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	<rdf:li rdf:resource="http://carsonified.com/blog/design/web-app-client-questionnaire/"/>
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  </channel><item rdf:about="http://www.eurogamer.net/articles/2015-12-16-rare-kinect-rise-and-fall">
    <title>Rare and the rise and fall of Kinect • Eurogamer.net</title>
    <dc:date>2017-04-01T22:44:35+00:00</dc:date>
    <link>http://www.eurogamer.net/articles/2015-12-16-rare-kinect-rise-and-fall</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The sensor's original codename, "Project Natal", is both a reference to project incubator Alex Kipman's native burg, and a statement of intent: this was to be a new birth for an artform long hamstrung - or so it was maintained - by the need to master an abstract input mechanism before you could enjoy yourself. "The vast majority of people are just too intimidated to pick up a videogame controller," Steven Spielberg said during a conference cameo at E3 2009, adding that "the only way to bring interactive entertainment to everybody is to make it invisible."

Looking back five years on from Kinect's eventual release, it all seems so quaint. Demand for controller-based experiences is unabated, and touchscreens rather than motion or voice controls have arguably given us the most convincing tech-led design innovations, thanks to the meteoric rise of smartphones and tablets. Kinect, meanwhile, has proven to be anything but "invisible" in practice.]]></description>
<dc:subject>article kinect gaming microsoft</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:c09c0f373298/</dc:identifier>
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<item rdf:about="http://futuregram.trendone.com/">
    <title>FUTUREGRAM#Chatbots</title>
    <dc:date>2016-07-06T11:56:32+00:00</dc:date>
    <link>http://futuregram.trendone.com/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[EIN CHATBOT IST...
...Software, die mit Menschen Dialoge führen kann. Ob schriftlich oder per Spracherkennung, Chatbots assistieren den Menschen im Alltag oder Beruf und erledigen eigenständig Aufgaben, für die bislang telefoniert oder durch Websites und Apps navigiert werden musste. Chatbots sollen personalisierte Lösungen ermöglichen und dabei helfen, Zeit zu sparen. Mit ihnen findet das Suchen und Finden gleichzeitig statt.]]></description>
<dc:subject>bots ai german article</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e99a0a516cfa/</dc:identifier>
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<item rdf:about="http://blog.crisp.se/2016/01/25/henrikkniberg/making-sense-of-mvp#more-7646">
    <title>Crisp's Blog » Making sense of MVP (Minimum Viable Product) – and why I prefer Earliest Testable/Usable/Lovable</title>
    <dc:date>2016-03-07T16:21:33+00:00</dc:date>
    <link>http://blog.crisp.se/2016/01/25/henrikkniberg/making-sense-of-mvp#more-7646</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Since then the drawing has gone viral! Shows up all over the place, in articles and presentations, even in a book (Jeff Patton’s “User Story Mapping”  – an excellent read by the way). Many tell me the drawing really captures the essence of iterative & incremental development, lean startup, MVP (minimum viable product), and what not. However, some misinterpret it, which is quite natural when you take a picture out of it’s original context. Some criticize it for oversimplifying things, which is true. The picture is a metaphor. It is not about actual car development, it is about product development in general, using a car as a metaphor.]]></description>
<dc:subject>agile article diagrams spotify</dc:subject>
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<item rdf:about="https://medium.com/@intercom/the-dribbblisation-of-design-406422ccb026">
    <title>The Dribbblisation of Design — Medium</title>
    <dc:date>2015-06-01T19:06:16+00:00</dc:date>
    <link>https://medium.com/@intercom/the-dribbblisation-of-design-406422ccb026</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[In the last year I’ve reviewed a lot of product design work from job applicants and I’ve noticed a worrying pattern. Too many designers are designing to impress their peers rather than address real business problems. This has long been a problem in creative advertising (where creative work is often more aligned with winning awards than with primary client business objectives) and its becoming more prominent in product and interaction design.]]></description>
<dc:subject>article design hiring</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:a24d71b35d74/</dc:identifier>
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<item rdf:about="http://www.raphkoster.com/2015/02/12/the-game-design-section/">
    <title>The Game Design section » Raph's Website</title>
    <dc:date>2015-03-15T19:49:02+00:00</dc:date>
    <link>http://www.raphkoster.com/2015/02/12/the-game-design-section/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[In addition, there are now videos and audio attached to many of the existing presentations; if they were posted for free on GDCVault or elsewhere, I have embeded the video or audio there in the page alongside the slides. Most slides have been re-exported for higher quality.

It’s not all in presentations, either. I went through the blog archives and found a host of interviews and panels and whatnot that had never been archived, including many on Metaplace and SWG and MMOs in general, and also the recent panel I moderated at GDCNext on indie grassroots marketing. So now that page is also much better; I think there may have been as many as a dozen new additions, actually. There are even a couple of essays that had never been gathered up on the site, such as the one I did for Penny Arcade where they asked me to design a construction MMO.]]></description>
<dc:subject>gamedesign video article mmo</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://www.newyorker.com/tech/elements/deepmind-artificial-intelligence-video-games">
    <title>What Google DeepMind Means for A.I. - The New Yorker</title>
    <dc:date>2015-03-08T14:00:00+00:00</dc:date>
    <link>http://www.newyorker.com/tech/elements/deepmind-artificial-intelligence-video-games</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The auditorium begins to buzz. Demis Hassabis, the program’s creator, advances to the next clip in his video presentation. The A.I. uses four quick rebounds to drill a hole through the left-hand side of the wall above it. Then it executes a killer bank shot, driving the ball into the hole and through to the other side, where it ricochets back and forth, destroying the entire wall from within. Now there are exclamations, applause, and shocked whispers from the crowd. Hours after encountering its first video game, and without any human coaching, the A.I. has not only become better than any human player but has also discovered a way to win that its creator never imagined.]]></description>
<dc:subject>ai article google gaming</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://www.newyorker.com/magazine/2015/02/23/shape-things-come?currentPage=all">
    <title>Jonathan Ive and the Future of Apple - The New Yorker</title>
    <dc:date>2015-02-17T11:09:51+00:00</dc:date>
    <link>http://www.newyorker.com/magazine/2015/02/23/shape-things-come?currentPage=all</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[There were times, during the past two decades, when he considered leaving Apple, but he stayed, becoming an intimate friend of Steve Jobs and establishing the build and the finish of the iMac, the MacBook, the iPod, the iPhone, and the iPad. He is now one of the two most powerful people in the world’s most valuable company. He sometimes listens to CNBC Radio on his hour-long commute from San Francisco to Apple’s offices, in Silicon Valley, but he’s uncomfortable knowing that a hundred thousand Apple employees rely on his decision-making—his taste—and that a sudden announcement of his retirement would ambush Apple shareholders. ]]></description>
<dc:subject>apple design article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:abee0d5f4160/</dc:identifier>
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</item>
<item rdf:about="http://www.artofvfx.com/">
    <title>The Art of VFX — Exclusive VFX Interviews &amp; News</title>
    <dc:date>2014-05-15T13:31:17+00:00</dc:date>
    <link>http://www.artofvfx.com/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Blog and magazine about visual fx and computer graphics + animation]]></description>
<dc:subject>article blog interview vfx fx graphics</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://om.co/2014/03/03/whatsapp-vs-facebook/">
    <title>WhatsApp is Different | Om Malik</title>
    <dc:date>2014-03-04T10:40:01+00:00</dc:date>
    <link>http://om.co/2014/03/03/whatsapp-vs-facebook/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Since I started a new gig, I sort of ignored most of the published commentary. A couple of days ago in a conversation with my new colleague at True Ventures, Keila Fong, we started talking about how different really is WhatsApp that it is worth $19 billion to Mark Zuckerberg. So we ran some numbers and compared WhatsApp’s numbers to some of the other social applications.]]></description>
<dc:subject>article mobile whatsapp facebook numbers</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://media.steampowered.com/apps/abrashblog/Abrash%20Dev%20Days%202014.pdf">
    <title>media.steampowered.com/apps/abrashblog/Abrash Dev Days 2014.pdf</title>
    <dc:date>2014-02-16T11:53:58+00:00</dc:date>
    <link>http://media.steampowered.com/apps/abrashblog/Abrash%20Dev%20Days%202014.pdf</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I’m not a visionary, but I hope to do much the same for you today with a part of the Metaverse that 
hasn’t yet happened, virtual reality. I’m sure you’re all familiar with the Oculus Rift DK1, and I’d guess 
that most of you think it’s just an interesting curiosity at this point. That’s a reasonable take right now, 
but we think you should pay close attention, because VR is likely to have a big impact much sooner 
than you think – and Valve’s working hard to make that happen.]]></description>
<dc:subject>game pdf valve gamedev VR talk article</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:61adff732d5f/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:pdf"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:valve"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedev"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:VR"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:talk"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://media.steampowered.com/apps/valve/2013/MAbrashGDC2013.pdf">
    <title>media.steampowered.com/apps/valve/2013/MAbrashGDC2013.pdf</title>
    <dc:date>2014-02-16T11:53:04+00:00</dc:date>
    <link>http://media.steampowered.com/apps/valve/2013/MAbrashGDC2013.pdf</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[There’s no way I can give you a proper understanding in a 25-
minute talk of the complexity and depth of the issues associated 
with making virtual images seem real to the human perceptual 
system, but I can give you a sense of the breadth of those issues, 
along with a deeper look at one specific problem, and that’s what 
I’m going to do today. 
]]></description>
<dc:subject>gamedev VR abrash article pdf english technology</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:9fe592bddd56/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedev"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:VR"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:abrash"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:pdf"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:technology"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://hellmode.com/2013/03/21/this-isnt-the-article-i-wanted-to-write-about-tomb-raider/">
    <title>This Isn’t the Article I Wanted to Write About Tomb Raider | Hellmode</title>
    <dc:date>2013-04-07T18:33:27+00:00</dc:date>
    <link>http://hellmode.com/2013/03/21/this-isnt-the-article-i-wanted-to-write-about-tomb-raider/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Instead this is an article about Lara Croft being choked to death.
There’s a scene fairly early on in the game where our young, intrepid heroine is being stalked through the forest. Her innocence is shattered; her friends are being brutally shot around her, their screams echoing in the distance as they’re murdered. She crouches against some old ruins at one point, finding a brief reprieve from the horrors she’s witnessing unfold. Suddenly a man surprises her, grabbing her and lifting her up by her throat. His hand clamps over her throat and he begins to choke the life out of her. She starts struggling. She has seconds to live.
If you don’t hit the right series of buttons, she’s choked to death in front of you. Her body goes limp in his hands, her face goes blank, and he laughs the cruelest of laughs.
If you don’t hit the right series of keys, she dies a horrible death. He lives. They never escape the island and Lara never becomes the heroine she was destined to be.
I hit the keys wrong at first. I was so taken aback by the scene that I just stared at it, my mouth slightly open. A video game had never made me feel this way in my entire life—and I wasn’t sure what I thought about that.]]></description>
<dc:subject>article games gaming review laracroft emotions</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:9c13593fe5b9/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:review"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:laracroft"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:emotions"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.buzzfeed.com/justinesharrock/how-facebook-a-pixar-artist-and-charles-darwin-are-reinventi">
    <title>How Facebook, A Pixar Artist, And Charles Darwin Are Reinventing The Emoticon</title>
    <dc:date>2013-02-11T12:50:14+00:00</dc:date>
    <link>http://www.buzzfeed.com/justinesharrock/how-facebook-a-pixar-artist-and-charles-darwin-are-reinventi</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[But how, in a tiny digital image, do you depict something as subtle as shame as opposed to remorse, or shyness as opposed to modesty? Current emoticons can't do that, or anything close to it. So Facebook has turned to Pixar story illustrator and former storyboard artist at the Wallace and Gromit studio Matt Jones, to help make something entirely new. He's charged, basically, with reinventing the smiley.]]></description>
<dc:subject>art article emotion ux ui smiley pixar</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:66eaa470094c/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:art"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:emotion"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:smiley"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:pixar"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.useit.com/papers/noncommand.html">
    <title>Noncommand User Interfaces</title>
    <dc:date>2012-10-12T10:23:08+00:00</dc:date>
    <link>http://www.useit.com/papers/noncommand.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Several new user interface technologies and interaction principles seem to define a new generation of user interfaces that will move off the flat screen and into the physical world to some extent. Many of these next-generation interfaces will not have the user control the computer through commands, but will have the computer adapt the dialogue to the user's needs based on its inferences from observing the user. This article defines twelve dimensions across which future user interfaces may differ from the canonical window systems of today: User focus, the computer's role, interface control, syntax, object visibility, interaction stream, bandwidth, tracking feedback, interface locus, user programming, and software packaging. 
Keywords: Agents, Animated icons, BITPICT, DWIM, Embedded help, Eye tracking, Generations of user interfaces, Gestural interfaces, Help systems, Home computing, Interactive fiction, Interface paradigms, Noncommand based user interfaces, Prototyping, Usability heuristics, Virtual realities, Wizard of Oz method.]]></description>
<dc:subject>article design interface ui usability</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:5878dd395679/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:usability"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://blog.kissmetrics.com/why-the-fold-is-a-myth/">
    <title>Why The Fold Is A Myth - And Where To Actually Put Your Calls To Action</title>
    <dc:date>2012-09-16T11:55:15+00:00</dc:date>
    <link>http://blog.kissmetrics.com/why-the-fold-is-a-myth/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[If you’ve spent any time at all learning about web design, online marketing, or conversion-rate optimization, you’ll have heard to never put calls to action below the fold.

Indeed, in industries where web designers know enough about marketing to use calls to action in the first place, you see an awful lot of “templati­fication”—websites all starting to look suspiciously alike. Here’s an obvious example: tech startup websites. Don’t they all look a little like this?]]></description>
<dc:subject>article conversion marketing attention</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:ac025435cf9d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:conversion"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:marketing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:attention"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.theatlantic.com/technology/archive/2010/12/wikileaks-exposes-internets-dissent-tax-not-nerd-supremacy/68397/">
    <title>Wikileaks Exposes Internet's Dissent Tax, not Nerd Supremacy - Zeynep Tufekci - Technology - The Atlantic</title>
    <dc:date>2010-12-29T10:22:09+00:00</dc:date>
    <link>http://www.theatlantic.com/technology/archive/2010/12/wikileaks-exposes-internets-dissent-tax-not-nerd-supremacy/68397/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Jaron Lanier's recent lengthy essay about Wikileaks is not really about Wikileaks; thus, it is unsurprising that he misses the central lesson of this affair. From the beginning, he makes the fundamental conceptual mistake of conflating individual human beings and powerful institutions, like governments and corporations; he then takes off on a dystopic vision of a world dominated by an imagined "nerd supremacist" ethic of complete transparency, collapse of private life, and unrestricted information flow, in which humanity is the slave of the machine.]]></description>
<dc:subject>culture internet privacy article english</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:f34d7c7aedbd/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:culture"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:internet"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:privacy"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://mashable.com/2010/12/20/thrillist-redesign/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed:+Mashable+(Mashable)">
    <title>Behind the Scenes: What it Takes to Redesign a 12 Million User Website</title>
    <dc:date>2010-12-20T20:20:35+00:00</dc:date>
    <link>http://mashable.com/2010/12/20/thrillist-redesign/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed:+Mashable+(Mashable)</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The men’s lifestyle publication Thrillist has rolled out a new site design. Thrillist’s design team put its 12 million-user website under the microscope for nearly a year before unveiling the new look.

A complete redesign can be high stakes for a large site. Digg 4 earlier this year showed what can go wrong in the rollout of a new user experience (in Digg’s case, a noisy uproar and traffic dive). Twitter, on the other hand, this year launched a redesign that enhanced user experience with few snags.

Mashable got a sneak peek at Thrillist’s new design, along with the scoop on what the inside of a massive art project looks like. Read on for the anatomy of this full web makeover.]]></description>
<dc:subject>web webdev article english redesign ux</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8fec96b46898/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:web"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:webdev"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:redesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://cvk.posterous.com/sql-injection-with-raw-md5-hashes">
    <title>SQL injection with raw MD5 hashes (Leet More CTF 2010 injection 300) - cvk | nc -l -p 80</title>
    <dc:date>2010-11-29T17:14:59+00:00</dc:date>
    <link>http://cvk.posterous.com/sql-injection-with-raw-md5-hashes</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[One challenge at yesterday’s CTF was a seemingly-impossible SQL injection worth 300 points. The point of the challenge was to submit a password to a PHP script that would be hashed with MD5 before being used in a query. At first glance, the challenge looked impossible. Here’s the code that was running on the game server:
]]></description>
<dc:subject>mysql php programming security sql web webdev article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:7823c0ddc7f0/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mysql"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:php"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:programming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:security"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:sql"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:web"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:webdev"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://thegameprodigy.com/minecraft-illustrates-the-two-keys-to-a-sandbox-game/">
    <title>Minecraft Illustrates the Two Keys to a Sandbox Game | The Game Prodigy</title>
    <dc:date>2010-11-16T08:00:55+00:00</dc:date>
    <link>http://thegameprodigy.com/minecraft-illustrates-the-two-keys-to-a-sandbox-game/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[If you’ve been keeping up with the indie game world recently, you would have heard of a game called Minecraft.  For those who haven’t, Minecraft is a sandbox-style game where players can use different materials to create and destroy worlds as they please.  It’s multiplayer, allowing for online collaboration, and some of the structures, cities, and makeshift games that the players have made are truly spectacular.
]]></description>
<dc:subject>gamedesign sandbox mmo mmog article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:7dfb164f9547/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:sandbox"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mmo"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mmog"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://thegameprodigy.com/the-5-degrees-of-fun-in-games/">
    <title>The 5 Degrees of Fun in Games | The Game Prodigy</title>
    <dc:date>2010-11-16T07:59:59+00:00</dc:date>
    <link>http://thegameprodigy.com/the-5-degrees-of-fun-in-games/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Exactly how much fun is it possible for someone have playing a game?  My game design philosophy has always been that games create an Experience.  For the vast majority of games that are made, I would say around 99%, the core experience that companies, student developers, and indie developers are shooting for is for the game to be fun.
]]></description>
<dc:subject>fun games gaming psychology gamedesign article english z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:29488a649473/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:fun"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:psychology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://biobreak.wordpress.com/2010/11/03/consoles-rule-pcs-drool/">
    <title>Consoles rule! PCs drool!</title>
    <dc:date>2010-11-04T06:49:02+00:00</dc:date>
    <link>http://biobreak.wordpress.com/2010/11/03/consoles-rule-pcs-drool/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The short summary: Undead Labs, the studio founded by a few ex-ArenaNet employees, recently hired on a one Mr. Richard Foge as a game designer.  Foge’s first public act as a dev and employee was to come out with an oddly provocative manifesto in which he bashes MMOs, puts down PCs, wishes upon a star, and tells us how awesome action console games are.  From a journalistic standpoint, it’s full of unbelievable money quotes; from a player standpoint, it’s kind of off-putting and even trollish
]]></description>
<dc:subject>gamedesign ohdear games mmog article rant</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:079c3b358139/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ohdear"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mmog"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:rant"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.subtraction.com/2010/10/27/my-ipad-magazine-stand">
    <title>Subtraction.com: My iPad Magazine Stand</title>
    <dc:date>2010-11-03T08:35:29+00:00</dc:date>
    <link>http://www.subtraction.com/2010/10/27/my-ipad-magazine-stand</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[iPad Magazine Stand
]]></description>
<dc:subject>adobe apple article books publishing magazine magazines tablets interactiondesign reading</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:63dcdec5d122/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:adobe"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:apple"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:books"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:publishing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:magazine"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:magazines"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:tablets"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interactiondesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:reading"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://blogs.msdn.com/b/ericlippert/archive/2003/10/28/53298.aspx">
    <title>How many Microsoft employees does it take to change a lightbulb? - Fabulous Adventures In Coding - Site Home - MSDN Blogs</title>
    <dc:date>2010-11-01T09:30:37+00:00</dc:date>
    <link>http://blogs.msdn.com/b/ericlippert/archive/2003/10/28/53298.aspx</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Joe Bork has written a great article explaining some of the decisions that go into whether a bug is fixed or not. This means that I can cross that one off my list of potential future entries. Thanks Joe!

But while I'm at it, I'd like to expand a little on what Joe said.His comments generalize to more than just bug fixes. A bug fix is one kind of change to the behaviour of the product, and all changes have similar costs and go through a similar process.
]]></description>
<dc:subject>article blog design development management microsoft programming software</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:683220e61c88/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:blog"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:management"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:microsoft"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:programming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:software"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://techcrunch.com/2010/10/14/eventbrite-facebook-share/">
    <title>For Eventbrite, Each Facebook Share Is Worth $2.52</title>
    <dc:date>2010-10-29T11:21:06+00:00</dc:date>
    <link>http://techcrunch.com/2010/10/14/eventbrite-facebook-share/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[How much is a shared link on Facebook worth? For online ticketing service Eventbrite, each time someone shares a link to an event with their Facebook friends it results in $2.52 worth of ticket sales. In contrast, a Twitter share is only worth $0.43, and a LinkedIn share is worth $0.90. Sharing an event through Eventbrite’s email sharing tool is worth $2.34, almost as much as Facebook. On average, across all social channels, each share is worth an average of $1.78 for Eventbrite.
]]></description>
<dc:subject>facebook analytics social metrics article english studies advertising statistics</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:a1ae04968e02/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:facebook"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:analytics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:social"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:metrics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:studies"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:advertising"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:statistics"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://technorati.com/business/advertising/article/has-your-site-been-gamified/">
    <title>Has Your Site Been Gamified? - Technorati Advertising</title>
    <dc:date>2010-10-26T12:31:05+00:00</dc:date>
    <link>http://technorati.com/business/advertising/article/has-your-site-been-gamified/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Humans are naturally competitive. (We do call it the ‘human race’, after all!) We like validation of our place in the world. When society provides independent measures of our success, we can contextualize our personal achievements.
]]></description>
<dc:subject>gamedesign gamemechanics gaming gamification article english z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e62b3f156bfd/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamemechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
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</item>
<item rdf:about="http://www.theinvisibl.com/news/2009/12/08/a-piece-with-a-lot-of-screenshots-about-the-close-tab-behaviour-in-google-chrome/">
    <title>A piece with a lot of screenshots about the close tab behaviour in Google Chrome | The Invisible</title>
    <dc:date>2010-10-25T06:34:53+00:00</dc:date>
    <link>http://www.theinvisibl.com/news/2009/12/08/a-piece-with-a-lot-of-screenshots-about-the-close-tab-behaviour-in-google-chrome/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Tabs, tabs, tabs. The specialist subject of UI experts everywhere. Should tabs just rearrange horizontally or also detach? How much vertical scroll buffer should a tab have before it detaches? Under what circumstances should it detach? What about reattaching
]]></description>
<dc:subject>ux design interface article chrome tabs</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:4db9c99bb472/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:chrome"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:tabs"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://blog.garlicsim.org/post/1388741380/thinking-of-your-software-as-a-butler-is-difficult-but">
    <title>GarlicSim blog - Thinking of your software as a butler is difficult but important</title>
    <dc:date>2010-10-25T06:27:26+00:00</dc:date>
    <link>http://blog.garlicsim.org/post/1388741380/thinking-of-your-software-as-a-butler-is-difficult-but</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The goal of a software product is to serve human beings. A good software product caters to the user’s whims, even if it means doing something hard and technically complicated just to save the user one click while he is watching pictures of lolcats. The way a good software product treats the user is kind of like the way a butler treats his master
]]></description>
<dc:subject>ui ux interface design programming tools article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:091c917fb063/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:programming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:tools"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www-cs-students.stanford.edu/~amitp/gameprog.html">
    <title>Amit’s Game Programming Information</title>
    <dc:date>2010-10-20T08:42:49+00:00</dc:date>
    <link>http://www-cs-students.stanford.edu/~amitp/gameprog.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[What’s on this page? I’m interested in producing complexity out of simple parts. This page contains bookmarks that I collected while working on games; I did not write most of the content linked from here. As a result the set of links here reflects the types of things I needed to know: only a few specific topics (not everything related to game programming), general ideas instead of platform-specific information (graphics, sound, compilers), and ideas and designs instead of source code (I find it easier to go from an idea to code than from code to an idea). Other sites, like Gamedev and Gamasutra, cover lots more topics than mine does. These are the topics I cover:
]]></description>
<dc:subject>programming gamedev development coding tutorial reference article tutorials</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:dc7af256db74/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:programming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedev"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:coding"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:tutorial"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:reference"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:tutorials"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://brokentoys.org/2010/08/24/the-client-is-in-the-compiler-of-the-enemy/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+BrokenToys+(Broken+Toys)&amp;utm_content=Google+Reader">
    <title>The Client Is In The Compiler Of The Enemy</title>
    <dc:date>2010-09-01T04:49:08+00:00</dc:date>
    <link>http://brokentoys.org/2010/08/24/the-client-is-in-the-compiler-of-the-enemy/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+BrokenToys+(Broken+Toys)&amp;utm_content=Google+Reader</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Diary of a Second Life trainwreck
]]></description>
<dc:subject>secondlife security client mmo english article</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:acb4beadb90e/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:secondlife"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:security"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:client"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mmo"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
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</item>
<item rdf:about="http://www.brandonstaggs.com/2007/07/26/implementing-a-partial-serial-number-verification-system-in-delphi/">
    <title>Implementing a Partial Serial Number Verification System in Delphi | Brandon Staggs .Com</title>
    <dc:date>2010-09-01T04:48:14+00:00</dc:date>
    <link>http://www.brandonstaggs.com/2007/07/26/implementing-a-partial-serial-number-verification-system-in-delphi/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Most micro-ISVs use a serial number/registration code system to allow end users to unlock or activate their purchase.  The problem most of us have run into is that a few days or weeks after our software is released, someone has developed a keygen, a crack, or has leaked a serial number across the internet.

There are several possible solutions to this problem. You could license a system like Armadillo/Software Passport or ASProtect, or you could distribute a separate full version as a download for your paying customers. Each option has advantages and disadvantages. What I am going to show you is a way to keep “rolling your own” license key system while making working cracks harder for crackers to produce, and working keygens a thing of the past.
]]></description>
<dc:subject>algorithm development license programming security software registration article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8342c7f2a2b4/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:algorithm"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:license"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:programming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:security"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:software"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:registration"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
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</item>
<item rdf:about="http://blogs.hbr.org/schrage/2010/08/smartphone-transform-elevator-pitch.html">
    <title>How Your Smartphone Will Transform Your Elevator Pitch - Michael Schrage - Harvard Business Review</title>
    <dc:date>2010-08-23T08:38:04+00:00</dc:date>
    <link>http://blogs.hbr.org/schrage/2010/08/smartphone-transform-elevator-pitch.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Listening to good entrepreneurs make their pitch is great fun. How well, or poorly, they align their passion and persuasiveness to the product details reveals a lot. Are they pushing an idea or telling a story? Is it all about their own charisma or is the innovative idea the real hero? Are we having a conversation or am I being sold? How will they get me to "get it"?
]]></description>
<dc:subject>mobile presentation business visualization article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:b5eb75259c47/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mobile"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:presentation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:business"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:visualization"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
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</item>
<item rdf:about="http://www.next-gen.biz/blogs/when-is-a-game-not-a-game">
    <title>When Is A Game Not A Game? | Edge Magazine</title>
    <dc:date>2010-08-13T09:01:15+00:00</dc:date>
    <link>http://www.next-gen.biz/blogs/when-is-a-game-not-a-game</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The only strange thing about this talking wolf is the high quality of its conversation. “I could shoot you, you know,” I threaten the wolf, having already established that my daughter might still be alive inside its belly. That wasn’t picked from a dialogue menu; I typed it in. Without missing a beat, the wolf responds, “I’m afraid you’ll have to.” Sentient characters and interactive dialogue have been common this entire play session. Impressed? The game’s responses are driven by game designer Jason Rohrer.
]]></description>
<dc:subject>games gamedesign gamemechanics article english interview z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:a1b93463ee18/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamemechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interview"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
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</item>
<item rdf:about="http://www.google.com/reader/view/#stream/user%2F10515709654561969156%2Fstate%2Fcom.google%2Freading-list">
    <title>Google Reader (4)</title>
    <dc:date>2010-08-13T04:54:24+00:00</dc:date>
    <link>http://www.google.com/reader/view/#stream/user%2F10515709654561969156%2Fstate%2Fcom.google%2Freading-list</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[You’re not alone, I was also doing prototyping wrong until a few years ago. There are probably many different ways of prototyping games correctly, and maybe your way works great for you. In that case, a more accurate title for this post could have been “Prototyping: I Was Doing It Wrong”.

A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game.

Chris Hecker and Chaim Gingold gave one of the best presentations on the subject of rapid prototyping. It was hugely influential for me, and it made me re-think the way I do prototypes. If you get a chance, find the audio for the presentation, it’s definitely worth it.
]]></description>
<dc:subject>games development gamedev prototyping programming article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:de40015d16dd/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedev"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:prototyping"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:programming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
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</item>
<item rdf:about="http://blog.okcupid.com/index.php/dont-be-ugly-by-accident/">
    <title>Don’t Be Ugly By Accident! « OkTrends</title>
    <dc:date>2010-08-11T11:36:40+00:00</dc:date>
    <link>http://blog.okcupid.com/index.php/dont-be-ugly-by-accident/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[If you're anything like me, you usually think of your pics in terms of content: Here's me smiling. Here's me looking tough. Here's me in Hawaii with that wacky turtle. And so on. Today, however, we'll analyze photography from a numerical angle—we'll discuss flash, focus, and aperture instead. We feel like people don't really think about these things when they choose a profile photo, and yet, as we shall see, their misuse can seriously mess you up.
]]></description>
<dc:subject>analysis attractiveness camera infographics photography social statistics visualization article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:28663ea17d20/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:analysis"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:attractiveness"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:camera"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:infographics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:photography"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:social"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:statistics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:visualization"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
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</item>
<item rdf:about="http://chrishecker.com/Achievements_Considered_Harmful%3F">
    <title>Achievements Considered Harmful? - Chris Hecker's Website</title>
    <dc:date>2010-08-10T07:37:17+00:00</dc:date>
    <link>http://chrishecker.com/Achievements_Considered_Harmful%3F</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I waded into the debate on game achievements with my lecture at the 2010 Game Developers Conference entitled Achievements Considered Harmful?, with a strong emphasis on the "?". Since the game industry seems to be careening head first into a future of larding points and medals and cute titles on players for just starting up a video game, I wanted to raise awareness of the large body of research studying the impact on motivation from various types of rewards. Trying to be "fair and balanced", I delved into what the data show and what they don't show.
]]></description>
<dc:subject>gamedesign games gaming psychology social article english motivation z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:1a0ae74d2f1e/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:psychology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:social"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.gamasutra.com/view/feature/4175/infinite_space_an_argument_for_.php">
    <title>Gamasutra - Features - Infinite Space: An Argument for Single-Sharded Architecture in MMOs</title>
    <dc:date>2010-08-10T07:35:58+00:00</dc:date>
    <link>http://www.gamasutra.com/view/feature/4175/infinite_space_an_argument_for_.php</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[[In this much-referenced technical piece originally published in Game Developer magazine late last year, the team behind idiosyncratic MMO success EVE Online discusses precisely why sharing a single world between all of its players makes sense.]
]]></description>
<dc:subject>article design development eve gamedesign gamedev programming sql database mmog architecture</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:0391045c8dcc/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:eve"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:programming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:sql"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:database"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mmog"/>
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</item>
<item rdf:about="http://acko.net/blog/js1k-demo-the-making-of">
    <title>My JS1K Demo - The Making Of | Steven Wittens - Acko.net</title>
    <dc:date>2010-08-10T07:32:30+00:00</dc:date>
    <link>http://acko.net/blog/js1k-demo-the-making-of</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[If you haven't seen it yet, check out the JS1K demo contest. The goal is to do something neat in 1 kilobyte of JavaScript code.

I couldn't resist making one myself, so I pulled out my bag of tricks from my Winamp music visualization days and started coding. I'm really happy with how it turned out
]]></description>
<dc:subject>code animation html5 canvas coding demoscene javascript programming visualization english article howto</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:25b15a22f0b1/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:coding"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:javascript"/>
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</item>
<item rdf:about="http://www.itnews.com.au/News/169862,employers-look-to-gaming-to-motivate-staff.aspx">
    <title>Employers: Look to gaming to motivate staff - Training &amp; Development - Business - News - iTnews.com.au</title>
    <dc:date>2010-08-05T09:02:44+00:00</dc:date>
    <link>http://www.itnews.com.au/News/169862,employers-look-to-gaming-to-motivate-staff.aspx</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Clearly defined goals and fair, incremental rewards are two game design techniques that could motivate the 'gamer generation' in the workforce, according to a US academic.

Lee Sheldon of the Indiana University believes managers may have to rethink how they engage the next generation entering the mainstream workforce.
]]></description>
<dc:subject>article economy education game games psychology engagement experience english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:aad88a197ae2/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:game"/>
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</item>
<item rdf:about="http://www.escapistmagazine.com/news/view/99224-Professor-Abandons-Grades-for-Experience-Points">
    <title>The Escapist : News : Professor Abandons Grades for Experience Points</title>
    <dc:date>2010-08-05T09:02:11+00:00</dc:date>
    <link>http://www.escapistmagazine.com/news/view/99224-Professor-Abandons-Grades-for-Experience-Points</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Lee Sheldon is an accomplished screenwriter and game writer, having worked on TV shows like ST:TNG and Charlie's Angels as well as the Agatha Christie series of games from The Adventure Company. He now teaches game design courses for Indiana University's Department of Telecommunications. Instead of assigning his students a grade at the end of the course, he instead starts every student at 0 xp and they earn points through completing quests like solo projects and quizzes in addition to grouping up for guild projects and pick up groups. How many points they have at the end of the course determines their actual "grade."
]]></description>
<dc:subject>games gaming social education english article z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:198ca984194a/</dc:identifier>
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</item>
<item rdf:about="http://www.gamasutra.com/php-bin/news_index.php?story=17350">
    <title>Gamasutra - News - Casual Games and Piracy: The Truth</title>
    <dc:date>2010-07-30T16:59:54+00:00</dc:date>
    <link>http://www.gamasutra.com/php-bin/news_index.php?story=17350</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[“It looks like around 92% of the people playing the full version of [the pictured] Ricochet Infinity pirated it.” It’s moments like those that make people in the industry stop dead in their tracks. 92% is a huge number and though we were only measuring people who had gotten the game from Reflexive and gone online with it, it seemed improbable that those who acquired the game elsewhere or didn’t go online were any more likely to have purchased it. As we sat and pondered the financial implications of such piracy, it was hard to get past the magnitude of the number itself: 92%.
]]></description>
<dc:subject>article gamedev games marketing metrics piracy programming sales english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:9dc5f63fc61a/</dc:identifier>
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</item>
<item rdf:about="http://jeff-vogel.blogspot.com/2010/07/sometimes-its-ok-to-steal-my-games.html">
    <title>The Bottom Feeder: Sometimes It's OK To Steal My Games</title>
    <dc:date>2010-07-30T16:53:48+00:00</dc:date>
    <link>http://jeff-vogel.blogspot.com/2010/07/sometimes-its-ok-to-steal-my-games.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This blog post is about the bright side of software piracy. It's about the times when not only is it OK to steal my games, but, in fact, I get something out of it. Perhaps an unusual topic for a blog post from a game developer.
]]></description>
<dc:subject>development game games copyright ethics piracy english article blog</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e4b197d1e0cf/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:copyright"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ethics"/>
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</item>
<item rdf:about="http://shiflett.org/articles/storing-sessions-in-a-database">
    <title>Chris Shiflett: Guru Speak: Storing Sessions in a Database</title>
    <dc:date>2010-07-15T09:07:08+00:00</dc:date>
    <link>http://shiflett.org/articles/storing-sessions-in-a-database</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Welcome to another edition of Guru Speak. I believe that one of the hallmarks of a good writer is the ability to mold a complex topic into something both palatable and interesting. These are the characteristics I strive for in Guru Speak, and I hope you consider my efforts to be a success. Please be sure to let me know what issues tend to trouble you the most or in what areas you would like to expand your knowledge and understanding. I am happy to cater to my readers.

This edition's topic is storing sessions in a database.
]]></description>
<dc:subject>article database development mysql php programming security store tutorial web webdev english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:450a780af0cd/</dc:identifier>
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</item>
<item rdf:about="http://whatwatch-jeromepineau.blogspot.com/2010/07/you-say-community-manager-i-say-social.html">
    <title>What Watch?: You Say Community Manager? I Say Social Media Manager.</title>
    <dc:date>2010-07-11T13:41:52+00:00</dc:date>
    <link>http://whatwatch-jeromepineau.blogspot.com/2010/07/you-say-community-manager-i-say-social.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[We're sort of a weird group in community and social media management. Our newly-minted "profession" is still being defined. Most people have no clue what we do for a living. We have few if any professional guilds (I did find the excellent Community Roundtable). The language and jargon defining our activity is still in flux. It's not like the US Department of Labor even recognizes the term "community manager" - unless referring to the guy who manages an apartment building (which is what most people think I do when I reveal my job title). We're definitely a breed apart.
]]></description>
<dc:subject>social socialmedia communitymanagement community article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:f67af5c8699c/</dc:identifier>
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</item>
<item rdf:about="http://www.aimclearblog.com/2009/04/05/social-media-community-manager-job-description/">
    <title>Social Media Community Manager Job Description » aimClear Search Marketing Blog</title>
    <dc:date>2010-07-11T13:41:03+00:00</dc:date>
    <link>http://www.aimclearblog.com/2009/04/05/social-media-community-manager-job-description/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Over the past 2 years, the relatively close knit blog universe has exploded in a massive confluence of social expression and corporate reaction. A cottage industry of owner-operators, trawling social media on behalf of themselves and others, has cropped up in lofts, dorms, agencies and iPhones.

These are the new social media Community Managers and corporate is clearly looking. This post offers a granular look at crucial skills, essential duties and a job description for the CM role.
]]></description>
<dc:subject>communities community communitymanagement marketing media social socialmedia article english jobdescription</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:cfedd4898523/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:marketing"/>
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</item>
<item rdf:about="http://codeascraft.etsy.com/2010/07/09/batch-processing-millions-of-images/">
    <title>Code as Craft » Batch Processing Millions and Millions of Images</title>
    <dc:date>2010-07-10T09:54:48+00:00</dc:date>
    <link>http://codeascraft.etsy.com/2010/07/09/batch-processing-millions-of-images/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I joined Etsy back in February and knew immediately that there would be no shortage of technical challenges.  Many of our job postings for Engineering positions describe the company as a place “where the word ‘millions’ is used frequently and in many contexts”.  I got a taste of that within my first weeks on the job. We are in the process of redesigning a few of the major sections around etsy.com.  Every item being sold on the site can have up to five photos posted with it.  When a seller uploads a new photo, it’s resized automatically into six different sizes that are displayed throughout the site.  As we redesigned some pages we realized we would need to replace a few of the existing image sizes.
]]></description>
<dc:subject>technology webdev development cloud article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:152c4ca0f186/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:technology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:webdev"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:cloud"/>
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</item>
<item rdf:about="http://eatingbees.brokentoys.org/2010/07/07/real-names/">
    <title>Real Names</title>
    <dc:date>2010-07-08T08:29:36+00:00</dc:date>
    <link>http://eatingbees.brokentoys.org/2010/07/07/real-names/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[- I’ve always said employees should be using their real names to provide transparency and accountability.  If you can’t handle being the public face of a company and all that implies, get another job. It’s that easy. It is not always that FUN, mind you.  - My customers are not public citizens. Making them public citizens against their will is crappy. I can think of half a dozen reasons why someone should be allowed to be anonymous, and I’m not going to list them because any one of them is good enough. Want people to stop acting like asshats on the boards? Suspend in game accounts for out of game behavior. Hire more mods. Close the board. Whatever. This is just chickenshit.
]]></description>
<dc:subject>communitymanagement communities article english gaming z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d63e0c458bdf/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
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</item>
<item rdf:about="http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/">
    <title>What every programmer needs to know about game networking « Gaffer on Games</title>
    <dc:date>2010-07-06T16:27:45+00:00</dc:date>
    <link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[You’re a programmer. Have you ever wondered how multiplayer games work?  From the outside it seems magical: two or more players sharing a consistent experience across the network like they actually exist together in the same virtual world. But as programmers we know the truth of what is actually going on underneath is quite different from what you see. It turns out that it’s all an illusion. A massive sleight-of-hand. What you perceive as a shared reality is only an approximation unique to your own point of view and place in time.
]]></description>
<dc:subject>programming development games gamedev article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:98d3ac1fea57/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedev"/>
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</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://net.tutsplus.com/tutorials/php/why-you-should-be-using-phps-pdo-for-database-access/">
    <title>Why you Should be using PHP’s PDO for Database Access | Nettuts+</title>
    <dc:date>2010-07-05T15:00:11+00:00</dc:date>
    <link>http://net.tutsplus.com/tutorials/php/why-you-should-be-using-phps-pdo-for-database-access/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[It doesn’t account for database-specific syntax, but can allow for the process of switching databases and platforms to be fairly painless, simply by switching the connection string in many instances.

This tutorial isn’t meant to be a complete how-to on SQL. It’s written primarily for people currently using the mysql or mysqli extension to help them make the jump to the more portable and powerful PDO.
]]></description>
<dc:subject>article database development pdo php programming reference tutorial webdev mysql</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:7519b70963e6/</dc:identifier>
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</item>
<item rdf:about="http://www.kitebird.com/articles/php-pdo.html">
    <title>Writing MySQL Scripts with PHP and PDO</title>
    <dc:date>2010-07-05T14:59:42+00:00</dc:date>
    <link>http://www.kitebird.com/articles/php-pdo.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[PHP makes it easy to write scripts that access databases, enabling you to create dynamic web pages that incorporate database content. PHP includes several specialized database-access interfaces that take the form of separate sets of functions for each database system. There is one set for MySQL, another for InterBase, another for PostgreSQL, and so forth. However, having a different set of functions for each database makes PHP scripts non-portable at the lexical (source code) level. For example, the function for issuing an SQL statement is named mysql_query(), ibase_query(), or pg_exec(), depending on whether you are using MySQL, InterBase, or PostgreSQL.
]]></description>
<dc:subject>php pdo database interfaces development article english mysql webdev tutorial</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:4f7d270ad4a9/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:pdo"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:database"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interfaces"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:tutorial"/>
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</item>
<item rdf:about="http://blog.wolfire.com/2010/07/UNabusive-design-and-why-you-WOULDN-T-want-to-be-mean-to-your-players?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+WolfireGames+(Wolfire+Blog)&amp;utm_content=Google+Reader">
    <title>UNabusive design, and why you WOULDN'T want to be mean to your players - Wolfire Games Blog</title>
    <dc:date>2010-07-05T08:53:57+00:00</dc:date>
    <link>http://blog.wolfire.com/2010/07/UNabusive-design-and-why-you-WOULDN-T-want-to-be-mean-to-your-players?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+WolfireGames+(Wolfire+Blog)&amp;utm_content=Google+Reader</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Cactus may get away with abusing his players just for fun, but he's well recognised enough to be invited to talk at the GDC. I for one can't afford even to momentarily bore or annoy my audience, because they'll drop me like a hot coal and move on to something else. It's not like there's any shortage of free alternatives for them to try (none of my games are on that list - ledsen). You don't get any favours when nobody's heard of you (not that any of my games actually are any good).

I don't want to be all negative though, so how about something constructive? Let's have a look at "how not to make your game abusive", so as to preserve the universal balance of... the universe? To do so we'll be exploring three problems which can contribute to making your game particularly annoying: repetition, randomness and incoherence.
]]></description>
<dc:subject>gamedesign gamemechanics pain games gaming article english z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d888a0c9c0e2/</dc:identifier>
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<item rdf:about="http://russelldavies.typepad.com/planning/2010/06/sharing.html">
    <title>russell davies: what I meant to say at lift - part one - sharing, physicality, mixtapes and newspapers</title>
    <dc:date>2010-06-28T19:19:26+00:00</dc:date>
    <link>http://russelldavies.typepad.com/planning/2010/06/sharing.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[My talk at Lift seemed to go down quite well but I remember leaving the stage thinking of all the things I'd meant to say; my own fault for trying to cram an hour of stuff into 20 minutes. So I thought I'd try and elaborate on some of it here. This post is what I meant to say while standing in front of this picture of one of Roo and Leila's tapes.
]]></description>
<dc:subject>lift community culture ideas internet technology newspaperclub russelldavies share article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:611d30c8da7c/</dc:identifier>
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<item rdf:about="http://coderoom.wordpress.com/2010/06/23/criminal-overengineering/">
    <title>Criminal Overengineering « yield thought</title>
    <dc:date>2010-06-25T05:45:35+00:00</dc:date>
    <link>http://coderoom.wordpress.com/2010/06/23/criminal-overengineering/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[As programmers we’re continually accused of doing a sloppy job. There are countless programs in the wild, crashing, locking up and accidentally writing “I am a fish” a million times over someone’s mid-term essay. The effect? Something like this:  This damn computer and excel r fuckin my life up! Hatin life right now – MissAlauren (and everyone else at one time or another)  It’s experiences like this that cause people to rant about Microsoft and curse the anonymous programmers who suddenly (yet inevitably) betrayed them. We all know this; it’s burned into our very souls by countless hours of tech support provided to family and friends. Time after time we see that programmers who do quick, sloppy work make other people suffer. And so we try, we try so damn hard not to be like that. We try to be the good programmer who checks every return value and handles every exception.
]]></description>
<dc:subject>development article english coding stLe</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:2e3e7454c00d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
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<item rdf:about="http://hellmode.com/2010/06/23/clever-uses-of-game-mechanics/">
    <title>Clever Uses of Game Mechanics | Hellmode</title>
    <dc:date>2010-06-24T09:35:57+00:00</dc:date>
    <link>http://hellmode.com/2010/06/23/clever-uses-of-game-mechanics/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[As long as there have been video games, there have been ways to cheat in them. They range from harmless codes that change the weather in Red Dead Redemption to serious hacks that make your aim perfect in Counter-strike. There are different layers of the severity as well; while wallhacking will get you a VAC ban on Steam, it’s likely that no one is going to care if you turn on The Sims 3 and give everyone in your town some free Simoleons.
]]></description>
<dc:subject>gamemechanics gamedesign cheats games gamers article english z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:2d56f83b4212/</dc:identifier>
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<item rdf:about="http://tradeskill.blogspot.com/2010/06/warning-do-not-push-button.html">
    <title>WARNING: DO NOT PUSH BUTTON!</title>
    <dc:date>2010-06-19T18:02:50+00:00</dc:date>
    <link>http://tradeskill.blogspot.com/2010/06/warning-do-not-push-button.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Some days I'm just in an odd mood.  As poor Vanesta found out.  A few months ago when we were planning out the in-game loot items for the upcoming Legends of Norrath set (the online trading card game that ties in with EQ and EQII) I had another of those moments.  I'd been working on Tinkerfest quests at the time (a gnomish festival of all things clockwork that comes around once a year) and so I suggested something along those lines.
]]></description>
<dc:subject>mmog gamedesign items english article</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:6a236a282e6f/</dc:identifier>
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<item rdf:about="http://www.steelcase.com/en/products/category/educational/seating/node/pages/node.aspx">
    <title>node | Classroom Seating | Education Solutions | Category | Products | Steelcase</title>
    <dc:date>2010-06-18T08:34:58+00:00</dc:date>
    <link>http://www.steelcase.com/en/products/category/educational/seating/node/pages/node.aspx</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[If you travel back in time and show a student from the 1950s an iPad or Twitter they'd have a tough time making sense of it; show them a classroom desk, though, and they'd see it's changed little.

Steelcase's IDEO-designed Node chair aims to change that, with a modern re-fresh of the schoolroom desk-chair combo.
]]></description>
<dc:subject>design industrialdesign chair school ergonomics article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:ecaed16459fc/</dc:identifier>
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<item rdf:about="http://mashable.com/2010/06/15/gatorade-social-media-mission-control/">
    <title>Inside Gatorade’s Social Media Command Center</title>
    <dc:date>2010-06-18T07:51:19+00:00</dc:date>
    <link>http://mashable.com/2010/06/15/gatorade-social-media-mission-control/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[In the realm of marketing, Gatorade is probably best known for splashy commercials featuring some of the world’s most famous athletes. However, a new effort behind the scenes of the PepsiCo-owned sports drink maker is putting social media quite literally at the center of the way Gatorade approaches marketing.
]]></description>
<dc:subject>pepsi gatorade socialmedia tracking analytics communitymanagement marketing social english article brands</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:88e61396aa68/</dc:identifier>
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</item>
<item rdf:about="http://www.ipadinside.de/new-digital-publishing/">
    <title>New Digital Publishing: Möglichkeiten nutzen und Experimente wagen ...</title>
    <dc:date>2010-06-18T06:45:42+00:00</dc:date>
    <link>http://www.ipadinside.de/new-digital-publishing/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Wird das iPad als Lesegerät von den Konsumenten angenommen? Diese Frage beschäftigt Land auf Land ab die Medienbranche. Doch die Antwort hängt wesentlich davon ab, wie Medienhäuser das iPad bespielen werden.
]]></description>
<dc:subject>ipad article english publishing magazines</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e57884c91de1/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ipad"/>
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</item>
<item rdf:about="http://cogs.innocence.com/2010/06/eve-online-insight/">
    <title>EVE Online Insight</title>
    <dc:date>2010-06-18T06:21:15+00:00</dc:date>
    <link>http://cogs.innocence.com/2010/06/eve-online-insight/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[CCP Yokai, the Technical Director over in EVE-land, just posted a dev blog about their new rack setup. This is pretty rare insight for any operation, so it’s definitely worth reading. You don’t get the nitty-gritty details but you get a good overview.
]]></description>
<dc:subject>mmog eve technology servers article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:1e3719bc9eb7/</dc:identifier>
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<item rdf:about="http://www.psychologyofgames.com/2010/06/14/apb-all-points-bulletin-or-aggregated-payment-bias-both/">
    <title>APB: All Points Bulletin or Aggregated Payment Bias? Both. « The Psychology of Video Games</title>
    <dc:date>2010-06-17T09:47:53+00:00</dc:date>
    <link>http://www.psychologyofgames.com/2010/06/14/apb-all-points-bulletin-or-aggregated-payment-bias-both/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Back in April of this year, Realtime Worlds announced the pricing model for its soon to be released MMO, All Points Bulletin, or “APB” as the cool kids say. A lot of people were looking forward to the futuristic cops vs. robbers game, but the announcement about the pricing,
]]></description>
<dc:subject>gamedesign games payment pricing article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:852707b7fd6c/</dc:identifier>
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<item rdf:about="http://tobolds.blogspot.com/2010/06/gevlon-says-pvp-cant-be-fun.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+ToboldsBlog+(Tobold's+MMORPG+Blog)&amp;utm_content=Google+Reader">
    <title>Tobold's MMORPG Blog: Gevlon says PvP can't be fun</title>
    <dc:date>2010-06-17T09:33:47+00:00</dc:date>
    <link>http://tobolds.blogspot.com/2010/06/gevlon-says-pvp-cant-be-fun.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+ToboldsBlog+(Tobold's+MMORPG+Blog)&amp;utm_content=Google+Reader</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I find Gevlon, and especially his various projects with which he proves World of Warcraft to be a sandbox game by veering of the ordained themepark path, to be interesting, even if I find many of his opinions abhorrent. So on the one side I'm sad he cancelled his ganking project in what looks very much like a hissy fit, but on the other side he has some interesting arguments on PvP, if you arrive to sort them out from the rest of his rant. Gevlon then explains why it is easier to give adequate feedback for PvE than for PvP, and concludes that because you can't have adequate feedback for PvP, you can't get into the "flow", and can't have fun. That leaves, in Gevlon's opinion, only three "small minorities" of types of players who enjoy PvP: Casuals who just want to batter the wall of Wintergrasp with a catapult from time to time (that would be me), Killers who enjoy ganking others, and a tiny "elite" who play PvP for the challenge they can't get from AI opponents.
]]></description>
<dc:subject>gamedesign games pvp pve motivation flow english article</dc:subject>
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<item rdf:about="http://rampantgames.com/blog/?p=769">
    <title>The Seriously Un-Fun Economics of Games</title>
    <dc:date>2010-06-17T06:57:47+00:00</dc:date>
    <link>http://rampantgames.com/blog/?p=769</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This Escapist’s publisher, Alexander Macris, strikes a note that is all too familiar to many veteran gamers. He’s feeling left behind as a gamer, and explains the simple economics of why this is the case. Why they aren’t makin’ ‘em like they used to anymore. While I’m not sure his numbers are entirely accurate, they do paint a pretty sobering picture of why games have adapted the way they have…
]]></description>
<dc:subject>games sales numbers statistics article english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d689212e0a71/</dc:identifier>
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<item rdf:about="http://www.designer-notes.com/?p=240">
    <title>Game Developer Column 12: Theme is Not Meaning (Part II)</title>
    <dc:date>2010-06-17T06:53:22+00:00</dc:date>
    <link>http://www.designer-notes.com/?p=240</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[As examined in Part I, a game’s meaning springs from its mechanics and not necessarily from its theme, especially if the two are in conflict. Such a dissonance can leave players feeling lost, perhaps even cheated. Thus, designers should strive to keep the two in harmony. At the very least, they should not be fighting each other.
]]></description>
<dc:subject>gamedesign gamemechanics article english choice z3</dc:subject>
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<item rdf:about="http://www.designer-notes.com/?p=237">
    <title>Game Developer Column 11: Theme is Not Meaning (Part I)</title>
    <dc:date>2010-06-16T05:48:44+00:00</dc:date>
    <link>http://www.designer-notes.com/?p=237</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The following was published in the February 2009 issue of Game Developer magazine…  Who decides what a game is about?  At first glance, the popular board game Ticket to Ride seems to be another link in the great chain of rail baron games, such as Age of Steam, Eurorails and the 1830 series. During the game, the player draws unique route challenges, to connect certain pairs of cities – New York to San Francisco, Miami to Chicago, and so on.
]]></description>
<dc:subject>games gamedesign article english mechanics</dc:subject>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mechanics"/>
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<item rdf:about="http://informationarchitects.jp/designing-for-ipad-reality-check/">
    <title>iA » Designing for iPad: Reality Check</title>
    <dc:date>2010-06-15T04:34:30+00:00</dc:date>
    <link>http://informationarchitects.jp/designing-for-ipad-reality-check/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Over the last two months we have been working on several iPad projects: Two news applications, a social network and a word processor. We worked on iPad projects without ever having touched an iPad. One client asked us to “start working on that tablet thing” even before we knew whether the iPad was real. The question Are we designing desktop programs, web sites or something entirely new? has been torturing us until that express package from New York finally crossed our door sill. A quick write up of design insights before and after the appearance of the iPad at our office.
]]></description>
<dc:subject>article blog design interface interfacedesign ipad mobile usability ux</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:e44f8d8e40a5/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:interfacedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ipad"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mobile"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:usability"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
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</item>
<item rdf:about="http://digestingduck.blogspot.com/2009/10/blast-from-past-pt-2.html">
    <title>Digesting Duck: Blast from the Past pt. 2</title>
    <dc:date>2010-06-11T15:00:24+00:00</dc:date>
    <link>http://digestingduck.blogspot.com/2009/10/blast-from-past-pt-2.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I was browsing my old hard drive last night while trying to find some old material in preparation for a lecture in a local game dev school. I found a couple of good docs I've written in 2006, which I thought would be worth sharing. The grammar in the docs is the same awful you are used when reading this blog.
]]></description>
<dc:subject>3d graphics demoscene effects flowers english article</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:23dc11468998/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:3d"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:graphics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:demoscene"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:effects"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:flowers"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://carsonified.com/blog/design/web-app-client-questionnaire/">
    <title>Web App Client Questionnaire | Carsonified</title>
    <dc:date>2010-06-08T21:03:36+00:00</dc:date>
    <link>http://carsonified.com/blog/design/web-app-client-questionnaire/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Every web designer or developer has heard a version of this from someone who is going to make ‘the next big thing’. And, if you’ve been around for a while, you have bought into a truly charming individual (who has the best intentions, they really do), and have wasted many hours working for free on something that will never go anywhere.
]]></description>
<dc:subject>startups webapps development check tipps english article</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:21bd5d1d9e6f/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:startups"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:webapps"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:check"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:tipps"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
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</item>
<item rdf:about="http://www.liesdamnedlies.com/online_advertising_business_101.html">
    <title>Lies, Damned Lies...: Online Advertising Business 101</title>
    <dc:date>2009-08-04T08:11:21+00:00</dc:date>
    <link>http://www.liesdamnedlies.com/online_advertising_business_101.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[When you spend as much time as I do examining the workings of the online ad industry, it's easy to forget that, to many people, it really is pretty opaque. Not only is it characterized by some of the most complex and scalable technology in the world, but it also has its own, pretty unique, economic model to boot.
]]></description>
<dc:subject>blog article microsoft marketing agency advertising english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:41b247a45745/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:microsoft"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:marketing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:agency"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:advertising"/>
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</item>
<item rdf:about="http://terranova.blogs.com/terra_nova/2008/09/who-plays-how-m.html">
    <title>Terra Nova: Who plays, how much, and why? Answers.</title>
    <dc:date>2009-04-19T08:18:06+00:00</dc:date>
    <link>http://terranova.blogs.com/terra_nova/2008/09/who-plays-how-m.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This post will share the first of what we expect to be a dozen or more papers on virtual world behaviors. As the first, it's the broadest, but I suspect will be of interest and use to the wider virtual world community. You can find the full text of this first paper here, at the Journal of Computer Mediated Communication, with no access restrictions.
]]></description>
<dc:subject>games english mmog social article research virtualworlds statistics</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:08069d1fae8c/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mmog"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:social"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:research"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:virtualworlds"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:statistics"/>
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</item>
<item rdf:about="http://www.noupe.com/php/10-ways-to-automatically-manually-backup-mysql-database.html">
    <title>10 Ways to Automatically &amp; Manually Backup MySQL Database | Noupe</title>
    <dc:date>2009-03-16T10:53:52+00:00</dc:date>
    <link>http://www.noupe.com/php/10-ways-to-automatically-manually-backup-mysql-database.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[There are several ways to backup MySQL data. In this article we’ll look at how to backup your databases using different methods, we will also learn how to achieve an automatic backup solution to make the process easier. Starting with the mysqldump utility that comes with MySQL, we will review several examples using mysqldump, including the backup of your database to a file, another server, and even a compressed gzip file and send it to your email.
]]></description>
<dc:subject>programming web webdev development mysql database sql backup english article</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:21a640fec37f/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:programming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:web"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:webdev"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:mysql"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:database"/>
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</item>
<item rdf:about="http://timothyfitz.wordpress.com/2009/02/10/continuous-deployment-at-imvu-doing-the-impossible-fifty-times-a-day/">
    <title>Continuous Deployment at IMVU: Doing the impossible fifty times a day ...</title>
    <dc:date>2009-02-11T08:36:34+00:00</dc:date>
    <link>http://timothyfitz.wordpress.com/2009/02/10/continuous-deployment-at-imvu-doing-the-impossible-fifty-times-a-day/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Continuous Deployment isn’t just an abstract theory. At IMVU it’s a core part of our culture to ship. It’s also not a new technique here, we’ve been practicing continuous deployment for years; far longer than I’ve been a member of this startup.
]]></description>
<dc:subject>blog programming development article agile testing deployment english</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:ce8ea1e06f64/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:agile"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:testing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:deployment"/>
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