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1265038376-3olive. ‘Deep Web’, la profundidad de internet. Que no podamos ver toda la 'superficie' de la red se debe a que los buscadores más conocidos, Google, Bing o Yahoo, entre otros, no son capaces de indexar o registrar toda la información que les llega. Es por ello que las páginas web que no han podido ser indexadas, se acaban perdiendo en la profundidad de internet.

A estas profundidades llegan un 96% de los archivos, documentos y páginas web así que, este mundo es inmenso. Tan solo tenemos visible un 4%. Podíamos denominar a esta profundidad como ‘la ciudad sin ley’. Nadie denuncia lo que pasa allí y solo tú eres el responsable de tus actos. Para alcanzar esta parte de internet debemos descargarnos un navegador web que nos permita llegar hasta allí, ya que navegadores como Chrome, Firefox o Internet Explorer no nos permiten acceder.

The Hidden Wiki, la wikipedia oculta En este sitio oscuro de internet se puede encontrar de todo. Este directorio también nos ayuda a ocultarnos en la red. Legal o ilegal, solo a un paso. From Walkman to iPod: portable music in pictures. Así fue nuestro viaje a los 80 tecnológicos. How to delete your digital life | Technology. Wiping away your digital life means getting rid of the traces you've left – the mistakes you made, the embarrassing photos, the unwise comments, the flawed social media profiles where you've left too much visible. But how easy is that? The following steps provide a start to reducing your digital footprint and taking back control of your online life. 1) If you have a Facebook account, change every setting in the Privacy tabs to "private" or "not shared" or "off" (there's a special "privacy settings" shortcut in the blue bar near the top). 2) Find out what photos you're tagged in on Facebook.

These should appear in the Photos tab on the left hand side. If you hover over the picture, a star and a pencil appear in the top right. Choose "Report/remove tag" and pick "I want to untag myself" from the list. 3) If you have a Google Blogger account, delete your profile there. 4) If you've got a Tumblr or Wordpress blog, delete that too. Expunging yourself from the internet is very, very hard. The BBC will take a three-year hiatus from creating new 3D programming at the end of 2013. The BBC is the latest television broadcaster to abandon 3D programming, after admitting that the technology and associated content has failed to take off in the UK. Kim Shillinglaw, BBC Commissioning Editor for Science and Natural History, is currently overseeing the company’s two-year pilot for 3D content. In an interview with the Radio Times, she said the BBC would be taking a three-year break from creating any 3D programming at the end of this year.

“I have never seen a very big appetite for 3D television in the UK,” Shillinglaw said. “Watching 3D is quite a hassly experience in the home; you’ve got to find your glasses before switching on the TV. I think when people watch TV they concentrate in a different way. When people go to the cinema they go and are used to doing one thing – I think that’s one of the reasons that take up of 3D TV has been disappointing.” The three-year suspension means that the BBC could start developing new 3D programming again in the future. Gráfico: la adopción de nuevas tecnologías. Horace Dediu publicaba ayer un gráfico absolutamente fascinante capaces de hacerte perder un buen rato paseando por cada detalle. Tenemos, por un lado, el porcentaje de hogares americanos con acceso a una determinada tecnología.

Por otro, tenemos el año de introducción de cada aparato (radio, televisión, lavadora, electricidad, etcétera) y su evolución temporal. De fondo, tenemos en sombreado la esperanza de vida de una persona nacida en un año determinado del siglo, algo que nos permite ver todas las revoluciones tecnológicas que han contemplado. Echadle un vistazo: Dejando de lado la elegancia del diseño (hay una cantidad de información absolutamente descomunal en este gráfico), haya varios elementos curiosos. 1. En fin, es un gráfico estupendo. The Faster a New Technology Takes Off, the Harder It Falls | Wired Opinion. First, a eulogy: The bell curve is dead. That familiar model for technology adoption (first popularized by the noted sociologist Everett Rogers) — with clearly defined market segments adopting new technologies in predictable groupings — no longer applies.

Following this work, Geoffrey Moore wrote in 1991’s Crossing the Chasm that successful new product introductions followed Rogers’s five discrete stages, moving from early adopters to mainstream users only after crossing a sales “chasm” in which the marketing message changes from the new and exciting to the familiar and incremental. But today, new products and services enter the market better and cheaper right from the start. So producers can’t rely on a class of early adopters and high margins to build up a war chest to spend on marketing to larger and later markets. The bell curve, once useful as a model of product adoption, has lost its value as a planning tool.

Markets take off suddenly, or they don’t take off at all. The Pace of Technology Adoption is Speeding Up - Rita McGrath. By Rita McGrath | 10:00 AM November 25, 2013 Many people suggest that rates of new product introduction and adoption are speeding up, but is it really, across the board? The answer seems to be yes. An automobile industry trade consultant, for instance, observes that “Today, a typical automotive design cycle is approximately 24 to 36 months, which is much faster than the 60-month life cycle from five years ago.”

The chart below, created by Nicholas Felton of the New York Times, shows how long it took various categories of product, from electricity to the Internet, to achieve different penetration levels in US households. It took decades for the telephone to reach 50% of households, beginning before 1900. It took five years or less for cellphones to accomplish the same penetration in 1990. As you can see from the chart, innovations introduced more recently are being adopted more quickly. This second graph, by Michael DeGusta of MIT’s Technology Review, presents similar results. Los mapas del futuro. El pasado febrero, en una entrevista en el blog de tecnología TechCrunch, un alto ejecutivo de Google expresaba un punto de vista un tanto filosófico —incluso posmoderno— sobre el futuro de los mapas.

“Que tú mires un mapa y que yo mire un mapa, ¿tendrá que seguir siendo lo mismo para ti y para mí? No estoy seguro de eso, porque yo voy a lugares diferentes de los que tú vas…”, dijo Daniel Graf, que es el director de Google Maps para móviles. Hacia la mitad de mayo, cuando Google anunció la próxima aparición de la nueva versión del buque insignia de su servicio cartográfico, quedó claro que Graf no bromeaba. En el futuro inmediato, los mapas que miremos serán generados de manera dinámica y altamente personalizada, dando un tratamiento preferencial a los lugares frecuentados por nuestros amigos en las redes sociales, a los lugares que mencionamos en nuestros correos electrónicos, a los lugares que buscamos mediante nuestro motor de búsqueda. Traducción de Juan Ramón Azaola. These 12 technologies will drive our economic future. By Neil Irwin May 24, 2013 Most of the writing you see about the economy speaks to narrow questions: What will growth be this year?

When will the unemployment rate get back to normal? And so on. But the things that will determine standards of living a generation from now have almost nothing to do with this month’s jobs report or the Federal Reserve's latest policy meeting. Those determinants, instead, depend on companies' innovations — in particular, whether those innovations turn out to have major economic consequences. Researchers at the McKinsey Global Institute, the in-house think tank of the giant consulting firm, have a new study in which they have taken their best shot at predicting exactly that. Here’s the list the McKinsey researchers came up with, along with their (very rough) estimates of how much economic potential they hold.

Source: McKinsey Global Institute. Everything is a Remix Case Study: The iPhone. “Linux es obsoleto” y otras predicciones fallidas épicas. " Trato de no hacer nunca predicciones a largo plazo, pueden pasar tantas cosas que tan solo hacen que parezcas un tonto unos años después". Son palabras de Linus Torvalds, uno de los referentes en la historia informática. Pero no todos piensan como él. Otros personajes relevantes de la tecnología, ahora y antes, se empeñan en adivinar qué pasará en el futuro. Y yerran a pesar de ser expertos en las materias sobre las que predicen. Veámoslo con la siguiente recopilación de predicciones fallidas hechas por importantes tecnólogos. "Cualquiera familiarizado con el tema lo reconocerá como un fracaso evidente" - Henry Morton, diciembre de 1879 ¿El qué? "La llegada de la era inalámbrica hará imposible la guerra, ya que hará la guerra ridícula" - Guillermo Marconi, octubre de 1912 Las comunicaciones inalámbricas se han consolidado, pero la especie de " revolución de la era inalámbrica" que Marconi planteó en una entrevista a Technical World no.

. - Lee De Forest, 1926 - Alan Turing, octubre de 1950. Bloggin Zenith » Transmedia Storytelling: ¿cómo es la nueva forma de persuadir? (I) El arte de contar historias, el storytelling, siempre ha acompañado al ser humano. Aunque existen muchas maneras diferentes de transmitir información, cuando se hace intentando conectar emocionalmente con el usuario, con el público objetivo, el resultado es sustancialmente diferente a cuando el consumidor de dicha información es un simple espectacdor pasivo. Con el paso de los años y gracias a la llegada de Internet ese espectador pasivo se ha convertido cada vez más en un creador de contenidos; lo que en determinados círculos se conoce con el nombre de prosumer (una mezcla del ‘consumidor’ y el ‘productor’).

Estos cambios en el papel de los usuarios se han visto acompañados por una nueva forma de storytelling, el Transmedia Storytelling. Orígenes del storytelling y características Durante décadas los medios de comunicación, las marcas y también las empresas han utilizado la narrativa mediática, que consiste en contar una historia dividida en varios episodios.

Flare | Data Visualization for the Web. Big Data and Media Studies: Year One. Si, este post tiene el título en inglés. Todo lo escrito en los próximos párrafos proviene de mi magnífica experiencia en la International Communication Association (ICA) Annual Conference que se realizó en Londres hace unos días (aquí una reseña del evento). Como decía Jack el Destripador, vayamos por partes… Big Data No es la primera vez que hablamos de Big Data en Hipermediaciones. Repasemos brevemente lo que significa el Big Data para las ciencias sociales. The emergence of social media in the middle of 2000s created opportunities to study social and cultural processes and dynamics in new ways. The rise of social media along with the progress in computational tools that can process massive amounts of data makes possible a fundamentally new approach for the study of human beings and society.

La colaboración entre informáticos y científicos de lo social es a estas alturas ineludible. The era of Big Data has begun. . … y terminan dejando abierta la puerta a futuros desafíos: Media Studies. 10 tips for using audio more effectively in multimedia stories. Sound can make or break a multimedia production, whether it’s an audio slideshow, a documentary video or an interactive narrative. Unfortunately, audio often gets short shrift.

Visuals and interactive elements tend to command our attention, and just getting the story right can become an all-consuming task. Sound, it’s hoped, will somehow take care of itself. If audio weren’t critical to the quality of our productions, this approach might work. But, there’s a reason radio has been called the most visual medium. There’s something about sound that puts our imaginations to work, making us more active participants in the story we’re hearing. As storytellers, how do we make this happen? Remember the basics. Most multimedia stories rely on four kinds of audio: interview clips, voice-overs, natural sound and ambient sound. Interview clips are recordings of a story’s subject(s), typically recorded on location or over the phone. Know your equipment. Focus on the big stuff first.

Minimize noise. 1 Que es la animacion. The Verge Interview: Marty Cooper, father of the cellphone. 62inShare Jump To Close Marty Cooper quite literally invented the cellphone during his tenure as a division manager at Motorola, demonstrating it for the first time in April of 1973 when he famously called his chief rival — Bell Labs' Joel Engel — to personally deliver the news that he'd been beaten. In the years since, he's been a successful entrepreneur several times over, most recently working with his wife on GreatCall, the company that offers the simple Jitterbug phone targeted at seniors. We had the opportunity to sit down with Mr. Cooper for a call last week that spanned nearly an hour and a wide array of topics, from his time working on two-way radios in the pre-cellular years to the so-called "spectrum crunch" that's dominating headlines today. Image credit: dsearls (Flickr) What are you up to these days?

I do two things. Do you have a Nest? I had my new system put in before that came out, but I do control my thermostat by Wi-Fi. At any rate, I do a lot of speaking. Good for you. Herdict, reportes de censura en Internet en tiempo real. Herdict es una plataforma en línea diseñada para recolectar y distribuir información sobre censura en internet. Con censura nos referimos a la denegación del acceso a un servicio o contenido en la red, ya sea mediante alguna técnica de filtrado, ataque informático u otros. Los reportes son recibidos en todo momento desde cualquier parte del mundo, a través del browser, correo electrónico, Twitter o directamente en Herdict.org.

Cada reporte es agregado a una base de datos y desplegado en un mapa en tiempo real. Dicho mapa, dice la gente de Herdict, permite visualizar la salud de Internet. En general, Herdict nos permite: Reportar. La imagen siguiente muestra cómo se reporta la accesibilidad para Eldiario.es: La forma más sencilla de apoyar Herdict es con la instalación de un add-on para el navegador, disponible para Chrome, Firefox e Internet Explorer. The Guardian experiments with a robot-generated newspaper with The Long Good Read.

The Guardian is experimenting in the craft newspaper business and getting some help from robots. That may sound odd, given that the company prints a daily paper read throughout Britain. A paper staffed by humans. But the company is tinkering with something smaller and more algorithm-driven. The Guardian has partnered with The Newspaper Club, a company that produces small-run DIY newspapers, to print The Long Good Read, a weekly print product that collects a handful of The Guardian’s best longform stories from the previous seven days. The Newspaper Club runs off a limited number of copies, which are then distributed at another Guardian experiment: a coffee shop in East London.

That’s where, on Monday mornings, you’ll find a 24-page tabloid with a simple layout available for free. On the surface, The Long Good Read has the appeal of being a kind of analog Instapaper for all things Guardian. It’s a human-robot workflow that makes putting together a customized newspaper a quick process. Los sistemas antipiratería de la historia de los videojuegos. What the World Would Look Like If You Could Actually See Wi-Fi Signals.