybe there are some natural examples of this kind of movement towards baroque complexity. But baroque complexity dies out when it becomes actively dysfunctional within some kind of fitness landscape.

Human systems can achieve this kind of opacity by accident and by intent. Accidental drift towards a system where no one really understands how cause and effect work within the system happens in institutional life all the time. Stakeholders in individual parts or aspects of a system are inclined to expand the influence or size of their mechanism. New forces or powers outside an institution are often accommodated by being incorporated within it. Procedures or heuristics used by an institution in its everyday business sometimes take on a life of their own, especially when they are incorporated into technological infrastructure and automated in some respect. Histories of past practices accumulate and become binding traditions.(Related articles:cisco study guide,cisco practice exam,actual microsoft exam answers,oracle exam tips,ccna online training. )

Baroque complexity happens by intent when human agents with some degree of authority over an institutional system want to block off direct access or control to some of its inner workings as a safeguard against easy tampering. It also happens when someone with an interest in a particular system believes that secrecy and confusion will instrumentally advance that interest. I think there are quite a few examples of authorities who set out to make it hard for an outsider to understand how a system or process works only to find that in making it hard for outsiders to understand, they’ve made it hard for everyone, that even people in control who thought that secrecy would conceal selectively have found that it conceals indiscriminately.

I’ve found that virtual worlds, massively-multiplayer online games (MMOGs) have provided some great examples of this kind of Rube-Goldberg complexity-by-design, and have also demonstrated why this phenomenon can be a source of so much trouble, that you can end up with systems which are painfully indispensible and permanently dysfunctional, beyond the ability of any agent or interest to repair.

The underlying code of any contemporary large software application is approaching a threshold of complexity where no human agent could ever hope to understand all the possible interactions between the code, the hardware and the user. Even if a programmer can understand why a particular failure or negative event happened, they often cannot hope to understand how to reliably stop it from happening in all possible intersections of code, hardware and user without perturbing some other part of the codebase with unexpected consequences. Pull on one thread, and another may unravel.

This is especially true with virtual worlds, where the size and intricacy of the software is enormous and the practices of users are remarkably diverse and often rivalrous. Developers of a virtual world now start with established code libraries of some kind for managing the visual and interactive components of their product, but they also have to deal with and accomodate histories of user expectation and practice in previous virtual worlds.

Virtual world designers end up with baroque complexity both because their design imperatives drift naturally in that direction and in some cases because they’re trying to veil or protect some of the underlying mechanisms and code of a game from the users. Arguably in some cases, I think they may even be trying to protect themselves from knowing too much about how the world works precisely because they’re trying to keep the processes and procedures that players must follow somewhat opaque, because a lot of virtual world player behavior is about seeking opportunities to arbitrage.

This kind of complexity gets designers into trouble when there is some major aspect of their world whose dysfunctionality is driving players away, where there is some desire to fix or change the game’s systems. Baroque complexity taken too far is irreparable: you can literally get to a point where there is no adjustment of one subsystem that will not cause another subsystem to fail or produce unexpected negative consequences.

A lot of my previous analysis of the early history of the game Star Wars: Galaxies centered on this kind of problem. So much of the underlying design had a kind of Rube Goldberg feel to it, with systems and properties tethered to one another at varying levels of code and design, from how information was stored in the game’s databases to how crafting, the environment and the economy were functionally intermingled in ways that were not always how they were intended to be intermingled. I came to feel that there were many cases where the designers literally had no way out of certain problems, that fixing one aspect of the design would produce problems elsewhere, sometimes problems that could not be anticipated in advance of implementing the change. Characters advanced through developing skills within loosely structured classes, but the game design had almost no way to differentiate between the role or value of some of those classes. At launch, most classes had skills that had little value or that were simply not implemented. Fixing one skill generally broke another, or failed because other skills in other professions that were needed to properly support the fixed skill were not working correctly. The developers of Star Wars: Galaxies eventually came to the conclusion that they would just have to gut out most of the game’s design and start again. They did so in a disastrous manner, but I’m not sure they were wrong about the basic insight.

To some extent, I think the developers of the current virtual world Warhammer Online are in the same kind of pickle. In this case, one of the serious issues in the game’s design is that it is almost impossible for players to understand how to achieve victory for their faction. There are two major factions in the game which fight to control certain parts of the game environment at varying stages of the progression of the player-characters. In the endgame, both factions try to accomplish a series of difficult challenges that will allow them to attack and control the major city of their rival faction. At the moment, it is very hard to tell exactly how these systems work, and I think that is not because the players have yet to figure the system out, but because the interaction of many diverse elements in the game design is so messy that it is impossible to figure it out, possibly even for the designers.

The designers have a vested interest in keeping the system opaque. If players understand very clearly what they need to do, they may discover that the system is easy to exploit, or that one side has a structural advantage. But at some point, making a system appear opaque and making a system actually so difficult to understand that it is genuinely opaque even to its creators are actions which shade into one another.

Far more importantly, the system may simply come to seem mechanical and lacking in adaptability. Once players understand exactly what it is that they must do, how they must do it, and when they must do it, they are likely to find competition to be boring and repetitive. I think this is a major reason that baroque complexity is added by design to many human systems, games and otherwise: because they are systems which need to simulate adaptability, portability, flexibility, which need to mimic the organicism and mutability of life itself. In a way, that’s what successful art in all its forms actually accomplishes: the deliberate creation of mystery, of a work which supercedes the narrow intent of its maker. But a system which requires ongoing use, even the mechanics of an online game, needs a functionality that art does not.(156-215,156-315,156-510,150-030,640-801,640-811,640-821,642-564,646-561

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————

In a limited way, I think the dilemma that some game developers have encountered echoes the vastly more consequential problems of the current global financial system. For both instrumental and accidental reasons, I think the financial system has acquired this same kind of baroque complexity, this same kind of disconnect between the top level that believes it has control over the system’s workings and numerous veiled or incomprehensible mechanisms that have been churning away busily well beyond that control. Like a virtual world whose design has functionally become impossible to easily control, the financial system may now be too complex to repair. Changing one feature may lead to undesirable and unpredictable consequences elsewhere in the system. Pulling on one thread may cause another part of the tapestry to unravel.

And like virtual worlds, there are stakeholders who have a continuing interest in the parts of the Rube Goldberg machine to which they have adapted themselves. In a virtual world that has gone badly wrong, where many players are fleeing its failure, there will always be a few players who have become adroit at using one or more of its broken subsystems. They will be the ones who complain most strenuously at any changes. The emptier the world, the louder their complaints will sound.

Players can leave all their virtual worlds for good: their ludic desires can find other expression, other opportunities. A developer who guts out everything inside of a broken virtual world to replace it with some simpler, cleaner design can hope to bring back all the lost customers, but we know very well that players who quit a virtual world almost never come back. So sometimes you stick with whatever remnant you’ve got left, no matter how dysfunctional the complexities of the design, and ride with them right out to the thinnest margins of profit before closing for good.(n10-003, 642-642, 642-811, 642-564)

The difference between a game and the real world is that the capital which can move away from the broken complexities of the financial system can’t just stop circulating altogether. It needs to go somewhere, wants to go somewhere. The choice may be similar, however. Listen to the actors who’ve adapted to the dysfunctionality of the system, who’ve adapted to live on some cog of the broken machinery, and they won’t want a change. Neither will people who work within some fragment of the system that works pretty well, because they know that a fix to what’s broken has a decent chance to break what works. Gut out the whole system to try and start anew? That’s rarely possible in real life. (So far it’s never really worked with games, either.) Sometimes the best answer is to build a simple, elegant alternative to run alongside the old clanking complexity, to have the System 2.0, and hope that over time, there’s a migration from the old to the new.

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New Oracle Certification To Be Announced

Oracle (NSDQ:ORCL) is preparing a new entry-level certification for integrators of Oracle’s 9i and an updated version to its Internet-application-developer certification. The company is expected to announce the training certifications next week at its OracleWorld conference in San Francisco.The new certification, Oracle 9i application server Web administrator certified associate, is for integration specialists who will install 9i and for database administrators tasked with managing the application.

“In smaller midsize shops where IT professionals have to wear multiple hats, DBAs will add this certification to their skill set and act as the person maintaining both the back end and middle tier,” says Mike Serpe, Oracle’s global director for certification.The associate-level certification will be the first step toward attaining Oracle certified professional and masters certification, which is for intermediate- and senior-level integrators and database administrators.

Oracle is adding an associate-level certification for its Internet-application-developer certificate based on 9i and is updating the professional level of its Internet app developer 6i certification to Oracle 9i during the winter of 2003, Serpe says.actual microsoft exam answers

While Oracle partners and integration specialists are sure to bone up on the latest Oracle certifications, demand for the skills-assessment tool from IT professionals will grow at a slower rate, IDC analyst Cushing Anderson says.

“Early on there aren’t that many people certified, but there aren’t that many implementations either,” Anderson says. Users get certified later in the sales cycle, he says, “Once its installed, they need to maintain and run it.”

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