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Thursday, May 31, 2007

Candid cuts: Why I love Himesh, Adnan and that girl…



I love Himesh Reshammiya. No, I’m not joking or trying to pull your leg. I do sincerely love him. Let me explain. When Himesh Reshammiya appears on the TV, wearing his broken heart on his sleeves (actually all over his physique), and begins to wail, tera, tera, tera… (or something like that), it makes me feel good. You see, I had a breakup recently and am too nursing a broken heart. Whenever I hear Himesh wailing, I feel good. Poor guy, he looks like a heap of broken hearts, an unending fountain of tears, a paragon of all that is tragic. Compared to him,, I am nothing. I mean, man, compared to him, I am very happy. There’s already someone else in my life. Himesh makes me feel so good. And that’s why I love him. And that why I love the TV too. Whenever I feel low, I just switch on the TV and Himesh starts to wail afresh and I feel better already.
And that’s why I love the TV, even when Himesh is not around. There are several other things on the TV that make me feel good.
I am a certified couch potato. There was time when my well wishers advised me to go and hang out with my friends, if nothing else, burn some fat from my bum, but now I’ve got a good excuse. I’ve found a friend called Appy Fizz, the coolest cool drink to hang out with. I get a big bottle every day, and if someone appears to interrupt my love affair with the TV, I just point the bottle to him (mostly its her), and shout, can’t you see, I’m hanging out with my best buddy! In return, I get a taunt, you fatty… I feel sad and flip through the channels till I find one where Adnan Sami is crying his heart out. He too makes me feel good. If he can get all these women falling for him, why can’t I get one? I can and I will.
But one thing confuses me, that is, how fat is actually fat? Look at Adnan bhai. There was a time when he was officially fat. Then he shed a very larger number of weight, but, correct me if I’m wrong, he’s still fat, isn’t he? But look at him, how he’s flirting with that woman, touching her all over. After reducing how many kilos can you actually touch a woman on screen? If you remember his earlier videos, Adnan bhai and his muse would stand miles apart, he singing and she smiling or crying alternatively, depending on where she looks good. At the most, she would touch him through the long stem of a single rose. Now, after shedding a really large number of kgs, he’s got the ‘license to touch.’ If he can do that, why can’t I?
But no, I’m not starry-eyed! My TV has taught me not to be. I am what I am, thin or fat, black or brown, or white (what would I look like if I become white by applying those creams?). I won’t change even if my appearance does. I learnt it from that girl, who applied some cheap cream and turned very fair and landed up in a starring role in a film. But she won’t leave the stage, her first love. Instead, she will force her fans to suffer her stage performances. Now that’s I called bring grounded!
(Postscript: I am forced to join a gym these day. Okay. I may loose my kgs. But I am not going to change. I am not going to betray my dear TV.)

Friday, May 18, 2007

Between 50’s New York and today’s Pune

Richard is an American, half-vagabond, half-intellectual - a good company when you have nothing better to do than sipping beer - and an incessant chatterbox. The subject of the talk was Indian economy. Richard was all excited. It’s the most exciting time for India, says he. India is moving forward, you can feel this in the air, on the roads, filled with vehicles of every possible shapes and sizes… Everyone is busy. Everyone has a plan. Everyone is earning. Everyone has a place to spend his money. What more do you want? A rupee spent is a rupee earned.
But what do you see the future like? Oh, great. Replies Richard. Like all things American, he too is prone to exaggeration. Indian has the potential to become the next superpower. Not China, not a chance! I remember, Richard abhors Chinese cuisine.
But how do you think will Uncle Sam react? I venture to ask, cautiously. With the Americans, you never know when and how their patriotism burst out. Survival of the fittest, man, Richard continues. You guys are better than us. So, let the best man win. There is no shame in that. Here he stops, and offers me one of his enormous grins, an overwhelmingly friendly gesture. You never know, says he, probably some twenty years from now, my grandson will be selling mobile phones to your son. Yeah, man, today’s Pune reminds me of 50’s New York, an economy brimming with hope, and everything is possible.
Richard is an old man. He has seen 50’s New York, as a school-going boy, before moving to Maine to work in his father’s factory, before running away to India. That’s a different story. Those were the days, remembers Richard. It was the height of materialism. Everybody had money and money could do anything. That’s good, isn’t it?
Why then Richard turned into a hippie? I had to ask him. He grins again. Otherwise, how could I come to live here? Why, I became a hippie, because there was so much money. And because there was so much of money, I did not have to worry about doing anything, and those days, substance were really cheap…
That’s enough. I admonish myself. Don’t encourage him. Once he starts talking about his hay days, there is no stopping him.
I say goodbye to Richard, but his comments refuse to leave me. 50’s New York and today’s Pune. What a comparison! But is it really happening? Is history repeating itself as it was always supposed to do? But history is already dead. We live in a post-historic society.
I don’t want to think. Nobody does these day. I visit a multiplex and buy a ticket. If nothing else, I can spend a good two hours enjoying the AC. The movie is called Metro. And halfway through the film, I get this sense of déjà vu that I have seen this film before. But the film was released just last week! Then I remember. It was Billy Wilder’s The Apartment. That was Los Angeles in late fifties. This is Mumbai today. The plot is the same. Only the cast has changed. Richard is right then!
I don’t like the comparison. Why must we always be measured against America? I want to prove Richard wrong. I head for an internet café and seek Google’s help. I want see what happened in US in the 50s.
The first thing that hits me is the statistic: In 1950, the GNP nearly tripled since 1940, reaching $284 million. Wow! That’s the growth rate everyone is screaming about! The next thing: Land value increased up to 3000%, in prime suburban neighbourhoods, where population grew by 44%. My heart tells, Richard may just be right. I take a quick rewind to US history: 1951: Salinger publishes The Catcher in the Rye. 1952: Hemingway publishes The Old Man in the Sea. 1953: Stalin dies. DNA is discovered. 1954: Elvis Presley sings, "That’s All Right Mama." 1955: Ray Kroc buys out McDonald. KFC begins. Rebel without a Cause James Dean dies. 1956: Ginsberg publishes Howl. 1958: American Express card debuts. 1959: Fidel Castro comes to power. 1960: OPEC meets in Baghdad to force up oil prices.
The decade ended with the rise of oil prices. And in Pune, it’s beginning with the cars. Richard may just be right!

‘Because you just don’t want to say goodbye to that guy’


Johnny Depp on Captain Jack Sparrow, the Pirates series and, of course, his hero Keith Richards


Johnny Depp is always considered to be one of the gifted actors of our time, who has carved out a career as unpredictable and surprising as the man himself. To mention but a few on his resume, he has played an undercover FBI agent in Donnie Brasco, a gypsy in Chocolat, a drug dealer in Blow, the world’s worst film director in Ed Wood and the gloriously debauched Earl of Rochester in The Libertine.

But the one role that made him the icon of popular imagination is Captain Jack Sparrow, the lovable rogue, who, according to the 43 year old actor, was partly based on one of his own heroes, Rolling Stones guitarist Keith Richards, who incidentally also stars in the latest version.

As Depp, along with co-stars Kiera Knightley and Orlando Bloom, returns with the third installment of the movie franchise, Pirates of the Caribbean: At World’s End, here’s actor on his role as Captain Jack and the Pirates trilogy.
How does it feel now you have finished the three Pirates films? Is there some perspective about the whole experience at this point or does that come later?
Even though we finished the third one roughly six months ago, I’m still kind of swimming in it, if you know what I mean. I don’t have that distance on it and the smoke hasn’t cleared yet. But all in all, it’s a positive reflection and I love the experience and even at its most gruelling, it was positive.


Was it gruelling at times?

Oh yeah. Sure. More than anything physically not just for me but for the crew having to hump seriously heavy equipment up these mountains. It was pretty intense. Like when we were on Dominique. And sometimes when you are out at sea you get rough seas and you don’t know what to expect and some of the cast didn’t take kindly to that and turned various shades of green.


Are you a good sailor in that respect?

It doesn’t bother me oddly enough. I don’t mind the sea at all.

Everyone says that filming on water always takes twice as long. Did you find that?

Oh yeah it’s an obstacle course, right up close to impossible. But somehow these guys did it.

What was it like that final day as Jack Sparrow? That must have been a big moment in your life?
Oh yeah, it was. It was one of those moments where you are just doing anything you can to postpone it. I remember going to Gore (Verbinski, director) and he was saying ‘I think we’ve got everything man but do you want another take?’ And I’d say; yeah, yeah, let’s do another take. Let me try something else.’ And then once we’d got it I said to him ‘are you sure there is nothing else we can shoot?’ Because you just don’t want to say goodbye to that guy. You’ve been that person for umpteen months and you don’t want to say goodbye, it’s very strange.

Did they mark the occasion in any way?

Yeah, the crew and Gore put together this really beautiful collage of photographs, this massive thing and framed it and signed it. We had a big cake and champagne. It was very moving. It was like we were all saying goodbye to Captain Jack in that moment.

And he is a character that has changed your life?

Oh yeah. He’s brought a lot of good things into my world and into my kiddies’ world so I will always hold him in very high regard even aside of the fact that it’s been an absolute pleasure to play him.


So would you play him again?

I reckon you can never say never. I mean, with some things you can but in terms of this I don’t think so. If I were approached to play Captain Jack again, under the right circumstances you know, with the all the right and proper elements involved and a good script I would definitely give it some serious thought.

I have to ask you about Keith Richards…
Oh that was great. God, it was great. He was just so cool. First of all not just for me, but also for the entire crew it was so special. I mean, seeing Keith Richards arrive for work totally prepared like, beautiful, 7.30, 8 o’ clock in the morning. It’s like ‘what?’ (laughs) It was incredible.


Did you worry that he might be keeping rock ‘n roll time and be a bit late on set?

Well, you just don’t know (laughs). You don’t know. It’s totally outside of his arena. But boy, what a professional man. He came in and just smoked us. He was amazing. Just amazing. And adorable. This crew have been working together since 2002 when we did Pirates 1 and it’s the first time that I’ve seen the entire crew show up on set and instead of 200 people it was like 500 or a 1,000 you know. (laughs). We were all peaking, trying to get a glimpse of the maestro.


Did you hang out after work?

Yeah, yeah. We spent a bunch of time together. My only comment to him was that he seems to know how to draw a crowd. He was super, super sweet and couldn’t have been nicer to everyone or more accommodating. He came in like a gunfighter.

Was he on set many days?

I think it was four or five days. And I know there were all kinds of speculation and weird reports from set that didn’t actually happen, but he was incredibly savvy in terms of it all. I don’t think he has ever done a film before and he was like ‘oh, so I stand here and say this and then I walk over here and do this..’ and it was ‘yeah, that would be great..’ And then it was two takes and Gore was like ‘Oh OK, next..’ I started calling him Two Take Richards.

Did it inform your performance at all? You’ve said before that Keith was the inspiration for Jack so what was it like having the inspiration there?

It was great man, it was great. This is going to sound strange, but as Jack I felt like I’d known Keith a lot better and for a lot longer than Johnny has. You know? You know, if I had the guise, or if I was in Jack mode it was a lot easier to play around and improvise and it was almost like a jam session in that sense.

Whereas for me, for Johnny, it would get to a certain point and I’d clam up.


Because you are in awe of him?
Well, there’s that side that can never escape that fact. On one level there’s this guy Keith and he’s a terrific guy to hang out with and he’s a really wonderful man. But there’s always that sort of thing that reverberates with me - he is one of my guitar heroes and I can never escape that.

Swansong sung sweetly

A Prairie Home Companion
Directed by: Robert Altman
Starring: Woody Harrelson, Tommy Lee Jones, Garrison Keillor, Kevin Kline, Lindsay Lohan, Virginia Madsen, John C Reilly, Maya Rudolph, Meryl Streep, Lily Tomlin

A Prairie Home Companion actually is a live radio variety show created and hosted by Garrison Keillor, which had a very popular run in the US in the eighties. The film, Robert Altman’s last (released in US six months before his death in November 20, 2006), is a fictional representation of behind-the-scenes activities of the show. Written by Garrison Keillor, the man behind the show, who also makes an appearance in the film as himself, A Prairie Home Companion is not Gosford Park, but you have Altman touch all over the film, an ensemble cast, situations moving from the absurd to the slapstick, everyone talking at the same time, a dash of magic realism (Virginia Madsen as the Dangerous Woman or an angel) and comedy of manners.
For us in India, who do not have any idea of the radio show, the film may strike a chord instantly, all the more so, since the film does not even try to tell a cohesive story.
But give yourself some time and you’ll begin to enjoy the company of the people appearing and disappearing from the scenes, with their idiosyncrasies and mannerisms. This is where the film scores, an impressive star cast, from Meryl Streep to Lindsay Lohan, for Tommy Lee Jones to Woody Harrelson to Kevin Kilne.
And the show-stealer is, you guessed right, Meryl Streep, as always. She is one of the actor in Hollywood who can do no wrong. She moulds herself to the role in such a way that you can’t imagine anyone else in her place. And her comic timings are just sublime (Death Becomes Her, and more recently The Davil Wears Prada). Here she plays Yolanda Jackson, one of the Jackson sisters from Wisconsin who were once a popular family country music act. Lily Tomlin plays the other sister Rhonda. Lindsey Lohan plays Yolanda’s daughter Lola, who writes poems about suicide. Watch out for the chemistry between veteran Streep and new heartthrob Lohan. It’s just awesome.
But there are other characters, a whole lot of them. Woody Harrelson and John C Reilly are the singing cowboys Dusty and Lefty, respectively. Tommy Lee Jones plays the Axeman, a businessman from Texas who has come to shut down the show. Kevin Kline is Keillor’s radio character Guy Noir, oh, chances are that lose count of people.
The film is a musical comedy and within the genre, it’s a fun ride. And as the swansong of Robert Altman’s illustrious career, the film deserves a special mention.

Rating **1/2 (Good, well almost)

Tuesday, May 08, 2007

Neither here, nor there


The Good German
Directed by: Steven Soderbergh
Starring: George Clooney, Tobey Maguire, Cate Blanchett

In science, you have heard of experiments going awry. You have also heard of inventions made by fluke. But what happens when a movie experiment goes all wrong? The result, probably, would be something like The Good German. It’s an ambitious project by an able director (no fluke here) but the end product leaves you baffled, for one thing, you cannot place the movie anywhere. It is so many things at the same time yet, nothing at the end.
First the experiments. Director Steven Soderbergh (Sex, Lies and Videotape, Out of Sight, Erin Brockovich, Ocean’s Eleven, Traffic) must have been watching lot of Hollywood 1940s classics, ranging from The Third Man to Casablanca and all those noir films, complete with crime and underworld theme, a protagonist with a past, a femme fatale and a society in gradual degradation. Soderbergh seems to have taken his inspiration literally, for he has shot the film the old Hollywood way, in black and white, and with the same technology that was available then. And you have a Bogart-like George Clooney running after a Bergman-like Cate Blanchett. Sounds interesting, then there’s more.
Soderbergh has added his own variations to this noir experiment. He takes two ex-superheroes, Batman George Clooney and Spider-Man Tobey Maguire and put them in most unheroic circumstances. Clooney gets beaten up, not once or twice, but thrice in the film as Maguire gets to play a scoundrel to the hilt.
Here’s the mystery. US war correspondent Jake Geismer (Clooney) returns to Berlin just after the end of WW II to cover the Postdam Peace Conference. He knows the city. This is the city where once he had fallen in love with Lena Brandt (Cate Blanchett). But the city has changed. So have its people, personified by Jake’s driver Corporal Tully (Tobey Maguire), a young man corrupt to the core, ready to do anything for money, power and survival. As chance would have it, Jake meets Lena again, this time as Tully’s girlfriend (If it reminds you of Casablanca, don’t blame Soderbergh!). But Lena has changed now, she is more mysterious than before, and when Tully gets caught into the war, and Jake begins to investigate the scene, there is more than meets the eyes.
The black and white photography serves Soderbergh well. It not only gives the film the noir look, but also brings home the brutalities of war and the consequent moral degradation. And above all this, it’s a good trip down memory lane.
Maguire is a revelation. How completely he sheds his boy-next-door look (of Spider-Man) to be a charming crook! Blanchett is classic, a hundred and one per cent femme fatale. But it’s Clooney who disappoints. Agreed that he’s keen on playing unusual role (Syriana), but he fails to display the cynicism the role demands. He looks good throughout, as always.
The last question. Can one recreate an age without understanding the emotional implications of it? If the film fails to evoke you, blame it on this fact.
It’s very difficult to recommend a film like this. At the same time it is very difficult to advise against it too. In short, The Good German is a 1940s film made in 2006. If you can handle the incongruity of the situation, the choice is yours.

Rating ** ½ (Good, well almost)

Get a Life, Virtually

Dibyajyoti Sarma attempts to understand the growing phenomenon of the virtual reality world called “Second Life”

Imagine you are alone, or say, rather lonely. Your family is busy with their own lives. Your friends are chasing their own dreams (or probably you don’t have any friends any more), your girlfriends (or vice versa) has recently dumped you, or you did not have one in the first place. In short, the world as such is too much for you. You don’t belong here. Don’t worry, mate. All is not lost. There’s still a second life for you!
Welcome to Second Life, a 3-D virtual world entirely built and owned by its residents, like you. In this world, you are not what you are but you are what you want to be. You enter the world and choose your Avatar, your virtual alter-ego and be want you want to be, and most importantly do what you always wanted to do.
From the moment you enter into Second Life, you’ll discover a vast digital continent, teeming with people, entertainment, experiences and opportunity. Once you’ve explored a bit, perhaps you’ll find a perfect haven for yourself to build your house or a business for yourself.
And you are not alone here. Never. You’ll also be surrounded by the creations of your fellow residents, and mind you, it can be anything. So better be prepared.
And the most exciting thing about this place is that it is constantly changing, simply because thousands of new residents join each day and create an Avatar. These avatars explore the world and meet people, and these people discover the thousands of ways to have fun.
And if you are still doubtful, check out this data: Since opening to the public in 2003, today, Second Life is inhabited by a total of 6,148,531 people from around the globe. And that’s saying enough!

Here, we take you to a virtual journey to the world of Second Life.

To begin with Second Life is an Internet-based virtual world. Developed by Linden Lab, a downloadable client program enables its users, called “Residents,” to interact with each other through motional avatars, providing an advanced level of a social network service combined with general aspects of a metaverse. Residents can explore, meet other Residents, socialise, participate in individual and group activities, create and trade items (virtual property) and services from one another.
Second Life is one of several virtual worlds that have been inspired by the cyberpunk literary movement, and particularly by Neal Stephenson’s novel Snow Crash. The stated goal of Linden Lab is to create a world like the Metaverse described by Stephenson, a user-defined world of general use in which people can interact, play, do business, and otherwise communicate. Second Life’s virtual currency is the Linden Dollar (Linden, or L$) and is exchangeable for US Dollars in a marketplace consisting of residents, Linden Lab and real life companies.
While Second Life is sometimes referred to as a game, it does not have points, scores, winners or losers, levels, an end-strategy, or most of the other characteristics of games. In all, more than five million accounts have been registered, though many are not active, and some Residents have multiple accounts. Despite its prominence, Second Life has notable competitors, including Active Worlds, There, and newcomers such as Entropia Universe, Dotsoul Cyberpark, Red Light Centre, and Kaneva.

How it began

Second Life was founded by former RealNetworks CTO Philip Rosedale through Linden Lab. The initial alpha test version, named LindenWorld, was made available in 2002 and the beta version was made publicly available in 2003. The beta versions had a different economic focus from that of Second Life’s current version; Linden Dollars were far more freely obtainable, and could not be exchanged for real money, and so on.

A visit to the virtual world

Residents are the users of Second Life, and their appearance is their avatar. The basic avatar is human in appearance. A single person may have multiple accounts, and thus appear to be multiple Residents. A single Resident’s appearance in Second Life can vary dramatically at will, as avatars are easily modified.
Within Second Life, there are two main methods of text-based communication: local chat, and global “instant messaging.” Chatting is used for public localised conversations between two or more avatars. IM is used for private conversations, either between two avatars, or between the members of a group. Voice communication is currently being developed.
The most basic method of moving around is by foot. To travel more rapidly, avatars can also fly up to about 170 m over the terrain. Avatars can also ride in vehicles. For instantaneous travel, avatars can teleport directly to a specific location.
Second Life has its own economy and a currency referred to as Linden Dollars (L$). Though the exchange rate fluctuates, as of February 2007 it is reasonably stable at around L$ 270 to one US dollar. Residents create new goods and services, and buy and sell them in the Second Life virtual world. There are also currency exchanges where Residents can exchange US$ or other real world currencies for L$.
One of the distinguishing characteristics of Second Life is that the Residents, not Linden Lab, create most of the content of the world. The Resident avatars are one example of such user-generated content. There is a 3D modeling tool in Second Life that allows any Resident with the right skills to build virtual buildings, landscape, vehicles, furniture, and machines to use, trade, or sell. This is a primary source of activity in the economy. Outside Second Life, Residents can use various graphics, animation, and sound tools to create more elaborate items, and upload them into the world.

Life beyond virtual reality

Many of the (initial) residents of Second Life have a creative background. There is a large virtual community of artists and designers. They use Second Life not only as platform to demonstrate their art from real life, but also to express themselves and create new (virtual) art. The virtual arts are visible for example in the Second Life Louvre, a virtual representation of the Louvre Museum.
Talking about business a combination of Linden Lab granting Second Life Residents the copyright over their content, and legal trading of the in-world currency “Linden Dollars” has encouraged the creation of solely in-world businesses, the creation of legally registered companies that were previously solely in-world, and the in-world participation of previously unrelated companies and organisations. If you were wondering how far could it go, in early 2007 the Swedish Institute stated it was about to set up an Embassy in Second Life.
Second Life has recently emerged as one of the cutting-edge virtual classrooms for major colleges and universities, including Harvard, Vassar, Pepperdine, Elon University, Ohio University, Ball State, New York University, Stanford University, Delft University of Technology and AFEKA Tel-Aviv Academic College of Engineering. Second Life fosters a welcoming atmosphere for administrators to host lectures and projects online, selling more than 100 islands for educational purposes, according to a New York Times article.
Among the more active educators in Second Life are librarians. The Illinois’ Alliance Library System and OPAL have teamed up to extend the programs currently offered online to librarians and library users within Second Life.

Getting a second life

It is possible, and quite common, to join Second Life for free. Many activities in Second Life are free, but others cost money, payable in Linden dollars. For example, goods and services may be charged for by other Residents — these charges are not set by Linden Lab, and so are not included under membership pricing, but are simply part of the economy of Second Life. There are two types of accounts in Second Life: “basic accounts” and “premium accounts.” Basic accounts have no recurring fee, but lack the right to own land within Second Life. As of February 2007, the premium account fee is set at $9.95 per month, although this reduces to $6.00 per month if the fee is paid annually.

Real life issues

Because it is under constant development, and is an open environment that can be used by almost anyone with broadband internet access, Second Life has encountered a number of challenges. These range from the technical (Budgeting of server resources) and moral (pornography) to legal (legal position of the Linden Dollar, Linden Lab lawsuit).
Prior to June 6, 2006, all Residents were required to verify their identities by providing Linden Lab with a valid credit card or PayPal account number, or by responding to a cell phone SMS text message. After that date, it became possible to create an account with only an e-mail address; even standard verification methods such as e-mail reply verification are not used. Linden Lab has the ability to ban Residents from Second Life based on a hardware hash of their local PC, preventing them from returning with other accounts.
Early 2007 brought significant criticism of Linden Lab for hosting alleged pedophilia-concepts commonly referred to as “ageplay.” Along with this came criticism of potential legalities in regard to online casinos and real life wealth lost by people at those casinos. Host company Linden Lab has continued to present their Terms of Service deniability of activity within the Second Life world as their primary defense. However, critics of Linden Lab hold that no disclaimer totally absolves the company of potentially illegal activities on their system.

Real technology for a virtual world

The flat, Earth-like world of Second Life is simulated on a large array of Debian servers, referred to as the Grid. The world is divided into 256 x 256m areas of land, called Regions. Each Region is simulated by a single server, and is given a unique name and content rating (either PG or Mature).
The Second Life software comprises the viewer (also known as the client) executing on the Resident’s computer, and several thousand servers operated by Linden Lab. Linden Lab pursues the use of open standards technologies, and uses free/open source software such as Apache and Squid. Linden Lab provides viewers for Microsoft Windows, Mac OS X, and most distributions of Linux.


Understanding the virtual world

A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. This habitation usually is represented in the form of two or three-dimensional graphical representations of humanoids (or other graphical or text-based avatars).
The world being computer-simulated typically appears similar to the real world, with real world rules such as gravity, topography, locomotion, real-time actions, and communication. Communication has, until recently, been in the form of text, but now real-time voice communication using VOIP is available. This type of virtual world is now most common in massively multiplayer online games (Second Life, Entropia Universe, The Sims Online, There, Red Light Center), particularly massively multiplayer online role-playing games such as EverQuest, Ultima Online, Lineage, World of Warcraft, or Guild Wars.
The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. They attempted to create sets of avatars for virtual interaction. Credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer.
One perception of virtual worlds requires an online persistent world, active and available 24x7. to qualify as a true virtual world. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds.

The next step from Second Life

Remember the Hollywood flick called The Matrix, where the protagonist Neo is introduced to the virtual reality world by Morpheus called the Matrix? According to the film’s logic, the matrix is a virtual reality world which actually don’t exists, but it simulates the brain in such a way that you feel it exists. And as the film progresses you meet people who chooses to live in this world of simulated reality than the ‘true’ reality because reality as such is bleak.
Simulated reality is the idea that reality could be simulated — usually computer-simulated — to a degree indistinguishable from ‘true’ reality. It could contain conscious minds which may or may not know that they are living inside a simulation. In its strongest form, the “Simulation Hypothesis” claims we actually are living in such a simulation.
This is different from the current, technologically achievable concept of virtual reality. Virtual reality is easily distinguished from the experience of ‘true’ reality; participants are never in doubt about the nature of what they experience. Simulated reality, by contrast, would be hard or impossible to distinguish from ‘true’ reality.
The idea of a simulated reality raises several questions: Is it possible, even in principle, to tell whether we are in a simulated reality? Is there any difference between a simulated reality and a ‘real’ one? How should we behave if we knew that we were living in a simulated reality?

More on Second Life

Gartner sees 80 % virtual world penetration by 2011

Tech consultancy Gartner, whose “Hype Cycle” has been used to gauge Second Life adoption, thinks that 80 percent of active Internet users will be in non-gaming virtual worlds like Second Life by the end of 2011 — a huge increase from current levels. “By the end of 2011, 80 percent of active Internet users (and Fortune 500 enterprises) will have a ’second life,’ but not necessarily in Second Life,” the company said.
According to Nielsen//NetRatings, there were about 330 million active Internet home users in March, 2007.
Gartner analysts see virtual world adoption as a mixed blessing for major companies, predicting that major revenue streams “will be limited to niche areas, which have yet to be clearly identified.”
“There is significant probability that, over time, market pressures will lead to a merging of current virtual worlds into a smaller number of open-sourced environments that support the free transfer of assets and avatars from one to another with the use of a single, universal client,” the company added.

Linden to outsource Second Life orientation

Linden Lab plans to revamp the way it processes new residents by offering users their choice of several privately-owned orientation islands, in an attempt to flatten Second Life’s notoriously steep learning curve.
A list of alternate starting points and privately developed orientations is scheduled to be available for new users within the next month, said Ryan Downe, director of product development at Linden Lab. “Years down the road, if Linden Lab is still the primary supplier of OI’s [Orientation Islands], we have failed,” he said.
The move comes as Linden Lab is increasingly ceding control over Second Life’s infrastructure, making the software client open-source and laying the groundwork to open-source Second Life servers as well. Customised orientation islands may bolster Linden Lab’s ability to convert culture-shocked and inexperienced users into regular visitors.
The virtual world’s current retention rate is only about 12 percent, according to Linden Lab estimates.

Europeans prefer “Second Life” more: Study

Virtual reality world Second Life was born in the United States, but 61 percent of its active residents are Europeans, a study by research firm comScore said last week. The number of active German residents exceeds the number of active residents in the United States, although growth rates in the US are the highest worldwide, said comScore, which specializes in measuring various kinds of Internet usage.
Created by Linden Lab in San Francisco, Second Life is a virtual world where users create characters known as avatars, buy property and interact with other players. The world also has its own virtual currency, which can be exchanged for US dollars.
More than 6 million user accounts have been created in Second Life, up from about 1 million at the end of 2006, but the number of active users is far lower.
The comScore study said users totaled 1.3 million in March, up 46 percent from January. More than 60 percent of users were male. Germany had 209,000 active residents in Second Life, or 16 percent, compared with 207,000 from the United States, 104,000 from France and 72,000 from Britain.
The study, based on a research panel of more than 2 million computer users, excluded public computers such as those in Internet cafes. Linden Lab’s own March statistics showed 26.8 percent of active residents were from the United States, 13.5 percent from Germany, 8.2 percent from France and 6.7 percent from Britain.
“It is little wonder that bricks and mortar businesses are seeing Second Life as a virtual-world way of accessing a global, real-world customer base,” comScore’s Europe head, Bob Ivins, said in a statement.
Many global corporations including carmaker Toyota, music label Sony BMG, news and information group Reuters Plc, computer maker Sun Microsystems and technology news company Cnet are some of the companies with a presence in Second Life.
(For more news about Second Life, where Reuters has opened a virtual bureau, visit http://secondlife.reuters.com/)
(With inputs from Reuters, wikipedia.org)

The basics of Gamers’ Grammar

Video games, violence and you

Video games are violent. That’s a fact. The debate now is, how you, the gamers, are taking it. Are the games you play making you violent too? The debate is on. The opinions are diverse. From scientists to sociologies, everyone is going ballistic, even faster than you maneuver your joysticks. Dibyajyoti Sarma delves deep into the issue

The marvellously done graphics of the road looks exactly like Miami in the 1980s. Two cars have pulled over to the side. A man dressed in a flower-pattern shirt steps out of the first vehicle. The driver of the convertible behind steps out as well. No words are exchanged — there’s no time. The man in the flowered shirt simply whips out a large-caliber pistol, pumps several shots into the convertible, empties the rest of his clip at the fleeing driver, then jumps back in his car and speeds away. Is this exactly your idea of fun? If it is, then probably you’re a prefect gamer (The scene is from the video game Grand Theft Auto: Vice City.).
As you enter the Vice City, you’re Tommy Vercetti, a thug who’s back on the streets. You begin by stealing cars and beating up people. Then you progress to more violent stuff such as stealing ambulances and decapitating police officers with high-powered firearms. As your violence increase, you gather points…

Research says

Playing violent video games can increase a your aggressive thoughts, feelings and behaviour, according to two studies which appeared in the American Psychological Association’s (APA) Journal of Personality and Social Psychology. Furthermore, violent video games may be more harmful than violent television and movies because they are interactive, very engrossing and require the player to identify with the aggressor, say the researchers.
The first study involved 227 college students who completed a measure of trait aggressiveness and reported their actual aggressive behaviors (delinquency) in the recent past. They also reported their video game playing habits. “We found that students who reported playing more violent video games in junior and high school engaged in more aggressive behaviour,” said lead author Anderson, of Iowa State University. “We also found that amount of time spent playing video games in the past was associated with lower academic grades in college.”
In the second study, 210 college students played either a violent or non-violent video game. A short time later, the students who played the violent video game punished an opponent (received a noise blast with varying intensity) for a longer period of time than did students who had played the non-violent video game.

Quid pro quo: The games and you

Today, the video game industry is more than 35 years old. A virtual reality world that began with Pong has now grown into a multi-million dollar industry, and counting. The three-way war of video games consoles among Microsoft, Sony and Nintendo is making the news. That apart, the internet is loaded with video game sites, the new trend being the Masssively Multiplayer Online Games. Add to that the nascent, but increasing going strong mobile gaming industry, and you have a fair picture of how video games are becoming the part and parcel of our lives.
And here begins the controversy. To appeal to the young and adolescent audience, the video games makers are leaving no stone unturned. Lara Croft and her adventures are one things, but the news additions in this increasing competitive market is filled with games that glorify gore and violence, starting with Mortal Combat to Call of Duty to Silent Hill to Scarface to Vice City, the list is endless.
The games that thrive on violence, gore and anti-social behaviour has raised concerns among parents, educators, child advocates, medical professionals, and policy makers.
Now, the questions, worth all the points you collect in a game, is whether the worries that these games may have a negative impact on the gamer is justified?
Concern about violent video and computer games is based on the assumption that they contribute to aggression and violence among young players. Based on research, many social scientists have observed that video games have a greater impact on young people for the following reasons:
1) It is highly possible that gamers will imitate the actions of the character with whom they identify. A violent game works on the player’s ability to use weapons and destroy the enemy. As the player gets hooked to it, this behaviour of aggression may reflect in non-virtual life as well.
2) Video games, by their very nature, require active participation rather than passive observation. You got to act if you want points. Otherwise, you’re busted! Thus, it heightens the player’s physical and emotional aggression.
3) Repetition increases learning. Video games involve a great deal of repetition. If the games are violent, then the effect is a behavioral rehearsal for violent activity.
4) Rewards increase learning. If you are earning more points by killing more people, then your urge to kill more will definitely increase.
Research says exposure to violent games increases physiological arousal. Heart rate, systolic blood pressure, and diastolic blood pressure all increase when playing violent games. A study by Ballard & Weist showed that playing a violent game, like Mortal Kombat, resulted in higher systolic blood pressure increases than playing a non-violent game. Research says violent games can also increase aggressive thoughts and emotions. There are occasions when the virtual persona of a player can take over the real persona in the real life situation as well.

The other side of the picture

But there is an another side to this grim picture. Consider this:
Teens do play violent games, but they are not the kids’ stuff. For a ‘mature’ or ‘adult’ rated video game, the gamer’s age is 30 years old or more.
The studies so far are no accurate. Through some claim that violent entertainment can lead to violent behaviour, there are others who contradict this. There are loads of data to prove either sides of the argument.
The assertion that video games make people violent got a boost in May of 2000, when the American Psychological Association issued a press release saying that violent video games can increase aggression. That conclusion was taken from a study by two researchers, Craig Anderson of Iowa State University and Karen Dill of Lenoir-Rhyne College in North Carolina. The pair claimed that they had found a link between violent video games and aggression. Yet, an examination of what the researchers actually found shows how tentative their conclusions are. The study seems to show some association between the playing of violent games and concurrent aggressive behavior and delinquency. Yet, as any social sciences or psychology student knows, correlation does not imply causation.
The biggest argument on behalf of those who counter the link between violent behaviour and video games, is the question: Are there any indication of violent behaviour of the gamer in real life? So far, the answer has been an emphatic NO.

On a positive note
Researchers say video games may be the key to teaching youngsters

In a series of research projects as likely to thrill young people as they are to horrify their parents and teachers, academic experts in the US are unearthing educational benefits in the digital games that surveys show are now played by more than 80 percent of American young people aged 8-18. At the top of the experts’ lists are simulation and role-playing games, often played on the Internet alongside thousands of other participants, because of the vocabulary, reasoning and social skills they can boost. But even some of the most violent games, such as the notorious Grand Theft Auto, have some valuable lessons to teach in the right circumstances, researchers are finding.
Some researchers even suggest supplanting much of the traditional curriculum with a new generation of game-based materials to capture the increasingly short attention spans of today’s youth. If that sounds like yet another new age fad, consider this: The prominent Chicago-based MacArthur Foundation — the people who give out those half-million-dollar genius grants every year — is distributing $50 million to researchers to understand how digital technologies are changing the ways young people learn, play, socialise and exercise judgment.
Hard data is scant so far — most of the MacArthur-funded research projects are just getting under way — but there’s no shortage of anecdotes testifying to the educational benefits of video and computer games and new multimedia tools. Simulation games in particular have already been embraced by some educators, as well as many businesses and the US military, as effective ways to introduce people to environments and situations that would otherwise be too expensive, dangerous or impossible to access.
Other researchers are studying what students learn when they join other players across the Internet in creating characters, or “avatars,” in online fantasy or role-playing games, such as Second Life, There or World of Warcraft.
Still other experts are designing prototype educational games that immerse students in such professional roles as urban planners, journalists, medical ethicists and graphic designers.
The verdict, however, is not out yet. Experts believe that the benefits of digital games are over-hyped and could actually harm students’ creativity and emotional development. “The only thing we know for sure is that video games are effective at desensitising people to extreme violence,” said Edward Miller, a senior researcher at the Alliance for Childhood, a non-profit child advocacy group. “There is no evidence that video games are good at teaching problem-solving or collaboration or the other higher-order skills that these proponents are claiming.” (With inputs from Reuters, MCT)

:Games the experts like:

These are some of the video games most highly praised by researchers for their educational value:
Zoo Tycoon
Sim City
Civilization
The Political Machine
A Force More Powerful
America’s Army

‘Violence killing video game joy’

Shigeru Miyamoto is considered to be the Steven Spielberg of video gaming. So when he told the industry recently that video game violence was destroying its reputation and taking the joy out of gaming, the chances are that those who matter are going to sit up and listen. Developers should resist the temptation to produce only sequels of established hits and games based on horror and revenge, Miyamoto, Nintendo’s top designer, told developers at the annual Game Developer Conference in San Francisco. “I always want that first reaction to be emotion, to be positive — to give a sense of satisfaction, glee,” Miyamoto said. “Certain obstacles may temporarily raise feelings of suspense, competition, even frustration. But we always want that final result, that final emotion, to be a positive one.”
The video game guru said his industry’s reputation had suffered in the past decade. Designers had failed to deliver titles that brought joy to the widest possible spectrum of players, focusing too often on hard-core gamers and their lust for gore and realism. Miyamoto’s emphasis on plucky, fantastic, upbeat games contrasts with the slew of violent but popular games today — titles such as Grand Theft Auto and Mortal Kombat.
Miyamoto is the creator of such classic titles as Mario Brothers, Donkey Kong and The Legend of Zelda. Together, those titles have sold about 288 million copies. He joined Nintendo in 1980 to work on coin-operated arcade games and has worked on every game console Nintendo has released over almost three decades.

Game over in China

Combining sympathy with discipline, a military-style boot camp near Beijing is at the front-line of China’s battle against Internet addiction, a disorder afflicting millions of the nation’s youth. The Internet Addiction Treatment Centre (IATC) in Daxing county uses a blend of therapy and military drills to treat the children of China’s nouveau riche addicted to online games, Internet pornography, cybersex and chats.
“I gradually became obsessed,” said Li Yanlin, a university student whose grades plunged after he became addicted to Internet games. But after several weeks at the Daxing facility, the 18-year-old said he “recognised the falseness of online gaming.”
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. The government-funded Daxing centre, run by an army colonel under the Beijing Military Hospital, is one of a handful of clinics treating patients with Internet addictions in China. Patients, overwhelmingly male and aged 14 to 19, wake up in common dormitories at 6.15 am to do morning calisthenics and march on the cracked concrete grounds wearing khaki fatigues.
The IATC has treated 1,500 patients in this way since opening in 2004, and boasts a 70 percent success rate at breaking addictions. The fees cost about 10,000 yuan ($1,290) a month, nearly a year’s average disposable income in China. But the centre takes on pro bono cases for poor families, said Tao Ran, its director.
At the end of 2006, China had 137 million Internet users, an increase of 23.4 percent from the previous year. Of users under 18, an estimated 13 percent — or 2.3 million — are Internet addicts, according to a 2006 study by the China National Children’s Centre. Internet addiction rates posted in Western studies vary wildly, with little consensus as to what constitutes addiction and whether the concept exists.
In 2005, a Shanghai court handed a life sentence to an online game player who stabbed a competitor to death for stealing his cyber-sword — a virtual prize earned during game-play.
The rising tide of Internet-addicted youth has prompted the government to ban new Internet cafes in 2007, which are seen in China as breeding grounds for social delinquency. Delegates at the National People’s Congress, China’s annual session of parliament, have proposed stricter criminal punishments for Internet cafe operators who admit minors, and have flagged restrictions on violent games.

‘Stop surfing, make friends’

Authorities at the elite Indian Institute of Technology (IIT) in Mumbai have recently said that students have stopped socialising and many were late for morning classes or slept through them because of using the internet. Therefore, they have restricted Internet access in its hostels, saying addiction to surfing, gaming and blogging was affecting students’ performance, making them reclusive and even suicidal.
“Now, a student doesn’t even know who lives two doors away from him because he is so busy on the Internet,” said Prakash Gopalan, dean of student affairs. “The old hostel culture of camaraderie and socialising among students is gone. This is not healthy in our opinion.”
IIT-Mumbai, with about 5,000 students, is one of seven IITs across India which are considered to be among the finest engineering colleges in the world. But their exacting curriculum, tough competition and reclusive campus lifestyle have taken a toll on students. Depression and dysfunctional lifestyles are known to be common among IIT students, and at least nine have committed suicide in the past five years. IIT-Mumbai has seen two suicides in two years and several attempts.
Students have unlimited free Internet access in their hostel rooms to help them in their studies, but many also use it to surf, chat, download movies and music, blog and for gaming. Now, Internet access will be barred between 11 pm and 12.30 pm at IIT-Mumbai’s 13 hostels to encourage students to sleep early and to try and force them out of their “shells,” Gopalan said.
But the move has not gone down well with students who say they hate their lives being regulated. “Now they will say we need to listen to a lullaby to go to sleep,” said Rajiv, an electronics student. Student anger has also spilt on to several blogs run by IIT alumni where bloggers say “the birth of the virtual world had led to the death of the real selves,” but add that they resent regulation of students’ activities.

Learning to cheat

With all the qualms parents have about the Internet, from worrying about sexual predators to whether their kids spend too much time online, here’s another one: It can teach them how to cheat.
At one increasingly popular site where young kids inhabit a fantasy world of penguins and igloos, some are downloading illicit software to stuff their virtual pockets with gold coins instead of earning their keep fairly by playing games. Across the Internet, blogs, message boards and even video clips on YouTube offer 8-12 year olds tips and tricks on how to steal coins at ClubPenguin.com or swindle their way to a higher salary at Whyville.net.
Parents are generally happy with sites like Club Penguin and Whyville, where their kids can play safely online and interact with other youngsters. But to some educators, the cheating is yet another example of a competitive culture looking for shortcuts to get ahead. Worse, these cheaters can be as young as 8, and by unfairly learning how to obtain the biggest igloo on the block, it could foreshadow cheating in other aspects of life.
Here’s how the virtual world operates: Kids sign up, pay up to $4.95 per month and are assigned a penguin, which represents the child’s online image. The penguins waddle around the site and bump into other penguins they can chat with. Penguins and their igloos are plain at first, but as kids accumulate coins at various games, they can purchase nicer clothes or buy furniture, fireplaces and carpet for their igloos. Each month, a new catalog of outfits and igloo upgrades is introduced. An Ice Castle igloo upgrade offered in the March catalog sells for 5,100 coins. Hence, there is constant competition among the penguins to have the coolest igloo and the latest fashions — and some kids are too impatient to play a game to earn more coins. On the Web, they can find a sophisticated program called WPE Pro that “sniffs” network connections and can be used for a variety of online games, including those on Club Penguin.
Cheating and gaming go hand in hand. It is ingrained in the culture, said Reilly Brennan, a spokesman for Chicago’s Midway Games, who called it the main reason for buying gaming magazines. The magazines are filled with hints, shortcuts and hidden codes to help players get a leg up. Now, “the Internet has become the biggest hint book ever made.”

Among the best (or worse!): Ten goriest video games

Resident Evil 4:
You are a Special Forces agent sent to recover the President’s kidnapped daughter. During the first minutes of play, it’s possible to find the corpse of a woman pinned up on a wall —by a pitchfork through her face.

Grand Theft Auto: San Andreas:
You are a young man working with gangs to gain respect. Your mission includes murder, theft, and destruction on every imaginable level. You recover health by visiting prostitutes, then recover funds by beating them to death and taking their money. Your can wreak as much havoc as you like without progressing through the game’s storyline.

God of War:
You become a ruthless warrior, seeking revenge against the gods who tricked you into murdering you own family. Prisoners are burned alive and you can use ‘finishing moves’ to kill opponents, like tearing a victim in half.

NARC:
You can choose between two narcotics agents attempting to take a dangerous drug off the streets and shut down the KRAK cartel while being subject to temptations including drugs and money. To enhance abilities, you take drugs, which provides the ability to kick enemies’ heads off.

Killer 7:
You take control of seven assassins who must combine skills to defeat a band of suicidal, monstrous terrorists. The game eventually escalates into a global conflict between the US and Japan. You collect the blood of fallen victims to heal yourself and must slit your own wrists to spray blood to find hidden passages.

The Warriors:
Based on a ’70s action flick that set new standards for ‘artistic violence,’ a street gang battles its way across NYC in an attempt to reach its home turf. You issue several commands to your gang, including ‘mayhem,’ which can cause the gang to smash everything in sight.

50 Cent: Bulletproof:
The game is loosely based on the gangster lifestyle of rapper Curtis ‘50 Cent’ Jackson. You engage in gangster shootouts and loots the bodies of victims to buy new 50 Cent recordings and music videos.

Crime Life: Gang Wars:
You are the leader of a ruthless street gang, spending time fighting, recruiting new gangsters, looting, and of course, more fighting.

Condemned: Criminal Origins:
You are an FBI serial killer hunter. The game emphasises the use of melee weapons over firearms, allowing you to use virtually any part of your environment as a weapon.

True Crime: New York City:
You are a NYC cop looking for information regarding the mysterious death of a friend. You can plant evidence on civilians and shake them down to earn extra money.

How much power does your PC consume?

The debate over global warming and who the culprits are on. The fingers are usually pointed to the cars who are burning away the fossil fuel and the industrial plants with their emission of toxic elements spreading both the sky and the soil.
However, a new culprit is in sight, hold your breath, it’s your very own personal computers. Is your computer a hazard to the environment? And what can you do to save the environment? Dibyajyoti Sarma finds out


When people think of climate change, they usually focus on cars or factories. Yet a study commissioned by chipmaker AMD has shown that 14 large-scale power production plants must run worldwide just to provide electricity to computer centres.
Then there are millions of PCs in private or corporate settings to be figured in as well. Not to mention the manufacture and disposal of the machines, all of which damage the environment.
User behaviour influences energy consumption. “That’s why you should always activate the energy saver functions,” recommends Mona Finder from Dena. This might turn the monitor off when the computer is not in use, for example. Animated screen savers are fossils from an earlier age of computing, she notes. "They just tend to use up energy, and they don't even save the screen."
It's difficult to put a firm number on how much energy, water, and raw materials go into PC manufacturing. It's been estimated that 15 kg of raw materials are needed for one processor, says Martin Hojsik from Greenpeace International in Bratislava, Slovakia.
It is clear, however, that valuable material is built into and around the PC: the metal casing in particular is of interest. "Metal is currently bringing in good prices," says Andreas Habel from the German Association for Secondary Raw Materials and Waste Disposal in Bonn. Some 1.87 million tonnes of electronic junk are produced each year in Germany, with IT scrap making up 114,000 of those tonnes.
The question of disposing old electronics is a tricky one. In some countries, the legal path is a clear one: old devices can be returned to the manufacturer free of charge or brought to community recycling centres. Yet this is still not a wonderful solution for the environment: even with the most modern of recycling technologies, a significant amount of material is sent to the landfills.
One important element for the environment is the reclamation of soft solder. The alloy is primarily used on the picture tube in monitors. In the past, monitors were simply put into landfills, leading to a situation in Habel's words where "40 percent of the lead contamination in landfills originates from old monitors."
Measured in terms of weight, 65 percent of each computer is brought back into the recycling chain. Yet one must also remember that the metal casing makes up most of a PC's weight. The recycling rate for metals in the electronic scrap pile amounts to more than 95 percent. Roughly 10 percent of the weight is used energetically, meaning that the material is burned.
Many manufacturers are seeking to lure customers with promises of computers produced in more environmentally friendly ways. Fujitsu-Siemens is offering a "Green PC," for example: "We’ve calculated that we require roughly 25 fewer sacks of coal to produce it than are needed for a traditional device," says marketing director Jorg Hartmann.
What can consumers do? Labels that stand for environmental friendliness also exist for PCs — perhaps too many, Hojsik finds: "I'm sceptical about how much these labels mean."
It's instead better to ask about a computer's production, consumption and disposal procedures before buying it in the first place, he says. Because computers grow out of date quickly, it makes sense to look for machines that can be upgraded.

Be on stand-by

Idle computers should be set to automatically switch into stand-by mode after extended periods of disuse. Stand-by mode protects the computer's components and helps them last longer.
It can also cut electricity costs, reports PC Professional magazine. Presuming one has an office computer that remains unused for three hours a day over the course of 225 working days a year, stand-by mode can save almost 100 kilowatt hours (kWh) in electricity, the Munich-based magazine has estimated.
The magazine recommends using the so-called S3 mode. That instructs the computer to store an image of the memory and processor register from the current session in the RAM. All components other than the RAM are then separated from the power supply. The system does not need to be rebooted during wake up, but instead restored to the last state from the memory.
The tests showed that the process lasted only six to 10 seconds. The alternative S4 mode works in a comparable way, although the system image is stored on the hard drive and the system is completely turned off. Waking up the system takes at least 20 seconds because it needs to be read from the hard drive, a slower process than reading from memory

Save energy

Switch of the monitor when the computer is not in use
If this is not possible, use the stand-by mode. A three-hours of stand-by when the computer is running 24 hours can save almost 100 kilowatt hours (kWh) in electricity
Try using the so-called S3 mode. That instructs the computer to store an image of the memory and processor register from the current session in the RAM. All components other than the RAM are then separated from the power supply. The system does not need to be rebooted during wake up, but instead restored to the last state from the memory
When your computer sleeps ("standby") it uses 1-6 watts, while the monitor uses next to nothing. You can set your computer to sleep automatically after a certain amount of idle time. Setting your computer to auto-sleep is the best and easiest way to save on computer energy use. In Windows XP go to Start > Control Panel > Power Options
Try to avoid animated screensavers. They are not the ‘in’ thing anyway. A screensaver that shows any image on the screen doesn't save any energy at all — you save energy only if the monitor goes dark by going into standby mode. If you turn the monitor off at the switch it will use 0 to 10 watts. (Some electronics equipment draws a small amount of power even when it's switched off.)
Laptop computers use about 15-45 watts, far less than desktops.
So set the Power settings on your computer to automatically go into Sleep/Standby mode after 15 minutes or so of inactivity. If you do nothing else, do this
If you use a desktop, use an LCD monitor. They use lots less energy than CRTs
Turn your computer off when you're done for the day
Use a laptop computer. They use lots less energy than desktops
Use a power strip so you can easily turn off all your computer accessories at once. BITS makes a special power strip that goes one step further, automatically cutting power to peripherals when you turn your computer off.

Life online!

There was internet, and there is internet. But there has been a shift of focus as to how we deal with the internet. Is internet changing our lives, or is it that we are changing the way we look at the internet? Dibyajyoti Sarma digs deep into the issue

Can you imagine the day, not in a very distant future, where television, as we know it, would be a thing of the past? A time when we’ll laugh at the very idea that once we sat in front of the idiot box, suffering enumerable advertisements, just to catch up with our favourite movie, or the Wimbledon final between Roger Federer and Rafael Nadal!
Ask Bill Gates, and he predicts that it’s a matter of just five years when TV would obsolete. “I’m stunned how people aren’t seeing that with TV, in five years from now, people will laugh at what we’ve had,” he told business leaders and politicians at the World Economic Forum in Switzerland last week. “Certain things like elections or the Olympics really point out how TV is terrible. You have to wait for the guy to talk about the thing you care about or you miss the event and want to go back and see it. Internet presentation of these things is vastly superior.
And looks like Mr Gates is not alone. There is a world out there who believe it’s time for the virtual. And the truth is, since the time of the dot com boom in the last decade of the last millennium, the legend had it coming, the ether is the future…
Some call it the war between the real and the virtual. For some, its just a good business proposition. For others, it’s the world of entertainment, with music, movies and games. And yet, for others, it’s just another day at the job.
Whatever you may call it, the Internet, the Web, the dot com, the World Wide Web, is not only here to stay but also is going to change the way we see the world, or better still, the way we do our work, and entertain ourselves.
The dot come boom was not a stray incident. The rise and the fall and the rise of the internet in the last decade of the 20th century and the early years of this century, not only proved the staying power of the internet, but also established its importance in our day-to-day life. At the same time, it also confirmed that quality counts. When the dot com bubble finally burst, it only highlighted the classic adage of natural selection, survival of the fittest.
The search engine, the email, the e-commerce, and so many other ‘e’-s survived and flourished.
Then, internet came of age. To the second generation. To an usage of internet like never before.
The internet started as the provider, a gateway. We can send our mails, we can chat, communicate, we can share data, ideas, images, and we can shop, all online.
However, it was not enough. We wanted more. We wanted the shift in control. We wanted to move to the next generation. Instead of being depended on a provider, we wanted to provide.
This is the rise of Web 2.0. The million of people sitting on the other side of the computer screen began to take the rein in their hands. They began to create their own platform within the cyber space. They began to write blogs. They began to upload photos. They began to create and spread music and videos. They began to play games. They began to share concerns. They began to spread awareness.
They began to inhabit online!
What’s the next step from here? Now, that’s a million dollar question…


The shift in paradigm

How and why internet companies are becoming more important than the real ones

A consumer poll some time back exposed the worst kept secret in the business world: Internet companies are becoming more important to people than firms that operate in the real world.
Google retained its title as the world’s most influential brand, and video-sharing site YouTube and online encyclopedia Wikipedia were catapulted into the top five at the No 3 and 4 spots, according to the annual survey by online branding magazine brandchannel.com.
While brandchannel’s survey is not uncontroversial as it asks 3,625 branding professionals and students “Which brand had the most impact on our lives in 2006?” rather than measuring economic impact, the evidence of the result is everywhere.
Visitors of technology and telecoms tradeshows, for instance, may be forgiven for thinking that photo-sharing site Flickr, blogging software firm Vox, Internet calling service Skype and YouTube are multibillion dollar companies, because no company from the old world announces anything without them.
At the Consumer Electronics Show in Las Vegas, Internet service provider Yahoo, at 12 years already an old timer in the Web world, was marched on stage during several “joint product” announcements, including those with Sony (founded in 1946) and Motorola (from 1928).
Mobile phone giant Nokia (founded 1865) needed Skype, Flickr and Vox to beef up its new product launches.
“All innovation is coming from the edge of the Internet,” said James Enck, an analyst, referring to the Web sites which offer services online.
As in any industry, innovation lures new customers. John Chambers, the chief executive of Cisco (founded in 1984) which is the biggest plumber of the Internet, calculated that in four years time 20 families will generate as much Internet traffic as the entire world in 1995.
“Ask yourself how many more hours you are using the Internet compared with 10 years ago. Now, ask yourself how many more minutes you make calls on a mobile phone. “There’s no comparison,” said Bengt Nordstrom, chief strategy officer at business and technology consultants InCode. “Internet brands are the brands people use and which they like. They are much stronger than mobile brands,” he added.
Jupiter Research estimated last year that online users clocked up an average of 14 hours of Internet usage per week. That compares an average 5 to 10 minutes per day of mobile phone chats amongst consumers in Europe, China and India, according to market research group Wireless Intelligence.
It can be easy and cheap to run an Internet company and this means a lot of ideas are coming to the market and many products are free to use.
It explains why 3.5 year-old Internet community site MySpace has 90 million unique users. Rival Craigslist, despite its no-frills layout, has 10 million registered users and gets over four billion page views per month with just 22 employees.
Small wonder Philips, Nokia, Motorola and Sony, as well as telecoms operators like 3 all want to tap into those vast customer bases which embrace the new Internet brands.
“People value strong brands,” said Gerard Kleisterlee, the chief executive of Philips which at CES launched Skype phones.
It may not be so surprising that Google tops the global brand chart. It has a market capitalisation of $153 billion and also takes a strong position in the traditional Interbrand ranking of global brands — at the No 24 spot it is the world’s fastest rising brand measured in dollar value.
More significant is the popularity of six year old online encyclopedia Wikipedia which has fewer than 10 employees and relies on volunteers to write the entries, and Skype which is a four year old company with 510 staff, 171 million registered users and ranks No 2 in Europe according to Brandchannel.com.
“The Internet is the great equalise-equaliser. It doesn’t matter how small you are, the Internet gives you power and presence and you can reach the global population in one fell swoop,” said Skype’s co-founder Niklas Zennstrom.


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Brandwise: Globally Google

The brand survey conducted by online branding magazine brandchannel.com, offered some surprised winners, including YouTube and Wikipedia. But Google still rules the roost.
Google enjoyed an unrivaled dominance throughout 2006. The dust barely cleared on its $ 900 million deal with News Corporation to provide service to sites such as MySpace when it purchased YouTube for $1.65 billion. But perhaps its most noteworthy brand achievement last year was the addition of the verb “to google” in two major English-language dictionaries.
Apple barely edges YouTube for the runner-up slot. The company launched its first computers powered by Intel processors (as it phased out those by Motorola), the iTunes Music Store sold its 1 billionth song, and so far, people haven’t been chucking their iPods for the Microsoft Zune.
Following Apple are two Readers’ Choice newcomers: the aforementioned YouTube, and the spreading-like-Google Wikipedia. The backbone of both brands is user-created content: one allows you to watch (or upload your own version of) a “Mentos eruption” that occurs when you slip the chewy candies into a bottle of diet cola, while the other details why this junk-food fireworks takes place.
YouTube launched in 2005, and this year, with 20 million monthly visitors, exploded like Mentos in Diet Coke and was named Time’s “Invention of the Year.” And did we mention that Google bought it for $1.65 billion in stock?
Since its creation comparatively eons ago (2001), Wikipedia grew slowly and steadily (pages in well over 100 languages, with more than 1.5 million articles on the English version alone) as it became the premier—if not always accurate—online research tool.
In a virtual tie for fifth place are perennial favorites Starbucks and Nokia, proving caffeine and cellphones haven’t gone out of style. In 2006, the java giant added more franchises in China and also branched into the entertainment business as one of the producers of the film Akeelah and the Bee. Nokia and Siemens AG created one of the world’s largest network firms, called Nokia Siemens Networks, by merging their mobile and fixed-line phone network equipment businesses.

Creating the brand
Unlike other brand rankings that crunch financial numbers, the Readers’ Choice poll measures brand impact according to brandchannel readers. The study runs online and is open to the public during November and December.
More than 3,600 people from 99 countries voted in the 2006 poll. The greatest number of voters fell in the age range of 26 to 35 year olds, with an almost equal number of men and women.

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Web 2.0

Web 2.0, a phrase coined by O’Reilly Media in 2004, refers to a perceived or proposed second generation of Web-based services—such as social networking sites, wikis, communication tools, and folksonomies—that emphasize online collaboration and sharing among users.
According to Tim O’Reilly Web 2.0 is the business revolution in the computer industry caused by the move to the internet as platform, and an attempt to understand the rules for success on that new platform. Chief among those rules is this: Build applications that harness network effects to get better the more people use them.
Web 2.0 hints at an improved form of the World Wide Web; and advocates suggest that technologies such as weblogs, social bookmarking, wikis, podcasts, RSS feeds (and other forms of many-to-many publishing), social software, Web APIs, Web standards and online Web services imply a significant change in web usage.

Characteristics of Web 2.0

While the debate on what Web 2.0 actually means continue, a Web 2.0 web-site may exhibit some basic characteristics:
Network as platform — delivering (and allowing users to use) applications entirely through a browser.
Users owning the data on the site and exercising control over that data.
An architecture of participation and democracy that encourages users to add value to the application as they use it.
A rich, interactive, user-friendly interface.
Some social-networking aspects.


Educating the planet

Wes Smith profiles Jimmy Wales, who is trying to educate the planet via Wikipedia

First his claim to fame. He is the founder of history’s largest, free and questionably accurate online encyclopedia.
Known by Wikipedians worldwide as the “God-King,” Wales could well be a Web prophet, yet this 40-year old bearded, introspective fellow, who prefers to be called “Jimbo,” has an offline presence vastly overshadowed by the online creation he unleashed in January 2001.
Wikipedia (wikipedia.org) has evolved rapidly into a global resource and a cosmic phenomenon. More than 3 million registered Wikipedians have posted 5 million articles in at least 250 languages in just five years. Writ by the people for the people, it has unrivaled reach.
“We have 2,700 articles in Swahili now, and 4,200 articles in Kannada, the main Indian dialect in Bangalore,” notes Wales, whose mission is to spread knowledge across social, economic and geographic borders.
Wikipedia’s Web site, run by hundreds of servers in the Tampa area and overseas, gets more than 2,000 page requests per second and is usually ranked among the top 15 most-viewed Web sites, according to Wikipedia, which is not always accurate, Wales admits.
Expertise is not a requirement for the encyclopedia’s unpaid authors. Nearly anyone with access to the Internet can contribute entries or edit existing selections thanks to “wiki” (Hawaiian for “quickly”) collaborative software.
Instead of authoritative experts, this free online encyclopedia run by a nonprofit foundation relies on the collective smarts and good intentions of doting Wikipedians. Still, mistakes, falsehoods and errors show up. Vandals known as “WikiTrolls” slip in lies, jokes, porn and obscenities, stirring controversy and criticism.
“The George W Bush entry is the most heavily edited site, and it may be the most vandalised, but sometimes the trolls are just quirky,” Wales says. “Often it’s one strange person on a tangent. We had a guy who was very agitated about Chopin’s birthday and kept changing it.”
The price is right even if the information is wrong now and then. Since Wales bans ads on Wikipedia, the foundation relies on financial aid from nearly 13,000 benefactors for its budget of $1.5 million.
Wales created his constantly updated encyclopedia in the benevolent belief that truth emerges from pooled wisdom. Since bad stuff does float to the surface, he has deputized more than a thousand volunteers as “admins.” They police Wikipedia, bust WikiTrolls who try to disrupt the site, and lock down oft-molested areas, such as that of the commander in chief.
“Our approach is to tell people to knock it off because we are trying to do something useful here,” Wales says. Supporters have described Wikipedia as democracy in action, a Utopian project and the World’s Brain. Critics, including its former top editor, have assailed it as “anarchy with gang rule,” and likened it to a public restroom, or the world’s most-ambitious vanity press.
“The premise of Wikipedia is that continuous revision will lead to continuous improvement,” says Ted Pappas, executive editor of Encyclopaedia Britannica. “The mounting evidence seems to suggest the opposite: that the endless revising that Wikipedia articles undergo often makes them worse over time.”
Software guru Eric Raymond, whose work reportedly inspired Wales, recently told New Yorker writer Stacy Schiff that Wikipedia is a disaster “infested with moonbats.” Schiff concluded that the online encyclopedia is “a lumpy work in progress.”
Wales, who retains final say over all Wikipedia entries (thousands are rejected each month), takes in stride the tossed moonbats and brickbats, noting Wikipedia should be regarded as a starting point for information, not as the authoritative source.
“As with any encyclopedia, you should go to Wikipedia for background knowledge only,” he says. “It is a work in progress and subject to change, but for the most part people find it reasonably accurate.”
History’s greatest encyclopedia pitchman (nonprofit, Web-based, wiki division) drives a Hyundai and lives in a modest 2,200-square-foot St Pete ranch house when not traipsing the globe, coach class.
Confessed cheapskate Wales fled high-cost California for St Pete four years ago with his wife, Christina (a former Mitsubishi steel trader whom he met while living in Chicago), and their home-schooled daughter Kira, 5. “We moved here because when my daughter was a year old, we started shopping for a house in San Diego and prices were just ridiculous, so I started thinking; ‘Gee, for my work I could be anywhere,’” he says.
The son of a grocery-store manager and a teacher mother who ran a small private school called The House of Learning, Wales lives frugally by choice. He did “very well” as an options trader on the Chicago Mercantile Exchange in the 1990s before joining the dot.com boom in California. But he draws no income from Wikipedia, which cost him $500,000 to launch.
“My philosophy is you can be a lot more financially independent if you choose to live cheaply,” says Wales. “You can have a big expensive house and a Mercedes, but then you are a slave to your job.”
Wales is more Wikibohemian than flashy dot.com dude. His top-echelon tech friends include Craig Newmark, founder of Craigslist.org, a mostly free classified ad site, and Caterina Fake and Stewart Butterfield, the couple who created free photo-sharing site Flickr.com.
Wales prefers to do his socializing with that Web 2.0 crowd on their turf in San Francisco, which makes sense, according to Newmark. “Like me, Jimmy is basically an engineer at heart, and sometimes we are not socialised the way most people are,” Craigslist.org’s creator says. “I joke about us having nerd values, but in a sense it is a reassertion of traditional values and focusing on what matters.”
“Wikipedia resembles Jimmy’s personality. He is a low-profile character who doesn’t pound his chest and act like the sole authority on everything, and we applaud him for that,” says Andy Hafer, forum president. “A thriving tech community takes all types, and Jimmy is operating at a level that many of us are never going to see or comprehend.”
Wikipedia's offices reflect Wales’ penny-pinching philosophy and the foundation’s nonprofit status. The unsalaried God-King and six paid staffers are packed together in a Dilbert-worthy warren of mismatched chairs and no-frill furnishings.
Wales doesn’t need a lot of workspace since he views the Internet as an extension of his mind. He fills in real-time conversations with info deftly plucked from the Internet as he speaks without missing a word or a stroke.
“I’m online almost all the time, and if I’m not online I’m reading my e-mail off-line. I’m very connected,” he says.
Wales has a bachelor’s degree in finance from Auburn University and a master’s in finance from the University of Alabama. He has a mind for math, but he has been an avid reader since the age of 4. He often perused the family World Books, though his childhood favorites were The Hardy Boys and Nancy Drew.
“I was pretty geeky,” he says. “I played soccer for a year in high school, but I was too much of a geek to be good.”
Thanks to an uncle with a computer shop, Wales was an early adopter of the personal computer, a Tandy TRS-80. Though he draws no paycheck from Wikipedia, Wales already is reaping financial rewards from a spin-off. Wikia Inc is a free hosting service for the Web sites of special interest communities of every ilk. Like Wikipedia, it accepts content and editing from one and all, on whatever topics float their boat. At least 30,000 users have posted more than 400,000 articles on Wikia, according to Wikipedia, (which, remember, might be wrong).
The most actively edited sites on Wikia included those for collectors of Marvel and DC comics, and fan sites for Star Wars, the Muppets, Lost and 24. One of the most popular Wikia sites is Uncyclopedia, a Wikipedia parody that vows to “put the psych” in encyclopedia. Wales finds it “hysterical.”
He has been less amused by jabs from critics for his frequent editing of his own biographical entry in Wikipedia, considered bad form by Wikipedians and akin to “Googling” oneself.

(Inputs from IT Herald team, Reuters and MCT)

Academics of Another Kind

Samarth Bharat Abhiyan is a unique initiative that combines the force of higher education with rural development. Dibyajyoti Sarma gets the details

It’s been a longstanding argument against the higher education in India, particularly the arts stream, that it does not have any practical purpose, expect for churning out degree holders. The argument leads to other pertinent questions. Is education the same as having a degree? Don’t students have any responsibility towards the community and society where they belong? Doesn’t an institute of higher education have any responsibility towards the society (especially in rural areas) apart from imparting knowledge?
Talk to Dr Kailas N Bavale and you will get answers to some of these questions, if not all, and you will see a ray of hope for the future - yes, a higher education institute has what it takes to change the face of society. Dr Bavale, principal, Arts, Commerce and Science College, Narayangaon, is also the regional coordinator for the Junnar region of Samarth Bharat Abhiyan (SBA). It is the SBA he is all excited about, and is ready to argue that it’s not just a plan; it’s a possibility and it’s happening.
Samarth Bharat Abhiyan is an initiative by the University of Pune under which all the colleges affiliated to the university as well as university departments will adopt a village in the state of Maharashtra and work for its development, of course, voluntarily, with no strings attached. In one sense, the idea of the entire programme is to give back to society what it needs the most.
The programme, which was formally inaugurated last Saturday, is the brainchild of University of Pune vice chancellor Dr Narendra Jadhav, and is promoted as an extension of president Abdul Kalam’s vision of taking social development to rural Indian through youth power. According to Jadhav, all the 433 colleges affiliated to the university in the areas of Pune, Nashik and Ahmednagar districts will take part in the programme which will include earn-and-learn schemes for the students, scholarships for girl students and elaborate rural development programmes.
But the University’s concern for rural development is not a new idea. The colleges also run an NSS programme where every year volunteers from a college visit a village for a ten-day camp and offer 120 hours for the development of the village.
Dr Bavale agrees that it’s a good initiative, but points out that it’s only an annual feature. SBA, comparatively, is a continuous process. The idea is to link education with rural development so that colleges can contribute towards social development. “Those days are over when an higher education institute would be considered an isolated entity. The role of a college no longer ends with just running the course. The college also has a responsibility towards society and it’s time they took it seriously,” he observes.
The concept is simple and straightforward. A college will adopt a village within the vicinity and work for its development. “The university has 433 colleges,” says Dr Bavale, “and if each college adopts at least one village, at least 433 villages will see a difference.”
But is the programme mandatory for all the colleges? “No,” informs Dr Bavale, “the programme is not compulsory, but based on voluntary participation. Colleges are supposed to act like NGOs. The idea that you can make a difference should come from within, not from outside.” That the SBA is already making a difference can be checked from ground realities. “Our aim is always to involve all the faculties when we approach any college. For example, if there is a power problem in a village, the physics department of the college may come forward and provide a solution. And when it comes to issues related to farming, the agriculture department can help,” Dr Bavale informs.
However, the primary question that looms large is that of funding. Where does the money come from? Will the University offer grants? No. But then money is not really an issue for Dr Bavale. “Both the Central and state government have various schemes of rural development. But due to lack of knowledge, the money offered by the government never reaches the needy. Here the college steps forward as a voluntary helper - gathering information, working with the bureaucracy and making sure that the money allocated for rural development reaches actual users. A villager may not know that an amount of, say, Rs 10 lakhs is set aside for a village each year. But we have the information. However, merely knowing does not help. We must work towards ensuring that this amount benefits the right people,” he states.
In this sense, the college works as a mediator or a counsellor for the villages, thereby showing the right direction. The onus is on the village as well to cooperate. For example, in Narayangaon Dr Bavale and his college did some workshops for the villages regarding the empowerment of women, farmers and youth, as well as establishing self-help groups. The community development centre in Narayangaon has been in operation since December 2006.
For Dr Bavale, SBA is not something beyond the scope of any educational institute. He explains that the goal of an institute is three-fold: teaching, research and extension. SBA falls into the third category, where the fruit of knowledge is taken to the downtrodden. It has a 12-point agenda for rural development, ranging from women empowerment to water and land management.
Commenting on the response it has generated so far, Dr Bavale says that 90% of the colleges have already embraced the idea. “Over the next 2-3 years, we will suit the fruits of our efforts,” he says. And finally, is there a guideline provided by the University about how the SBA has to function? No. Development is a generic term. What is important for one village may not be so crucial for the other. “The village in question itself will give us a clue as to how we should go about it,” Dr Bavale states.

Spider-Man


Film: Spider-Man 3
Directed by: Sam Raimi
Starring: Tobey Maguire, Kirsten Dunst, James Franco, Thomas Haden Church, Topher Grace, Bryce Dallas Howard

Why does everyone love Spider-Man? It’s difficult to gauge, but one reason may be, unlike other superheroes, Peter Parker does not take his Spider-Man alter-ego for granted. There’s always a tension between the two selves, and finally, it’s Peter who prevails, not the mighty Spider-Man. This is what makes the character of Spider-Man most endearing, loved by kids and adults alike.
In its third installment, the Peter Parker story comes a full circle, the tension between him and Mary Jane is over, the Green Goblin and Harry Osborn story comes to an end, and Peter finally finds Uncle Ben’s killer and yes, you guessed it right, forgives him. He makes his choices and everything is all right.
Is Spider-Man 3 a good watch? Hell, yes. Does it live up to all the hype and hoopla? Hell, no. You enjoy the show, but… The original Spider-Man is still the better film in terms of plot structure and coherence. You cannot blame the guys though, they have tried their best, the visuals are stunning, especially the ‘in-air’ fights and the Venom costume. Oh, and did I mention Spidey’s jet-black suit?
But we expected more, especially when, this time round Spidey was pitted against not one or two, but three villains, the problem of his own black suit and usual complications with Mary Jane, and another girl in the mess, Gwen Stacy (Bryce Dallas Howard in an under-developed role). But what starts as a gritty action drama turns into mushy melodrama, with villain and hero, all forgiving each other. Oh, they are all so good people, and the bad ones die!
After the marvellously done credit sequence, where we revisit the previous two films, many things begin simultaneously. By now, Spider-Man (Tobey Maguire) is an icon for New Yorkers. Peter plans to propose to Mary Jane (Kirsten Dunst) as the latter’s Broadway career proves to be a dump squib. Complication begins when instead of offering support to his girlfriend, Peter starts enjoying his own Spider-Man image.
Elsewhere, Harry Osborn (James Franco) turns into New Goblin, burning with revenge against Spider-Man. Then, there is Flint Marco (Thomas Haden Church), who killed Uncle Ben, now an escapee from prison, in a bid to save his sick daughter’s life. Peter gets a rival photographer Eddie Brock (Topher Grace) who is ready to outwit him at any cost. And, to top it all, some outer space substance comes to live with Peter.
Spider-Man struggles between his own self and his acquired powers, deals with three baddies -- New Goblin, Sandman and then Venom, and learns the most valuable lesson of life, that you have a choice what you want to be.
The film looks spectacularly real, which is its greatest strength. Every character here is believable, very life-like, and there’s some great acting. This is probably the reason why despite all the action and computer graphics (watch out for the transformation of Sandman, and the ‘in-air’ scenes) the film veers toward melodrama. At one point, you actually expect Peter to burst into singing, that too a sad song. The problem with this movie is most of the new characters remain half-baked and director Sam Raimi wants to show too many things together. He does show it all, effortlessly. Despite everything, we all love Spider-Man and he does not disappoint.

Rating *** (Good)

Tobey Maguire Speaking

Three Cheers!

Get ready folks! Here comes Spidey again! As Spider-Man 3 hits the theatres this weekend, Tobey Maguire, who plays Peter Parker and his alter-ego the web-crawling superhero talks about what’s in store for Spider-Man this time, the filming of the movie and life being playing a superhero

As Spider-Man 2 ends, life’s good for Peter Parker. So what’s happening this time?
He’s got his girl Mary Jane, he’s handling school, work, Aunt May, everything perfectly. Even his superhero duties and public relations are good. People adore him. It’s when things begin to go over his head. He develops an arrogance and he starts to get a little too cocky and gets himself into a little bit of trouble. Then he learns something about Flint Marko (Thomas Haden Church) and he starts to feel anger and the desire for revenge.

There has always been a strong link between Peter Parker and his enemies. What is the relationship this time with Venom and Sandman?
It’s a little different but he’s still connected to them in terms of the story. But it’s not the same this time. This time they are not a father figure or a mentor; it’s a different angle.

So Peter doesn’t need a role model anymore?
Well, for that he’s got Aunt May. I wouldn’t call her a role model but she is the person he talks to for guidance and wisdom. So she is always there and Uncle Ben is always there in his heart.

Spider-Man films are full of special effects, so during production you work quite extensively with blue screens. Is it strange when you finally see yourself in the finished film?
It’s great. It’s kind of cool because I’m approaching it from inside of it trying to live the experience. I’m aware of what we are going for all the time. I’ll watch the animatics and look at the storyboards so I have a sense of it, but of course it’s always different when you see the final cut with the animation and the music.

Has your working relation with director Sam Raimi changed over the years?
He’s pretty inclusive of me in the process. I’m curious and anxious to see things but only where I can be useful in lending an idea. Sam gathers everybody’s thoughts and ideas and considers them and tries to make his own best choices.

Throughout your career, you have portrayed a variety of roles in various time periods. Does this affect your own personality?
Definitely. You dig into people. You research the time period; what is happening socially and politically. I have to investigate the mood and climate; who is this person and how would he be reacting to the world and how the world would be reacting to him. You are learning history and maybe it is opening your eyes. You learn about your own true direction or you learn about forgiveness, which is one of the themes in this movie. Whatever it is you spend a lot of time thinking about it, talking about it, digging into it so it’s definitely there for you to experience. There’s just something about acting that is really fun and cool. When you are doing scenes and working with people who are really good; it’s great. It can move you.

You have a baby daughter. Do you think one you will be able to sit her down and say ‘look at these films, Daddy was Spider-Man!’
(Laughs) Won’t that be cool. But it will be a while yet, she’s only a baby.