Saturday, June 30, 2007

TU Darmstadt develops hopeful Aibo successor

Photo

While details on this one are admittedly scant, a photograph of a
robotic dog prototype reportedly displays the brainchild of scientists
at TU Darmstadt in Germany. The team had been working on said creation
for six months prior to now, and is finally ready to present the pup to
a "special audience" in a robot competition in Atlanta next week
.
Unfortunately, we've received no word on whether or not this canine is
actually being bred for the mainstream, but we'll be sure to let you
know if any litters crop up.
Article Link (Engadget)

Sega Toys' Robotic Animal Extravaganza

Picture%202.png
Sega Toys
announced that they're coming out with three new robotic animal types
for their highly popular Dream Pet series: a short-haired cat, an owl,
and a parrot.
Article Link (Gizmodo)

Investor with local ties still eyeing right 'recipe'



Koleman Karleski has been eyeing local startups for several
years, even going so far as to write a few "term sheets" -- the
paperwork prelude to an investment deal -- all to no avail.


The Pittsburgh native, who is a managing director at Louisville,
Ky.-based Chrysalis Ventures. hasn't given up, and this week the state
agreed to guarantee any losses on up to $20 million the venture capital
firm invests in the region.

Article Link

Friday, June 29, 2007

White Goods with White Board

When GE launched “Imagination at Work” as its new slogan to replace
“We Bring Good Things To Life”, the most eye-catching part of its
online campaign was a virtual whiteboard that visitors could sketch and
scribble on. Apparently, someone at GE had the smarts to transfer the
ad’s essence to the gleaming white surfaces of GE’s appliances. White
goods + whiteboard…? Witness the birth of the sketch-a-fridge.



Currently only available in Brazil, where it is sold as Risque Rabisque
(roughly: Scrawl & Scribble), the refrigerator is covered in a
special coating similar to dry erase whiteboards. Replacing the age-old
practice of sticking grocery lists and children’s drawings on the
fridge, missives can now be written directly on the appliance and
easily wiped off. It’s a simple innovation that cleverly integrates
existing human behaviour, and turns a mundane product into something
playful and appealing. Opportunities? When rethinking a product or
service, don’t just focus on features or haute design. An element of
fun can be just as much of a sales magnet, at a fraction of the cost.



Adding an interesting twist, GE isn’t the only company to launch
fridge-a-doodlers in Brazil this year. One of Whirlpool’s Brazilian
appliance brands, Consul, is peddling Aquarela, a line of sketchable refrigerators. Who peeked at whose design boards? If you know the answer, leave a comment ;-)

Article Link

Thursday, June 28, 2007

Kobie: the fondling robot to the gods



Meet Kobie, the cuddly Koala on what appears to be life-support. We
think Babelfish translation says is best, "it is a fondling elder
brother robot of the nose Allah form which gives an emotional
stability." Indeed. By which we assume they mean the latest in elderly care robots. This one, developed by Korea's ETRI
can detect its owner's touches and react with a reassuring leg thumping
and realistic movement of the head and torso. That's sweet.

Sega Toys' MIO pet robot: might chew slippers, jugulars

Sega Toys has another in a long line of personal robotic pets:
the MIO. This deer/dog (deg?) sells for ¥9,240 in October or about $75
whenever it escapes Japan. Like any good robopet, the MIO features big
doleful eyes capable of expressing joy, anger, and grief in response to
your tender grace or heel of your boot. No doubt, the latest entry in
Sega Toys' dream pet series helps ease you into the grave by washing
away the empty ennui of your existence.

Apart from walking, "feeding" and dancing to rave music, the head and back have a touch sensor that reacts to your caressing. You know, so you can hump MIO instead of it humping your leg.

Its ears and tail can wiggle and its eyes can show a hundred emoticons that will tell your kids how it feels like when they left it in the closet to play Wii (hint: the icon looks like a fist with its middle finger extended). It looks like Japan is getting it first in October for $75, so it looks like it will be home for Christmas


MIOpup is Cheap AIBO-wannabe, Shows 100 Emoticons

mio-1.jpg
MIOpup is Sega/Tiger Electronics' new robotic puppy after the iDog. This Jetsons-looking cheap AIBO-wannabe looks really cute.
Apart from walking, "feeding" and dancing to rave music, the head and back have a touch sensor that reacts to your caressing.
Its ears and tail can wiggle and its eyes can show a hundred emoticons
that will tell your kids how it feels like when they left it in the
closet to play Wii. It looks like Japan is getting it first in October
for $75, so it looks like it will be home for Christmas.
Article Link (Gizmodo)

Wednesday, June 27, 2007

Mini-robot swims through bloodstream



Two Israeli scientists may have created the catalyst for a medical
revolution with their new project: a tiny, 1-millimeter-diameter robot
which is capable of crawling through human veins and arteries. The bot
can cling to vessel walls using small, powerful arms which protrude
from a hub in its center. Manned control is accomplished by using a
magnetic field outside of the body, and the robot is able to swim
against the flow of blood, as well as squeeze through a variety of
arterial openings. Right now the doctors don't know what the medical
applications might be, though they speculate that a large number of the
bots could be used to fight certain types of cancer.
Article Link (Engadget)

Blubber Bots Just Want to Eat and Be Your Friend - Who Doesn't?

ALAVs20.jpg


There's nothing like a bit of LA weirdness for a sunny summer morning. LA-based artist Jed Berk is the brains behind Blubber Bots, rather dreamy autonomous helium
blimps that float around the place looking beautiful—rather like me, in
fact. And just like us hoo-mans, all they really care about is "food"
(represented by LED lights) and friendship.

Article Link

Robotic hand presented in Japan: death by Powerpoint



Remember that creepy robotic hand
we saw terrorizing Japan last week? Well now it's on the loose in some
conference room picking up eggs, shaking hands, holding a pencil and
crushing a cup with its super action Kung Fu Grip. No video of it
crushing skulls but we know what's really going on, we know. Its
purpose still isn't any clearer (manufacturing-only or also
prosthetics?), only that its functionality is meant to exceed that of
the human hand. See just one of many videos after the break.

Article Link

Tuesday, June 26, 2007

Mind Candy

Mind Candy designed an online world for global treasure hunts. In
the first version, concluded in February, 2007, individuals and teams
from around the world followed online and real-world clues to search
for “The Receda Cube,” which yielded a $200,000 prize for the person
who dug it up in a British park.



People link up in informal
teams with members from around the world, partly so they can have feet
on the streets where the live parts of the game happen.



Mind Candy makes money by selling fan magazines, clue cards, and corporate sponsorships.

Habbo Hotel

Online community for kids
Headquarters: Parent company Sulake is based in Helsinki, Finland

Habbo
is a virtual community and game site designed for teens and preteens.
More than 7 million members in 29 countries create characters, furnish
rooms, and interact in Habbo “hotels.” The site's signature large-pixel
graphics make it stand out and seem child-friendly.








http://home.businesswire.com/portal/site/google/index.jsp?ndmViewId=news_view&newsId=20070626005491&newsLang=en

Social networking sites and online communities are getting so
popular and so crowded that I risk to loose my sense of direction among
such a crowded space. A map, this is a solution! Thanks Xkcd!



online_communities_map.jpg

Since the map is probably online since quite some time, I know I owe
you also something fresher so, here comes the link to an article on the
latest Business Week issue: Children of the web.
It talks about globalization meeting Web 2.0 and about the emerging
opportunities (and risks) for brands who want to connect with the youth
culture. Looks interesting... I'm going to read it tonight @ home, if
in the meantime you feel like sharing some thoughts, leave a comment
and let's discuss

Article Link



Citizens Urged to Take Precaution as Tropical Storm Alice Heads towards the Virtual World Whyville.com

PASADENA, Calif.--(BUSINESS WIRE)--At approximately 3:00 p.m. WST (Whyville Standard Time), a large
tropical storm is expected to hit Whyville.com,
the only learning-based virtual world
for todays digital
kids
. Tropical Storm Alice
is heading towards the virtual world,
populated by 2.3 million 8-15 year-olds. Winds near the center of the
storm are already registering between 20-34 knots, or 23-39 mph, with
rainfall amounts of up to 20 inches an hour, never before seen on the
island. Whyville citizens are advised to brace themselves for what may
be major flooding.



Tropical Storm Alice is intended to raise awareness of global
climate issues
and is associated with the opening of the new Whyville
Climate Center
, which is sponsored by Penguin Young Readers Group,
the publisher of Al Gore's young
adult book, An Inconvenient Truth: The Crisis
of Global Warming (Viking Children's
Books/Rodale Books $16.00; 208 pages; Ages 11 up). The Climate Center
will serve as the focal point for the discussion and further educational
activities
, while significant virtual rainfall continues for at
least another 12-36 hours. This will result in widespread flooding and
destruction throughout Whyville, with considerable rubbish and debris
littering the virtual world. Whyvilles
citizens will need to join together in a massive clean up effort to
restore their environment over the next several days.



Article Link



First Artificial Life Zoo

Giant Prehistoric Penguins Found

Photo Gallery: Giant Prehistoric Penguins Found


An artist's rendition shows two newfound species of ancient penguin—Icadyptes salasi (right) and Perudyptes devriesi (left)—next to Peru's only living penguin, Spheniscus humboldti (center).


P. devriesi, which lived 42 million years ago, was comparable in size to the king penguin, the second largest modern species.


But at about 5 feet (1.5 meters) tall, the 35-million-year-old I. salasi is one of the largest penguins ever described.

Article Link



Monday, June 25, 2007

Social sites reveal class divide

Research suggests those using Facebook come from wealthier homes and are more likely to attend college.

By contrast, MySpace users tend to get a job after finishing high school rather than continue their education.


The conclusions are based on interviews with many teenage users of the social networking sites by PhD student Danah Boyd from the School of Information Sciences at UC Berkeley.


Broadly, Ms Boyd found Facebook users tend to be white and come from families who are keen for children to get the most out of school and go on to college.


By contrast, the average MySpace teenager tendeds to come from families where parents did not go to college, she said.
Ms Boyd also found far more teens from immigrant, Latino and Hispanic families on MySpace as well as many others who are not part of the "dominant high school popularity paradigm". "MySpace has most of the kids who are socially ostracised at school because they are geeks, freaks, or queers," she said.

Teenage users of both sites have very strong opinions about the social network they do not use, she noted.
Article Link (BBC)

Friday, June 22, 2007

Xbox 360 Failure Rate: 30%, Says Retailers

redlightssmall.gif

We always knew the Xbox 360 failure rate was high, but the only time Microsoft's put any sort of solid numbers on the thing it was always somewhere around 5%. Retailers, on the other hand, have just reported a failure rate of somewhere over 30%.

Article Link (Gizmodo)

Thursday, June 21, 2007

Hardware companies: debuting something this fall? Read this.



Engadget has no shortage of readers who don't just love gadgets,
they're in the business of making them too. Well, this post goes out to
all the industry folk in the house. In joining the TechCrunch20
Conference's panel of experts, I'm charged with helping source some hot
new hardware to debut at the show this September. Presenters can expect
to hold court with the usual set of luminaries, influencers, and tech
journalists, but the best part is unlike other conferences, you don't
have to pay off the conference to demo your wares -- you just have to
have something really interesting to show. The rules? Simple: whatever
your company shows has to debut at TC20, and submissions are due by
July 6th.

Article Link (Engadget)

Congress calls for robot caucus

Apparently adrenalized by Bill Gates's rousing Scientific American manifesto AA Robot in Every Home, Congressmen Mike Doyle and Zach Wamp have called for the first robot caucus to convene in Washington. Spurred into action by the idea that "the robotics industry is developing in much the same way as the computer business did 30 years ago", Doyle hopes to promote robot awareness, work on robot policy, and educate Congress on issues in robotics to ensure "that our nation remains globally competitive".

Article Link (Engadget)

Fruit-picking robots closer to reality



It looks like Vision Robotics' would-be fleet of agriculture robots is
getting a little closer to reality, with the previous crude 2D sketches
of 'em now replaced with slightly less crude 3D models (among other
developments). Last we heard from the company, its scout robot was
still a long ways from hitting the farm, but Wired News is now
reporting that Vision expects to have a prototype of it ready sometime
next year, with the larger harvester bot expected to follow two or
three years after that. As before, the company plans to have the scout
robots plot out the best fruit-picking route, which the harvester would
then follow, grabbing hard to reach fruit with the utmost delicacy --
no doubt picking up a few humans' jobs along the way.

Article Link (Engadget)

Kawada HRP-3 Promet workerbot gets upgraded to Mk-II


It's been a pretty long time since we've heard from this guy, but the HRP-3 is back with a fresh coat of paint and a redesign that bears a notable resemblance to Optimus Prime. The new waterproof bot, shown showering, walking on a floor scattered with sand, and using a screwdriver as a human would, is meant to take on typical jobs at construction sites, such as driving (?) vehicles. Kawada hopes to court contractor clients by 2010 with the attractive introductory price of $120,000 per robot.
Article Link (Engadget)

Five Insights From What Teens Want

1. Integrity and attitude as key social network traits in the long run (and the rise of Facebook)

2. Teens aren’t buying much music. Can brands fix the music industry?

3. Consumer-generated-media (CGM) is the key approach to drive brand advocacy with youth

4. As a marketer, if you’re not creating utility you’re pretty much just crashing the party

5. The general view of privacy is shifting from anonymity to control



A Few Quotes from Teens:



A Few Quotes from Teens:



"I'm grounded right now, but normally I spend about 89% of my time on MySpace when I'm online."


- Female member of the teen panel



"I would describe my style as awesome, because I am the ultimate man."


- Male teen from the The N research presentation in context of Millennial high confidence



"The whole IM language has gotten out of control. The other day my friend said LOL to my face and I was like WHAT!?!?"


- Female teen from The N research







And some stats:



It’s like crack for youth marketers isn't it:



From Radha Subreamanyam of the N (who it's worth noting gave a killer research presentation):


  • "Chill" is the top attitude/lifestlye teens associate with at 40%. Others include Urban (23%), Prep (23%) and Hip Hop (19%)


  • African Americans and Hispanics use social networking sites more than whites (both at 84% vs. 81%)


  • Music as defining their identity (44%), with family a close second (39%)


  • Surprisingly high disdain for brands. 56% see them as creating
    negative stereotypes. But it's totally love/hate: "infatuation tempered
    with contempt."


From Michael Barnett of Fox Interactive:


  • Fox’s eight week old The “Never Ending Friending” study can be found online


  • 20 million teens 12-17 are online. That’s 83% penetration which will grow to 88% in the next few years


  • 75% of teens that are online use social networking sites


  • MySpace is the #18 ranked youth brand, ahead of iPod and Nike


  • MySpace teens spend more time online (9.8 hrs) than watch TV (9.2 hrs)


  • Combined use of SNS sites beats highest cable TV and magazine audience with teens


  • If those 14-18 had 15 mins of free time, they’re most inclined to use an SNS site (21%) over cell phone (19%)


Alloy multicultural research:


  • 46% of Hispanics in US are under 25


  • There are 800,000 new teens each month. The total teen population is 33.9 million (12-19 yrs)


  • Purchasing power from 1990 to 2001 amongst teens has increased
    189% in total. But between ethnicities, there’s been a 457% increase
    among Hispanics, 431% among Asians, 251% among blacks, and 176% among
    whites.


Article Link





Generation Y Multitaskers Boost Media Time

Time Spent with Media* per Day among US Consumers, by Age, May 2004-May 2007 (hrs:mins)

US Teen* Internet Users Who Use Other Media While Going Online, 2006 (millions)



Although multitasking extends across all age groups, teens are generally more likely to multitask media than adults.

eMarketer Senior Analyst Debra Aho Williamson says more research
is needed to discover exactly how multitasking affects consumers.

"The media and advertising industries must move beyond simply
acknowledging that multitasking takes place," Ms. Williamson says, "and
support research initiatives that can establish which media are most
likely to be 'foreground,' or primary, media, and which are more likely
to be in the background. In addition, more research must be done to
show marketers whether advertising that only receives partial attention
is still effective."



Article Link







Percent of Time Spent Using Select Media that Is Shared with Simultaneous Usage of Other Media among US Consumers Ages 14-27, February 2006 & February 2007

Buzz Report: Licensing Show A to Z

4Kids Entertainment


A new multi-platform trading card game from 4Kids Entertainment and TC Digital Games will mark the launch of Chaotic (CPK)
family gets a new small doll size, standing approximately 5 inches
tall. Each CPK Lil’ Sprout comes with long hair, fashions and
accessories.  The property is also approaching its 25th
anniversary in 2008 with a licensing program of apparel, accessories
and more in development. First launched in 2006, the 3D animated series
Viva Piñata, about the adventures of 60 piñata species. Currently there
is a Microsoft Xbox 360 game for the property with more licensed
product on the way!  AKC’s products for dogs and humans,
including the following licensees and categories: JPI (treats, toys,
outerwear); Sherpa (pet carriers); Aspen (collars, leashes &
grooming tools); Sababa (UNO, Rubiks Cubes, “Best in Show” board game);
Giant (T-shirts); and GTO (jewelry). All are currently available at
more than 4,700 retailer locations. 
and ChaoticGame.com
this month, based on the animated 4Kids TV series about a group of
teens that are fans of a trading card and online game called Chaotic.
Another new animated mysteries series, Nate the Great, will
debut on PBS Kids! in fall and have publishing, video games, toys and
apparel from a newly signed worldwide licensing agent. Also in fall,
the Cabbage Patch Kids (

Ripe Ideas


More
design partners are in tow for Ripe Ideas, New York, which recently
signed an agreement with designer Jackie Shapiro to represent the
French Bull brand, which will be translated into paper products from
Paperproducts Designs, including paper plates, napkins, guest towels
& Sniffs, Design Focus by Glitterwrap for gift bags, wrap &
tissue paper. In addition, Shapiro created a mass market
“sister” brand for French Bull called MOE 3. Ripe
Ideas will also represent MOE 3, with existing licensees including
Glitterwrap for paper plates, napkins, invitations, gift wrap and gift
bags, Windham Collections for quilting fabrics and iPop Clicks for
magnet sets and paperweights.



Article Link


Pleo ready for US pre-order: $349 for your eventual destruction




Check it US Pleo hopefuls, UGOBE is now taking pre-orders for the hotly anticipated dinobot. The price? Well, it's not $250, or even $300
as we were originally told. Rather, the cuddly killer is now pegged at
$349. Pre-orders can be executed directly from the UGOBE website or via
the usual array of on-line retail partners. Unfortunately, you'll have
to wait a few months before your Pleo can "inspire mystery and awe as a
companion" -- it doesn't ship until October. Plenty of time to ponder
the threat of inviting a robot and dinosaur into your home. Now head on over to Pleoworld for plenty of hot, groaning, dino-on-dino action.



Article Link





Lending Club Passes $100,000 Mark In Loans To Facebook Users

Lending Club, the Facebook exclusive person-to-person lending service has passed the $100,000 mark in loans to Facebook users.

Lending Club was an original Facebook Platform/ F8
partner having launched with F8 on May 24. The company closed its first
loan on June 6, and has since closed 27 more loans for a total of
$101,250. An additional $212,650 in loans will close in the next 12
days. More than $180,000 is currently available from 271 lenders with
around 10-15 new lenders transferring money to Lending Club every day.


The social networking angle of Facebook allows Lending Club to
leverage trust by enabling lenders to find borrowers within shared
networks. Lending Club uses technology to pair the two parties based on
shared connections without giving lenders direct access to the
borrowers Facebook profile.


P2P lending is a rapidly growing market. Lending Club faces stiff competition from companies such as Zopa, CircleLending and Prosper.
Although it may not be the market leader in terms of volume, Lending
Club’s growing success demonstrates the potential of Facebook as a
sales and finance platform.


lendingclub1.png

Article Link

Wednesday, June 20, 2007

Desktop Tower Defense Played 15 Million Times































Desktop Tower Defense, the addictive and evil game that Jeremy Zawodny wrote about and which subsequently led to me losing several working days to “testing,” has been played 15 million times since launching in March. So says the creator, Paul Preece, to the WSJ today.

Preece, who’s started his own company to create more games, says that up to 4,000 people are playing at any one time.


Preece, whatever you create next, I hope I never hear about it.




Article Link



Tuesday, June 19, 2007

Hollywood's toy ploy




In this summer's "Transformers," a truckload of Furby dolls gets blown sky-high by one of the film's giant robots.

It's
meant as a sight gag, set up by toymaker Hasbro, which introduced the
chatty little creatures, as well as the Transformers line, to the
masses.

But Hollywood is hardly treating toys as a joke these days.

The
next few years will see everything from He-Man to G.I. Joe to possibly
Monopoly show up on the bigscreen. As the film biz runs out of original
ideas, nothing, it seems, is too much of a stretch.

In the last
two decades, Hollywood has gone through several crazes: U.S.
adaptations of French comedies, remakes of vintage pics, film versions
of old TV series, and adaptations of videogames and comicbooks. Now
studios and high-profile producers are buying up rights to dolls,
action figures and games, hoping their lasting popularity can prop up
the next studio tentpoles.

As the thinking goes, the instant
recognition of popular toys can only help an opening weekend. But
everyone involved is also nervous. Studios are banking millions on just
a brand name, while toymakers are risking their crown jewels to work in
an entirely new format, knowing that a bomb can cut into their sales.

Toy
sensations of the 1980s such as He-Man and Voltron are aiming to tap
into a wave of nostalgia for the Reagan decade. The generation who grew
up with these toys are now in positions of power in Hollywood, and the
hope is that that same age-group, a key moviegoing demo, will embrace
the bigscreen adaptations.

Given the success of the recent
"Teenage Mutant Ninja Turtles" movie ($91.3 million worldwide) and the
buzz around "Transformers," there are high hopes for producers and
studios.

Consider some projects in development:


  • Warner Bros. is mulling a CGI-animated film version of "Thundercats,"
    produced by Paula Weinstein ("Blood Diamond"), about a group of
    feline-looking warriors who have names like Lion-O, Panthro and Tygra.

  • Warners and Joel Silver recently announced plans to make Mattel's
    "He-Man and the Masters of the Universe" as a live-action feature in
    the vein of "300." (The toy character, loosely modeled on "Conan the
    Barbarian," was first turned into a film in 1987.)

  • Paramount has "G.I. Joe" in the works with producer Lorenzo di
    Bonaventura (who's also behind "Transformers"). The Hasbro character
    was spun off as "Action Man" outside the U.S., and the film would team
    up both characters.
  • For girls, there's the "Bratz"
    movie that Lionsgate will release in August, and "Kit Kittredge: An
    American Girl Mystery," from HBO Films and Picturehouse, starring
    Abigail Breslin. The latter's based on Mattel's American Girl dolls.

  • Avi Arad, who is producing "Bratz," is also behind a live-action movie
    version of the black-and-white animatronic robot "Robosapien," from Wow
    Wee Ltd. A former toy designer, Arad will also create a new robot that
    will appear in the film and on store shelves. Crystal Sky Pictures is
    producing.
  • Mark Gordon has his own giant robot movie with "Voltron" that Justin Marks ("He-Man") is penning.
Article Link

Dry Erase Fridge Makes Food Preservation Fun Again

aquarela.jpg

I love the simple developments in basic products that come out of
nowhere and just make sense. Like this fridge, for example. It's got a
white board surface on it, allowing you and your spawn to doodle and
write all over it, putting shopping lists, notes, or little expressions
of your inner artist all over where you keep your milk and stuff.

And even better, since it's erasable, you can get rid of your tired
internet catchphrases before they get horribly unfunny and annoying,
such as the example on the above right



Article Link

Megatech's Avion indoor R/C plane defies laws of logic






You can thank the ominous sounding Megatech International for making your indoor-flying fantasies come to life
with their latest remote control offering, the Avion. With its
miniature 7.5-inch wingspan, petite 8.4 gram weight, and adorable
Spectrum-Link Optic-Control (which uses "Stereoscopic range finding"
for tracking, similar to human eyes), the Avion can supposedly glide
and twist through small indoor spaces -- a feature apparently in high
demand among R/C plane enthusiasts and precocious Red Baron-imitating
mice. Check the video after the break for smooth sounds, and an even
smoother hallway flight show.





Article Link



Monday, June 18, 2007

Retailing Tips: Order Strategically

8. Capitalize on Trade Shows. “I just got a whole new line of toys by going to the Portland trade show,” said Hoyt. Nearly half of the storeowners TDmonthly spoke with said they place orders at trade shows. Those who don’t, however, place orders immediately after returning home.



Article Link

Toys Gone Virtual

Interactive websites help sell classic dolls and toys to a new generation.



With more than 90 million web users
globally under the age of 18, many traditional toy companies don't
want to make kids decide. The goal is to build brand
awareness with a new generation. These sites are built not only
around the latest high-tech toys and games, but also around some
going back more than 50 years. 



Barbie isn't the only doll going virtual. American Girl Dolls,
another standard in the marketplace, is also turning to the
internet. AmericanGirl.com features "Fun for Girls,"
an editorial-content section with games, polls, quizzes, craft and
party ideas, book excerpts and other activities.

"We deepen a girl's connection to the brand and to a
favorite doll or story through the interactive programs that are
available," says Ellen L. Brothers, president of American Girl.
"For instance, girls can explore the worlds of their favorite
historical characters, play a game related to the new Girl of the
Year character or try a craft featured in American Girl
magazine."

Of course, it's not just dolls moving to the web. The folks
at LEGO, based in Billund, Denmark, have created an extensive site
surrounding the multi-colored plastic bricks that have been a
staple in toy stores internationally since their initial debut 56
years ago. Peter Hobolt Jensen, senior director for online
communication, who is globally responsible for the
LEGO.com site, says it gives kids a place to experience the
products and be creative.  LEGO enthusiasts can upload and
share their own creations, take part in discussions on a message
board and create a model in 3D using virtual bricks.

At Crayola's website, the emphasis is on coloring online with
virtual products. "We're leveraging crayola.com to communicate the
full benefits of our innovative products," says Rob Walker,
internet marketing manager for Crayola.com.

In addition to virtual
coloring, a host of cards for everything from birthdays to Mother's
or Father's days are also available for designing and printing.
"We've built the site around Crayola's core values, which means
providing open-ended creative fun. We want it to be a place where
kids can explore and have fun, while we showcase our products,"

adds Walker

Hot Wheels website is one of the most
popular sites for boys, bringing speed, power and performance to
life through a variety of activities. "Boys love to race and
compete against each other and these site elements invite them
to experience the thrill of Hot Wheels driving, stunts,
customization, blasting and crashing right on their own home
computer
," Friedman says. 

HotWheels.com also lets boys create their own customized page to
capture high scores and gives them a place to track their Hot
Wheels collections online.



LEGO.com boasts 11 million visitors
monthly with an average time of 28 minutes
spent on the site. The
new BarbieGirls.com generated more than 1.5 million registered
users in less than two months. "Fun for Girls" on American Girl.com
is now attracting an average of 14.8 million visitors per year
. It
seems safe to say that kids are flocking to these kid-friendly
interactive websites. And some of the most popular toys of
recent generations are maintaining their popularity in the real
world through virtual world applications.

Article Link







Up Close: Girl toys that empower and inspire


Are today’s properties and toys doing enough to empower girls,
especially in a society that sends them so many mixed messages about
how and what they should be? Playthings asked several vocal industry experts to weigh in.




“If they want to be a fashion designer, great, but what if they want to
be a scientist or an emergency vet like my twin girls? Building strong
self-esteem, a platform of confidence around their own abilities and
that they can do anything in life, will ensure that we are helping the
next generation be stronger than the last.” Richard Tait, president of Seattle-based Cranium



“So much of our industry and specific licenses are geared toward boys,
but we are missing 50% of the population . . . I absolutely think this
is an area for growth.”



“I think it’s really important to find books, dolls, toys and other products that promote power and agency in girls,”

“In our culture, girls face significant barriers to self-esteem and
empowerment. One of the biggest…is an unrelenting assault on their
personhood that comes, frankly, more from marketers than anywhere else.
And it is marketing the lie that how they look is more important than
who they are, that getting some theoretical male to pay attention to
them is more important than their own contribution to the world.”Joe Kelly, founder of the Dads & Daughters national non-profit organization



According to Dr. Toy, aka Dr. Stevanne Auerbach, Ph.D., a toy industry veteran of 30 years and author of Smart Play Smart Toys: How to Raise a Child with a High P.Q. Play Quotient, “Girls
traditionally have been left out of the action.” Boys’ play “is very
fully extended,” she says. “They have a lot more stuff to play with, to
act out their roles.”



To counter this, stores should strive to offer to parents a good
balance of products that provide girls with all options for play,
including active/outdoor play, creating and crafts, logical thinking,
science and exploring, building and social/dramatic play



“As we understand play and its ramifications we understand that it
requires balance and strategic times for introductions of varied
playthings. Toys provide stimuli and help to open the door—a prop to
new experiences” Auerbach says. “That’s why American Girl
is so popular. They have offered more depth—it’s not just a doll or
prop, there are extensions to it. If you get introduced to history
early, and you become interested in it, you’ve got an opportunity to
educate girls about the past. The same thing is true with science and
other areas of learning.”



Think Pink?


So what about all the classically
“girlie” products that are out there in toy stores, like princess
clothes, baby dolls and pink vacuums. Are these bad for girls? Not
necessarily, Auerbach says. It’s only when girls’ play is limited to
these items, and no other choices in terms of styling or types of
products are available, Auerbach says. “I really think that’s dumbing
down girls,” she says. 





“I think the color palette becomes very separatist and very demeaning
to girls, so I really think it’s healthy to get away from being locked
up in colors, to allow girls to have choices. I think this is something
the toy industry has been guilty of for a long time.”


 


“Green is a good color too,” Auerbach
adds. “Go into an American Girl store, I don’t even see the color pink.
That’s something very important for the toy industry to pay attention
to . . American Girl is very popular, and the public wants it, so there
must be something to this.”



Retailers can also look at options for providing those girls who
naturally gravitate to princess and fairy products with empowering toy
options that build their skills in other areas. Like building kits in a
Cinderella theme? “Absolutely,” Auerbach says. Since every category of
toys offers something important for kids’ development, it’s important
that there are appealing choices in all of these areas, she notes. “If
she’s only playing with dress-up, she’s not learning the way you can
with puzzles and with construction products. That’s part of the
challenge .



Kelly adds, “I think that the diversity is really important . . .
having a wide diversity of objects, even blocks that a kid can pretend
are people, because that leaves room for the kid’s imagination. I also
think a really important thing is that the toys and activities not be
mediated or electronic.”



“Girls these days like many varied activities from [crafts] to science;
cheerleading to fashion; playing parenting skills with dolls to being
teachers, dancers, athletes or movie stars—the sky is the limit and
today there are no limits,” Auerbach says. “Girls have interests in
just about everything and thank goodness these interests do not depend
on pink.”



Article Link









Kiddyzone opens first Doha outlet

SCORES of cheering children welcomed Fulla and friends,
characters from Spacetoon, to Doha as Kiddyzone opened its first sales
outlet in the city.

Speaking to Gulf Times at the opening ceremony
at the Hyatt Plaza, Kiddyzone operation manager and Qatar National
Trading Group managing partner Husni al-Zubaidy said the new Kiddyzone
store will offer a rich array of branded products including toys, kids’
garments and gift items.

The Kiddyzone store, a branch of Qatar National Trading Group, is the first of a series of planned outlets in Doha.



Article Link

What People are Doing Online

Saturday, June 16, 2007

Matsushita to sell Power Pedal robotic legs


Matsushita's already given us a robotic suit to aid in rehabilitation, but it's now taking its robo-upgrades even further, busting out a pair of "Power Pedal" robotic legs to give us humans a fighting chance in the inevitable robot uprising... and help disabled and elderly people walk again. Supposedly, the Power Pedals will give you seven times more strength, and be able to maneuver through difficult terrain without tipping over, thanks to their six directions of movement. Matsushita thinks that'll also make the legs particularly well-suited for use in disaster areas, which would seem to be a likely first test bed, given that they'll cost a cool 20 million yen ($167k) when they're available in August. According to Matsushita, however, that'll come down to just $30,000 by 2015, so start saving up.
Article Link (Engadget)

Friday, June 15, 2007

Motorized Lego Monster Dino

4958%20Monster%20Dino%20-%20LEGOwm.jpg

The amazing motorized Lego Monster Dino. He walks, roars and definitely doesn't need an introduction.

And to make this guy even better, you can reconfigure him into a spider or even a crocodile. But you will need a butt-load of batteries (6AA, 3AAA), $89.95 and a bit of time to put together the 792 pieces.

Article Link with video showing awkward motion (Gizmodo)

Tessera's Wafer-size Camera

wafer_level_camera.jpg

Your cameraphone is about to shed some weight thanks to the folks at Tessera. They've created a minuscule camera that's half the size of the cameras used in today's mobiles. Dubbed the OptiML WLC, the new cam can even do auto focus and features optical zoom without any moving parts.

Article Link (Gizmodo)

Japanese Wooden Robots Are Both Cute and Awesome

fujin-raijin.jpg

Japanese toymaker Take-G Toys make a set of spectacular wooden robots
figures that beat the pants off the lousy wooden Russian dolls we got
as kids. Each one contains some robots, some flying vehicles, and
little people to go inside and pilot the things. Has any sci-fi author
written anything about wooden robots before? Woodpunk perhaps?

Also, let me know if anyone can find a place to buy these things.



Article Link

Thursday, June 14, 2007

GigaOM Top 10 Most Popular MMOs

WoW





1. World of Warcraft, released 2004 - 8.5 million subscribers
.
While Habbo is giving Blizzard a run, the numbers generally support WoW
as the biggest MMO in the world. Important qualification, though: only 4 million are based in the West and monthly subscribers, while its 4 million Chinese players only pay roughly 4 cents an hour to play it in Internet cafes.

2. Habbo Hotel, released 2000 - 7.5 million active users.
The Finland-based “social game” MMO popular with teens and growing fast. Look out, Horde!



3. RuneScape, released 2001 - 5 million active users.
A Java-based MMORPG operated by Jagex Ltd. with over nine million active free accounts. Boasts one million paying customers. Fancy that.



4. Club Penguin, released 2006 - 4 million active users.
MMO for the kiddies developed by New Horizon Interactive. The game
shares similarities with other social environments like Habbo Hotel.



5. Webkinz, released 2005 - 3.8 million active users.
Here’s a novel idea: create beanie baby like stuffed animals, assign
them a unique ID, then create an MMO portal in which kids can spend
even more time using your product. When kids graduate from Club
Penguin, they go to Webkinz (or so I’m told.)



6. Gaia Online, released 2003 - 2 million active users.
Not quite an MMO, not quite a social site, but founder Derek Liu has
openly stated the networks desire to focus on social gaming. Forums
make up 30% of the current site activity.



7. Guild Wars, released 2005 - 2 million active users.
Another MMORPG made by the popular NCsoft out of South Korea. No Mac love here, but a lot of active users.



8. Puzzle Pirates, released 2003 - 1.5 million active users.
Published by Ubisoft and developed by indy king Three Rings, Puzzle Pirates merges casual games with a rising interest in pirate culture. Puffy shirt aside, it’s working like a charm.



9. Lineage I/II, released 1998 - 1 million subscribers.
Published by South Koreas NCsoft, Lineage was once the most popular MMO
of its day. At one point total active users peaked at 3 million. A
Western release in 2002 mostly fizzled.



10. Second Life, released 2003 - 500,000 active users.
No introduction needed here. Created by Linden Labs, this virtual world features a rabid fan base, inflated numbers, a high influx of corporate doppelgangers, and lots of digital genitals. First life optional.

Wednesday, June 13, 2007

WowWee's Robopanda snuggles up to the FCC



WowWee's lovable Robopanda has been making the rounds since CES earlier this year,
but it looks like it's just recently wound up in the hands of the FCC,
which could possibly signal a US release sooner rather than later. As
you can tell by the mugshot above, it doesn't appear to be too happy
with its unfamiliar surroundings, but it did manage to pass through
with flying colors, and has the test reports to prove it. Also up for
your perusal is Robopanda's user manual, which doesn't appear to have
any surprises but will give you a chance to familiarize yourself with
it in advance, cause you just know you're gonna have to get one.

Article Link (Engadget)

Tuesday, June 12, 2007

iPod demographics

The study indicated that those who use the Internet are four times as likely as non-Internet users to have MP3 players. These gadgets have a gender divide too. The study showed that men have a 50 percent greater chance than women of owning a digital media player.

While one in five people under the age of 30 have an iPod or other MP3 player, the number dropped to one in seven in the 30-to-39 and 40-to-48 age groups.

Similarly, about a quarter of people with household incomes of $75,000 or more owned such gadgets. That figure dropped to 10 for those in the $30,000 to $75,000 range and to 6 percent among those earning less than $30,000.

Article Link (CNet)

Online habits of 8-14 Year-Olds

About 77 percent of kids shop on the Internet. Almost 10 percent in the survey report said they have a credit card, though the number is self-reported. Another method of payment is gift cards. "Their greatest delight is that they love going online to spend, they love using gift cards online," said Schwartz.



Fourteen percent of respondents helped parents find tax forms on irs.gov and got information from the Web site. Kids also pitched in on banking and online bill payment tasks. Additional chores given to kids include sharing pictures and e-mails with relatives (38 percent); looking up movie listings (38 percent); responding to invitations, party and vacation planning (36 percent each); and travel (36 percent); getting driving directions (35 percent).



A quarter (26 percent) of kids average in excess of three hours online each day. Almost half (46 percent) of kids surveyed said their parents monitor and remain in control of time spent online. One quarter of kids have been caught doing something wrong on the Internet, and 20 percent of kids aged 8 to 14 say they have an e-mail account they keep secret from their parents.



The "Surfin' on Mom's Turf" study was conducted in two parts. Quantitative interviews with small groups of nine- and 10-year-olds and moms of children of the same age were conducted from January through March. The focus groups helped with attitude and behavior and aided in the formation of a 10-question online survey, the second component of the study. The online survey was taken by 6,064 children aged 8 to14.



Article Link (Clickz)

Jonathan Hurst - Robotic Leg

Using servo motors, magnetic encoders for monitoring and differential force on springs to create torque, researchers at Carnegie Mellon University are creating robotic legs that can walk, run, jump; something we don't even think about when we do these activities.

Article Link with Video (Machine Design)

Kids + Money

The New York Times teamed up with award-winning filmmaker and photographer, Lauren Greenfield to produce a fascinating short documentary about the drastically differing lifestyles between children in Los Angeles who have, and those who have not.

The 15-minute short varies from their regular (and terrifically) produced Video Reports as it was released to coincide with the New York Times Magazine's “The Money Issue”.

Video Link

Farewell Aibo, hello Genibo





You know what they
say: 10 robot-god shut hatch, 20 robot-god open ventilation shaft. Wait, that's not right. No matter -- the late, great
Aibo is, um, back? Korean robotics company Dasatech unveiled the --
ahem -- Genibo, fashioned after Spuds MacKenzie a bull terrier, capable of understanding 100 words and
commands, feeling petting via sensors on its back, and even has Bluetooth. Forget the Roomba cockfights, native
Bluetooth control of our robo-dog? Maybe Sony held back on this because of the robo-ASPCA, but we know what we're doing
with our Genibo: starving it for electricity training it to be a vicious dog fighter. Then putting it out to stud.



Article Link

Sunday, June 10, 2007

WowWee Interview - 2004

WowWee was founded in 1982 by brothers Peter and Richard Yanofsky.

"We spent more than two-and-a-half years developing [Robosapien], with the design and look being developed by the WowWee team and the mechanism and internal elements done by Tilden," [chief operating officer Eric] Lau explains.

After testing on different age groups, it was eventually concluded that the "toy" was suitable for kids aged anywhere between three and 80.

"Young children enjoy the simple demonstration functions, like Robosapien's kung fu and dance routines, while adults enjoy tinkering with more sophisticated functions," says Lau.

"The second generation will be taller and more solid," he says. "The current version has seven servo motors, while the new one will have 14. It will cost more, too, but there are many more features."

Whereas the company used to produce up to 20 different new products a year, WowWee intends concentrating on a smaller number of high quality lines as it is confident of continuing to command the attention of the most
important buyers.

"We do unique products and we will expand our R&D resources to maintain our brand," Lau says. "Our reputation is for innovation, and we're successful because we have a strong image in the industry."

WowWee Ltd
Suite 301A, Energy Plaza,
92 Granville Rd,
Tsim Sha Tsui East,
Kowloon, Hong Kong
Tel: 852-2739-5288
Fax: 852-2724-6931

Article Link (HKTDC)

Friday, June 8, 2007

iPhone Buyer - Profile

Thursday, June 7, 2007

Inside the YouTube of Games


Casual Flash games generate monthly pageviews in the hundreds of millions, but the game industry has been painfully slow
to capitalize on this massive audience—the chief exception being
Pogo.com, which Electronic Arts acquired for about $50 million in 2001.
Today some 1.4 million “Club Pogo” subscribers pay $40/year - another
nice $50 million in annual business.



Jim Greer, former Technical Director Pogo, like EV thinks that there
is a big business to be made out of casual games, and raised a million
dollars for his new start-up, Kongregate,
which aims to be the YouTube of games, offering free, ad-supported
Flash games and an online community to increase the site’s stickiness.
After the break, Greer talks revenue model and numbers.





What’s so YouTube about Kongregate



‘YouTube for games’ is really just the attention-getter for people
who don’t know that much about the space. What we really are is a
community for web gamers and developers. Current web game sites don’t
do community right, if at all. If I beat a game on Miniclip or AddictingGames, I don’t take anything with me and can’t even see the other people who are playing it as well.



Kongregate by the numbers



Page views for March were 2.4 million. That’s up from 400K in
February. Registered users are in the low five figures - until recently
the only incentive to register was to socialize. Now that we have
persistent rewards for playing games, we’re seeing much better
registration rates. Right now we have 483 games, and they’re coming in
at a rate of 40-50 per week. Those are from 224 developers.



Leveraging Ad Revenue



The participation rate for YouTube is somewhere around 2%. That
means 98% of the users came there to view videos, not upload them. If
our participation rate is around .05%, it doesn’t really kill us. Good
games are something you play for hours. A good viral video you watch
for two minutes. So we can have a lot fewer games and have plenty of
entertainment value…



(To encourage user-generated content), most other sites pay
developers a small one-time license fee. They make a lot of money and
they don’t share it. We think we can inspire love from our developers,
both because they like our community, and because we treat them well…
By default, all developers receive 25% of the ad revenue generated from
their games… [But] it’s possible for a game to earn 25%, 35%, 40%, or
50% of ad revenue (depending on performance).



Unlike YouTube, users can’t share games on other sites and blogs
(yet), but this is something Greer believes is “less of a blockbuster
strategy than it was for video.”



All this sounds promising, but unlike other proven online
communities, making a enjoyable Flash game takes a lot more time and
talent than, say, uploading a funny video, and that barrier limits
Kongregate’s content stream. So what’s it going to take for Kongregate
to become the number one online game destination? “Much better virality
than we have right now,” says Greer. “I’m very happy with where we’ve
come in the six months since we founded the company. I think we can do
a lot in the next six to twelve.”



You can follow Kongregate’s saga on Greer’s blog.


Wednesday, June 6, 2007

mtv asia vs. the threebillion project




Kansei makes a comeback with reactive facial expressions




Quite a lot has transpired in the
android universe in the past two years, and it's fairly safe to say that Kansei
has made a few solid strides during that time as well. A Japanese
research team has purportedly crafted a working prototype that can
"pull up to 36 different facial expressions
based on a program which creates word associations from a self-updating
online database of 500,000 keywords." According to a professor at Meiji
University's School of Science and Technology, the idea of the project
is to "create a flow of consciousness in robots so that they can make
the relevant facial expressions," and the device relies on 19 movable
parts and a silicon face mask in order to work its magic. Developers
also noted that speech abilities should be added within a few years,
and while we doubt you had to guess, it's quite likely that fully
developed Kanseis will one day roam nursing homes as Japan seeks to care for its quickly growing geriatric set.



Article Link

Demand for Webkinz not fading

“They merge a couple of popular play patterns into one product,” says
Adrienne Citrin, a spokeswoman for the Toy Industry Association. “Kids
love to nurture, they love pets and they love anything virtual and
interacting online.”



As Canadian toy maker Ganz continues to release new animals and
accessories and add more features to the site, kids are becoming
entangled in what may be the biggest toy blitz since Beanie Babies,
causing Webkinz shortages at specialty retailers.

“I’ve been in
business for five years and I haven’t seen anything like it,” says Jan
Ranard, owner of Pizazz Studio Inc. in Loveland, which sold every
Webkinz it had to a long line of customers one Saturday morning last
month. The store has restocked.

Maddie Hothem and her 12-year-old
sister, Chelsea, are two of Ranard’s best customers: They have more
than 100 Webkinz between them, most of which they’ve bought with their
own allowance money.

“I’ve always liked animals and the games are
fun,” says Chelsea, who also collects Breyer model horses. “And my
friends are all on it.”

Webkinz first appeared in stores about two years ago, after Ganz
president Howard Ganz dreamed up a way to make plush toys – long Ganz’s
trademark – appealing to a wired generation of kids, says Ganz
spokeswoman Susan McVeigh.

Webkinz weren’t the first virtual pets –
Tamagotchi and Neopets also are big hits with kids – but they were
among the first to offer a real-life plush pet to go along with it.

Article Link



Monday, June 4, 2007

Cyworld USA to go mobile next year

We hadn’t talked to the Cyworld US team
in awhile, so we stopped by their San Francisco offices this week to
play catch up. The South Korean social network that launched in the
U.S. last August, told us they are planning on launching a mobile
application for the U.S. market in the first quarter of 2008.



Cyworld is still working out the details, but the application will
likely end up as an app for one of the mainstream U.S. carriers.
Considering their parent company SK Telecom already has a relationship
with Sprint (via Helio) and T-Mobile USA’s parent company in Germany,
those two carriers are a good bet for a possible U.S. rollout.



And while the mobile app is awhile away, the company seems to be
finally gathering a little traction in the US. At the end of April
2007, Cyworld had a little over one million unique visitors a month,
according to comScore. The company also told us it currently has
250,000 members and is growing at about 22% per month.



Article Link

T-Shirts Meet SMS: Reactee

reactee2.png









Reactee
has announced the launch of a line of interactive t-shirts that combine
fashion, SMS and activism through “shirts that text back”.


Reactee allows users to create t-shirts that include a personalized
message such “Stop Global Whaling” or “Andrew Keen is a Luddite” that
is then complimented by a unique keyword such as SUSHI or MORON on the
shirt. People who see the shirt can then respond to it by sending the
keyword via SMS to 41411. In return senders receive a custom text
message response created by the T-Shirt creator.


Example Reactee customers given include individuals such as DJs who
want to share their playlists, political activists promoting a
candidate, people who just want to get something off their chest, or
entire organizations, which can make many shirts with the same keyword
and use them to promote their unique cause.


Users can create text alert lists to communicate with those
interested in their causes. Additionally, users can make their designs
public and include them in the Reactee gallery of shirts that have
received the most text messages.


Existing users include the Philharmonic Orchestra of the Americas and YouthNoise.

Article Link

Kids Get Buzzed for Christmas







Kids Get Buzzed for Christmas

New Electronics Let Them Plug In and Rock Out



What
kid doesn't want to be grown up ... yesterday? These new electronics
let them call friends, form a rock band, groove to tunes ... and still
play like little kids.



Here's what's electrifying this holiday season:


Laser Dance Matrix by APPLIED SCIENCES



Laser Dance Matrix by APPLIED SCIENCESWe've
all seen the “Dance Dance Revolution” craze and the myriad
of plastic floor pad knockoffs. Now, Applied Sciences, a company with
real scientists, is introducing a laser-triggered "pad" that works with
no moving parts (except feet), and only floor to dance on. The player
dances between laser beams to any type of DDR game:
“Stepmania,” “In the Groove” and “Dance
Dance Revolution” itself. A. Smyth (a real scientist) said the
reaction to the prototype — from retailers, schools, kids,
college students and old fogies — has been overwhelming: "We
totally underestimated the response." The first human to test the
completed prototype, Smyth explained that the coolest thing about
playing it was "the fact that the floor had become the controller. For
most people, though, the coolest things are the
lasers."  5/25/2007 (Age: 5 and up)



Optimus Prime Voice-Changer Helmet
by HASBRO INC.



Optimus Prime Voice-Changer Helmet by HASBRO INC.Little
prattlers can sound as tough as a Transformer robot with this new
voice-changing helmet. They'll look pretty intimidating, too. It's
based on a Transformer character from the Dreamworks Pictures/Paramount
Pictures movie debuting in July. Launch date: June
2007. 2/9/2007 (MSRP: $29.99) [Add to my Inquiry Basket]





Zoundz by ZIZZLE



Zoundz by ZIZZLEZoundz,
a 2007 Oppenheim Toy Portfolio Platinum Award winner, creates a fusion
of self-composed music and a light show. Users can create their own
riffs and fine tune creations with the mode switch, enabling adjustment
of tempo, volume and echo. Each interactive “hot spot” lights up when a
pawn is placed, and grooves to the music’s tempo. Color indicates music
type, with red indicating sharper tones and blue reflecting softer
sounds. “Zounds lends itself to a diverse audience….And as a speaker
for any iPod, it has numerous traits that transcend toys,” Marc
Rosenberg, chief marketing officer for Zizzle, told TDmonthly.” Launch date: September 2006. 11/14/2006 (MSRP: $49.99; Age: 5 and up) [Add to my Inquiry Basket]



Article Link

How Bratz took over the kids

Bears are nearing extinction in an industry where
80 per cent of toys contain an electronic component, their built-in
obsolescence dovetailing with the launch of the next character
spin-off. At one point in Clark's book, a toy designer recounts
standing in a toy shop "watching bemused as a child prodded, pushed and
shook an old-fashioned teddy bear, unable to comprehend that it
wouldn't actually do anything".

The days when a
family of six could amuse itself with a cardboard box are long gone.
Developing and selling toys are no longer about fun and games; they are
about psychologists at Hasbro watching two-year-olds at play from
behind one-way mirrors, marketing men at Mattel "sweating the brand" to
extract every last drop of profit (from the Barbie logo and beleaguered
parents alike) and plastic toys manufactured in China for as little as
40p and sold for anything up to £24.99.

It's
easy to see why The Real Toy Story was scheduled for summer
publication; in the consumer frenzy at Christmas it might cause an
affray. Come December 25, British children unwrap £2 billion worth of
toys and the average festive spend in 2005 was £715 per child. Across
the Atlantic, it is worse: US youngsters account for four per cent of
the world's children, yet consume 40 per cent of the toys.

Article Link

Sunday, June 3, 2007

Take Note: Computing Takes Up Pen, Again



SAN FRANCISCO, May 29 — For more than two decades, the dream of
controlling a computer with a pen has seduced and, more often than not,
frustrated some of the biggest luminaries in the technology pantheon,
including Bill Gates and Steve Jobs.



Mr. Marggraff, a longtime executive at the toy maker LeapFrog, is
the inventor behind a string of talking books, smart pens and other
educational toys that have made their way into millions of American
homes.

His new company, Livescribe, which he plans to introduce
today at the D: All Things Digital technology conference in Carlsbad,
Calif., has taken some of those technologies several steps further. It
has created an ambitious new type of pen-based computer system that, if
successful, could bridge the gap between paper and the digital world
and perhaps even change the way millions of people interact with the
Internet.

Article Link



Think Like an Inventor


The Essential Ingredients for Technological Innovation



Inventors at a recent panel discussion at the Massachusetts Institute
of Technology identified these three qualities as most essential:


•A creative bent, sparked by "some catalyst" and aided by
collaboration. An Israeli inventor says in the Israeli Army "they teach
you from day one how to improvise…If the rope is too short, you find
the alternative."



•Unhappiness with the status quo. "The harder innovators work, the luckier they get," says a second panelist.


•Ability to bring two or more existing products or services together
to create a third. In Bangladesh, an important recent innovation was
exploiting cell phones and microcredit to create low-cost phone
service, says a third panelist.



View a video of the session.



College Studies Don't Factor into Business Startups



In a recent study
of university graduates in Greece, a highly entrepreneurial country,
nearly half of 249 students sampled "report that there is a low
correlation or there is no correlation at all between subjects of
studies with entrepreneur activity." The authors, Anastasios Vasiliadis
and Thomas Poulios, conclude that "qualified graduates unfortunately
cannot use the knowledge that they gain in university in their
enterprises."

Article Link

Robots advance, consumers stall

More robots are in the marketplace but a 'Frankenstein complex' prevents their wide acceptance, among other things

Fifty-one years after the first commercial robot went to work, the
United States is approaching a tipping point: Within a decade,
observers say, the average American household will include one or two
simple robots. And though they may not look like the ones imagined in
science fiction, these robots – some available now – will play
pervasive roles in the lives of regular consumers, says Lee Gutkind,
author of "Almost Human: Making Robots Think."


Especially after the past decade's technological
breakthroughs and continuing research, robots are primed to enter the
consumer marketplace. "There are still a number of hard problems to be
solved, but we've solved some of the fundamental problems," says Paolo
Pirjanian, chief scientist at Evolution Robotics Inc., in Pasadena,
Calif.

"If you look at Japan, the robot is a friend there," explains Louis
Ross, speaking about people's perceptions of robots. "In the US, a
robot kills someone," says Mr. Ross, president of Virtus Advanced
Sensors, a company that makes inertial sensors for robots in Pittsburgh.

"Children play with [robots] and, as they get older, they won't be as threatened," says Ross.

"So far, our perception has been shaped by science-fiction movies. And
the public's expectation of what the robots can and should do far
exceeds the technical ability of today's robots," says Sarjoun Skaff,
cofounder of robotic toy company Bossa Nova Concepts in Pittsburgh.
These perceptions create the type of people who distrust a machine like
the Roomba.

"By giving children the experience of operating robots that may not be
as skilled as science-fiction robots, we calibrate their expectation of
what robotics is and this will lead to robotics being more accepted by
the public," says Mr. Skaff.

"The people who are creating robots ... should literally be sitting and
chatting with the people whom their product will one day affect on a
one-to-one basis," says Gutkind. "It is kind of unfair for robotics to
become pervasive without giving the community the opportunity to choose
how they want to interact with robots and how they don't want interact
with robots."



Article Link



Saturday, June 2, 2007

The Japan Science and Technology Agency recently unveiled their Child-Robot with Biometric Body, or CB2 for short. Designed to mimic a one to two year-old toddler, it senses the environment through optical, auditory, and 200 tactile sensors. Then, the childbot can react, making facial expressions complete with blinking.

cb203.jpg

The Japan Science and Technology Agency recently unveiled their Child-Robot with Biometric Body, or CB2
for short. Designed to mimic a one to two year-old toddler, it senses
the environment through optical, auditory, and 200 tactile sensors.
Then, the childbot can react, making facial expressions complete with
blinking.

51 actuators powered by air assure smooth movements, though the
robot can only stand with assistance. Not only does this limit of
movement give users the complete child experience, it also prevents
Asimo incidents on the stairs.

Article Link (Gizmodo)

HUBO, the First Robot to "Ride" a Segway


HUBO has become the first robot to successfully ride around on a Segway-like scooter.
Which allows him (her?) to reach speeds over 10x his walking rate. For
now HUBO is restricted to going where his scientist parents tell him by
way of remote control, but they plan to allow HUBO to drive himself in
the future.

Article Link (Gizmodo)