'2007/08'에 해당되는 글 18건
- 2007/08/29 Obviously Seoul again! (1)
- 2007/08/27 Kind of taking a break (2)
- 2007/08/21 State of Play V: Regulating Virtual Worlds, and Changes in Education, Connecting East and West (1)
- 2007/08/21 State of Play V: Building Businesses in Virtual Worlds (1)
- 2007/08/20 I'm at State of Play V
- 2007/08/17 Heading off to Singapore for State of Play V (1)
- 2007/08/10 The power of Naver
- 2007/08/10 First Wibro experiment: watching Joost on the bus and on highway (2)
- 2007/08/08 Freedom no mo' (3)
- 2007/08/08 Stay tuned... and.. argh.. excited!
- 2007/08/08 Feeling peaceful and excited again (2)
- 2007/08/08 My own OTL experience today (1)
- 2007/08/07 Long or short? (2)
- 2007/08/06 Stay tuned and... excited! (2)
- 2007/08/03 Web 2.0 and Education
Business 2.0 lists up top 12 wired cities that are suited best for business. Obviously, Seoul is one of them. What caught my attention, though, is that 6 out of the 12 cities are Asian cities: Bangalore, Hong Kong, Seoul, Shanghai, Singapore, and Tokyo. This is what I exactly spotted while over in Singapore. Some serious things are happening over in this half of the world! I'm not sure if all the U.S. cities were dropped out on purpose or the Business 2.0 folks really couldn't find a single U.S. city fit for this.
Some interesting description on Seoul:
Wondering what your cell phone will be like in three years? Head to Seoul, home of electronics giants Samsung and LG and the world's proving grounds for cutting-edge wireless technologies.
Well, I've been writing so much in Korean that I thought maybe taking a 20-min break to write something in English might refresh my hands and thoughts. Ok, back to work!
Unfortunately, it seems I might have to take a week off or so from this blog :( because I'm trying to finish up a book that's going to be published pretty soon. It's called "MECONOMY (like Me-Economy)". It's about a new economic system that's been emerging from the falling communication and coordination costs thanks to the Internet, an economy in which individuals, not institutions or firms, can now function as the center. It's about an economy where I AM the center, thus MEconomy. By the way, it's being written in Korean.
So, I'll be back soon, but please, keep loving this blog :)
If you want to reach me for anything, my email address is
See ya-
State of Play V: Regulating Virtual Worlds, and Changes in Education, Connecting East and West

Regulating Virtual Worlds
Legal experts explore how controversies related to intellectual property, real-money transfer, gaming as political speech, time-limit addiction laws and the policing of Internet cafes play out throughout the region. They will also draw our attention to culturally variable assumptions that underpin analytical approaches to these issues.Much of the panel discussion revolved around whether it's better to have communities self-regulate or have external forces to step in. At large, there are three forces at play: 1) community of players regulating themselves, 2) game and virtual world makers deciding what needs to happen within through creating systems certain way, 3) actual regulating bodies like the government. Many factors come into play here. Obviously, it'll be the best if all the players and communities act reasonable enough to reach certain social agreements and norms to control themselves; however, not quite so in reality. That's what makes things complicated. Besides, creating laws and regulations for a world that doesn't really exist is a very difficult task itself. For example, let's say there is a crime in Second Life. What country's law should be applied to that member? Is it for Linden Lab to decide? Or should the U.S. government intervene? What if the player was Korean?
Education, Kids, and Teens in Virtual Worlds
There has been an explosion of interest in the use of virtual worlds in education. This panel will examine what works and what doesn’t work, and will present some ideas for the effective use of online spaces for student learning. It will also ask examine how children and teens interact within virtual worlds, and what this teaches us about building kid-and-teen-friendly environments for learning and playing.This session was very interesting because I've always known there's so much learning, in a non-traditional sense, that could be done through an environment like virtual worlds. People indeed train themselves and learn a great deal in this kind of environment. They set goals for themselves, leadership becomes visible, and they collaborate with each other to solve certain problems. Some of the examples in the session were astonishing--like teaching classes in StarWars Galaxy. Now how much of this could be applied to the real world education?
Currently the real world education system is designed for a world back in 1950's. Kids are growing up enormously influenced by the digital technology. They are a lot more participatory also. The social and economic scenes are changing faster than ever due to the Internet. Unfortunately, none of this is reflected in the current one-way-teaching and text-based education system. For us to be able to adopt the opportunities given by virtual worlds and other technologies, we need a completely new mindset.
However, not everything can be learned in virtual worlds, obviously. It's our job to figure what virtual worlds can offer in this space. It seems at the moment that virtual worlds are good providing an environment in which people can come together to collaborate to solve certain problems, rather than learning specific skill sets.
Connecting East and West
Experts explore variations in playing styles, the influence of game mechanics on cross-cultural cooperation, the challenge of intercultural communication, and outcomes of forced localization. This panel will also explore issues of society, governance and virtual worlds as a vehicle for people-to-people diplomacy.Well, as you know, that's the goal of this blog. I want to let known to the world what's here in Korea and Asia and see if we can make any connections between East and West. I was actually one of the panelists during this session. But, I wasn't invited as an "official" panelist, but rather as a translator to Judge Unggi Yoon, who is a very well-respected member here. He'd explain what the MMORPGs are like in Korea and I'll translate that into English for the audience. But, hey, I was still up on the stage. What an honor! ;)
The session covered various topics ranging from the two different purposes of playing games in Lineage and Second Life, gold-farming, index for measuring the east/west-ness and etc. I really enjoyed the session while listening on the side most of the time. We definitely need to take a more analytical approach to crossing the gap. While there are fundamental differences between the two which will never get any closer than they are right now, there are also a growing number of commonalities among the two that something could be done for further development. The most important point of the session, I guess, was acknkowledging the value of the differences and how the differences indeed enrich our virtual world experiences.
- - -
Just like every time I attend a conference, I really enjoyed meeting new people and having conversations with them. It's simply because you get to learn so much by doing so. For me, this is a completely new experience: the first time being in Singapore and first time being immersed in the virtual worlds talk.
I'm very excited for tomorrow and hopefully I'll be able to bring even more interesting stuff to you all.
State of Play V: Building Businesses in Virtual Worlds

Virtual world builders now encourage third parties to develop content inside their worlds, and so we’ve seen the rise of businesses built inside virtual worlds. This panel will explore the nature of these businesses, and look at how businesses get built within virtual worlds. It will ask whether the trend has played out, and examine the future of businesses inside the virtual worlds.The first session was on "Building business in virtual worlds." I liked how the conference started off with the business aspect because you typically get the information that's very "real" when talking about businesses.
Discussion was started with a question about the different branding strategies for real world and virtual worlds. Can the same branding strategy be applied to virtual worlds, too? Obviously, the answer was No". Like in Web 2.0, it's a lot more about having conversations and engagement. There's so much social going on here that virtual world branding strategies must incorporate the social nature of the medium. It's better to start your first chatper and hand the pen over to fans and users. This way you can totally up your innovation speed, too.
The question of "open vs. closed" came up here as well. Again, like in Web 2.0, not everything needs to be open all the time; however, people in this field are increasingly discovering the value of open in virtual worlds.
So I decided to act brave and went up and asked a question:
"It seems like given the strong media nature of virtual worlds, much of their business aspect has to do the marketing/advertising after all. Within the context of convincing the clients, what are some of the metrics and methologies to measure the efficiency of marketing and advertising in virtual worlds?"
I really wanted to know the answer because with my background in Web 2.0/Media, I needed to know how things are different in virtual worlds. Answers were basically that virtual worlds are a lot more about interactions themselves than information flow like on the Web. Also scales are far smaller in virtual worlds than the Web. Thus, we get smaller scale, but much higher engagement in virtual worlds. One of the most frequently used metrics are the amount of time spent by players around a certain advertising object. It could easily go up to hours and hours every day.
The session closed with a question, which I thought was very appropriate for closing, which was "what are some opportunities for enterpreneurs in virtual worlds?" Answers really varied. And when you get diverse responses like that, what that really means is "it's up to your imagination" :) Some of the answers were:
- Creating consultancies within virtual worlds
- Real companies/organizations can use virtual worlds as collaborative spaces
- More opportunities in developing countries because they can move in with so much less barrier-to-entry. Product designer/developers will have huge opportunities
- Turn the World Wide Web into the World Wide World
- Short term: Infrastructure - code developement, design skills, creative (story lines)
- Long term: any job you see in real world will be seen in virtual worlds
- Collaboration applications
I'll be reporting from the conference time to time (not quite sure about live blogging every session, but I'll do my best!)
Please let me know if there's anyone you want me to interview. I'm here as press so I might be able to :) Here's the list of speakers. Also, having a look at what metaverse means will obviously help you a great deal, here's a link to the wikipedia article.
Ok. See you soon!
A couple of snapshots:
These virtual worlds are crucial building blocks of global civil society. As such, they harbor the promise for relationship-building and cooperation across national borders. Solutions to the cross-cultural growing pains of this new medium require a sincere commitment to transnational dialogue.I'm flying to Singapore on Sunday to attend the State of Play Conference.
As I briefly mentioned before, in order to appropriately cover the digital generation in Asia, the gaming culture and industry, now expanded to virtual worlds altogether, must be extensively studied. Unfortunately, my expertise has been more on Web 2.0 and Enterprise IT industry in general, not so much games and virtual worlds.
But they're all coming together. I get to interact with lots of kids of age 5-15 or so at church and they live in a different world than the one I grew up in. (I'm only 28 by the way). They don't seem to draw the line between the "real" world and the "virtual" world. The two worlds are so interchangable in their lives. What's imaginary and what's physical? They don't care and they don't know, but it's all in their minds. I get to talk to people working at NCSoft and Nexon, two largest game companies in Korea, and Cyworld. AND I HEAR SOME CRAZY STORIES FROM THEM.
IBM is training their employees in Second Life. When I attended Supernova in June, there was this great session on virtual worlds and I remember Raph Koster, one of the gurus in the field, saying "many of the Web 2.0 principles and phenomenon have come from games." I totally agree with him, especially as far as how social interactions are concerned.
I go to PC bangs and see middle/high school guys in their school uniforms spend 4 hours straight playing Starcraft, Lineage, WoW, FIFA, etc. after school. What's scary is how this is such a big part of their lives. I mean their real lives.
What would happen when you combine everything together? I mean combining different virtual worlds with blogs, mobile, social networks, and messengers. Maybe some efforts towards standardization would help? What if you can play WoW on the bus for an hour using Wibro on the way to school? What if your Cyworld buddy can be found on Club Penguin? Possibilities are endless, I think.
Of course, we'll be seeing various social and legal issues come up in this fast-developing medium as well. I know much about what's up with social networks and blogs. Can the same principles be applied to virtual worlds? What's the same? What's different?
We'll find out at the conference. I'm not sure if I'll be able to live-blog the conference, given I don't know much about the wireless connections at the site. But I'll be constantly feeding you guys with what I learn there. And trust me, what I'll be learning there will be extremely important to anyone who has anything to do with anything digital--Web 2.0/portal services, H/W & gadget makers, game makers, social networks makers, book publishers, network providers, teachers, legislators, parents, kids, or even HR people.
Should I go, "stay tuned and excited" again? ;) Well, I am!
Until today.
I checked the referrers to my blog and saw a whole lot of traffic being directed from Naver blog search. I was basically like, "What? For what?
The key search term that led the traffic to TechnoKimchi was "What goes around". The search would land at the article I wrote few days ago called "What goes around comes around." It happens that "What comes around" is a title of a song by Justin Timberlake. Apparently many Korean Web users love the song.
Here's the list of search terms for my blog.
And here's the snapshot of Naver search results on "What goes around".
Search engines are so crazy. I was able to attend the Search Engine Strategies Conference in New York back in April. And trust me, it was HUMONGEST. It had 3 floors of booths. At the core were the search giants--Google, Yahoo, MSN, and Ask. On the side were some other little search candidates like Looksmart and Hakia. And the rest--the "majority" might actually be a better term here--were search engine optimization companies. They would help you get the most ROI on search engines and search marketing. Indeed, there was a huge amount of money going around. If the online advertisement market alone is projected to pass the TV ads market within next few years, this is so obvious. And scary.
Due to a complete different Web dynamics in Korea, very very different SEO strategies are applied here. But that deserves another series of posts, so I'll just leave you at this for now.
Some video clips from the Search Engine Strategies Conference (I talk in Korean in these videos as I go up each floor):
First Wibro experiment: watching Joost on the bus and on highway

You think I'm kidding, right? No, I'm not. On the way back home from Seoul, I actually watched some Reuters and MTV episodes on Joost.
That's how good Wibro connection seems to be. Good enough for digesting the Joost stream, meaning good enough for most of the applications I know of.
Want a proof? Here it is:
I recorded this with my cellphone and the quality makes me sick. But, come on, this is probably one of the coolest things you could ever do.
More experiments to come. Let's see what happens when ubiquitous meets Web 2.0 :)
p.s. I put a link to this post on the Joost forum and am waiting to see what guys over there have to say. Hopefully this would bring some excitement to them as well.
The youths at the summer camp will be treated for depression, fear, panic, agitation and an unwillingness to interact with others.
This solution appear to be a softer option than the Internet Addiction Treatment Center near Beijing which uses a blend of therapy and military drills to treat youths addicted to online games, Internet pornography and cybersex.
Concerned by a number of high-profile Internet-related deaths and juvenile crime, the government is now taking steps to stem Internet addictions by banning new Internet cafes and mulling restrictions on violent computer games.
Being a blogger and a freelancer in the tech industry, I myself spend something like 12-18 hours a day sitting in front of my laptop. I follow news, chat with my buddies, try out different applications, and write and write and write. Does this qualify as Net addiction, too? Or more like workaholic?
What's written in the article isn't that much different in Korea. I've seen so many friends of mine, who spend every minute of their lives playing Lineage for 6 months straight. I've seen people who are so addicted to downloading Prison Break or 24 on eDonkey-like applications and watch these shows night and day.
Can we ever be free again? Probably not. The world is getting crazier.
But at least, let's not be like this guy. At least for me, I know I really don't want to. He's the bad guy in the episode, who has no life. I mean no life as in the real world. He got plenty in the virtual one ;-)
Instead I stayed home and tried several things with Wibro. While Wibro connections are relatively weak indoor, I was still able to get through the Web pretty well, including some high-traffic-demanding sites like Cyworld. But connections are quite unstable as I get frequent disconnections despite the status bar being almost all the way up. (This post is being written and uploaded using Wibro.)
But tomorrow is the day I WILL try real things because I'm giving a talk at the Blog and Social Networking Services Conference (Korean) tomorrow on microblogging, so I'll have an outing to Seoul. I live in Bundang, fyi.
So, please, stay tuned.. and..argh.. excited! (man, I really hope this is the last time I say this :-)
I opened the box and took some pictures as I carefully examined what I was getting. I'm done installing it and it works quite fine even at home. (Wibro is known to work better outside than inside).
Sitting at my desk, the connection speed is not that great compared to my home LAN line. However, still totally fine with me and I'm looking forward to tomorrow when I'll be taking my notebook around and test various applications out in the park!
Some pictures of my modem:
I've explained before that I'm a crazy fan of NBA, so obviously NBA on ESPN is one of my daily destinations. Today I went back and saw this little thingy called "OTL".
I was like "What? Can't believe this!" because, as you know, ESPN is so..well, American. For your information, "OTL" (also widely known as "orz") is an Asian emoticon for expressing frustration or despair. If you closely look at it, it looks like a frustrated man on his knees. O is the head, T is the body and the arms, and L is the legs. The same with orz. A little Chinese video clip on variations of orz:
Anyhow, I was so excited. I saw it as an Asian culture invasion. If you see it on ESPN, that's it. End of story. It was indeed a big fish for me. Yay!
Except for that my ectasy only lasted for few more minutes. I found this:
And this is how I literaly reacted upon my own discovery:
Anyhow, this is my own OTL story of the day. But seriously, when it comes to emoticons in Asia, there's also so much to talk about. In Asia, we live in a different metaphysical world that emoticons come out differently as well. More on it later.
My posts are usually long. Of course, it's not my intention to make it long when I start writing each post. However, it always ends up being longer than I originally plan. Maybe it's because of my ineptitude in following one of the Writing 101 lessons: "make it succinct."
My Korean blog posts are far longer. I write many theoretical articles on my Korean blog, on things like Web 2.0 economics, attention economy, tech & society, open business strategies, etc. They often come out to be way over 10 printed pages and feel like academic papers, seemginly endless when read. So what I did was to combine all the long articles into one long PDF book (all in Korean) and freely distribute it online. It's been downloaded over 30,000 times.
Anyhow, in all truth, I still want to stick to the short-and-modular-post approach.
I long ago noted that one of the under-appreciated elements in the success of open source software projects was their modular design, which is an essential element of what I've elsewhere called an architecture of participation. It's easier for people to collaborate around small chunks, and to build up larger works piece by piece, than it is for them to work together on a large, complex project with many dependencies.Moreover, we're living in the age of such an abundance of information and of quick-pace that if you write long posts, chanes are your posts will be just skimmed through, not really "read".
Well, this post has already gotten far longer than I planned. So to make it short, here's my dilemma: I really want to present you guys with real good information on the digital generation over here and there's so much I can write. So should I keep the posts short and terse or make them long and have you really chew on them?
KT Wibro modem is arriving tomorrow after some account problem I had to clear. I'm preparing some projects to display what it's like to have "ubiquitous" access :)
Stay tuned and excited!
And I came across this article yesterday. A great read, I recommend this article for you all. I'm sure what's in the article is happening around many parts of the world. Some excerpts:
A social-networking environment gets students comfortable with a school well before freshman orientation, said Day. Prospective students can e-mail roommates, make friends and find out the best campus hangouts even before they accept admission.
Some universities use video downloads to introduce professors.
Apple's iTunes U--though met with skepticism among professors wary of freely distributing their valuable content--is a useful public relations tool, according to Rhonda Blackburn, assistant director at Texas A&M University. Professors have used it to post videos introducing themselves, their research and their classes.
Once students get to universities, the tools continue. Classes in which content is pushed out one way to students are becoming passe. Instead, instructors are beginning to distribute lecture content to encourage intellectual debate and research online--away from the classroom--and are using class time for more in-depth discussion.
Knauff said self-publishing tools are an enticing way to get college students to develop original thoughts as opposed to simply repeating what they think professors want to hear. Students are collectively creating glossaries and repositories for academic articles, audio files and videos.


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