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	<title>Comments on: #29: I gave Douglas Engelbart a mouse and a book</title>
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	<description>Searching for world-changing technology</description>
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		<title>By: asian porn video</title>
		<link>http://scobleizer.com/2005/11/14/29-i-gave-douglas-englebart-a-mouse-and-a-book/comment-page-2/#comment-3894</link>
		<dc:creator>asian porn video</dc:creator>
		<pubDate>Tue, 12 Sep 2006 12:41:33 +0000</pubDate>
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		<description>&lt;strong&gt;asian porn video&lt;/strong&gt;

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		<content:encoded><![CDATA[<p><strong>asian porn video</strong></p>
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		<title>By: Nick&#8217;s Notes &#187; Blog Archive &#187; Teaching Doug Engelbart how to blog</title>
		<link>http://scobleizer.com/2005/11/14/29-i-gave-douglas-englebart-a-mouse-and-a-book/comment-page-2/#comment-3893</link>
		<dc:creator>Nick&#8217;s Notes &#187; Blog Archive &#187; Teaching Doug Engelbart how to blog</dc:creator>
		<pubDate>Fri, 28 Apr 2006 20:20:02 +0000</pubDate>
		<guid isPermaLink="false">http://scobleizer.wordpress.com/2005/11/14/29-i-gave-douglas-englebart-a-mouse-and-a-book/#comment-3893</guid>
		<description>[...] I find it amusing and that Robert Scoble is going to show Doug Engelbart how to set up and start blogging. This being the man who, over thirty years ago, invented the computer mouse and pioneered many of the computing technologies we take for granted today. You imagine he might be able to figure it out for himself. Regardless, I&#039;ll be reading him from day one.     Posted by Nick Filed in Blogging [...]</description>
		<content:encoded><![CDATA[<p>[...] I find it amusing and that Robert Scoble is going to show Doug Engelbart how to set up and start blogging. This being the man who, over thirty years ago, invented the computer mouse and pioneered many of the computing technologies we take for granted today. You imagine he might be able to figure it out for himself. Regardless, I&#39;ll be reading him from day one.     Posted by Nick Filed in Blogging [...]</p>
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		<title>By: Eric Pobirs</title>
		<link>http://scobleizer.com/2005/11/14/29-i-gave-douglas-englebart-a-mouse-and-a-book/comment-page-2/#comment-3892</link>
		<dc:creator>Eric Pobirs</dc:creator>
		<pubDate>Thu, 17 Nov 2005 20:57:35 +0000</pubDate>
		<guid isPermaLink="false">http://scobleizer.wordpress.com/2005/11/14/29-i-gave-douglas-englebart-a-mouse-and-a-book/#comment-3892</guid>
		<description>Some people are missing the point in comparing ASCII to the current state of the Web. Yes, you can describe anything in ASCII but you inevitably get a &#039;Blind Men and the Elephant&#039; effect. Everybody has a different image in their head when playing Zork. Which is fine if the originating medium is text.

But movies, comics, and video games are far more than text. The creator or creators are presenting not just a &#039;super soldier in green armor&#039; but rather a very specific representation of what that guy looks like, how he sounds, how he moves, etc. A skillful writer may decribes these attributes well but it is not remotely the same experience.

Some things are better left to the reader&#039;s imagination. I recall a long running SF series about a far future military officer in which different artists were used for most of the covers. (Some of the artwork was possibly created for other material and repurposed for these books.) Some of these had an interpretation of the character that was jarringly in disagreement with my own imagined version of the character. Some seemed pretty spot on. But all were valid based on the text and the clash with my aesthetics was as much my fault as theirs. I&#039;d be interested to know which covers the author most favors.

Halo 2 is not just ideas on a page but also how they&#039;re embodied by the running game. The quality of those visuals and other elements of the presentation are critical selling points of the product. Promoting that product on a text-only medium would be painful.

A great idea is only step one of innovation. It took decades for the set of ideas Engelbart presented in the 60&#039;s to catch on because these were things to make computers usable by a far wider range of people. That didn&#039;t avoid the issue of what the computers cost. It took many years before computers were even a common retail item and more before the machines possessed the level of power needed to bring Engelbart&#039;s concept to a wide audience.

It isn&#039;t just a matter of reaching consumers. It also means making the cost of entry low enough so developing around new ideas isn&#039;t restricted to a small elite. The number of people creating video games exploded when there were affordable personal computers that allowed nearly anyone to learn how to program and have access to a platform where they could publish software without being in the business of manufacturing the platform. There is a huge difference between producing an arcade machine and a game that runs on a home computer. In 1979 all of the people in the world who had created a video game could hold a meeting in any big hotel ballroom. Just a few years later that number had increased by orders of magnitude. The difference? Millions of relatively cheap home computers.</description>
		<content:encoded><![CDATA[<p>Some people are missing the point in comparing ASCII to the current state of the Web. Yes, you can describe anything in ASCII but you inevitably get a &#8216;Blind Men and the Elephant&#8217; effect. Everybody has a different image in their head when playing Zork. Which is fine if the originating medium is text.</p>
<p>But movies, comics, and video games are far more than text. The creator or creators are presenting not just a &#8216;super soldier in green armor&#8217; but rather a very specific representation of what that guy looks like, how he sounds, how he moves, etc. A skillful writer may decribes these attributes well but it is not remotely the same experience.</p>
<p>Some things are better left to the reader&#8217;s imagination. I recall a long running SF series about a far future military officer in which different artists were used for most of the covers. (Some of the artwork was possibly created for other material and repurposed for these books.) Some of these had an interpretation of the character that was jarringly in disagreement with my own imagined version of the character. Some seemed pretty spot on. But all were valid based on the text and the clash with my aesthetics was as much my fault as theirs. I&#8217;d be interested to know which covers the author most favors.</p>
<p>Halo 2 is not just ideas on a page but also how they&#8217;re embodied by the running game. The quality of those visuals and other elements of the presentation are critical selling points of the product. Promoting that product on a text-only medium would be painful.</p>
<p>A great idea is only step one of innovation. It took decades for the set of ideas Engelbart presented in the 60&#8242;s to catch on because these were things to make computers usable by a far wider range of people. That didn&#8217;t avoid the issue of what the computers cost. It took many years before computers were even a common retail item and more before the machines possessed the level of power needed to bring Engelbart&#8217;s concept to a wide audience.</p>
<p>It isn&#8217;t just a matter of reaching consumers. It also means making the cost of entry low enough so developing around new ideas isn&#8217;t restricted to a small elite. The number of people creating video games exploded when there were affordable personal computers that allowed nearly anyone to learn how to program and have access to a platform where they could publish software without being in the business of manufacturing the platform. There is a huge difference between producing an arcade machine and a game that runs on a home computer. In 1979 all of the people in the world who had created a video game could hold a meeting in any big hotel ballroom. Just a few years later that number had increased by orders of magnitude. The difference? Millions of relatively cheap home computers.</p>
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		<title>By: Eric Pobirs</title>
		<link>http://scobleizer.com/2005/11/14/29-i-gave-douglas-englebart-a-mouse-and-a-book/comment-page-2/#comment-137622</link>
		<dc:creator>Eric Pobirs</dc:creator>
		<pubDate>Thu, 17 Nov 2005 20:57:00 +0000</pubDate>
		<guid isPermaLink="false">http://scobleizer.wordpress.com/2005/11/14/29-i-gave-douglas-englebart-a-mouse-and-a-book/#comment-137622</guid>
		<description>Some people are missing the point in comparing ASCII to the current state of the Web. Yes, you can describe anything in ASCII but you inevitably get a &#039;Blind Men and the Elephant&#039; effect. Everybody has a different image in their head when playing Zork. Which is fine if the originating medium is text.

But movies, comics, and video games are far more than text. The creator or creators are presenting not just a &#039;super soldier in green armor&#039; but rather a very specific representation of what that guy looks like, how he sounds, how he moves, etc. A skillful writer may decribes these attributes well but it is not remotely the same experience.

Some things are better left to the reader&#039;s imagination. I recall a long running SF series about a far future military officer in which different artists were used for most of the covers. (Some of the artwork was possibly created for other material and repurposed for these books.) Some of these had an interpretation of the character that was jarringly in disagreement with my own imagined version of the character. Some seemed pretty spot on. But all were valid based on the text and the clash with my aesthetics was as much my fault as theirs. I&#039;d be interested to know which covers the author most favors.

Halo 2 is not just ideas on a page but also how they&#039;re embodied by the running game. The quality of those visuals and other elements of the presentation are critical selling points of the product. Promoting that product on a text-only medium would be painful.

A great idea is only step one of innovation. It took decades for the set of ideas Engelbart presented in the 60&#039;s to catch on because these were things to make computers usable by a far wider range of people. That didn&#039;t avoid the issue of what the computers cost. It took many years before computers were even a common retail item and more before the machines possessed the level of power needed to bring Engelbart&#039;s concept to a wide audience.

It isn&#039;t just a matter of reaching consumers. It also means making the cost of entry low enough so developing around new ideas isn&#039;t restricted to a small elite. The number of people creating video games exploded when there were affordable personal computers that allowed nearly anyone to learn how to program and have access to a platform where they could publish software without being in the business of manufacturing the platform. There is a huge difference between producing an arcade machine and a game that runs on a home computer. In 1979 all of the people in the world who had created a video game could hold a meeting in any big hotel ballroom. Just a few years later that number had increased by orders of magnitude. The difference? Millions of relatively cheap home computers.</description>
		<content:encoded><![CDATA[<p>Some people are missing the point in comparing ASCII to the current state of the Web. Yes, you can describe anything in ASCII but you inevitably get a &#8216;Blind Men and the Elephant&#8217; effect. Everybody has a different image in their head when playing Zork. Which is fine if the originating medium is text.</p>
<p>But movies, comics, and video games are far more than text. The creator or creators are presenting not just a &#8216;super soldier in green armor&#8217; but rather a very specific representation of what that guy looks like, how he sounds, how he moves, etc. A skillful writer may decribes these attributes well but it is not remotely the same experience.</p>
<p>Some things are better left to the reader&#8217;s imagination. I recall a long running SF series about a far future military officer in which different artists were used for most of the covers. (Some of the artwork was possibly created for other material and repurposed for these books.) Some of these had an interpretation of the character that was jarringly in disagreement with my own imagined version of the character. Some seemed pretty spot on. But all were valid based on the text and the clash with my aesthetics was as much my fault as theirs. I&#8217;d be interested to know which covers the author most favors.</p>
<p>Halo 2 is not just ideas on a page but also how they&#8217;re embodied by the running game. The quality of those visuals and other elements of the presentation are critical selling points of the product. Promoting that product on a text-only medium would be painful.</p>
<p>A great idea is only step one of innovation. It took decades for the set of ideas Engelbart presented in the 60&#8242;s to catch on because these were things to make computers usable by a far wider range of people. That didn&#8217;t avoid the issue of what the computers cost. It took many years before computers were even a common retail item and more before the machines possessed the level of power needed to bring Engelbart&#8217;s concept to a wide audience.</p>
<p>It isn&#8217;t just a matter of reaching consumers. It also means making the cost of entry low enough so developing around new ideas isn&#8217;t restricted to a small elite. The number of people creating video games exploded when there were affordable personal computers that allowed nearly anyone to learn how to program and have access to a platform where they could publish software without being in the business of manufacturing the platform. There is a huge difference between producing an arcade machine and a game that runs on a home computer. In 1979 all of the people in the world who had created a video game could hold a meeting in any big hotel ballroom. Just a few years later that number had increased by orders of magnitude. The difference? Millions of relatively cheap home computers.</p>
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		<title>By: Andyed</title>
		<link>http://scobleizer.com/2005/11/14/29-i-gave-douglas-englebart-a-mouse-and-a-book/comment-page-2/#comment-3891</link>
		<dc:creator>Andyed</dc:creator>
		<pubDate>Wed, 16 Nov 2005 14:00:08 +0000</pubDate>
		<guid isPermaLink="false">http://scobleizer.wordpress.com/2005/11/14/29-i-gave-douglas-englebart-a-mouse-and-a-book/#comment-3891</guid>
		<description>I had a similar energizing experience with Englebart, linked below.</description>
		<content:encoded><![CDATA[<p>I had a similar energizing experience with Englebart, linked below.</p>
]]></content:encoded>
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		<title>By: Andyed</title>
		<link>http://scobleizer.com/2005/11/14/29-i-gave-douglas-englebart-a-mouse-and-a-book/comment-page-2/#comment-137621</link>
		<dc:creator>Andyed</dc:creator>
		<pubDate>Wed, 16 Nov 2005 14:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://scobleizer.wordpress.com/2005/11/14/29-i-gave-douglas-englebart-a-mouse-and-a-book/#comment-137621</guid>
		<description>I had a similar energizing experience with Englebart, linked below.</description>
		<content:encoded><![CDATA[<p>I had a similar energizing experience with Englebart, linked below.</p>
]]></content:encoded>
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