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		<title>Multiplatform mobile web development</title>
		<link>http://timenolthof.nl/2012/05/09/multiplatform-mobile-web-development/</link>
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		<pubDate>Wed, 09 May 2012 09:02:35 +0000</pubDate>
		<dc:creator>timen</dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[iOS]]></category>

		<guid isPermaLink="false">http://timenolthof.nl/?p=154</guid>
		<description><![CDATA[Recently I built a multi platform (iOS/Android/BlackBerry) mobile web application using Senscha Touch for the VU University Library. Here is a quick demo of the (almost complete) final result: Sencha Touch proved to be a very powerful and reliable technology. Share this on del.icio.us Share this on Facebook Share this on LinkedIn Tweet This!]]></description>
			<content:encoded><![CDATA[<p>Recently I built a multi platform (iOS/Android/BlackBerry) mobile web application using Senscha Touch for the VU University Library. Here is a quick demo of the (almost complete) final result:</p>
<p><a href="http://timenolthof.nl/2012/05/09/multiplatform-mobile-web-development/"><em>Click here to view the embedded video.</em></a></p>
<p>Sencha Touch proved to be a very powerful and reliable technology.</p>


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		<title>Frameworks for (multi platform) mobile application development</title>
		<link>http://timenolthof.nl/2011/09/02/frameworks-for-multi-platform-mobile-application-development/</link>
		<comments>http://timenolthof.nl/2011/09/02/frameworks-for-multi-platform-mobile-application-development/#comments</comments>
		<pubDate>Fri, 02 Sep 2011 19:17:40 +0000</pubDate>
		<dc:creator>timen</dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[iOS]]></category>

		<guid isPermaLink="false">http://timenolthof.nl/?p=138</guid>
		<description><![CDATA[In the next four months, I will be developing mobile applications with and for UBVU (the university library of the Vrije Universiteit Amsterdam). The goal is to provide a mobile entry point to the library&#8217;s catalogues, make content and information about the library (opening hours, contact information, maps) available on the go, provide quick and [...]]]></description>
			<content:encoded><![CDATA[<p>In the next four months, I will be developing mobile applications with and for UBVU (the university library of the Vrije Universiteit Amsterdam). The goal is to provide a mobile entry point to the library&#8217;s catalogues, make content and information about the library (opening hours, contact information, maps) available on the go, provide quick and easy access to several library services (reservations,  and to lay the groundwork for possible future services using innovative technologies such as QR codes, Near Field Communication (NFC) and augmented reality.</p>
<p>The mobile world is a fragmented world. Because we want to support as many users as possible we decided to build three versions of the application: an iOS version, an Android version and a mobile website to support other platforms. The goal is to make these versions almost identical to each other, although target platform differences will have to be respected. It is important to note that while iOS and Android may have relatively large user bases, the number of people potentially using the web version is probably bigger.</p>
<p>Many development frameworks are available to facilitate (multi-platform) mobile development. In order to choose the development framework that is most suitable for this project, I have investigated several of these development frameworks. For each platform, I indicate what it does, as well as its advantages and disadvantages.</p>
<p><em>Note: these frameworks are free, open and/or open source.</em></p>
<p><em><span id="more-138"></span><br />
</em></p>
<h1>Technology frameworks analysis</h1>
<h3>1. Molly Project</h3>
<p><strong>URL: </strong><a href="http://mollyproject.org/">http://mollyproject.org/</a><br />
<strong>What: </strong>The Molly project aims to provide &#8220;a framework for the rapid development of information and service portals targeted at mobile internet devices&#8221;. It is used at a number of higher education institutions, among which Oxford University. It supports the library query protocol Z39.50 out-of-the-box, and internally uses Python [<a href="http://www.python.org/">http://www.python.org/</a>] to generate a Django-powered [<a href="https://www.djangoproject.com/">https://www.djangoproject.com/</a>] website project.<br />
<strong>Advantages: </strong>A lot of functionality (supposedly) out-of-the-box.<br />
<strong>Disadvantages: </strong>Web only, needs additional technologies: Python (dependencies), Django (framework), relatively difficult to configure.<br />
<strong>Useful in the project: </strong>No.<br />
<span style="text-decoration: underline;">Additional resources:</span><br />
<strong>Download: </strong><a href="https://github.com/mollyproject/mollyproject/archives/master">https://github.com/mollyproject/mollyproject/archives/master</a><br />
<strong>Documentation:</strong> <a href="http://docs.mollyproject.org/molly1.2.2/">http://docs.mollyproject.org/molly1.2.2/</a></p>
<h3>2. iMobileU / Kurogo Mobile Framework / Mobile Campus</h3>
<p><strong>URL:</strong> <a href="http://modolabs.com/framework.php">http://modolabs.com/framework.php</a><br />
<strong>URL2:</strong> <a href="http://imobileu.org/">http://imobileu.org/</a><br />
<strong>What: </strong>Modo Labs offers their Mobile Campus service platform to higher education institutions. They also offer the framework behind this service, the Kurago Mobile Framework as a free download. It is a PHP based framework containing Data Controllers (RSS, ICS (Calendar), LDAP, Database, HTML, JSON, INI) to handle external data and a Template Engine to generate the User Interface.<br />
<strong>Advantages: </strong>Targeted at libraries, powerful Data Controllers, out-of-the-box available modules.<br />
<strong>Disadvantages: </strong>Web only, no real code examples? Needs PHP backend, not standalone, probably not very PhoneGap compatible.<br />
<strong>Useful in the project: </strong>Candidate only if it works with PhoneGap.<br />
<span style="text-decoration: underline;">Additional resources:</span><br />
<strong>Download: </strong><a href="http://modolabs.com/kurogo/latest.php">http://modolabs.com/kurogo/latest.php</a><br />
<strong>Developer&#8217;s Guide: </strong><a href="http://modolabs.com/kurogo/guide/">http://modolabs.com/kurogo/guide/</a><br />
<strong>Examples: </strong><a href="http://imobileu.org/community-users">http://imobileu.org/community-users</a></p>
<h3>3. Mobile Web OSP</h3>
<p><strong>URL: </strong><a href="http://mobilewebosp.pbworks.com/">http://mobilewebosp.pbworks.com/</a><strong><br />
What: </strong>Mobile Web OSP is a framework focused on delivering mobile web solutions for higher education institutions. It is a PHP/MySQL server based framework. There is little documentation and there seems to be no active community.<strong><br />
Advantages: </strong>Targeted at higher education institutions.<strong><br />
Disadvantages: </strong>Project seems to be inactive.<strong><br />
Useful in the project: </strong>No.<br />
<span style="text-decoration: underline;">Additional resources:</span><br />
none</p>
<h3>4. Sencha Touch</h3>
<p><strong>URL:</strong> <a href="http://www.sencha.com/products/touch/">http://www.sencha.com/products/touch/</a><br />
<strong>What: </strong>Sencha Touch is &#8220;the world&#8217;s first app framework built specifically to leverage HTML5, CSS3, and Javascript for the highest level of power, flexibility, and optimization&#8221;. It is a JavaScript framework containing a large amount of UI Controls, Icons, Animations and other Components. It scales well to different screen sizes and can be themed with a house style. It does mainly front end User Interface generation, and may therefore require some additional back-end platform.<br />
<strong>Advantages: v</strong>ery powerful, synergy with PhoneGap.<br />
<strong>Disadvantages: </strong>Doesn&#8217;t target iOS and Android natively by itself (works together with PhoneGap), chart framework costs $99<br />
<strong>Useful in the project: </strong>Very good candidate for web, possibly also for<br />
<span style="text-decoration: underline;">Additional resources:</span><br />
<strong>Download: </strong><a href="http://www.sencha.com/products/touch/download/1.1.0/">http://www.sencha.com/products/touch/download/1.1.0/</a><br />
<strong>Quick Start: </strong><a href="http://www.sencha.com/learn/sencha-touch-quick-start/">http://www.sencha.com/learn/sencha-touch-quick-start/</a><br />
<strong>Learning Center: </strong><a href="http://www.sencha.com/learn">http://www.sencha.com/learn</a><br />
<strong>API Documentation: </strong><a href="http://dev.sencha.com/deploy/touch/docs/">http://dev.sencha.com/deploy/touch/docs/</a><br />
<strong>Examples: </strong><a href="http://dev.sencha.com/deploy/touch/examples/">http://dev.sencha.com/deploy/touch/examples/</a><br />
<strong>Sencha Touch with PhoneGap:</strong> <a href="http://www.sencha.com/learn/a-sencha-touch-mvc-application-with-phonegap">http://www.sencha.com/learn/a-sencha-touch-mvc-application-with-phonegap</a></p>
<h3>5. jQuery Mobile</h3>
<p><strong>URL: </strong><a href="http://jquerymobile.com/">http://jquerymobile.com/</a><br />
<strong>What: </strong>jQuery Mobile is a mobile variant of the very popular jQuery framework. Its aim is to provide &#8220;a unified user interface system that works seamlessly across all popular mobile device platforms&#8221;. It delivers a large library of Mobile UI Components and builds upon jQuery&#8217;s existing core framework.<br />
<strong>Advantages: </strong>Strong framework with active community, synergy with PhoneGap<br />
<strong>Disadvantages: </strong>Needs PhoneGap for native applications.<br />
<strong>Useful in the project:</strong> Very good candidate for web version, in combination with PhoneGap also option for native versions.<br />
<span style="text-decoration: underline;">Additional recources:</span><br />
<strong>Demo: </strong><a href="http://jquerymobile.com/demos/1.0b2/">http://jquerymobile.com/demos/1.0b2/</a><br />
<strong>jQuery with PhoneGap: </strong><a href="http://wiki.phonegap.com/w/page/36868306/UI%20Development%20using%20jQueryMobile">http://wiki.phonegap.com/w/page/36868306/UI%20Development%20using%20jQueryMobile</a></p>
<h3>6. jQuery Touch</h3>
<p><strong>URL: </strong><a href="http://jqtouch.com/">http://jqtouch.com/</a><br />
<strong>What:</strong> jQuery Touch was made by (one of) the creators of Sencha Touch, but is a plugin to the normal jQuery framework. In a way jQuery Touch is a predecessor to both jQuery Mobile and Sencha Touch. jQuery Touch is optimized for WebKit-based browsers, while jQuery Mobile tries to support all mobile devices. jQuery Touch and jQuery Mobile use progressive enhancement to make HTML pages mobile friendly, while Sencha Touch is JavaScript based and therefore more software engineering oriented than web design oriented.<br />
<strong>Advantages: </strong>Small and fast.<br />
<strong>Disadvantages: </strong>a bit older and smaller community than jQuery Mobile and Sencha Touch<br />
<strong>Useful in the project: </strong>Good candidate, but jQuery Mobile and Sencha Touch seem more powerful and sophisiticated.<br />
<span style="text-decoration: underline;">Additional resources:</span><br />
none</p>
<h3>7. Less Framework</h3>
<p><strong>URL: </strong><a href="http://lessframework.com/">http://lessframework.com/</a><br />
<strong>What: </strong>Less Framework is &#8220;a CSS grid system for designing adaptive web­sites&#8221;. It is basically a CSS template that  helps content that is intended to be shown on large screens to also look good on smaller and small screens.<br />
<strong>Advantages:</strong> Just CSS<br />
<strong>Disadvantages:</strong> Just CSS<br />
<strong>Useful in the project: </strong>Maybe, probably not.<br />
<span style="text-decoration: underline;">Additional resources:</span><br />
none</p>
<h3>8. PhoneGap</h3>
<p><strong>URL:</strong> <a href="http://www.phonegap.com/">http://www.phonegap.com/</a><br />
<strong>What: </strong>PhoneGap is a wrapper framework that bundles a HTML/JS/CSS website into an semi-native  package (iOS, Android and other targets). It doesn&#8217;t compile the application to native code, but instead just shows the web application in a dedicated browser, making the application indistinguishable from a real native application. It uses the target platform&#8217;s native browser. However, for each platform that is to be a publishing target, a separate publishing workflow is required.<br />
<strong>Advantages: </strong>Provides a clear method to deploy one application to multiple target platforms with a single web design codebase.<br />
<strong>Disadvantages: </strong>Access to native features (such as NFC or QR) in the future may be more difficult. Possibly not all parts of the app will work offline.<br />
<strong>Useful in the project: </strong>A serious candidate in combination with jQuery Mobile/Touch or Sencha Touch.<br />
<span style="text-decoration: underline;">Additional resources:</span><br />
<strong>Get Started Guide: </strong><a href="http://www.phonegap.com/start/">http://www.phonegap.com/start/</a><br />
<strong>Developer Tools: </strong><a href="http://www.phonegap.com/tools">http://www.phonegap.com/tools</a><br />
<strong>Developer Wiki: </strong><a href="http://wiki.phonegap.com/w/page/16494772/FrontPage">http://wiki.phonegap.com/w/page/16494772/FrontPage</a><br />
<strong>API Documentation: </strong><a href="http://docs.phonegap.com/">http://docs.phonegap.com/</a><br />
<strong>Tutorial series: </strong><a href="http://hiediutley.com/2011/03/14/phonegap-tutorial-series-1-project-structure-and-internals/">http://hiediutley.com/2011/03/14/phonegap-tutorial-series-1-project-structure-and-internals/</a><br />
<strong>Tutorial: </strong><a href="http://mobile.tutsplus.com/tutorials/phonegap/phonegap-development/">http://mobile.tutsplus.com/tutorials/phonegap/phonegap-development/</a></p>
<h3>9. Appcelerator Titanium Mobile</h3>
<p><strong>URL: </strong><a href="http://www.appcelerator.com/products/titanium-mobile-application-development/">http://www.appcelerator.com/products/titanium-mobile-application-development/</a><br />
<strong>What: </strong>Like PhoneGap, Titanium takes a web application and transforms it into a native application. But unlike PhoneGap, Titanium actually compiles the HTML/JS/CSS to native byte code. Titanium is a Cloud-based service, which means that all(?) compilation is done on Appcelerator&#8217;s servers.<br />
<strong>Advantages: </strong>Native code might be faster<br />
<strong>Disadvantages: </strong>Documentation seems a bit chaotic.<br />
<strong>Useful in the project: </strong>No.<br />
<span style="text-decoration: underline;">Additional resources:</span><br />
<strong>Example tutorial: </strong><a href="http://mobile.tutsplus.com/tutorials/appcelerator/titanium-mobile-build-a-pizza-ordering-app/">http://mobile.tutsplus.com/tutorials/appcelerator/titanium-mobile-build-a-pizza-ordering-app/</a><br />
<strong>Another example tutorial: </strong><a href="http://boldr.net/iphone-app-with-titanium-mobile">http://boldr.net/iphone-app-with-titanium-mobile</a></p>
<h3>10. Unify</h3>
<p><strong>URL: </strong><a href="http://unify.github.com/unify/">http://unify.github.com/unify/</a><br />
<strong>What: </strong>Unify is a meta-framework built to &#8220;improve the development efficiency of apps for smart phones&#8221;. It uses other technologies such as PhoneGap, QooXDoo, Sass and Adobe AIR.<br />
<strong>Advantages: </strong>A complete workflow for app development.<br />
<strong>Disadvantages: </strong>A lot of technologies involved (metaframework).<br />
<strong>Useful in the project: </strong>Maybe, but other frameworks seem to be more useful.<br />
<span style="text-decoration: underline;">Additional resources:</span><br />
none</p>
<h3>11. Flex Mobile</h3>
<p><strong>URL: </strong><a href="http://www.adobe.com/products/flash-builder/features.html">http://www.adobe.com/products/flash-builder/features.html</a><br />
<strong>What: </strong>The Flex Builder 4.5  IDE makes it possible to compile Flex/Flash/ActionScript3 based applications to native iOS and Android byte code.<br />
<strong>Advantages: </strong>Gigantic existing ActionScript3 community.<br />
<strong>Disadvantages: </strong>The Flex Builder IDE is not free. Relatively new technology, some performance problems reported.<br />
<strong>Useful in the project:</strong> Maybe, other options seem more stable.<br />
<span style="text-decoration: underline;">Additional resources:</span><br />
none</p>
<h3>12. Android SDK (native)</h3>
<p><strong>URL:</strong> <a href="http://developer.android.com/">http://developer.android.com/</a><br />
<strong>What: </strong>The Android SDK (using the Eclipse IDE) is the native framework for building applications targeted at Android smart phones and tablets. Applications are coded in Java and XML, and are compiled to byte code. The Android SDK features its own application architecture design patterns (Activities, Services, Content Providers, Broadcast Receivers, Intents, etc.) and a set of standard mobile UI Components. Other frameworks that build to native android (PhoneGap, Titanium, etc.) make use of the Android SDK.<br />
<strong>Advantages: </strong>Native source code guarantees future maintainability and updatability. Best performance and user experience.<br />
<strong>Disadvantages: </strong>Only targets Android.<br />
<strong>Useful in the project: </strong>Yes.<br />
<span style="text-decoration: underline;">Additional resources:</span><br />
<strong>Download: </strong><a href="http://developer.android.com/sdk/index.html">http://developer.android.com/sdk/index.html</a><br />
<strong>Developer Guide: </strong><a href="http://developer.android.com/guide/index.html">http://developer.android.com/guide/index.html</a></p>
<h3>13. iOS SDK (native)</h3>
<p><strong>URL: </strong><a href="http://developer.apple.com/">http://developer.apple.com/</a><br />
<strong>What: </strong>The iOS SDK (containing the Xcode IDE), is the native framework for building applications targeted at iOS devices (iPhone, iPod Touch, iPad). Applications are coded in Objective-C and user interfaces are built using the Interface Builder application, using a set of standard mobile UI Components, and using a few Objective-C/IB specific design patterns such as Delegation, Outlets and Object Messaging.<br />
<strong>Advantages: </strong>Native source code guarantees future maintainability and updatability. Best performance and user experience.<br />
<strong>Disadvantages: </strong>Only targets iOS devices.<br />
<strong>Useful in the project: </strong>Yes.<br />
<span style="text-decoration: underline;">Additional resources:</span><br />
<strong>iOS Developer Center: </strong><a href="https://developer.apple.com/devcenter/ios/index.action">https://developer.apple.com/devcenter/ios/index.action</a></p>
<h3>14. Primo template</h3>
<p><strong>URL: </strong><a href="http://www.exlibrisgroup.com/category/PrimoForMobile">http://www.exlibrisgroup.com/category/PrimoForMobile</a><br />
<strong>What: </strong>The Primo For Mobile template is a mobile version of the Primo library search system (that is used by UBVU).<br />
<strong>Advantages: </strong>Synergy with existing UBVU systems? Adaptability (web based).<br />
<strong>Disadvantages: </strong>Web only, will need changes/replacement for native applications.<br />
<strong>Useful in the project: </strong>Yes.</p>
<h1>Summary and conclusions</h1>
<h3>Summary / observations:</h3>
<p>Molly, Kurogo and Mobile Web OSP are &#8216;old style&#8217; frameworks, running centrally on a server. Frameworks such as Sencha Touch and jQuery Mobile are more modern frameworks, running de-centrally on the user&#8217;s phone, while of course getting content data from external sources. These modern frameworks better separate UI and data (View and Content) than the server-based frameworks. As a result, the more modern frameworks are more compatible with PhoneGap.<br />
Because the older style frameworks are specifically targeted at higher education institutions, they do provide valuable information and examples in the area of User Interface design / best practices.<br />
PhoneGap seems to be the best choice for converting web applications to semi-native applications. Titanium and Unify are possible but more complex alternatives.<br />
The Less framework doesn’t offer much more than CSS presets and will probably not of much value by itself.<br />
Flex Mobile is a powerful outsider, performance, support will be ok, future changes might be more difficult because the code base might be less stable. The Flex IDE is not free.<br />
Of course the native frameworks provide the best native integration, the most clean code base and the best code maintainability in case of future changes and updates.<br />
Most likely, the Primo template will be of use when making the library search functionality available on mobile phones.</p>
<h3>jQuery Mobile vs. Sencha Touch</h3>
<p>jQuery Mobile: &#8216;easier&#8217; to develop (more like web development)<br />
jQuery Mobile: faster loading (smaller)<br />
Sencha Touch: better performance (JS core)<br />
Sencha Touch: more UI Components</p>
<h3>PhoneGap vs. Native</h3>
<p>Native: better access to native functionality<br />
Native: most stable framework<br />
Native: better performance<br />
PhoneGap: easier code base (any web developer can edit)<br />
PhoneGap: more complex development process<br />
PhoneGap: possibly less development time (share with web version).</p>
<h3>Preliminary conclusion:</h3>
<p>Web application: use Sencha Touch or jQuery Mobile<br />
iOS application: use native iOS SDK (unless PhoneGap builds the web version really well into an iOS application).<br />
Android application: use native Android SDK (unless PhoneGap builds the web version really well into an Android application).</p>
<p><span style="text-decoration: underline;">Other resources</span></p>
<p><strong>Technologies:</strong><br />
RippleEmulator: <a href="http://ripple.tinyhippos.com/ (to test mobile applications)">http://ripple.tinyhippos.com/ (to test mobile applications)</a><br />
Sass: <a href="http://ripple.tinyhippos.com/">http://ripple.tinyhippos.com/</a> (Ruby based CSS extension allowing faster and more powerful CSS).</p>
<p><strong>Web resources:</strong><br />
•	<a href="http://9-bits.com/post/723711597/jqtouch-and-sencha-touch">http://9-bits.com/post/723711597/jqtouch-and-sencha-touch</a><br />
•	<a href="http://www.quora.com/Were-deciding-between-jQuery-Mobile-currently-in-alpha-and-Sencha-Touch-What-are-the-pros-and-cons-for-each">http://www.quora.com/Were-deciding-between-jQuery-Mobile-currently-in-alpha-and-Sencha-Touch-What-are-the-pros-and-cons-for-each</a><br />
•	<a href="http://interfacethis.com/2011/adventures-in-html5-part-one/">http://interfacethis.com/2011/adventures-in-html5-part-one/</a><br />
•	<a href="http://jquerymobile.com/strategy/">http://jquerymobile.com/strategy/</a><br />
•	<a href="http://stackoverflow.com/questions/3446186/sencha-touch-vs-jqtouch">http://stackoverflow.com/questions/3446186/sencha-touch-vs-jqtouch</a><br />
•	<a href="http://beautyindesign.com/blog/titanium-phonegap-sencha-touch-jquery-mobile-clearing-up-confusion/">http://beautyindesign.com/blog/titanium-phonegap-sencha-touch-jquery-mobile-clearing-up-confusion/</a><br />
•	<a href="http://www.the4thdimension.net/2011/07/sencha-touch-vs-jquerymobile.html">http://www.the4thdimension.net/2011/07/sencha-touch-vs-jquerymobile.html</a><br />
•	<a href="http://www.petefreitag.com/item/781.cfm">http://www.petefreitag.com/item/781.cfm</a> &#8212; Distributing a test application on iPhone/iPod/iPad</p>


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		<title>Update UitgeverijOlthof.nl</title>
		<link>http://timenolthof.nl/2011/08/27/update-uitgeverijolthof-nl/</link>
		<comments>http://timenolthof.nl/2011/08/27/update-uitgeverijolthof-nl/#comments</comments>
		<pubDate>Sat, 27 Aug 2011 14:46:24 +0000</pubDate>
		<dc:creator>timenadmin</dc:creator>
				<category><![CDATA[ePubishing]]></category>

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		<description><![CDATA[I&#8217;ve spent a few hours updating my company&#8217;s website www.uitgeverijolthof.nl using Adobe&#8217;s new Edge beta. I have to say I do like Edge, although it has some performane and productivity problems (changing properties on a large number of similar items is both slow and cumbersome). Still, HTML5/Edge has a long way to go before it [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve spent a few hours updating my company&#8217;s website <a href="http://www.uitgeverijolthof.nl">www.uitgeverijolthof.nl</a> using <a href="http://labs.adobe.com/technologies/edge/">Adobe&#8217;s new Edge beta.</a></p>
<p>I have to say I do like Edge, although it has some performane and productivity problems (changing properties on a large number of similar items is both slow and cumbersome). Still, HTML5/Edge has a long way to go before it will be able to really compete with Flash/ActionScript&#8217;s featureset and ease of development.</p>
<p>Check out the new website: <a href="http://www.uitgeverijolthof.nl">www.uitgeverijolthof.nl</a></p>


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		<title>A phenomenology of game design</title>
		<link>http://timenolthof.nl/2011/01/20/a-phenomenology-of-game-design/</link>
		<comments>http://timenolthof.nl/2011/01/20/a-phenomenology-of-game-design/#comments</comments>
		<pubDate>Thu, 20 Jan 2011 11:23:55 +0000</pubDate>
		<dc:creator>timen</dc:creator>
				<category><![CDATA[Multimedia]]></category>
		<category><![CDATA[Philosophy]]></category>

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		<description><![CDATA[Computer game design is an innovative sub discipline of the field of multimedia. In some sense computer games are the newest type of media, succeeding film and television. While games are becoming more and more realistic, reality becomes more and more like gaming. Games can be considered art, in the sense that they reflect and [...]]]></description>
			<content:encoded><![CDATA[<p>Computer game design is an innovative sub discipline of the field of multimedia. In some sense computer games are the newest type of media, succeeding film and television. While games are becoming more and more realistic, reality becomes more and more like gaming. Games can be considered art, in the sense that they reflect and represent the human condition.<br />
Learning and playing have always been intrinsically related, as all children and young animals learn things by playing. It is only logical that learning and playing are moving into the digital age, like many other parts of human life. As this is not a text about learning, we won’t go into pedagogical discussions about what constitutes true learning, but at least a development can be identified towards more creative types of education.<br />
Creative learning transcends the classical educational distinction between talent and technique, where a talent is an innate mastery of a certain skill and a technique the execution of a set of rules that can be learned from a teacher. Instead of choosing one of these classical sides, creative learning focuses on placing student users in educational situations, where students have to solve a certain problem with a certain toolset. As a result, students gain experience, and improve themselves. In (serious) games, experiences are structured similarly.<br />
<span id="more-130"></span><br />
<strong>A phenomenology of game design</strong></p>
<p>A game starts out with a certain individual situation, an opportunity of the user or player to do something. This situation can for example be the detection of a certain pattern in what was previously apparent chaos, a ‘cognitive dissonance’ or an aesthetic peculiarity. Often, this situation has some external meaning or reference to reality. The situation can also be a metaphor for an event in real life.</p>
<p>But a situation is never alone. It is surrounded by preceding and following situations, by situations that occur at a slightly different place, and, thanks to the fantasy of the human mind, by situations that are not actualized and may never be actualized. In other words, the situation is integrated within a spatio-temporal world. In most games, the notion of a game world is mainly one of topology and projection. The game world is shown to the player as a 2D (top or side view), 3D (isometric or frustum based), virtual reality or immersive projection. But more importantly, it is shown as a world that can be explored, navigated, mapped and possibly expanded.</p>
<p>For the user to be able to be in a situation implies that the user is able to act in a situation, which means to not just passively observe, but to ‘actually’ do something. Doing something requires the skill to do something. Doing without skill is doing anything, not something. Skill can for example be aiming, timing, concentration,  strategy allocation, agility, forcing, moving or another activity, and associated with skills can be affordances and features like size, speed, power, strength, memory, knowledge, territory, intuition, etcetera. Within computer games, skills are usually enforced with the help of game mechanics, user interface design and virtuality (immersion). If the player can leave the game, his freedom is absolute. If he cannot, his freedom is control within a situation. Most computer games can be left. Life cannot be left.</p>
<p>Activity implies development, and a player will gain experience with every act. Experience may come in the form of power, superpower(s), magic, evolution, progress, rewards or increasing skill level(s). Acts are executed with a certain goal or objective in mind, which may or may not be accomplished. It is important to note that experience is not just gained when goals are successfully accomplished, but that failing also brings experience, a fact that is often forgotten. The best objectives are those that are not too easy and not too difficult for the player, and in serious games, the difficulty of objectives can often be matched to individual players. Experience is the primary learning component of games, and the most important educational part of game experience is feedback such as failure costs and success rewards. Of course, fairness is important here, for a game that unjustly punishes players will be tossed aside quickly.</p>
<p><strong>Interactive narratives</strong></p>
<p>Narrative is the link between the absolute and the concrete, as narrations and stories are registrations of series of concrete events, but at the same time contain absolute situations that reoccur in new concrete situations again and again. Narratives compare abstract acts (ethics) with concrete acts (praxis). It is no surprise that narratives are often about good versus evil.<br />
But when reading, listening to or watching a story, the audience can not really act itself. Consequently, classic narratives are more about ethics than about praxis. Interactive narrative changes this, by adding ‘actual’ situations to storyline. In a sense, movies and books are (just) worlds, while interactive narratives are worlds with situations. While experience from watching movies is only experience with actions of other people and characters, experience from interactive narratives and games is experience with personal responsibility.</p>
<p>It is important to align the responsibility of the player and the game character (avatar), and that the personal goals of game characters are realistic even if the goals are to be achieved by the player. The goals should be justified by the (supposed or projected) internal motivation of the game character, but also become the personal goals of the player. This is an absolute requirement for creating ‘involvement’ of the player and the game character.</p>
<p>(excerpt from my master thesis in Computer Science <em>Dynamic Graphics in Serious Games (2010)</em>)</p>


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		<title>Android Development</title>
		<link>http://timenolthof.nl/2010/09/02/android-development-update/</link>
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		<pubDate>Thu, 02 Sep 2010 19:53:08 +0000</pubDate>
		<dc:creator>timen</dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Multimedia]]></category>
		<category><![CDATA[NiftySystems]]></category>

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		<description><![CDATA[The Android operating system is a great new mobile operating system from Google. We wanted to test this platform out, so we decided to develop an array of small test applications. Still under heavy development by Google, and new version of the OS continue to be released. For the applications including source and documentation see [...]]]></description>
			<content:encoded><![CDATA[<p>The Android operating system is a great new mobile operating system from Google.<br />
We wanted to test this platform out, so we decided to develop an array of small test applications.<br />
Still under heavy development by Google, and new version of the OS continue to be released.<br />
For the applications including source and documentation see <a href="http://www.niftysystems.nl/android">www.niftysystems.nl/android</a>.</p>
<p><strong>Update (2 sept 2010):</strong><br />
Thanks to great work by Peter, the Xbox Live Stats Widget now has a lot more functionality and uses the official Xbox Community Developer Program information feed. The widget was already downloaded 16700 times!<br />
Recently I created a few other GUI test applications. We are also looking at possibilities to create tablet applications, for example for the upcoming Notion Ink Adam and the iPad.</p>
<p><strong>Update (29 dec 2010):</strong><br />
The Xbox Live Stats Widget has now been downloaded over 55000 times! Thanks everyone!</p>


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		<title>Multimedia @ VU</title>
		<link>http://timenolthof.nl/2010/01/30/multimedia-vu/</link>
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		<pubDate>Sat, 30 Jan 2010 18:13:05 +0000</pubDate>
		<dc:creator>timen</dc:creator>
				<category><![CDATA[Film]]></category>
		<category><![CDATA[Multimedia]]></category>

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		<description><![CDATA[To summarize and sample some work by students at the multimedia courses at the Vrije Universiteit Amsterdam, I created a collage video: Share this on del.icio.us Share this on Facebook Share this on LinkedIn Tweet This!]]></description>
			<content:encoded><![CDATA[<p>To summarize and sample some work by students at the multimedia courses at the Vrije Universiteit Amsterdam, I created a collage video:</p>
<p><a href="http://timenolthof.nl/2010/01/30/multimedia-vu/"><em>Click here to view the embedded video.</em></a></p>


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		<title>Multitouch Audio: NiftySynth</title>
		<link>http://timenolthof.nl/2010/01/23/74/</link>
		<comments>http://timenolthof.nl/2010/01/23/74/#comments</comments>
		<pubDate>Sat, 23 Jan 2010 20:12:00 +0000</pubDate>
		<dc:creator>timen</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[Because we wanted (a) wanted to do something with multi touch technologies, and (b) wanted to do something with sound manipulation, we decided to create our own multi touch instrument. This resulted in NiftySynth, a multi touch synthesizer application built in ActionScript3 with a few small support applications to support the multi touch hardware. For [...]]]></description>
			<content:encoded><![CDATA[<p>Because we wanted (a) wanted to do something with multi touch technologies, and (b) wanted to do something with sound manipulation, we decided to create our own multi touch instrument.<br />
This resulted in <strong>NiftySynth</strong>, a multi touch synthesizer application built in ActionScript3 with a few small support applications to support the multi touch hardware.</p>
<p>For more information see <a href="http://www.niftysystems.nl/audio">NiftySystems.nl</a></p>
<p><a href="http://timenolthof.nl/2010/01/23/74/"><em>Click here to view the embedded video.</em></a></p>


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		<title>Ebooks should be books</title>
		<link>http://timenolthof.nl/2010/01/10/ebooks-should-be-books/</link>
		<comments>http://timenolthof.nl/2010/01/10/ebooks-should-be-books/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 19:37:14 +0000</pubDate>
		<dc:creator>timen</dc:creator>
				<category><![CDATA[Multimedia]]></category>
		<category><![CDATA[ePubishing]]></category>

		<guid isPermaLink="false">http://timenolthof.nl/?p=89</guid>
		<description><![CDATA[&#8216; Now that the software and hardware of ebook reader devices is becoming more mature, ebooks really have the potential to take over the publishing industry. In this literature study I first present an overview of the advantages and disadvantages of ePublishing. Next, after I have discussed the key aspects of the &#8216;reading activity&#8217; as [...]]]></description>
			<content:encoded><![CDATA[<blockquote><div class="blockquote_extender"><span>&lsquo;</span></div><p>
Now that the software and hardware of ebook reader devices is becoming more mature, ebooks really have the potential to take over the publishing industry. In this literature study I first present an overview of the advantages and disadvantages of ePublishing. Next, after I have discussed the key aspects of the &#8216;reading activity&#8217; as distinct from other information activities, I will describe how ebook reader devices could support this activity in different usage settings (educational, office, entertainment). I conclude with a discussion of the competition between eBook readers and tablets. In the appendix a review of the current state of development, including a technical dissection of the ePub format and an evaluation of the eReader devices that are currently on the market, can be found. Finally I include an annotated bibliography of important articles, as well as a regular bibliography of all sources used.
</p></blockquote>
<p><span id="more-89"></span></p>
<h2>Introduction</h2>
<p>eBook reader devices (eReaders) have been the great promise for the future of (digital) publishing for at least a decade now. Back in 2000, these devices used regular LCD screens and storage was still an important limiting factor. These days, eReaders use specialized eInk displays and storage is so cheap that it is no longer a relevant problem: in 2000, eReader devices had about 2MB to 32MB storage capacity. Today, gigabytes of flash storage only cost a few euro.</p>
<p>The difficulties with normal LCD screens are that they are often very reflective, which makes reading in sunlight difficult, and that they are back lit, which is hard on the eyes in case of long reading sessions. In contrast, eInk displays deliver much better readability because they are less reflective and don&#8217;t use back lighting. eInk works as follows: every pixel is a small plastic capsule filled with a liquid that contains a small amount of ink that is electrically charged. By changing the polarity of a current running behind the capsule, the black ink can either be attracted or repulsed, which makes it possible to show either a black or white pixel. The disadvantages of eInk are that color is currently not possible and that page transitions are relatively slow (about 1 second per page transition, where a normal LCD screen often refreshes around 50-100 times a second). </p>
<p>Both storage and screens have been improved, but despite these serious technological advancements and overal functional improvements, eReaders are still not omnipresent. Of course a few devices have sold quite well, but overal the market was only about 1 million units big in 2008, of which the Amazon Kindle sold about 45%, Sony sold 30%, and the other device manufacturers about 25%.<sup class='footnote'><a href='#fn-89-1' id='fnref-89-1'>1</a></sup></p>
<h2>ePublishing</h2>
<p>The potential market for books and publishing in general (magazines, periodicals, journals, documents, etc.) is enormously bigger than one million readers. How can we explain this failure of eBook reader devices to really break through and become the standard for publishing in the 21th century? After all, the advantages of eBooks and eReaders are obvious.</p>
<h3>Promises</h3>
<p>For one thing, ePublishing is more sustainable than classical publishing. We have become so used to paper, that we often forget how inefficient and wasteful it is. Most printed material (such as for example newspapers, advertising and magazines) has a short lifespan. Even many books are only read once or a few times and spend most of their life standing on the book shelves.</p>
<p>A recent report<sup class='footnote'><a href='#fn-89-2' id='fnref-89-2'>2</a></sup> concludes that the CO<sub>2</sub> reduction that could be achieved with the help of ePublishing is potentially enormous. Already in the current market state, the total amount of CO<sub>2</sub> reduced by the use of eBooks is equal to the amount of CO<sub>2</sub> that is produced by the production of eReader devices (463 million Kg). According to this report, the total savings in CO<sub>2</sub> emissions (extra production minus extra reduction) could already grow to 2.85 billion Kg by 2012, because of the fact that less books have to be printed. With ePuCO<sub>2</sub>blishing, to read any amount of books, only one device is needed. The report concludes that in terms of CO<sub>2</sub> emmissions, the break even point is already reached when 22.5 books are read on one device (they used the Amazon Kindle). Read at least one book more and save the planet.</p>
<p>Of course, not all factors of sustainable publishing can be measured in terms of CO<sub>2</sub> emission. Sceptics have for example pointed out that building eReader devices requires all kinds of special metals and plastics, which are harder to acquire than trees, and that these devices also use more energy than paper.<sup class='footnote'><a href='#fn-89-3' id='fnref-89-3'>3</a></sup> However, they forget that printing books also requires a lot of technical devices (which use metals, plastics and energy), as does the distribution of physical books. In addition to this, physical publishing requires a lot of ink. Most eReaders are very energy efficient, only using energy when a page is changed. Also, since people are buying elektronical devices anyway to use in other activities and if these devices would also be usable as eBook reader devices, the added consumption would relatively lower. Finally, energy consumption can potentially be made completely &#8216;green&#8217; with the help of sustainable energy sources like solar and wind energy. What all this shows, is the need for a complete analysis and comparison of the entire production cycles of both classical and digital publishing. Of course we will also have to work on a better recycling process for used technical equipment, in which we recover scarce metal elements and plastics.</p>
<p>Another important advantage of eBooks and ePublishing is concerned with the availability of information. Many books that have been printed in the past are now out of print, and because of relative low customer interest, it is not economically feasible for publishers to reprint those books in small quantities. If you want to read one of those books that are out of print and won&#8217;t be reprinted, eBooks can be your solution. Because eBooks have (almost) no storage costs and don&#8217;t require a large investment to be reprinted (as normal books do), they can be sold on demand and for a low fee. At the same time, all works that are in the public domain (which means copyright has expired for these works) can be downloaded and read for free in eBook format. </p>
<p>In general, because the internet reduced publishing costs (creation, production, advertisement, storage and distribution costs) to almost nothing, publishing isn&#8217;t something for the elite any more. Anyone can create a text or &#8216;book&#8217;, present or sell it on a website and advertise it using social media networks. The publishing industry has shifted from being very vertically organized, top-down and elitist to a horizontal and more egalitarian organization. Of course this also leads to a lot of bad works (as we see for example in the numerous quick rips of public domain works), but in the end the better works will be appreciated most and get the most attention, because social media enables very quick and direct feedback.</p>
<p>A third advantage lies into the integration of the activity of reading into the overal human communication process, and possible extension and improvement of the &#8216;reading activity&#8217;. Reading has always been a very distinct activity, separated from playing, browsing and direct communication for example, because books just don&#8217;t allow for many different use cases. Books are good in one thing: to be read. However, electronic books can possibly become more diverse. Features such as a touch screen and connectivity (Wifi and cellular networks), allow for an extension of the reading activity with for example advanced annotation and crossreferencing options and real time updates (of errata for example). It may however also be the case that the activity of reading is deterioriated by these enhancements. We will examine this issue in more detail later in this essay.</p>
<h3>Problems</h3>
<p>But first we also have to take a look at the problems of ePublishing, because they are most likely the reasons for the fact that ePublishing has not become the publishing standard of the 21th century yet.</p>
<p>The most important problem with ebooks has been the reluctance of the publishers themselves against ePublishing. This is both a political and an economical problem. Because ePublishing allows almost any person to publish almost anything by him or herself, it introduces the risk of the publishers themselves being not that necessary anymore, and this of course implies a loss of power and possibly income for the publishers. Still, if the publishers do not make the same mistake that the music (and at another scale) the movie bussinesses have made (that is: trying to enforce outdated bussiness models onto a market with a completely different, more open, organization) there will most likely be room for the professional experience that publishers have. However, it will probably be the writer &#8216;hiring&#8217; the publisher instead of the other way around. Of course this will also mean that power will shift from the publisher to the writer. But for the creative market, this is no problem. The economic aspect of this problem lies in finding new bussiness models that work. This will probably be models in which admiration of and support to the artistic genius will be more important than advertisements. In these models, copyright will have to be enforced not by means of copy protection, but by means of copy integrity, which ensures that someone may be able to copy a work, but it will still be the work of the original author, who will get the credit, fame and admiration.<sup class='footnote'><a href='#fn-89-4' id='fnref-89-4'>4</a></sup> History has shown that users will pay for quality content that is theirs to keep, exactly because they can keep it and they want to support the artist they admire.<br />
Currently, eBook pricing is nowhere near optimal. Often, digital versions cost almost as much as their physical &#8216;originals&#8217;, because of the fear of copying.</p>
<p>Another disadvantage of ebooks stems from the fact that they simply are not real books. According to the famous german culture critic Walter Benjamin, mass production of art works leads to the &#8216;shattering&#8217; of their &#8216;aura&#8217;. The &#8216;aura&#8217; of a work of art is determined by it&#8217;s uniqueness (restricted exhibition, authenticity, etc.). In the case of mass production, there is no uniqueness, and thus no aura. This is the reason that viewing a mass produced poster of Kandinsky&#8217;s &#8216;Composition VIII&#8217; can never match standing in front of the real painting. And likewise, downloading mass &#8216;produced&#8217; (or illegally ripped) eBooks can never match holding the real first edition manuscript of some great literary work. However, the influence of this problem on the use of eBooks should be minor, because regular publishing is also mass reproduction. It is only in the case of rare (and especially beautiful) editions of books with low print runs, that currently published books can be said to have aura. In addition to this, while ebooks themselves may not have aura, hardware gadgets (although also mass produced) such as eReaders may have aura themselves, if they are particularly well designed. Also, &#8216;digital aura&#8217; may lie in feeling more &#8216;connected&#8217; to the author. The part of physical books that may be the most difficult to recreate digitally may very well be their ease of use. Paper books are among the easiest objects in the world, exactly because they only have a very limited number of uses.</p>
<p>Finally, standardisation is an important issue. Paper books are static, and it doesn&#8217;t matter if different books have different paper sizes, or different physical contructions. However with eBooks, different eReader devices should be able to make the same book available for reading. Since these devices often have different manufacturers, different hardware and software capabilities, and different screen sizes, eBooks should be adaptable to these different eReaders. This could be done either by reformating eBooks on the actual device itself, or by publishing a separate preformatted version of the eBook for every possible device. This last solution is obviously very inefficient, given the high number of different devices available on the market. This means that reformating on-the-fly is the only viable option to solve device differences. However, there are also multiple eBook file formats, of which some (for example ePub and MobiPocket) support reformating, and some (for example PDF) don&#8217;t. Most devices support a list of different formats, but there is not one standard format yet, although the open ePub format is becomming more and more widely used. See the appendix for a technical evaluation of the ePub eBook file format.</p>
<p>From the standardisation problem follow a few smaller problems that have to deal with uniformity. With paper books, referencing and citing are easy, because there are physical page numbers that are the same in every copy. However, with reflowable eBooks, text may end up on different pages on different devices. Therefore, the classical method of referencing (naming an edition and page number) is unusable, and a new alternative method of standardised referencing is needed for eBooks. Here lies an important research opportunity. The same problem also occurs when you want to add a marker or bookmark on a page and want to continue reading on a different device. Also, because eBooks will most likely have more editions and revisions than paper books, a universal system of identification and version management is needed, for example some digital equivalent to the ISBN system is, possibly web or url based. Such a system would at the same time offer a lot of possibilities for users to review, rate and crossreference works, as well as store metadata.	</p>
<h2>Information Activities</h2>
<p>Now that we have seen what the promises of and problems with eBooks are, we can divert our attention to an analysis of the &#8216;reading&#8217; activity, and distinguish it from other information activities (activities that have to do with the creating, transporting, transforming or processing information).</p>
<p>In the last decade, digital information technology has radically changed the way we deal with information. Compared to the time when text on paper was the main information storage and communication technology, digital communication has not only made our information processing more interactive, multimedial and direct, but has also over time shortened the length of text we read, from books, to blogs, to microblogging, and increased the speed in which we create information. We have gone from a certain number books per year to many tweets per second. Social media and the use of mobile devices and social networks have stimulated the writing and reading of short messages, contrasting the books, articles and background articles of &#8216;old&#8217; media.</p>
<p>If we distinquish different &#8216;information processing activities&#8217;, how does the activity of &#8216;reading&#8217; compare to other activities like &#8216;playing&#8217;, &#8216;browsing&#8217;, &#8216;direct communication&#8217;. Here we are only concerned with activities of information processing that use existing information, not with those that for example create information. Of each activity, a &#8216;classic&#8217; (analog) example and a digital example are given.</p>
<h3>The activity of Reading</h3>
<p>The activity of reading, for example reading the daily newspaper or Homer&#8217;s Odyssey, is a primarily solitary activity, that is focussed on the content of (mostly) text(s). Often these are long or very long texts in which a narrative unfolds or in which a certain argument is made. In other words, the content is heavily structured and goal-oriented. Reading is a mostly passive activity (the content sets the goals and fullfills them (or fails to do so)), except maybe for some optional annotation or bookmarking by the reader. The digital equivalent of reading (a book) is eReading (an eBook).</p>
<h3>The activity of Playing</h3>
<p>Playing a game, for example a card game, is either a solitary or (virtual) multiplayer activity, that is focussed on the experience of playing, and only seldom on the content of the game. It is often multimedia based (for example the use of cards, dices, textual questions/dialogues and other game objects). Some games are short (for example rock, paper, scissors), some are longer (for example adventureous role playing games). Most games are moderately passive (the game creates the goals, the player fullfills them (or fails to do so)). The digital equivalent of playing (a board/card game) is playing a videogame.</p>
<h3>The activity of Browsing</h3>
<p>The activity of browsing is a mainly solitary activity that is focussed on content, not specifically on the experience of acquiring the content. Browsing is generally text-based, although some multimedia elements like images, data visualizations or even more complex multimedia interactivity can be used. Browsing consists mostly of skimming short texts or annotations, and following references to others. Browsing is moderately active (the person browsing sets the goals, the content fullfills them (or fails to do so)). The digital equivalent of a library visit is browsing the internet.</p>
<h3>The activity of Direct communication</h3>
<p>Direct communication is an inherently multi person activity, that is often more focussed on the experience of communicating than on the content of the conversation (&#8221;how do you like the weather today?&#8221;). It is a short message based multimedial (the use of bodily and facial expressions, sound, movement and images) activity, that is very unstructured, and mostly active (all participants set the goals, and fullfill them (or fail to do so)). The digital equivalent of a face to face conversation is instant messaging.</p>
<p>It seems that the activity of reading is an &#8216;oldfashioned&#8217; activity, because it deals with longer texts. Just like normal books, eBooks are about the distribution of longer texts. Activities like playing, browsing and direct communication deal with shorter texts, and as such fit better into the new media workflow. It might be the case that reading (in the sense of reading longer texts) will be completely obsolete in the future, but most likely there will be a lot of tasks where reading will still be necessary. This means there will be a market for eBooks.</p>
<h2>Scenarios for the use of eReaders</h2>
<p>In contrast to paper books, eBooks are also cost effective for shorter text. But there will also most likely remain a big market for longer texts, and thus for eReaders and eBooks, because there is a sufficient number of tasks that benefit from reading. What are the most important requirements for eReader devices to support these tasks?</p>
<p>eReaders could for example be very effective in educational and academic environments, where student papers (and corrections) as well as academic journals are very easy to acquire, read and process digitally. For this usage, excellent annotation and better citation and referencing mechanisms are needed in eReader devices.</p>
<p>A second scenario where the usage of eReaders could work very well is office or bussiness use. eReaders could be used for such diverse activities as generating and presenting bussiness offers, real time management reports and statistics, internal documents and administration, external publications (ads, catalogues), and customer feedback. In all these cases, the use of eReaders can cut costs dramatically. To make eReaders a viable alternative to normal paper in this scenario, they need to be as reliable and easy to use as normal paper and books, and the initial purchase costs of the device should be covered by savings in paper and ink (and increased productivity) during the device&#8217;s lifespan.</p>
<p>Finally eReaders can be used to replace entertainment books. People still read books and newspapers with longer articles. Availability of DRM-free content for a fair price (a few euro per title) is the most important succes factor for this category of eReader usage. Of course, eReaders will have to compete with the ease of use of a paper book as well.</p>
<h2>eReaders and tablets</h2>
<p>The discussion has risen whether eBooks should be developed as successors of paper books, or that they are completely different works. Mark Carden has written an excellent article about the possible use cases of eBooks,<sup class='footnote'><a href='#fn-89-5' id='fnref-89-5'>5</a></sup> and he argues that eBooks are not books, because the new possibilities that digital books offer allow for new reading experiences that go much further than the traditional &#8216;passive&#8217; reading experience. I agree with him that we should embrace the new forms of interactivity and communication these new reading experiences offer. Yet, I would like to add that those new experiences are not reading in the sense of the classical &#8216;reading activity&#8217; and that we therefore should not call them eBooks. In order for eBooks and eReaders to finally take over the market from paper books, eBooks should be <em>more</em> like books, and eReading should me <em>more</em> like reading.</p>
<p>There is a clear separation of reading from the other activities in terms of the screen: because the reading activity is concerned with reading longer texts, screen readability is the most important requirement, and screen update speed (refresh rate) can be sacrificed in favor of readability. However, for the other activities, the refresh rate of the screen is more important than readibility of longer texts. Devices optimized for playing, browsing and direct communication, so called &#8216;tablets&#8217;, are appearing more and more frequently on the market.</p>
<p>Tablets often feature high resolution, high refresh rate LCD screens and high speed networking capabilities and are as such very well suited for playing, browsing and direct communication. However, when reading a book, you <em>don&#8217;t</em> want to be distraced every time a new email or instant message arrives. Even direct hypertextual links to referenced books or documents and the lookup of citations in their original context probably are big distractions when reading a longer text. To a certain extent, annotation is also a distraction, but because you don&#8217;t leave the context of the reading activity, it often increases productivity in non-entertainment use case scenarios.</p>
<p>Ideally, given the completely different screen and connectivity requirements of reading and the other activities, a user would want to have multiple devices: a tablet for playing games, browsing the web and communication with other users, and an eReader device for reading books and articles. More ideally, because carrying two devices at the same time might not be something users want to do, one hybrid device that functions both as a tablet and eReader should be developed. This could be a device with either one high resolution, high refresh rate ePaper screen or two screens of which one is an ePaper screen for reading and the one is an LCD screen for the other tasks. The two-screen approach is already applied by a few manufacturers (see the appendix for details). For the (more ideal) one screen version however, a lot of progress in screen technology is needed. Of course this ideal one screen tablet/eReader hybrid could at the same time also replace the laptop, personal mp3 and video player, gaming console and mobile phone (possibly with a separate bluetooth headset).</p>
<h2>Conclusion</h2>
<p>The eBook reader device (meant for reading) has to be distinquished from the (internet) tablet (meant for playing (games), (internet) browsing and direct communication), because (especially the screen) requirements are very different for these different activities. eReaders should be optimized for reading longer texts without distractions by using ePaper and limited (or disableable) network functionality, while tablets (in order to satisfy the requirements of the other information activities) use LCD screens and high speed networking capabilities. Ideally those two devices should be combined into one device, so users don&#8217;t have to carry multiple devices.</p>
<p>To be able to replace books and paper, eBooks and eReaders will have to compete with the ease of use of normal books and paper. Besides screen readability, there are a number of other important improvements that need to be made to eBooks and eReaders to succesfully compete, such as fast and easy annotation functionality, low boot times and high page turning speeds, high quality reflowable content format that can be viewed on devices with different screen sizes, a universal standard for citing or referencing certain parts of eBooks and other texts. Finally, eBook content should have a fair price.</p>
<p>Eventually, eReaders will also offer improvements to the classical book and reading activity: better annotation (and more annotation space), automatic errata updates, hypertextual referencing, interactive examples or exercises in educational books, multimedia, multi-reader bookmarks. However, these are all improvements that can to be applied succesfully, only after the classical reading activity has been digitized.</p>
<p>If eReaders and tablets do not converge into a hybrid device that satisfies both reading and the other activities, it may also be the case that the activity of reading will not be exercised anymore in the digital era. People might use paper books for the longer text they do read, and continue reading more and more shorter texts instead of longer ones.</p>
<p>In the appendix, an evaluation of the current state of eBooks can be found. First, the open ePub format is analyzed, after which an overview of currently available or announced devices is presented. Finally, an annotated bibligraphy reviews some of the important articles on eReaders, eBooks and ePublishing, and a resources section lists informative resources.</p>
<p>[appendices removed, updated summary: buy the Sony PRS-650 or wait for the Notion Ink Adam]</p>
<div class='footnotes'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-89-1'>Kindle claims 45 percent of ereader market, BestTabletReview.com, 2009, <a href="http://besttabletreview.com/kindle-claims-45-percent-of-ereader-market-sony-claims-30-percent/" target="_blank">http://besttabletreview.com/kindle-claims-45-percent-of-ereader-market-sony-claims-30-percent/</a> <span class='footnotereverse'><a href='#fnref-89-1'>&#8617;</a></span></li>
<li id='fn-89-2'>E-readers a win for carbon emissions, Cleantech.com, 2009, <a href="http://cleantech.com/news/4867/cleantech-group-finds-positive-envi" target="_blank">http://cleantech.com/news/4867/cleantech-group-finds-positive-envi</a> <span class='footnotereverse'><a href='#fnref-89-2'>&#8617;</a></span></li>
<li id='fn-89-3'>News Media Innovation, Convergence and Sustainability, Interview with Don Carli, Metaprinter.com, 2009, <a href="http://blog.metaprinter.com/2009/03/news-media-innovation-convergence-and-sustainability-interview-with-don-carli/" target="_blank">http://blog.metaprinter.com/2009/03/news-media-innovation-convergence-and-sustainability-interview-with-don-carli/</a> <span class='footnotereverse'><a href='#fnref-89-3'>&#8617;</a></span></li>
<li id='fn-89-4'>Harold Henke. The global impact of ebooks on epublishing. In SIGDOC ’01: Proceedings of the 19th annual international conference on Computer documentation, pages 172–180, New York, NY, USA, 2001. ACM. <span class='footnotereverse'><a href='#fnref-89-4'>&#8617;</a></span></li>
<li id='fn-89-5'>Mark T.J. Carden. E-books are not books. In BooksOnline ’08: Proceeding of the 2008 ACM workshop on Research advances in large digital book repositories, pages 9–12, New York, NY, USA, 2008. ACM. <span class='footnotereverse'><a href='#fnref-89-5'>&#8617;</a></span></li>
</ol>
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		<title>PICNIC 2009 hot 100</title>
		<link>http://timenolthof.nl/2009/09/22/picnic-2009-hot-100/</link>
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		<description><![CDATA[Every year, the PICNIC Academy organizes the hot100 program for (multi)media talents, and this year I was one of them. The event was a very pleasant and fun experience, during which I met a lot of interesting people. During a workshop, we tried to come up with innovative solutions for waste recycling and sustainable development [...]]]></description>
			<content:encoded><![CDATA[<p>Every year, the PICNIC Academy organizes the hot100 program for (multi)media talents, and this year I was one of them. The event was a very pleasant and fun experience, during which I met a lot of interesting people. During a workshop, we tried to come up with innovative solutions for waste recycling and sustainable development processes.<br />
The booklet about the hot 100 participants can be found <a href="http://www.virtueelplatform.nl/downloads/2393_virtueel_platform_-_hot100_2009_booklet.pdf">here</a>.</p>
<p><span id="more-50"></span></p>
<p>All hot100 participants were asked to create a short introduction video about themselves, so I created this video:</p>
<p><a href="http://timenolthof.nl/2009/09/22/picnic-2009-hot-100/"><em>Click here to view the embedded video.</em></a></p>


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		<title>the Object Management System (tOMS)</title>
		<link>http://timenolthof.nl/2009/06/24/the-object-management-system-toms/</link>
		<comments>http://timenolthof.nl/2009/06/24/the-object-management-system-toms/#comments</comments>
		<pubDate>Wed, 24 Jun 2009 17:06:37 +0000</pubDate>
		<dc:creator>timen</dc:creator>
				<category><![CDATA[Multimedia]]></category>

		<guid isPermaLink="false">http://timenolthof.nl/?p=44</guid>
		<description><![CDATA[Together with Peter Peerdeman I developed tOMS. tOMS is a content management system designed to store, annotate and expose customly defined types of content. It was developed using PHP, MySQL and Flash/ActionScript3 for the admin console. tOMS was used in collaboration with Siebe Bluijs to power www.siebebluijs.nl and www.allartsareequal.com Read more at NiftySystems.nl Share this [...]]]></description>
			<content:encoded><![CDATA[<p>Together with Peter Peerdeman I developed tOMS.<br />
tOMS is a content management system designed to store, annotate and expose customly defined types of content. It was developed using PHP, MySQL and Flash/ActionScript3 for the admin console.</p>
<p>tOMS was used in collaboration with Siebe Bluijs to power <a href="http://www.siebebluijs.nl" target="_blank">www.siebebluijs.nl</a> and <a href="http://www.allartsareequal.com" target="_blank">www.allartsareequal.com</a></p>
<p><a href="http://www.niftysystems.nl/toms">Read more at NiftySystems.nl</a></p>


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