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	<title>Teleliving &#187; Law</title>
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	<link>http://www.teleliving.com</link>
	<description>TeleLiving is the convergence of next generation technology and services providing a natural conversation human-machine interaction. This disruptive technology will allow for a more comfortable and convenient way to shop, work, learn, and live.</description>
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		<title>Reshaping Reality</title>
		<link>http://www.teleliving.com/2006/04/reshaping-reality/</link>
		<comments>http://www.teleliving.com/2006/04/reshaping-reality/#comments</comments>
		<pubDate>Fri, 21 Apr 2006 13:22:16 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
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		<guid isPermaLink="false">http://www.teleliving.com/2006/04/21/reshaping-reality/</guid>
		<description><![CDATA[Forbes
This story is not a prophesy. It is not a prediction. Nor is it a prescriptive.
This story is a warning.
Reality is changing. Cheap, widely distributed bandwidth and advanced networking technologies are divorcing an ever-growing segment of the population from traditionally &#8220;real&#8221; constraints like geography and socio-economic status.
At work, your closest colleagues could be sitting in [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Forbes</strong></p>
<p>This story is not a prophesy. It is not a prediction. Nor is it a prescriptive.</p>
<p>This story is a warning.</p>
<p>Reality is changing. Cheap, widely distributed bandwidth and advanced networking technologies are divorcing an ever-growing segment of the population from traditionally &#8220;real&#8221; constraints like geography and socio-economic status.</p>
<p>At work, your closest colleagues could be sitting in the next cubicle…or on the next continent. Cutting-edge simulation techniques will soon bridge even the visual divides, making you feel like you&#8217;re sitting across the table from someone thousands of miles away. Millions of people are already choosing what &#8220;reality&#8221; they inhabit.</p>
<p>At the moment, online multiplayer games are the most dramatic example of these constructed realities. According to economist Edward Castronova, at least 10 million people worldwide subscribe to an online world like World of Warcraft, Star Wars Galaxies or WWII Online. While the vast majority of these worlds are centered around a videogame (kill the dragon, blow up the Death Star, shoot the Nazis), people are doing far more than just &#8220;playing&#8221; in them. They are making friends, discussing the weather and politics, getting (virtually) married, even making real money.</p>
<p>How &#8220;real&#8221; are these places? Plenty—at least to the people who live in them. According to Castronova&#8217;s book, Synthetic Worlds, fully 20% of the people who subscribe to EverQuest, a pioneering online game from Sony, consider its virtual world to be where they &#8220;live.&#8221; They travel elsewhere &#8220;occasionally.&#8221;</p>
<p><a href="http://www.forbes.com/technology/2006/04/15/virtual-reality-mmorpg_cx_mn_rd_06slate_0418reshape.html" target="_blank">Go To Article »</a></p>
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		<title>Framework Could Aid Global Information Exchange</title>
		<link>http://www.teleliving.com/2006/04/framework-could-aid-global-information-exchange/</link>
		<comments>http://www.teleliving.com/2006/04/framework-could-aid-global-information-exchange/#comments</comments>
		<pubDate>Mon, 03 Apr 2006 15:52:56 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
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		<guid isPermaLink="false">http://www.teleliving.com/2006/04/03/framework-could-aid-global-information-exchange/</guid>
		<description><![CDATA[Federal Computer Week
An open-standards group has created a framework that could facilitate the global exchange of information among organizations. The naming system could benefit a wide range of disciplines, from disaster response to medical research.
The Open Group’s Universal Data Element Framework (UDEF) has the potential to hasten information exchange by indexing the world’s datasets — [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Federal Computer Week</strong></p>
<p>An open-standards group has created a framework that could facilitate the global exchange of information among organizations. The naming system could benefit a wide range of disciplines, from disaster response to medical research.</p>
<p>The Open Group’s Universal Data Element Framework (UDEF) has the potential to hasten information exchange by indexing the world’s datasets — from e-commerce services to government registries and medical research databases — in one universally shared semantic repository.</p>
<p>And evidence shows that UDEF works. In October 2005, Open Group officials demonstrated the framework for members of the information technology community.</p>
<p><a target="_blank" href="http://www.fcw.com/article92807-04-03-06-Print">Go To Article »</a></p>
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		<title>Context-Aware Personal Communication for Teleliving</title>
		<link>http://www.teleliving.com/2006/03/context-aware-personal-communication-for-teleliving/</link>
		<comments>http://www.teleliving.com/2006/03/context-aware-personal-communication-for-teleliving/#comments</comments>
		<pubDate>Sun, 05 Mar 2006 18:28:41 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
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		<guid isPermaLink="false">http://www.teleliving.com/2006/03/05/context-aware-personal-communication-for-teleliving/</guid>
		<description><![CDATA[By Theo Kanter, Claes Frisk and Henrik Gustafsson
Abstract
Personal Communication with mixed voice and data can be offered as a very rich set of applications, which can be rapidly introduced at low cost. Wireless and positioning technologies in combination with Internet’s demonstrated capability to integrate voice and data are further leveraged by the use of software [...]]]></description>
			<content:encoded><![CDATA[<p><em>By Theo Kanter, Claes Frisk and Henrik Gustafsson</em></p>
<p><strong>Abstract</strong><br />
Personal Communication with mixed voice and data can be offered as a very rich set of applications, which can be rapidly introduced at low cost. Wireless and positioning technologies in combination with Internet’s demonstrated capability to integrate voice and data are further leveraged by the use of software agents. Our work clearly demonstrates the benefits of providing context-aware personal communication in terms of its potential to bringing about the rapid introduction, at low cost, of a rich communication space where artifacts, people, and non-physical entities are integral parts.</p>
<p><a target="_blank" href="/Context_Aware_Personal_Communication_for_Teleliving.pdf">View Paper [PDF] »</a></p>
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		<title>Semantic Web Road Map</title>
		<link>http://www.teleliving.com/2006/03/semantic-web-road-map/</link>
		<comments>http://www.teleliving.com/2006/03/semantic-web-road-map/#comments</comments>
		<pubDate>Wed, 01 Mar 2006 14:14:23 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
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		<guid isPermaLink="false">http://www.teleliving.com/2006/03/01/semantic-web-road-map/</guid>
		<description><![CDATA[W3C
The Web was designed as an information space, with the goal that it should be useful not only for human-human communication, but also that machines would be able to participate and help. One of the major obstacles to this has been the fact that most information on the Web is designed for human consumption, and [...]]]></description>
			<content:encoded><![CDATA[<p><strong>W3C</strong></p>
<p>The Web was designed as an information space, with the goal that it should be useful not only for human-human communication, but also that machines would be able to participate and help. One of the major obstacles to this has been the fact that most information on the Web is designed for human consumption, and even if it was derived from a database with well defined meanings (in at least some terms) for its columns, that the structure of the data is not evident to a robot browsing the web. Leaving aside the artificial intelligence problem of training machines to behave like people, the Semantic Web approach instead develops languages for expressing information in a machine processable form.</p>
<p>This document gives a road map &#8211; a sequence for the incremental introduction of technology to take us, step by step, from the Web of today to a Web in which machine reasoning will be ubiquitous and devastatingly powerful.</p>
<p>It follows the note on the architecture of the Web, which defines existing design decisions and principles for what has been accomplished to date.</p>
<p><a target="_blank" href="http://www.w3.org/DesignIssues/Semantic.html">Go To Article »</a></p>
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		<title>A Decade of Adoption: How the Internet has Woven Itself into American Life</title>
		<link>http://www.teleliving.com/2006/02/a-decade-of-adoption-how-the-internet-has-woven-itself-into-american-life/</link>
		<comments>http://www.teleliving.com/2006/02/a-decade-of-adoption-how-the-internet-has-woven-itself-into-american-life/#comments</comments>
		<pubDate>Wed, 22 Feb 2006 19:53:03 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
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		<guid isPermaLink="false">http://www.teleliving.com/2006/02/22/a-decade-of-adoption-how-the-internet-has-woven-itself-into-american-life/</guid>
		<description><![CDATA[Pew Internet &#038; American Life Project
A decade after browsers came into popular use, the Internet has reached into–and, in some cases, reshaped–just about every important realm of modern life. It has changed the way we inform ourselves, amuse ourselves, care for ourselves, educate ourselves, work, shop, bank, pray and stay in touch.
This entry is the [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Pew Internet &#038; American Life Project</strong></p>
<p>A decade after browsers came into popular use, the Internet has reached into–and, in some cases, reshaped–just about every important realm of modern life. It has changed the way we inform ourselves, amuse ourselves, care for ourselves, educate ourselves, work, shop, bank, pray and stay in touch.</p>
<p>This entry is the Pew Internet Project&#8217;s contribution to &#8220;Trends 2005,&#8221; a publication of the newly-created Pew Research Center, a research orgnization that combines several analytical projects funded by the Pew Charitable Trusts. Taking a look back at adoption of the internet in the past decade, the Pew Internet Projects finds:</p>
<p>On a typical day at the end of 2004, some 70 million American adults logged onto the Internet to use email, get news, access government information, check out health and medical information, participate in auctions, book travel reservations, research their genealogy, gamble, seek out romantic partners, and engage in countless other activities. That represents a 37 percent increase from the 51 million Americans who were online on an average day in 2000 when the Pew Internet &#038; American Life Project began its study of online life.</p>
<p><a target="_blank" href="http://www.pewinternet.org/PPF/r/148/report_display.asp">Go To Article »</a></p>
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