Farhad Manjoo

Bill Gates, the greatest hacker of all time

Reflecting on the Microsoft co-founder's legacy.

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Bill Gates, the greatest hacker of all timeDAVOS/SWITZERLAND, 26JAN07 - William H. Gates III, Chairman, Microsoft Corporation, USA, captured during the session 'Scaling Innovation in Foreign Aid' at the Annual Meeting 2007 of the World Economic Forum in Davos, Switzerland, January 26, 2007. Copyright by World Economic Forum swiss-image.ch/Photo by Severin Nowacki +++No resale, no archive+++(Credit: Severin Nowacki)

Two years ago, Bill Gates announced his plan to leave Microsoft as a full-time employee and turn his attention instead to the Bill & Melinda Gates Foundation, the largest philanthropic organization in the world.

The years since haven’t been Microsoft’s best: Its Vista operating system bombed, and online, the software company lost further ground to Google, a failure culminating in its now-best-forgotten effort to purchase Yahoo.

Gates’ reputation, though, has only improved. Today is Gates’ last day at Microsoft; he will continue to serve as the company’s chairman (and will remain its largest shareholder), but he’s said he’ll spend 80 percent of his time at the foundation.

Once the most despised fellow in business, in the last decade, Gates’ philanthropic work has cemented his standing as … there’s no casual way to say this, he’s the leading statesman of our times.

The transformation has been so complete it seems difficult, anymore, to reconcile the old Bill and the new. Though you sometimes see flashes of the combative businessman — Gates told Tom Brokaw the other day that he doesn’t use an iPod because “the Zune is a better way to carry your music around” — these moments seem contrived for comic effect. Caring about which music player wins the market is laughably frivolous beside Gates’ grand ambitions of eradicating the planet of infectious diseases and the ravages of poverty.

On his last day, appreciations and recriminations are flooding the tech blogosphere, but as usual, Anil Dash offers the smartest take:

Bill Gates has pulled off one of the greatest hacks in technology and business history, by turning Microsoft’s success into a force for social responsibility. Imagine imposing a tax on every corporation in the developed world, collecting $100 per white-collar worker per year, and then directing one third of the proceeds to curing AIDS and malaria. That, effectively, is what Bill Gates has done.

Dash also points out the neat symmetry to Gates’ career. In 1980, Mary Maxwell Gates, Bill’s mother, got to know John Opel, the chairman of IBM, through their work at the United Way Foundation.

At the time, IBM was preparing to release the first PC, and it needed an operating system. Opel chose tiny Microsoft as its OS vendor partly on the strength of his connection to the Gates family — a decision, Dash writes, “that ended up being the greatest turning point in the history of the biggest software company that’s ever been created.”

Philanthropy played a key part in Gates’ early success at Microsoft. And in a hundred years, philanthropy may be all anyone remembers him for.

Does Google prove orgies are as American as apple pie?

Farhad Manjoo discusses a novel defense Web porn defense.

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Does Google prove orgies are as American as apple pie?

Farhad Manjoo discusses a novel defense in a Web porn case. Read more about it at Machinist.

Citing Google, pornographer claims orgies are bigger than apple pie

Does the search engine prove group sex isn't so unusual?

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In the summer of 2006, authorities in Pensacola, Florida, arrested Clinton Raymond McCowen, a middle-aged entrepreneur who founded CumOnHerFace.com, a leading pre-IPO video portal whose business model relies on what you might call use-her-generated content: According to prosecutors, McCowan regularly recruits one or two women and a couple dozen men to carry on sexually with each other in various porn-set houses across Pensacola. He records the orgies, of course; at the time of his arrest, he had 5,000 subscribers paying $30 a month for access to his overlit, overdramatic videos.

McGowan and his associates now face charges of racketeering and prostitution, but his defense attorney, Lawrence Walters, believes the prosecution’s case can be undone with a simple observation: Orgies, Walters says, are as American as apple pie. Indeed, they’re more American than apple pie, if Google is to be believed.

According to Google Trends, which tracks the relative popularity of search engine queries, folks look for “orgy” about twice as often as they look for “apple pie.”

And that’s only the national average — in Florida, Googling for orgies is an even more popular pastime. There, people search for orgies nearly three times as often as they search for apple pie.

This could mean many things, of course. The most reasonable conclusion is that that apple pie is simply not a very Googly thing: Other than during the holidays, when people are looking for recipes, one finds few reasons to search for apple pies online. When you want pie, you go to a diner, not the Web.

On the other hand, Google is going to be your first — and likely your only — solution when you’re struck by that ever-so-frequent taste for an orgy.

But Walters sees another meaning in this data. In 1973, in Miller v. California, the Supreme Court set down a three-part legal test for describing “obscene” material. The test relies greatly on vague “community standards” for determining whether a work should be declared obscene, and therefore not protected by the First Amendment.

Walters tells the New York Times that the Google data proves that McCowen’s videos are above-board — if the community is searching for orgies, people can’t really think they’re so bad. “Time and time again you’ll have jurors sitting on a jury panel who will condemn material that they routinely consume in private,” he told the Times. Google shows “how people really think and feel and act in their own homes, which, parenthetically, is where this material was intended to be viewed.”

While Walters may be stretching the data in suggesting that interest in orgies surpasses interest in apple pie — and while it’s unclear whether his case will prevail in court — his argument seems compelling enough.

“Community standards” are difficult to gauge because people are skittish about admitting to the community what it is we’re really into.

Google collects and filters our desires, mapping our private interests with heretofore unknown clarity and precision. As a nation, it turns out, we’re quite interested in orgies. Who knew?

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Emotiv’s thought-reading headset puts your mind in games

The thrill of controlling a game with your thoughts alone.

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Emotiv's thought-reading headset puts your mind in games

Emotiv

A few weeks ago, I visited a start-up company that promised a neat trick: It would read my mind. [Ed's. note: OK, but that's a pretty light read!]

The firm, Emotiv, is developing a brain-wave detecting video game headset. Think of it as phrenology for modern times, and for fun: The device resembles a standard audio headset, but it’s fitted with an octopus of medical-grade EEG arms that sit against your dome.

The arms pick up electrical waves sloshing against your cranium, and from the data the headset divines your thoughts and your emotions. It can sense your facial expressions — it knows when you’re smiling, blinking, wincing — and, even better, if you think “lift,” “pull,” “rotate left” or a number of other standard game commands, the directives materialize on the screen.

Tan Le, the company’s president, told me that the firm had spent much R&D time perfecting a way to bring mind-reading tech to the masses.

In recent years clinical researchers have used functional magnetic resonance imaging, or fMRI, to get live shots of what our brains look like as we’re thinking things. fMRI, which uses a room-size scanner to see inside your head, isn’t practical for home use, so Emotiv relies, instead, on much older technology, electroencephalography, which focuses on the electrical impulses given off by your brain.

The trouble is, EEG isn’t especially precise: Different people may think the same things but produce completely different EEG signatures, Le says. In order to understand your thoughts, then, Emotiv’s headset must learn your EEG patterns, in much the way voice-recognition software has to learn how you pronounce vowels and consonants.

When you put the headset on for the first time, Emotiv’s software takes you through a number of routines to determine what your mind looks like when you think, say, “lift.” Then, the next time you think “lift,” your brain will (hopefully) produce a similar EEG wave, and the system will know what you want.

When it hits store shelves by the end of the year, Emotiv’s $299 headset — for PC games only, at least at first — will include one game that incorporates many of these pattern-learning routines. At Emotiv’s office here in San Francisco, I played a version of this intro game. In it, you play a martial-arts warrior in training. Your warrior-master guides you through techniques that help you translate your thoughts into on-screen actions.

Thinking my way through a video game was terrific fun. The warrior-master asked me to clear my mind, and then to imagine myself levitating a boulder a few feet off the ground. I concentrated, my brain working as hard as it’s ever worked. [Ed's. note: You're making this too easy...]

The boulder began to levitate, but as soon as it did, my excitement that the thing was working broke my concentration, and the boulder tumbled.

I tried again, and this time the game responded within a second — the boulder floated off the ground. As I pushed through the warrior landscape, I was asked to move more and bigger hurdles — a mountain, a bridge I had to get across — and by the third or fourth time, the objects seemed almost to be lifting themselves. I didn’t even have to think about thinking: Simply seeing the object, comprehending that it needed to be lifted, sent it flying up. There was something very nearly magical to it.

Your mileage may vary, of course. You’ve no doubt wondered whether some of your colleagues produce any brainwaves at all — if you haven’t, there’s a chance you’re the colleague others wonder about — and it’s unclear whether such folks would find much use for Emotiv’s device.

The system will work with ordinary PC games, but you’ll probably find it most fun with games designed specifically for brain control. There aren’t many of these yet, obviously, but Le says that developers have expressed much interest in creating such diversions. [Ed's. note: I can't wait for the mind-reading game that writes blog posts.]

Here’s Emotiv’s product demo video:

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Apple’s iTunes sells 5 billion songs, but you don’t own them

Meanwhile, Microsoft keeps its DRM servers alive.

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Apple put out a press release today announcing a milestone: The company has now sold more than 5 billion songs through iTunes.

To put that into perspective, if you pile 5 billion digital downloads atop each other, they’ll form a tower tall enough to … well, OK, it’ll be a completely invisible tower, as digital downloads have no three-dimensional physical presence, but you get the idea. It’s two or three road-trips’ worth of music, at least.

But let’s get back to this business of digital downloads lacking any physical presence. This idea — the notion that music, now, is just math, just information floating about the ether — turns out to be of some importance. Apple has sold us 5 billion songs, but do we really own that music?

Not most of it. People seem dimly aware of this, but it bears repeating: The vast majority of the songs we’ve bought through iTunes are gummed up with FairPlay, a digital-rights management scheme that Apple cooked up years ago to satisfy the recording industry.

FairPlay works like this: Every time you move your music to a new computer, iTunes calls up Apple’s servers to request “authorization” to play the tracks. The trick works fine, usually, as long as you are abiding by Apple’s restrictions.

But what if Apple’s servers go down? Indeed, what if, at some point in the future, there is no Apple, or iTunes? Then you’re stuck. That’s the gamble of copy protection: Because your songs must phone home, they’re not your songs, not really.

Why am I mentioning this now, raining on Apple’s 5 billion parade? Because the concern is not hypothetical. Exhibit A: Customers of Microsoft’s music store, which went online in 2004, and unceremoniously came down in 2006, are smarting over just this sort of thing.

In April, the company sent former customers an ominous notice. Microsoft had decided to shut down its authorization servers, meaning that people’s songs would break after Aug. 31. The company recommended that they laboriously burn each of their tracks to audio CDs (a process that results in lower-quality digital tracks).

After an outcry, Microsoft announced yesterday that it has reconsidered its decision.

Now customers will have until 2011 to enjoy the music they purchased. But MSN customers are living on borrowed time. One day, Microsoft will power down its servers, and when songs call out for permission, they’ll hear no response, and they won’t play.

But this is true of all DRM-protected music, not just Microsoft’s. ITunes and Apple don’t look vulnerable now, but the tech industry changes fast. One day a company or a product seems invincible, the next it’s curtains.

There’s no reason to gamble: When you’re looking for digital downloads, check out Amazon’s superb MP3 store first. And if you must buy from Apple, make sure your track is labeled “iTunes Plus,” which is Apple’s way of saying it’s free of copy protection. Your music shouldn’t have to ask for permission.

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Spore Creature Creator: Proof that this game will rule

Download a sneak peek of Will Wright's much-anticipated evolution simulator.

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Two big fun things hit the Web today. The first is Firefox 3, the latest version of everyone’s favorite browser (unless your favorite browser is Opera, IE, or Safari). Download the official release at 10 a.m. Pacific time today. (Quick review: Firefox 3 has a few great features, but if you run many add-ons, you might consider waiting for the extensions to be ported over to the new version.)

Here’s the happier thing: The Spore Creator, the first bit of public code from the much-anticipated video game Spore, is now available for download.

Spore, of course, is Will Wright’s next video game. You may remember Will Wright from his previous hits — SimCity and The Sims, say?

Spore, which Wright’s fans have been salivating over for years, has been called Sim Everything, or Sim Evolution: It lets you watch and guide the development of a species from the lowest scale — the cellular level — all the way to the largest, when your species acquires advanced intelligence and can hop through outer space (in other words, it becomes Snoop Dogg).

Spore will go on sale in September. But today Maxis, Wright’s game company, is releasing one portion of the game, the Creature Creator, for everyone for free.

Think of this as a pre-release demo, but with a twist. Will Wright calls Spore a “massively single-player” game, a clever way of saying that you’ll play the game by yourself, but it’ll be thoroughly social, populated by stuff that other people have created in their single-player games.

Maxis hopes that during the next few months, people all over the world will download the Creature Creator and build enough interesting Spore animals to fill the full game when it’s released.

Last week, Maxis invited the tech press over to its office to test out the Creature Creator. I’ve been playing it often since then: The Creature Creator is delicious, addictive fun.

You’ll grasp Spore’s intuitive interface in seconds, and after that your imagination takes reign. Pull legs, arms, feet, mouths, and various other animal parts onto your creature, resize and rotate and stretch and bend every bit of it, and then paint the whole thing to your delight.

Even though you can’t yet do anything with the creatures you create — there’s only a Test Drive mode, which lets your character walk, jump, and perform a few antics within a small circle of Spore space — just building them is enough to keep you occupied for weeks.

And then there’s the social part: You can share each of your creatures in the Sporepedia, an online, public repository of Sporey things. There, people can rate and comment on your animals, and folks can also select them to populate their Spore games.

The game’s also got built-in YouTube sharing — down below, I’ve posted a clip of Strange Fish, the Spore creature I made last night.

Here are screenshots of the creation process. Or try your own: Download The Spore Creature Creator, available for Mac or PC, here.

Every creature starts with a body. For this one, I went long and thin:

Then, a single back leg:

And how about two in the front?

Then, a face:

Eyes, bat ears:

Feet, hands:

Dino-webbing on its back, plus a paint job:

And another paint job:

Easy, huh? Intelligent design has never been so fun. And now, here’s a Spore-created YouTube clip of my creature (one knock on Spore: the quality of these videos needs upgrading):

——

I raved about Spore in my video for Current TV this week.

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