539 lines
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539 lines
25 KiB
Plaintext
Date: Fri, 23 Dec 1994 12:25:42 -0800
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From: "Digital Media Perspective" <perspective@digmedia.com>
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Subject: Digital Media Perspective 94.12.23
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This newsletter should be viewed
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with a monospaced typeface
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such as Courier or Monaco
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________________________________________
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DIGITAL MEDIA PERSPECTIVE
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________________________________________
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December 23, 1994
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________________________________________
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Table of Contents
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Editorial: A Red Line in Cyberspace?
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The Top Ten digital media events of 1994
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Sexist Netiquette
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Cable customer service:
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Is it ready for interactivity?
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Kaleida's ScriptX:
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It's late but ahead of its time
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Inside the Current Issue of
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Digital Media: A Seybold Report
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________________________________________
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Editorial:
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A Red Line in Cyberspace?
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by Mitch Ratcliffe
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We were troubled by one aspect of Time Warner's announcement last
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month of its full service network in Orlando, Fla. The broadband
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network, which will host movies-on-demand, shopping and, eventually a
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variety of data services, will probably not reach the poor and
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middle-income families in the giant cable company's service areas for
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many years, at least not until after high-income customers make the
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full service network a profitable venture. If we accept that
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information is power, the wealthy will be the first to drink from the
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flood of broadband services.
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The full service network will "help crack the consumer code,"
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according to Dan Stanzione, president of AT&T's Global Public Network
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Systems business unit. Orlando is the first exercise in
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micromarketing, as each member of a household's media usage can be
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tracked for clues to their purchasing habits. The actual shape of the
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FSN will change considerably as Time Warner tunes its offerings to
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the realities of the market. What was shown in December was merely
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the first iteration of a selection of services that will likely be
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tempered by the shifting sands of the economy, not merely the
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willingness of consumers to purchase access to movies and high-priced
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consumer items from The Sharper Image.
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But consider the FSN scenario described by Time Warner. It proscribes
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a level of spending that is utterly unreasonable for most homes. Say
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folks on the Orlando network were to use the network to watch a movie
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and purchase $20 in products three times a month; with a total of ten
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hours of gaming and the basic service cost, their cable bill will
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total around $125 a month. Moreover, how will the individual
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household's ability to live up to this model change as the next
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recessionary wave hits?
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Levin said the success of Time Warner's widespread deployment of FSN
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technology to its entire customer base of nine million homes (after
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the completion of the company's acquisition of Advance/Newhouse and
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Summit Communications' cable networks), is ensured by a "clustering
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strategy."
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During Levin's tenure, Time Warner has purchased cable systems in
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affluent, high-density markets that he said guarantee profitability
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for the full service network. Perhaps ten percent of the households
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in the U.S. can fork out $125 each month for media and tchochkes
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(like the ever-so-useful Warner Bros. hats Levin purchased during the
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demonstration of the network). They've bought a profitable market,
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but at a tremendous social cost; Time Warner has no motive to extend
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these services to households that can't afford the high cost of
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interactivity.
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What Levin unapologetically described is digital red-lining. When
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asked about the benefits of the network, Time Warner executives said
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they could have come to the debut of the FSN with "philosophical"
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stories about the use of the network in schools and libraries, but
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out of an obligation to pragmatism had not. "If this nation wants to
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see this kind of system constructed, it will be financed by movies
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and advertising," Levin said testily.
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Perhaps so, but a mass market cannot be built on a 10 percent share
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of the population. That's the lesson any information company hoping
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to cater only to the wealthiest households will learn posthaste.
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(For a complete report on the Time Warner network, technology and
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programming, see the January, 1995 issue of Digital Media: A Seybold
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Report.)
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________________________________________
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The Top Ten digital media events of 1994
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by Digital Media staff
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This was the year that was; one in the long march toward a different,
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digital environment. No individual event signaled the transition from
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an analog to a digital reality, but the ten we chose do point to a
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decisive fragmentation of the old economy. Battle lines were drawn
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and long-standing assumptions about the Way Things Work collapsed
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weekly throughout 1994. In 1995, we think you'll see these stories,
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presented in no particular order, have a major impact on the
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development of electronic markets.
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DIRECT BROADCAST SATELLITE DEBUTS
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Consumers can't get their hands on these pizza-size dishes fast
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enough. Retailers report that they've already sold nearly 400,000 RCA
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and Hughes dishes, at around $800 a pop. On top of that steep entry
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price, subscribers must pay a monthly service fee ($30) for up to 150
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channels and for pay-per-view events. The message is clear: People
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want control of their viewing choices and are sick of the cable
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companies' steep prices for relatively limited service.
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FCC SPECTRUM AUCTIONS
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In late summer, the FCC rung up $617 million in revenues from the
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sale of narrowband Personal Communications Services (PCS) spectrum.
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As the year drew to an end, another $20 billion may be on the table
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for broadband PCS bandwidth that will enable everything from voice to
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video communications. This category of service will explode around
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the turn of the century, but as much as $70 billion in PCS
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investments are already in place.
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MICROSOFT OFFERS TO BUY INTUIT
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Bill Gates dangled $1.5 billion in front of his most vexing rival,
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Intuit Inc., makers of the Quicken personal banking application, and
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they bit. Now, Microsoft has a virtual lock on the home banking and
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transaction market, owning as many as 90 percent of the installed
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software base. The software company also cemented relationships with
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bankers and bank card companies, most notably VISA, to tie in credit
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and debit card capabilities in its Windows 95 operating system. We've
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bet an expensive dinner that the Department of Justice will make this
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acquisition a difficult and drawn-out process.
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THE MICROSOFT NETWORK IS NO MARVEL
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The crux of Microsoft's aspirations is its online network, once
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code-named Marvel, now known as the Microsoft Network (for legal
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reasons). Gates and Co., including new partner Tele-Communications
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Inc., which forked out $125 million for 20 percent of the network,
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think they have the key to online software and retail sales. But,
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with the delay of Windows 95 -- which provides some critical hooks
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for the Microsoft Network services -- competitors have a year to
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prepare for this formidable competition. We believe the Microsoft
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Network will appeal most to newbies, as old-time online folk have
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already settled into their virtual neighborhoods.
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HOLLYWOOD DOES THE BABY BELLS
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Without content a network is, well, empty. That's why the babies Bell
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have been spending so much time in Hollywood this year. Conversely,
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Hollywood sees interactive networks as a major new source of revenue
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from its current and future productions. In August, Ameritech,
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BellSouth and SBC Communications Inc. (formerly Southwestern Bell)
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signed a memorandum of understanding with the Walt Disney Co., which
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will develop interactive services interfaces for use on the telephone
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networks. Disney chairman Michael Eisner doesn't see the information
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highway as a road paved with gold, so he's holding off on developing
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interactive content, but he's happy to be paid for developing these
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Bell services. Likewise, Hollywood super-agent Michael Ovitz, of
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Creative Artists Agency, will advise two companies formed by Bell
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Atlantic, Nynex and Pacific Bell to develop interactive programming
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and technologies. CAA clients will likely be connected to the Bells
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efforts by Ovitz. Notably, recent studio magnate-wannabe (and, in
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fact, magnate de facto) Steven Spielberg, who is one corner of the
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as-yet-unnamed Dream Team studio triad with Jeffrey Katzenberg and
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David Geffen, is a CAA client.
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SEGA AND TCI PARTNER ON GAMING NETWORK
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The collaboration of Sega and TCI to create the Sega Channel is the
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first real-world venture that will deliver content for home game
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systems over cable. It will also be the first to make money with
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online game delivery, well before non-trial ITV systems are deployed.
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Considering TCI's investment in the Microsoft Network and the Sega
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Channel, it's clear the cable company is rethinking its programming
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strategies to fit the interactive age.
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VIACOM ACQUIRES PARAMOUNT AND BLOCKBUSTER
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Billionaire Sumner Redstone has more creative, network and retail
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resources in his hand than anyone at the interactive entertainment
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table. With Paramount and its subsidiaries, the cable giant leaped
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into film production and publishing; Blockbuster Entertainment, which
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Viacom snapped up in the wake of the Paramount deal, is an
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outstanding channel for all the products -- on vinyl, CD, CD-ROM,
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videotape and celluloid -- that Viacom controls.
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NETWORKMCI GOES MAINSTREAM
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Late in November, the Internet as we know it came to an end. It was
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transformed by the introduction of internetMCI, an easy-to-use
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collection of browser and shopping services from the nation's Number
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Two long distance carrier (see Digital Media Perspective 94.12.01).
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Combining its network with Netscape Communications Corp.'s browser
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and secure server software, MCI will be the first to offer a bundle
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of robust TCP/IP services to the masses, with huge television
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advertising support.
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AT&T BUYS MCCAW CELLULAR
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Eleven-and-a-half billion dollars later, AT&T is the largest cellular
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carrier in the U.S. The combination of AT&T's long distance network
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with McCaw's extensive wireless network is an opportunity for what's
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left of Ma Bell to re-enter local service business (this time sans
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wires), and to build a robust nationwide PCS system a half decade
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before anyone else. More than a year ago, AT&T executives told us
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they expect to offer not just voice and data services to handheld
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devices, but videoconferencing and interactive television services
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over McCaw's network as well.
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SPRINT AND CABLE COMPANIES UNITE TO GO WIRELESS
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A joint venture between Sprint, Tele-Communications Inc., Cox
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Enterprises and Comcast Corp. plans to deliver PCS services to the
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set top box. Sprint's long distance network will provide the links
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between regional cable networks owned by TCI, Cox and Comcast.
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Consumers will be able to tap the network via handheld and portable
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devices around the house that communicate through the set top box
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that controls their interactive television system. The cable
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companies will also install local wireless network nodes to
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complement Sprint's extensive cellular network service to roaming
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customers.
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________________________________________
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Sexist Netiquette
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By Margie Wylie
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Netiquette is sexist. The informal etiquette of the Internet not only
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discourages female participation on-line, but its rule structure also
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tends to squelch the voices of the few women who insist on speaking
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up, Susan Herring, a linguist from the University of Texas has found.
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Herring says her studies reveal women and men have different ideas of
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what constitutes appropriate Net behavior. Netiquette supports more
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typically male communication patterns.
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An outgrowth of the scientific community and of hackers' interest in
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talking to one another, the Internet's libertarian
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survival-of-the-fittest ideals codify men's speech patterns as the
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norm for Internet discourse. The aggressive, winner-take-all
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attitudes of netiquette don't appeal to the way women communicate.
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While women tend to create shorter posts that ask questions, hedge,
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seek consensus and encourage other points of view, men's posts tend
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to run much longer, use strong assertions, challenges and
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authoritative statements. That in itself keeps women away from
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conversations that they find insulting or simply exclusionary.
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But even when women do join conversations, they are effectively kept
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at arm's length through conventions codified by netiquette. Women's
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posts are often met by flaming, long point-by-point rebuttals that
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pick their messages apart and strong assertions that don't seek
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additional input but ring with finality. Netiquette rules tend to
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authorize insults and criticisms as proper, so long as one allows
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one's adversary an equal and opposite blow. Plus they usually
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prohibit emotion and advocate "self-control."
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Some netiquette rules also prohibit polite language. "Usenet
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guidelines actively discourage appreciative and supportive postings
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in the name of reducing message volume," Herring writes.
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Most often, however, women's posts are answered with dead air,
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silence. Women's attempts to initiate new threads get significantly
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fewer responses than threads started by men, Herring's and other's
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studies have borne out. The answers they do get are shorter and their
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threads die more quickly than do male-initiated threads.
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Women can fight back, however. In one documented conversation,
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Herring found that when women posted persistently, identified
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"silencing" behaviors in their posts, appealed to other women to
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speak up, and re-posted threads that had been ignored asking why
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there was no response, they were able to contribute more than 30
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percent of the conversation. (It should be noted, however, the
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studied conversation were linguists familiar with studies on
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silencing, they were self-identified as feminist or supporting
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feminist ideals.) Linguists have found that when women contribute
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more than 30 percent of a conversation, analog or digital, they are
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perceived as dominating the floor.
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Whether you think the Internet is the perfect model for the future of
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cyberspace or a poor model, it's well on the way to becoming the
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default model. Hundreds of books and a few magazines, like WIRED, are
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enshrining Internet culture in the popular consciousness.
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Professor Susan Herring has two papers on sexism on the net due to be
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published in upcoming books by the University of California at
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Berkeley's Linguistic Society and by SUNY Press in Albany, New York.
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For other papers and bibliographies on woman in cyberspace, check out
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Yale University's The ADA Project at
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http://www.cs.yale.edu/HTML/YALE/CS/HyPlans/tap/tap.html
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(The January, 1995 issue of Digital Media: A Seybold Report features
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a more complete look at this issue.)
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________________________________________
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Cable customer service:
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Is it ready for interactivity?
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by Neil McManus
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I recently got the first phone call I have ever received from my local
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cable company. What prompted it? The cable company wanted to know why
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I had decided to return my cable box. That same day, I got a
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newsletter and a postcard from the Prodigy online service. The
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newsletter provided a number of tips on how to use the online
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service. The postcard was one of several I had received from Prodigy
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offering me additional tips and thanking me for subscribing to the
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service. A few weeks earlier, I had received a phone call from a
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Prodigy customer service representative reminding me that if I ever
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needed help with the service, I could call Prodigy's 24-hour
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toll-free help line.
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Cable companies are going to have to change the way they provide
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customer service when they move into the interactive age, and Prodigy
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is a good example to follow. The reason is that cable companies have
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to change to survive the crumbling of their monopoly status. A
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customer only has to decide to subscribe to cable once. But with an
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interactive service, like Prodigy and interactive television, she
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could make hundreds of small purchasing decisions a month: "Should I
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pay for this stock service? Should I subscribe to this online
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newspaper? Should I order flowers for my mother? Should I click into
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this advertisement?" This is where tip-sheet newsletters and
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postcards can come in handy, along with relentless online marketing.
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At this month's Western Cable Show in Anaheim, Lynn Elander, director
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of product development at Cox Cable Communications, pointed out
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another reason why cable companies have to revamp their customer
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service for interactivity. "There's a different level of customer
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involvement and customer expectations in [interactive] services," she
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said. "Our [cable] customers don't really expect us to know how the
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special effects in Forrest Gump work, but it may be that our
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customers will expect us to be able to tell them where the backdoor
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is that will get them from level 2 to level 8 in a video game."
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Cable networks are learning about interactivity by setting up forums
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on commercial on-line services. (Prodigy alone hosts more than 30
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cable networks.) For cable providers it's not that easy. Some
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providers, such as Time Warner and Viacom, are conducting ambitious
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interactive television tests. Others, such as Continental
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Cablevision, Jones Intercable and Comcast, are experimenting with
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cable modem services, which let home PCs connect to online services
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at high speeds through the cable wires. Online services, such as
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Prodigy, are goading cable providers to move cable modem services
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beyond technical trials and into the marketplace. One carrot they can
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wave in front of the cable companies -- beyond the promise of new
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revenue streams -- is that offering cable modem access will be a real
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education in providing customer service in the interactive age. The
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stick? Without this level of customer service, people will look
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elsewhere for an interactive television provider.
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________________________________________
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Kaleida's ScriptX:
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It's late but ahead of its time
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by Stephan Somogyi
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With much media fanfare, Kaleida shipped its long-anticipated ScriptX
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development kit and the 1.0 version of the Kaleida Media Player (KMP)
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for Macintosh and Windows on December 19th. Now that Apple and IBM's
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three-year-old start-up has finally borne fruit, the question is
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whether or not developers will bite.
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Kaleida's authoring environment is remarkable for its ease of use,
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particularly when it comes to upgrading an existing ScriptX title.
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New material can be dropped in without substantial rewriting, because
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every element is an object. This will be useful for developers who
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need to make frequent changes to a title rapidly. For example, a
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monthly CD-ROM-based magazine could strip content out of an
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established interface and add new material, including animated
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characters that adapt to the graphics of the interface.
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ScriptX is an object-oriented authoring language that builds upon a
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rich set of so-called "core" classes that provide a high common
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denominator feature set for ScriptX-based development. ScriptX itself
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is an interpreted language, translated from a human-readable form to
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binary code that is interpreted at runtime. Since the core classes
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are compiled code and aren't interpreted, Kaleida expects performance
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of ScriptX titles to be high because the interpreted code spends a
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lot of its time calling the compiled core code.
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However, Kaleida's rosy performance estimates are tempered by another
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ScriptX "feature," the resource requirements of the KMP. On a Windows
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machine, the KMP needs 3.3MB of RAM just for the basic runtime -- a
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title's requirements must be added. On a Mac, a 2.9MB RAM partition
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is required for the KMP alone. The hard disk footprints aren't much
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slimmer: 2.5MB free space is require for the Windows KMP, 1.7MB on
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the Mac. The ScriptX development system on both platforms strains
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available resources even more.
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What's particularly strange about the Macintosh support is that
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neither the Kaleida Media Player nor the ScriptX development tools
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are available in native Power Macintosh versions -- 8 months after
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the first Power Macs shipped to customers. Given that Power Macintosh
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is such a great authoring and playback platform, and is strategic to
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Apple's long term business to boot, this omission seems incongruous.
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Finally, the myth of "author once, deliver many" has been debunked
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over and over again as impractical, and it can't be different with
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ScriptX. Even Macromedia has had to deliver Director for Windows,
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partially because of the growing number of Windows-based title
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developers but also because titles authored on a Mac need some final
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palette polishing and other tweaking for the Windows environment.
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While ScriptX provides a layer of abstraction between a title and the
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operating system, today's reality necessitates some knowledge of the
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delivery OS and hardware at the authoring stage. Propagating the myth
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of portability-for-free undermines Kaleida's believability.
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The personal computer industry has shown again and again that the
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best technology doesn't always win. ScriptX, despite its limitations,
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looks to be truly innovative and well thought out. However, it's late
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-- having already missed the first boom in the CD-ROM market -- and
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its resource requirements are huge. Until the ScriptX runtime is
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built right into playback devices, Apple's recently announced Pippin
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game platform and PowerPC-based settop boxes from Scientific-Atlanta
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come to mind as potential candidates, and its memory requirements are
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scaled back (or RAM prices drop, whichever comes first), the number
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of devices that can play ScriptX titles are limited. And since
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developers have to sell thousands of copies of their titles to make
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money, this is not a good match.
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Kaleida has shipped ScriptX, for which it is to be applauded. The
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battle has just begun, though. Without more tools and major developer
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adoption, ScriptX may wind up another footnote in the annals of
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technological innovation. Given all of ScriptX's capabilities, that
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would be a tremendous shame.
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________________________________________
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Inside the January Issue
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of Digital Media
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Part two of "Hollyweb Babylon," where we sort out the spaghetti plate
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of alliances, mergers, acquisitions and interests that are Hollywood
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and Silicon Valley. This installment looks at the telephone industry
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from Hollywood's perspective;
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An extended examination of the gender politics in the on-line world,
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where women by all measures compose a slim percentage of connected
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folks and thus face serious marginality in the information age;
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Analysis on the transition from the regulated telecommunications
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environment to the open market and who's going to be calling the
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shots, federal or state regulatory bodies;
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An up-front investigation that we will get flamed but not fired for:
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the "adult" title industry and its relationship to high technology
|
|
markets;
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A first-hand report on Time Warner's Full Service Network launch in
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Orlando, which, after a year of delays, looked like the Michael
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|
Huffington of ITV: hyped, ballyhooed, and not really there;
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Scrutiny of home gaming systems' hardware and prospects for 95;
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A review of Nickelodeon's Director's Lab CD-ROM, a truly interactive
|
|
title that lets kids make their own fun;
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A futuristic view of an "on-line personality" in the Note from the
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Chief;
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The Good Stuff: A list of Things Digital Medians Should Know.
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|
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Digital Media: A Seybold Report, the monthly paper newsletter that
|
|
sponsors Digital Media Perspective, brings its readers the most
|
|
provocative analysis of the developing industry for interactive
|
|
titles, smart networks and broadband applications. We turn an
|
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eclectic eye to the stories of the day to provide a more informed
|
|
perspective with which readers can judge new technologies, new
|
|
competitors and the assumptions driving the growth of the electronic
|
|
economy. We question everything, and bring back the hard facts.
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Digital Media: A Seybold Report is available monthly for $395 a year;
|
|
individual issues are $40. Call 800.325.3830 or send email to
|
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info@digmedia.com for information on how to subscribe.
|
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________________________________________
|
|
Who We Are, Where to Reach Us
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Digital Media Perspective is a twice-monthly electronic newsletter
|
|
produced by Digital Media: A Seybold Report.
|
|
|
|
Publisher Jonathan Seybold
|
|
Editor in Chief Mitch Ratcliffe (godsdog@netcom.com)
|
|
Editor Neil McManus (neilm@netcom.com)
|
|
Managing Editor Margie Wylie (zeke@digmedia.com)
|
|
Senior Editor Stephan Somogyi (somogyi@digmedia.com)
|
|
Editorial Assistant Anthony Lazarus (lazarus@digmedia.com)
|
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|
|
Editorial Offices 444 De Haro Street, Suite 126
|
|
San Francisco, CA 94107
|
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415.575.3775 vox
|
|
415.575.3780 fax
|
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info@digmedia.com
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________________________________________
|
|
How To Subscribe
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|
|
If you'd like to receive this free electronic newsletter regularly,
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send us email at perspective-request@digmedia.com and we will put you
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on the list. The subject line of your messages should read "subscribe
|
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perspective". Please put your full name in the message's body; we
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would appreciate it if you would also include your title and
|
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organization in the message.
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Copyright (c) 1994 Digital Media: A Seybold Report. This electronic
|
|
newsletter may be freely duplicated, reproduced or retransmitted, but
|
|
only in its entirety. Excerpts used for the purposes of quotation
|
|
must be attributed explicitly to Digital Media Perspective.
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