Sunday, October 29, 2006
Free Thinking Festival
The BBC Radio 3 Free Thinking Festival is in Liverpool 3rd to 5th November. Questions include 'Who does technology put in charge?' and 'Will the 21st Century be the Lonely Century?'
Brian Eno, briefly mentioned by Ian in the last session, gives the 'Free Thinking' lecture.
Wednesday, October 25, 2006
Ultimate Knowledge?
What would the ultimate information system give the business?
Would it be information about the future?
If we could see the future coming, would this be ultimate knowledge?
This week Ian Kendrick presents on Scenario Thinking.
On this topic, please see the following. The notes are Ian's.
"Quantum Leap..." Peter Schwartz (prime mover in future thinking/scenario work and co-founder of Global Business Networks) co- authored this article/scenario on the future of computing.
"Why the future doesn't need us...... " Don't know if you saw Horizon this week on the emergence of Human 2.0. It included major references and interviews with Ray Kurzweil, author of "The Age of Spiritual Machines" and inventor of lots of stuff. Much of the ground covered by Horizon was also in an article by Bill Joy (Chief Computer Scientist & co-founder of Sun Microsystems), published in Wired Magazine (when it was far more heavyweight than today's comic) in 2000. It caused a major stir at the time, coming from such a respected individual.
Also, an important article that relates more generally to what you learn here, and elsewhere in the MBA, concerns Jack Welch & GE. Remember the video that Phil Drinkwater played you in week 1? Well, have a look at "Tearing up the Playbook...." Jack Welch's business rules are being challenged from some unexpected directions. Fortune Magazine published this piece earlier this year:
Would it be information about the future?
If we could see the future coming, would this be ultimate knowledge?
This week Ian Kendrick presents on Scenario Thinking.
On this topic, please see the following. The notes are Ian's.
"Quantum Leap..." Peter Schwartz (prime mover in future thinking/scenario work and co-founder of Global Business Networks) co- authored this article/scenario on the future of computing.
"Why the future doesn't need us...... " Don't know if you saw Horizon this week on the emergence of Human 2.0. It included major references and interviews with Ray Kurzweil, author of "The Age of Spiritual Machines" and inventor of lots of stuff. Much of the ground covered by Horizon was also in an article by Bill Joy (Chief Computer Scientist & co-founder of Sun Microsystems), published in Wired Magazine (when it was far more heavyweight than today's comic) in 2000. It caused a major stir at the time, coming from such a respected individual.
Also, an important article that relates more generally to what you learn here, and elsewhere in the MBA, concerns Jack Welch & GE. Remember the video that Phil Drinkwater played you in week 1? Well, have a look at "Tearing up the Playbook...." Jack Welch's business rules are being challenged from some unexpected directions. Fortune Magazine published this piece earlier this year:
Tuesday, October 24, 2006
Down With Hierarchies!
Try 'Listen Again' on the In Business site.
Ian has the podcast but for technical reasons as yet unexplained, I have been unable to email this to you.
If you are interested in Ricardo Semler's book, 'Maverick', it is available from Amazon.
Ian has the podcast but for technical reasons as yet unexplained, I have been unable to email this to you.
If you are interested in Ricardo Semler's book, 'Maverick', it is available from Amazon.
Monday, October 23, 2006
Friday, October 20, 2006
Our Class Wiki
Our class wiki is now available. You will be able access it by following the instructions distributed by Louise.
We should try to agree on the likely impact of Web 2.0 by amending (or recreating or destroying) the 'Web 2.0 hypotheses.' We are also seeking your thoughts on the MBS bar. What's your vision? How would you develop it?
Thanks to Paul for this.
We should try to agree on the likely impact of Web 2.0 by amending (or recreating or destroying) the 'Web 2.0 hypotheses.' We are also seeking your thoughts on the MBS bar. What's your vision? How would you develop it?
Thanks to Paul for this.
How We Became Who We Are
Are we separate from the technology we use? Is it incidental to who we are?
If we had grown up in a different technological environment e.g. that of a Victorian child, would we be who we are? Or would we be, in some ways, different?
Does the mind make technology and then technology make the mind?
Take video games as an example. With an industry the size of Hollywood, how do they affect today's children?
The text below is sourced from:
http://www.mediafamily.org/research/report_vgrc_2004.shtml
Video games are natural teachers. Children find them highly motivating; by virtue of their interactive nature, children are actively engaged with them; they provide repeated practice; and they include rewards for skillful play. These facts make it likely that video games could have large effects, some of which are intended by game designers, and some of which may not be intended. Recently, the Wall Street Journal reported that several companies are now designing video game consoles for preschoolers (Kim, 2004). Given the potential video games have to influence, we should pay attention to the fact that children are spending increasing amounts of time with them at younger and younger ages.
Video games have been shown to teach children healthy skills for the self-care of asthma and diabetes, and have been successful at imparting the attitudes, skills, and behaviors that they were designed to teach (Lieberman, 1997; 2001). In a study with college students, playing a golf video game improved students' actual control of force when putting, even though the video game gave no bodily feedback on actual putting movement or force (Fery & Ponserre, 2001). There have even been studies with adults showing that experience with video games is related to better surgical skills (e.g., Pearson, Gallagher, Rosser, & Satava, 2002; Rosser et al., 2004; Tsai & Heinrichs, 1994). Research also suggests that people can learn iconic, spatial, and visual attention skills from video games (De Lisi & Wolford, 2002; Dorval & Pepin, 1986; Green & Bavelier, 2003; Greenfield, deWinstanley, Kilpatrick, & Kaye, 1994; Griffith, Volschin, Gibb, & Bailey, 1983; Okagaki, & Frensch, 1994; Yuji, 1996). Finally, research on educational software has shown that educational video games can have very significant effects on improving student achievement (Murphy, Penuel, Means, Korbak, & Whaley, 2001).
Given the fact that video games are able to have several positive effects, it should come as no surprise that they also can have negative effects. Research has documented negative effects of video games on children's physical health, including obesity (Berkey et al., 2000; Subrahmanyam et al., 2000; Vandewater, Shim, & Caplovitz, 2004), video-induced seizures (Kasteleijn-Nolst Trenite et al. 1999; Badinand-Hubert et al., 1998; Ricci & Vigevano, 1999; Ricci et al., 1998), and postural, muscular and skeletal disorders, such as tendonitis, nerve compression, and carpal tunnel syndrome (e.g., Brasington, 1990; SaftetyAlerts, 2000). However, these effects are not likely to occur for most children. The research to date suggests that parents should be most concerned about two things: the amount of time that children play, and the content of the games that they play.
Simply put, the amount of time spent playing video games has a negative correlation with academic performance (e.g., Anderson & Dill, 2000; Anderson et al., under review; Gentile et al., 2004; Harris & Williams, 1985). Playing violent games has a positive correlation with antisocial and aggressive behavior (most researchers define violence in games as when the player can intentionally harm other characters in the game; e.g., Anderson & Dill, 2000; Anderson et al., under review; Gentile et al., 2004). Content analyses show that a majority of games contain some violent content, and about half of those include violence that would result in serious injuries or death (Children Now, 2001; Dietz, 1998; Dill, Gentile, Richter, & Dill, in press). A majority of 4th - 8th grade children prefer violent games (Buchman & Funk, 1996; Funk, 1993).
Looking across the dozens of studies that have now been conducted on violent video games, there appear to be five major effects. Playing violent games leads to increased physiological arousal, increased aggressive thoughts, increased aggressive feelings, increased aggressive behaviors, and decreased prosocial helping behaviors (Anderson, 2004; Anderson & Bushman, 2001). These studies include experimental studies (where it can be shown that playing violent games actually causes increases in aggression), correlational studies (where long-term relations between game play and real-world aggression can be shown), and longitudinal studies (where changes in children's aggressive behaviors can be demonstrated). For example, in a study of over 400 3rd - 5th graders, those students who played more violent video games early in the school year changed to become more physically aggressive later in the school year, even after statistically controlling for sex, race, total screen time, prior aggression, and other relevant variables (Anderson et al., under review). Apparently practice does make perfect.
The research also seems to show that parents have an important role to play. Children whose parents limited the amount of time they could play and also used the video game ratings to limit the content of the games have children who do better in school and also get into fewer fights (Gentile et al., 2004). Regarding limiting the amount, the American Academy of Pediatrics recommends that children not spend more than one to two hours per day in front of all electronic screens, including TV, DVDs, videos, video games (handheld, console, or computer), and computers (for non-academic use). This means seven to 14 hours per week total. The average school-age child spends over 37 hours a week in front of a screen (nine hours of which is with video games, although there are large sex-differences - boys average 13 hours/week and girls average five hours/week; Gentile et al., 2004). We all like to think our children are above average, but on this dimension it's not a good thing. Regarding content, educational games are likely to have positive effects and violent games are likely to have negative effects. Almost all (98%) of pediatricians believe that violent media have a negative effect on children (Gentile, Oberg, Sherwood, Story, Walsh, & Hogan, 2004).
The conclusion we draw from the accumulated research is that the question of whether video games are "good" or "bad" for children is oversimplified. Playing a violent game for hours every day could decrease school performance, increase aggressive behaviors, and improve visual attention skills. Instead, parents should recognize that video games can have powerful effects on children, and should therefore set limits on the amount and content of games their children play. In this way, we can realize the potential benefits while minimizing the potential harms. The accumulated research shows that the video game industry must stop giving a mixed message to parents - that they have a good rating system but that there's no research to show that video games can have harmful effects. There is starting to be a large body of evidence that games can have powerful effects, both for good and ill.
If we had grown up in a different technological environment e.g. that of a Victorian child, would we be who we are? Or would we be, in some ways, different?
Does the mind make technology and then technology make the mind?
Take video games as an example. With an industry the size of Hollywood, how do they affect today's children?
The text below is sourced from:
http://www.mediafamily.org/research/report_vgrc_2004.shtml
Video games are natural teachers. Children find them highly motivating; by virtue of their interactive nature, children are actively engaged with them; they provide repeated practice; and they include rewards for skillful play. These facts make it likely that video games could have large effects, some of which are intended by game designers, and some of which may not be intended. Recently, the Wall Street Journal reported that several companies are now designing video game consoles for preschoolers (Kim, 2004). Given the potential video games have to influence, we should pay attention to the fact that children are spending increasing amounts of time with them at younger and younger ages.
Video games have been shown to teach children healthy skills for the self-care of asthma and diabetes, and have been successful at imparting the attitudes, skills, and behaviors that they were designed to teach (Lieberman, 1997; 2001). In a study with college students, playing a golf video game improved students' actual control of force when putting, even though the video game gave no bodily feedback on actual putting movement or force (Fery & Ponserre, 2001). There have even been studies with adults showing that experience with video games is related to better surgical skills (e.g., Pearson, Gallagher, Rosser, & Satava, 2002; Rosser et al., 2004; Tsai & Heinrichs, 1994). Research also suggests that people can learn iconic, spatial, and visual attention skills from video games (De Lisi & Wolford, 2002; Dorval & Pepin, 1986; Green & Bavelier, 2003; Greenfield, deWinstanley, Kilpatrick, & Kaye, 1994; Griffith, Volschin, Gibb, & Bailey, 1983; Okagaki, & Frensch, 1994; Yuji, 1996). Finally, research on educational software has shown that educational video games can have very significant effects on improving student achievement (Murphy, Penuel, Means, Korbak, & Whaley, 2001).
Given the fact that video games are able to have several positive effects, it should come as no surprise that they also can have negative effects. Research has documented negative effects of video games on children's physical health, including obesity (Berkey et al., 2000; Subrahmanyam et al., 2000; Vandewater, Shim, & Caplovitz, 2004), video-induced seizures (Kasteleijn-Nolst Trenite et al. 1999; Badinand-Hubert et al., 1998; Ricci & Vigevano, 1999; Ricci et al., 1998), and postural, muscular and skeletal disorders, such as tendonitis, nerve compression, and carpal tunnel syndrome (e.g., Brasington, 1990; SaftetyAlerts, 2000). However, these effects are not likely to occur for most children. The research to date suggests that parents should be most concerned about two things: the amount of time that children play, and the content of the games that they play.
Simply put, the amount of time spent playing video games has a negative correlation with academic performance (e.g., Anderson & Dill, 2000; Anderson et al., under review; Gentile et al., 2004; Harris & Williams, 1985). Playing violent games has a positive correlation with antisocial and aggressive behavior (most researchers define violence in games as when the player can intentionally harm other characters in the game; e.g., Anderson & Dill, 2000; Anderson et al., under review; Gentile et al., 2004). Content analyses show that a majority of games contain some violent content, and about half of those include violence that would result in serious injuries or death (Children Now, 2001; Dietz, 1998; Dill, Gentile, Richter, & Dill, in press). A majority of 4th - 8th grade children prefer violent games (Buchman & Funk, 1996; Funk, 1993).
Looking across the dozens of studies that have now been conducted on violent video games, there appear to be five major effects. Playing violent games leads to increased physiological arousal, increased aggressive thoughts, increased aggressive feelings, increased aggressive behaviors, and decreased prosocial helping behaviors (Anderson, 2004; Anderson & Bushman, 2001). These studies include experimental studies (where it can be shown that playing violent games actually causes increases in aggression), correlational studies (where long-term relations between game play and real-world aggression can be shown), and longitudinal studies (where changes in children's aggressive behaviors can be demonstrated). For example, in a study of over 400 3rd - 5th graders, those students who played more violent video games early in the school year changed to become more physically aggressive later in the school year, even after statistically controlling for sex, race, total screen time, prior aggression, and other relevant variables (Anderson et al., under review). Apparently practice does make perfect.
The research also seems to show that parents have an important role to play. Children whose parents limited the amount of time they could play and also used the video game ratings to limit the content of the games have children who do better in school and also get into fewer fights (Gentile et al., 2004). Regarding limiting the amount, the American Academy of Pediatrics recommends that children not spend more than one to two hours per day in front of all electronic screens, including TV, DVDs, videos, video games (handheld, console, or computer), and computers (for non-academic use). This means seven to 14 hours per week total. The average school-age child spends over 37 hours a week in front of a screen (nine hours of which is with video games, although there are large sex-differences - boys average 13 hours/week and girls average five hours/week; Gentile et al., 2004). We all like to think our children are above average, but on this dimension it's not a good thing. Regarding content, educational games are likely to have positive effects and violent games are likely to have negative effects. Almost all (98%) of pediatricians believe that violent media have a negative effect on children (Gentile, Oberg, Sherwood, Story, Walsh, & Hogan, 2004).
The conclusion we draw from the accumulated research is that the question of whether video games are "good" or "bad" for children is oversimplified. Playing a violent game for hours every day could decrease school performance, increase aggressive behaviors, and improve visual attention skills. Instead, parents should recognize that video games can have powerful effects on children, and should therefore set limits on the amount and content of games their children play. In this way, we can realize the potential benefits while minimizing the potential harms. The accumulated research shows that the video game industry must stop giving a mixed message to parents - that they have a good rating system but that there's no research to show that video games can have harmful effects. There is starting to be a large body of evidence that games can have powerful effects, both for good and ill.
Tuesday, October 17, 2006
Monday, October 16, 2006
Travel Agents
BBC story on the decline of the package holiday
http://www.bbc.co.uk/mediaselector/check/nolavconsole/ukfs_news/hi?redirect=st.stm&news=1&bbram=1&bbwm=1&nbram=1&nbwm=1&nol_storyid=5396274
http://www.bbc.co.uk/mediaselector/check/nolavconsole/ukfs_news/hi?redirect=st.stm&news=1&bbram=1&bbwm=1&nbram=1&nbwm=1&nol_storyid=5396274
Friday, October 13, 2006
Open Source
Click away ... the web contains a bounty of articles about open source. Below is a small selection. The last concerns open source pharmaceuticals, though please also use Google if you are interested in this topic.
http://www.computerworld.com.au/index.php/id;1375194866;fp;16;fpid;0
http://en.wikipedia.org/wiki/Open_source
http://www.businessweek.com/the_thread/techbeat/archives/2006/01/open_source_tak.html?chan=search
http://www.businessweek.com/the_thread/techbeat/archives/2005/10/open_source_inn.html?chan=search
http://www.businessweek.com/technology/content/dec2005/tc20051228_262746.htm?chan=search
http://software.newsforge.com/software/05/03/24/2056230.shtml?tid=74&tid=132
http://www.computerworld.com.au/index.php/id;1375194866;fp;16;fpid;0
http://en.wikipedia.org/wiki/Open_source
http://www.businessweek.com/the_thread/techbeat/archives/2006/01/open_source_tak.html?chan=search
http://www.businessweek.com/the_thread/techbeat/archives/2005/10/open_source_inn.html?chan=search
http://www.businessweek.com/technology/content/dec2005/tc20051228_262746.htm?chan=search
http://software.newsforge.com/software/05/03/24/2056230.shtml?tid=74&tid=132
Gender Statistics
Three months is too long an interval, I think, to measure usage of internet in 2006, but that caveat aside, these are still useful statistics.
http://www.citizensonline.org.uk/statistics
Gender differences in take-up of online games is dealt with here.
http://news.bbc.co.uk/1/hi/technology/5407490.stm
(Online games is an area I know little about but I am learning from MSc student Howard Leung .... like MySpace, YouTube etc., there are some colossal user statistics).
http://www.citizensonline.org.uk/statistics
Gender differences in take-up of online games is dealt with here.
http://news.bbc.co.uk/1/hi/technology/5407490.stm
(Online games is an area I know little about but I am learning from MSc student Howard Leung .... like MySpace, YouTube etc., there are some colossal user statistics).
Death of a President
Please note, Ian Kendrick's suggestion that you watch 'Death of a President' ahead of our week 5 lecture.
http://www.channel4.com/more4/drama/d/death_president.html
More4 tonight 13th October, 21.00, and Channel4 19th October, 22.00.
http://www.channel4.com/more4/drama/d/death_president.html
More4 tonight 13th October, 21.00, and Channel4 19th October, 22.00.
Tuesday, October 10, 2006
The Very Ordinary Case of Anna Eagin
This is a piece I wrote & have used in projects with Office an Taoiseach (Ireland) & Department of Communities and Local Govt (UK). I've doctored it slightly here...
It is called 'The Next Revolution Will Just Walk In The Door', or 'The Very Ordinary Case of Anna Eagin.'
Here we go ....
Anna Eagin is aged 15 and a half: Top of the Pops is now dead. MTV and its like are the source of constant enquiry: Can they survive? Anna (favourite bands The Arctic Monkeys and Sandi Thom) is typical of the new generation that don’t need Top of the Pops or MTV. They have YouTube and MySpace. Anna is skilled in both. She communicates with school friends and family using these sites and a variety of others, including Flickr and her blog site. She also meets new friends through these sites. Tonight she is talking to fifteen-year-old ‘SydneyKid’ over in Australia. He turns out to be called James and is into English music and volleyball.
Aged 17 and a half: Anna has become a concerned environmentalist. She has an RSS feed to the BBC for news on this subject. She also uses sources from Greenpeace and other organisations. Her particular passion is campaign for the whale. She enjoys several ichat video conversations with Cath and Mike, two well-known environmentalists in their research station in Canada. She also writes very succinct, poignant messages about the whale on her blog site. She builds up a small but appreciative readership.
Aged 19 and a half: ‘Reclaim the desert’ is the name of a local campaign in Anna’s neighbourhood. The desert in question is a small area of open land that has fallen into disuse. Although it is just behind a row of shops, it features a pretty view to the local canal. It used to be a green site but now cars have started parking there and local market traders store equipment and trailers over weekends. It has become alternately muddy or parched (hence the name for the campaign). Anna can remember when she played there as a small child and joins the campaign, helping to create the website. She also uses her video camera & Mac to record and edit the recollections of elderly people. ‘There wasn’t a romance in the district that didn’t at some time find its way to the small bench there by the canal’ says Betty, aged 71.
Aged 21 and a half: Anna applies for and gets a management job in your organisation. What will you tell her? Will you tell her that her skills (writing for new media, blog, wiki, video) are no longer needed or that they should be confined to her evenings and weekends? Will you instead teach her the traditional art of writing papers and reports (black on white, stagnant paragraph after stagnant paragraph, token colour graphs to liven up the beleaguered reader). Will you encourage her to conform to a culture of formal meetings (the longer and more snooze-inducing they are then the more worthy they must be)? Or will you instead decide that it is the organisation that must learn from Anna? And what will Anna say? What will she think when she encounters staff who don’t know what’s happening in the next department, never mind across the globe? Do you think that she will tell them about Cath and Mike? Do you think that she herself will be bold enough to say that there are lessons to be learned & that she can teach new things to an old organisation? Do you think she will tell them about Betty?
I think Anna will speak up.
She will say, “I think there’s a better way of doing what we are trying to do.”
The next revolution will just walk in the door.
It is called 'The Next Revolution Will Just Walk In The Door', or 'The Very Ordinary Case of Anna Eagin.'
Here we go ....
Anna Eagin is aged 15 and a half: Top of the Pops is now dead. MTV and its like are the source of constant enquiry: Can they survive? Anna (favourite bands The Arctic Monkeys and Sandi Thom) is typical of the new generation that don’t need Top of the Pops or MTV. They have YouTube and MySpace. Anna is skilled in both. She communicates with school friends and family using these sites and a variety of others, including Flickr and her blog site. She also meets new friends through these sites. Tonight she is talking to fifteen-year-old ‘SydneyKid’ over in Australia. He turns out to be called James and is into English music and volleyball.
Aged 17 and a half: Anna has become a concerned environmentalist. She has an RSS feed to the BBC for news on this subject. She also uses sources from Greenpeace and other organisations. Her particular passion is campaign for the whale. She enjoys several ichat video conversations with Cath and Mike, two well-known environmentalists in their research station in Canada. She also writes very succinct, poignant messages about the whale on her blog site. She builds up a small but appreciative readership.
Aged 19 and a half: ‘Reclaim the desert’ is the name of a local campaign in Anna’s neighbourhood. The desert in question is a small area of open land that has fallen into disuse. Although it is just behind a row of shops, it features a pretty view to the local canal. It used to be a green site but now cars have started parking there and local market traders store equipment and trailers over weekends. It has become alternately muddy or parched (hence the name for the campaign). Anna can remember when she played there as a small child and joins the campaign, helping to create the website. She also uses her video camera & Mac to record and edit the recollections of elderly people. ‘There wasn’t a romance in the district that didn’t at some time find its way to the small bench there by the canal’ says Betty, aged 71.
Aged 21 and a half: Anna applies for and gets a management job in your organisation. What will you tell her? Will you tell her that her skills (writing for new media, blog, wiki, video) are no longer needed or that they should be confined to her evenings and weekends? Will you instead teach her the traditional art of writing papers and reports (black on white, stagnant paragraph after stagnant paragraph, token colour graphs to liven up the beleaguered reader). Will you encourage her to conform to a culture of formal meetings (the longer and more snooze-inducing they are then the more worthy they must be)? Or will you instead decide that it is the organisation that must learn from Anna? And what will Anna say? What will she think when she encounters staff who don’t know what’s happening in the next department, never mind across the globe? Do you think that she will tell them about Cath and Mike? Do you think that she herself will be bold enough to say that there are lessons to be learned & that she can teach new things to an old organisation? Do you think she will tell them about Betty?
I think Anna will speak up.
She will say, “I think there’s a better way of doing what we are trying to do.”
The next revolution will just walk in the door.
Monday, October 09, 2006
Gearing up for the Social Computing Debate
Euan sent me this link related to London Business School:
http://mbablog.london.edu/
...also, on the topic of blogs, and getting ready for this week's session, I wonder if you think that this is management information?
http://randomreality.blogware.com/
I especially like this posting:
http://randomreality.blogware.com/blog/_archives/2004/5/1/45188.html
... and, on the general topic, see some of the earlier postings like
http://mbsmis2006.blogspot.com/2006/10/goldrush.html
http://mbsmis2006.blogspot.com/2006/10/al-gore-diy-media.html
http://mbsmis2006.blogspot.com/2006/09/my-space-trumps-youtube.html
http://mbablog.london.edu/
...also, on the topic of blogs, and getting ready for this week's session, I wonder if you think that this is management information?
http://randomreality.blogware.com/
I especially like this posting:
http://randomreality.blogware.com/blog/_archives/2004/5/1/45188.html
... and, on the general topic, see some of the earlier postings like
http://mbsmis2006.blogspot.com/2006/10/goldrush.html
http://mbsmis2006.blogspot.com/2006/10/al-gore-diy-media.html
http://mbsmis2006.blogspot.com/2006/09/my-space-trumps-youtube.html
Sunday, October 08, 2006
Friday, October 06, 2006
Goldrush?
From zero to $1.6billion in 18 months.
http://news.bbc.co.uk/1/hi/business/5414432.stm
and some of the comment in the aftermath
http://news.bbc.co.uk/1/hi/business/6038116.stm
http://news.bbc.co.uk/1/hi/business/5414432.stm
and some of the comment in the aftermath
http://news.bbc.co.uk/1/hi/business/6038116.stm
Thursday, October 05, 2006
Phil Drinkwater's Blog
Please note that Phil has put material relevant to his session at his blog site
http://www.bloglines.com/blog/PhilDrinkwater
http://www.bloglines.com/blog/PhilDrinkwater
Monday, October 02, 2006
So Much To Answer For
It is our fate to live/work in the city that invented industrialised society, and then, for an encore, came up with the computer.
http://news.bbc.co.uk/1/hi/england/manchester/3781481.stm
http://en.wikipedia.org/wiki/Tom_Kilburn
http://en.wikipedia.org/wiki/Frederic_Calland_Williams
http://www.computer50.org/mark1/
No city more deserves the world's leading Tech-Business School.
http://news.bbc.co.uk/1/hi/england/manchester/3781481.stm
http://en.wikipedia.org/wiki/Tom_Kilburn
http://en.wikipedia.org/wiki/Frederic_Calland_Williams
http://www.computer50.org/mark1/
No city more deserves the world's leading Tech-Business School.
Sunday, October 01, 2006
Raiding Euan Semple
You need to see these:
http://theobvious.typepad.com/blog/2006/09/if_youre_not_ca.html
and
http://theobvious.typepad.com/blog/2006/07/genius_from_gar.html
and more seriously, sort of,
http://theobvious.typepad.com/blog/2006/09/ibm_alumni_to_m.html
http://theobvious.typepad.com/blog/2006/09/if_youre_not_ca.html
and
http://theobvious.typepad.com/blog/2006/07/genius_from_gar.html
and more seriously, sort of,
http://theobvious.typepad.com/blog/2006/09/ibm_alumni_to_m.html
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