(Engels)

the_pirate_bay_logo

“When Napster told the district court that it had developed a technology to block the transfer of 99.4 percent of identified infringing material, the district court told counsel for Napster 99.4 percent was not good enough. Napster had to push the infringements ‘down to zero’. If 99.4 percent is not good enough, then this is a war on file-sharing technologies, not a war on copyright infringement.” (Lessig, p.74)

What is the percentage of identified infringing material on the Pirate bay? The discourse whether This portal is illegal or not shouldn’t be that complex. Free Culture, to me, is very important. We have should take the distribution of creativity very seriously! Creativity is the catalyst for inspiration, which in its place, is responsible for the social, political, and commercial development of our cultural identity. P2P – as an infrastructure – is a substantial contribution to the development of our cultural identity. The Pirate Bay (what’s in the name) facilitates this contribution as well! but, this has its influence on the revenue of honest creators. If we accept and normalize an amount of distributed infringing material, then, on the basis of the ratio between illegal and legal distribution, we could determine whether a facilitator operates illegal.

A few questions pop up… What really is illegal, when we accept a system that is old and based upon ‘property’ in a virtual world of endless re-productivity? Does a maximum compressed movie-file, which doesn’t comes near the original quality, is eligible for copyright infringement? Or, why should we prohibit or normalize illegal downloading when we technologically could enforce zero tolerance? Why isn’t the government being held responsible when a car driver is speeding and distrusting cocaine? P2P is held responsible in the same way! In my opinion, if the Pirate bay is excessively violating the norm (not 99.4%) then they should be punished! But what is the norm? Maybe we should be focusing on that!

(Engels)

pokenteleportal

As the Poken could be the archetype of off-line social networking, collecting Poken ID’s is still limited to the owner’s ability to travel. It’s simply not possible to connect Poken ID’s across the globe when one does not travel! I am organizing an event which offers the Poken owners a place to bring the Poken handshake into action.

Mimicking social networks is only feasible when one is not limited to location. That’s why, I am suggesting a practice without the limitations of place. This is what I thought of. The PokenTelePortal should be a funny extension to the happening. The PokenTelePortal will offer (1) an entertaining contribution in bringing Poken owners together and (2) facilitate live meet-ups during Happenings simultaneously all over the world!


pokenteleportal

(Engels)

A growing amount of personal information about a growing amount of people becomes publicly available online. When Google-ing someone’s name, it’s normal these days that a whole list of data pops up that could consist of, among others: career related data, past activities, holiday pictures, blogging and commenting, Social Network (SN) profile data, etc. At first it were merely youngsters that have been familiar with using the internet their whole life that did not really care about privacy (or did not realize the importance) and put all their information out there, available and for grabs for everybody. Not long ago also older generations have joined in and are uploading more and more personal content to the web. These are some interesting trends that will probably become more prominent in the near future.

This project has aimed at creating new insights in this phenomenon of publicly available online personal data. After a first brainstorm session about the current situation of peoples’ ‘online lives’, we all agreed that the visualization that we were supposed to develop would have to serve several relevant goals. First of all we wanted to enhance people’s awareness about privacy online, not by condemning their behavior, but by visualizing something and leave the judgment to the users themselves. A second and very important goal which is closely related to the first is that our visualization must give insights in the amount and extensiveness of people’s data online. As a result our visualization will provide people with the possibility to compare different groups of internet users. So our application provides people with interesting new insights in the different ways people use MySpace. With this application we can create insights in how users with specific cultural or demographic characteristics use MySpace in a different way.
After discussing the subject of personal data available online and putting it together with the goals, we started going through possible ways of visualizing our ideas. It did not take long before we were all very enthusiastic about a metaphoric visualization that could show ones detailed and personal publicly available data. The idea originated from a theory: the data body. A data body is all the data available online of someone. It can exist of for instance: background information, comments, interests, general info, etc. In the case of our visualization the data body is everything that is filled in on a MySpace profile.
We got even more enthusiastic about our idea when we did a brief desk research on the concept data body or applications and visualizations available online that depict somebody’s profile extensiveness. It turned out that most of the SN’s we knew did not have any indication for the completeness. Some of the SN’s we looked at indicate the completeness by a percentage. In the most innovative case (LinkedIn) we found the profile completeness depicted in a bar chart. After this finding and some more brainstorm sessions we were all very confident to take our

confident to take our idea to the next level; we decided to make the depiction interactive, give it a global touch, and even make it social by depicting a user with geographical (inter)related friends. Also, we agreed on the form of our application; we were going to make a widget that would trigger people to click on and play with.

Based on all our initial thoughts, desk research findings, and early conceptualizing we have set up the following problem statement for his project:
“No visualization tool/plugin exists to visualise a so-called data body of a person’s profile on a social network”
We will tackle this problem by firstly describing all relevant theory. This includes theory on social networks in general, online identity theory, network theory, and theory concerning the data body. Secondly we will describe the functional design of our application. In this part a detailed overview of MyDataBody is provided. Subsequently after the theory and functional design we will explain the major design choices we have made during the conceptualizing stage of our project.

During the process of conceptualizing and reading the relevant theory we also started setting up a scraper to collect as many MySpace profiles as possible. This process and the structuring of the raw data is described in the Implementation chapter. Finally before the conclusion we describe how we have actually built MyDataBody and for who the application is potentially relevant.

This concept document came about in a professional get together with Maya Aujla, Daphne Ben Shachar, Piet Walraven, James Mostert, Bram Slits and myself.