Showing posts with label mark pesce. Show all posts
Showing posts with label mark pesce. Show all posts

10 November 2010

Xanadu and the Digital Pleasure-Dome

I consider myself fortunate to have been around at the time of the birth of the Internet as a mass medium, which I date to the appearance of version 0.9 of Netscape Navigator in October 1994.

This gives me a certain perspective on things that happen online, since I can often find parallels from earlier times, but there are obviously many people who have been following things even longer, and whose perspective is even deeper. One such is Mark Pesce who also happens to be an extremely good writer, which makes his recent blog posting about the "early days" even more worth reading:

Back in the 1980s, when personal computers mostly meant IBM PCs running Lotus 1*2*3 and, perhaps, if you were a bit off-center, an Apple Macintosh running Aldus Pagemaker, the idea of a coherent and interconnected set of documents spanning the known human universe seemed fanciful. But there have always been dreamers, among them such luminaries as Douglas Engelbart, who gave us the computer mouse, and Ted Nelson, who coined the word ‘hypertext’. Engelbart demonstrated a fully-functional hypertext system in December 1968, the famous ‘Mother of all Demos’, which framed computing for the rest of the 20th century. Before man had walked on the Moon, before there was an Internet, we had a prototype for the World Wide Web. Nelson took this idea and ran with it, envisaging a globally interconnected hypertext system, which he named ‘Xanadu’ – after the poem by Coleridge – and which attracted a crowd of enthusiasts intent on making it real. I was one of them. From my garret in Providence, Rhode Island, I wrote a front end – a ‘browser’ if you will – to the soon-to-be-released Xanadu. This was back in 1986, nearly five years before Tim Berners-Lee wrote a short paper outlining a universal protocol for hypermedia, the basis for the World Wide Web.

Fascinating stuff, but it was the next paragraph that really made me stop and think:

Xanadu was never released, but we got the Web. It wasn’t as functional as Xanadu – copyright management was a solved problem with Xanadu, whereas on the Web it continues to bedevil us – and links were two-way affairs; you could follow the destination of a link back to its source. But the Web was out there and working for thousand of people by the middle of 1993, while Xanadu, shuffled from benefactor to benefactor, faded and finally died. The Web was good enough to get out there, to play with, to begin improving, while Xanadu – which had been in beta since the late 1980s – was never quite good enough to be released. ‘The Perfect is the Enemy of the Good’, and nowhere is it clearer than in the sad story of Xanadu.

The reason copyright management was a "solved problem with Xanadu" was because of something called "transclusion", which basically meant that when you quoted or copied a piece of text from elsewhere, it wasn't actually a copy, but the real thing *embedded* in your Xanadu document. This meant that it was easy to track who was doing what with your work - which made copyright management a "solved problem", as Pesce says.

I already knew this, but Pesce's juxtaposition with the sloppy, Web made me realise what a narrow escape we had. If Xanadu had been good enough to release, and if it had caught on sufficiently to establish itself before the Web had arrived, we would probably be living in a very different world.

There would be little of the creative sharing that undelies so much of the Internet - in blogs, Twitter, Facebook, YouTube. Instead, Xanadu's all-knowing transclusion would allow copyright holders to track down every single use of their content - and to block it just as easily.

I've always regarded Xanadu's failure as something of a pity - a brilliant idea before its time. But I realise now that in fact it was actually a bad idea precisely of its time - and as such, completely inappropriate for the amazing future that the Web has created for us instead. If we remember Xanadu it must be as a warning of how we nearly lost the stately pleasure-dome of digital sharing before it even began.

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05 March 2008

The Sheer Ordinariness of Craig Newmark

I've written before about the excellent writing of Mark Pesce. He's at it again with a piece entitled "That Business Conversation". Although there's nothing hugely new there, it's well worth reading. I particularly liked the following section:

At one of the first of those meetings I met a man who impressed me by his sheer ordinariness. He was an accountant, and although he was enthusiastic about the possibilities of VR, he wasn’t working in the field – he was simply interested in it. Still, Craig Newmark was pleasant enough, and we’d always engage in a few lines of conversation at every meeting, although I can’t remember any of these conversations very distinctly.

Newmark met a lot of people – he was an excellent networker – and fairly quickly built up a nice list of email addresses for his contacts, whom he kept in contact with through a mailing list. This list, known as “Craig’s List”, because a de facto bulletin board for the core web and VR communities in San Francisco. People would share information about events in town, or observations, or – more frequently – they’d offer up something for sale, like a used car or a futon or an old telly.

As more people in San Francisco were sucked into the growing set of businesses which were making money from the Web, they too started reading Craig’s List, and started contributing to it. By the middle of 1995, there was too much content to be handled neatly in a mailing list, so Newmark – who, like nearly everyone else in the San Francisco Web community, had some basic web authoring skills – created a very simple web site which allowed people to post their own listings to the Web site. Newmark offered this service freely – his way of saying “thank you” to the community, and, equally important, his way of reinforcing all of the social relationships he’d built up in the last few years.

The rest, of course, is history.

05 February 2008

Of Sharing and Salience

Here's an elegant meditation on the past, present and future of media production, written by Mark Pesce, one of the pioneers of VRML. This section on sharing (naturally) caught my attention:

In order to illustrate the transformation that has completely overtaken us, let’s consider a hypothetical fifteen year-old boy, home after a day at school. He is multi-tasking: texting his friends, posting messages on Bebo, chatting away on IM, surfing the web, doing a bit of homework, and probably taking in some entertainment. That might be coming from a television, somewhere in the background, or it might be coming from the Web browser right in front of him. (Actually, it’s probably both simultaneously.) This teenager has a limited suite of selections available on the telly – even with satellite or cable, there won’t be more than a few hundred choices on offer, and he’s probably settled for something that, while not incredibly satisfying, is good enough to play in the background.

Meanwhile, on his laptop, he’s viewing a whole series of YouTube videos that he’s received from his friends; they’ve found these videos in their own wanderings, and immediately forwarded them along, knowing that he’ll enjoy them. He views them, and laughs, he forwards them along to other friends, who will laugh, and forward them along to other friends, and so on. Sharing is an essential quality of all of the media this fifteen year-old has ever known. In his eyes, if it can’t be shared, a piece of media loses most of its value. If it can’t be forwarded along, it’s broken.

Pesce then introduces what I think will become a key concept in this space, that of "salience":

All the marketing dollars in the world can foster some brand awareness, but no amount of money will inspire that fifteen year old to forward something along – because his social standing hangs in the balance. If he passes along something lame, he’ll lose social standing with his peers. This factors into every decision he makes, from the brand of runners he wears, to the television series he chooses to watch. Because of the hyperabundance of media – something he takes as a given, not as an incredibly recent development – all of his media decisions are weighed against the values and tastes of his social network, rather than against a scarcity of choices.

This means that the true value of media in the 21st century is entirely personal, and based upon the salience, that is, the importance, of that media to the individual and that individual’s social network.

Highly recommended (Via P2P Foundation.)

15 October 2006

A Question of Trust

Back in the 1990s, I used to write about VRML quite a lot. VRML - Virtual Reality Modelling Language - seemed like the future, but turned out not to have one, at least not in that form. As you may have noticed, it more or less disappeared, though I now realise where it went.

I also often wondered where the VRML pioneers went. One of them is Mark Pesce, whom I've just discovered through this post called "Trust, But Verify". It's of note for two reasons.

First, it's well written, and worth reading for that alone. But secondly, because it touches on what is becoming a key issue in the Web 2.0 world, that of trust. Trust - and reputation systems - lie at the heart of openness. It's a subject of particular interest to me, and I'll be writing more about it here and elsewhere in due course.