Wednesday, February 15, 2006

In Search Of The Real Google

An inside look at how success has changed Larry and Sergey's dream machine. Can they still be the good guys while running a company worth $100 billion?

It's time to make some big decisions, so the Google guys are slipping on their white lab coats. After eight years in the spotlight running a company that Wall Street values at more than $100 billion, Google co-founders Sergey Brin and Larry Page are still just in their early 30s and, with the stubbornness of youth, perhaps, and the aura of invincibility, keep doing things their way. So the white coats go on when it's time to approve new products. For a few hours, teams of engineers will come forward with their best ideas, hoping to dazzle the most powerful men in Silicon Valley. Google paid crazy money to attract top talent--supercharging the nerd market in the process--and this is the recruits' chance to show the investments were worth it.

The Google guys can be tough sells. Page, a computer geek from Michigan who as a boy idolized inventor Nikola Tesla (you know, the guy who developed AC power), has a Muppet's voice and a rocket scientist's brain. Brin, born in Russia and raised outside Washington, is no less clever but has a mischievous twinkle in his eye. When he drops little asides--"Let's make the little windows actually explode when you close them," he tells a group presenting new desktop software--no one seems certain whether to laugh or start writing the computer code. Both men often rise from the conference-room table to pace or to grab a snack or just to appear bored. In a culture of creativity, there's nothing wrong with keeping people off balance.

A team of four engineers enters the meeting room, each clutching an IBM Think Pad. They have just 20 minutes: a digital clock projected on the wall ticks it down. You don't go before Brin and Page--joined by CEO Eric Schmidt, 51, the Silicon Valley veteran brought in a few years ago to provide adult supervision--until you have your pitch down. And the way Google operates, you don't have your pitch down until you have the numbers to quantify its superiority. The engineers tell Brin and Page that they can generate extra advertising revenue by adding small sponsored links to image-search results, as Google already does with text searches. "We're not making enough money already?" Page asks. Everyone laughs. The share price has soared as high as $475, making Google, in market-cap terms, the biggest media company in the world. (The stock plummeted early this month on earnings that Wall Street didn't like, although it's still far above its 2004 IPO price of $85.) The engineers press on. Their trials predict the tweak would be worth as much as $80 million a year in additional revenue. Brin isn't moved. "I don't see how it enhances the experience of our users," he says. It probably wouldn't hurt it much either. But the Google guys reject the proposal--"Let's not do it," Brin declares, to the engineers' obvious disappointment--leaving the $80 million on the table.

Whether Google gets it right in sessions like that--balancing business opportunities against consumers' trust--is crucial to the company's future. After eight years of incredible growth, it's fair to ask whether Google is due for a stumble. To put it another way, Can Google maintain its success and remain true to the ideals that made it so popular? These are the guys who adopted as their informal corporate motto "Don't be evil." Sure, analysts in recent years have asked frequently whether Google's luck has run out, and yet the company kept thriving. But its vulnerability was plainly evident two weeks ago when jittery investors cashed out en masse after it reported an 82% increase in its fourth-quarter profit (below the market's expectations) and again after Google said it was launching a heavily censored Chinese-language site. Plus Google faces tough competition from big players like Yahoo!, which is making a dramatically different bet on the Internet's future, and Microsoft, which plans to challenge Google in search and advertising. The Google guys are feeling the heat. "I worry about Microsoft," Brin told TIME. "I don't worry about competing with them, but they've stated that they really want to destroy Google. I feel like they've left a lot of companies by the wayside."

To be sure, many Google watchers are still gaga. Safa Rashtchy, a managing director of investment firm Piper Jaffray, says he expects Google shares to reach $600 by the end of this year. But the big bet behind the lofty share price--that Google can keep up its torrid rate of growth--is far from a sure thing. At last week's close of $363 a share, Google's P/E ratio (stock price divided by earnings per share, a measure of expected profits) is a whopping 76. Compared with the average of about 20 for S&P 500 tech stocks, Google, by that yardstick at least, is way overvalued. "People should not assume that Google will succeed at and dominate whatever it pursues," says Scott Kessler of Standard & Poor's Equity Research. "The company has been trying to diversify but hasn't done a great job at monetizing its new offerings."

To gauge Google's ability to weather the storms, TIME spent several days at the company's headquarters in Mountain View, Calif. It's a unique experience. Set up in 1998 in a Silicon Valley garage (O.K., that part's familiar), Google inflated with the Internet bubble and then, after everything around it collapsed, kept on inflating. Google's search engine--devised by Brin and Page when they were Ph.D. candidates at Stanford--was better than the rest and, without any marketing, spread by word of mouth from early adopters to, eventually, your grandmother. Search became Google; google became a verb. The world fell in love with the fun, effective, blindingly fast technology and its boy-wizard founders. Ultimately, the company even found a business model--advertising--and last year made a profit of nearly $1.5 billion on revenue of $6.1 billion.

Beyond that quantifiable success, Google has tried to be special, the company that won't give in to the dark side, be it censorship, greed or just plain jerkiness. It's hard to say exactly what "Don't be evil" means, and one could argue that that's the unwritten principle of every respectable corporation. But Brin and Page's ultimate vision--to make nearly all information accessible to everyone all the time--is a tricky thing, given that a lot of us (individuals, corporations, governments) aren't comfortable with a 100% free flow of data. Just last week Google was slammed for a software feature that results in the company's storing users' personal data for up to a month. At times like these, Google keeps that mantra handy--Don't be evil, don't be evil, don't be evil--as a reminder to try to do the right thing in a complex world. Which means turning down $80 million windfalls from time to time. Or telling U.S. prosecutors, as Google did last month, that it won't hand over data on people's Internet use.

That's why Google's decision to launch a censored website in China was so jarring. (See "Google Under the Gun," TIME, Feb. 13, 2006.) Doing a totalitarian government's bidding in blocking the truth in order to make a few extra bucks is practically the definition of evil. Google acknowledges that it's in a tough situation but says it ultimately has to obey local laws. "There's a subtext to 'Don't be evil,' and that is 'Don't be illegal,'" says Vint Cerf, an Internet founding father who now serves as "chief Internet evangelist" at Google. "Overall, having Google there is better than not having Google there." But at what cost? Can Brin and Page live with the idea that Chinese Netizens can't access anything other than the official line on, say, the 1989 Tiananmen Square massacre and that Google is part of the cover-up?

There's another big question that makes Brin and Page squirm: Does Google have a master plan? To outsiders, it sometimes seems as if the company is investing everywhere, trying to be everything, often giving its products away. A few of the newer pursuits: a proposal to provide free wireless Internet service for San Francisco; an online video store selling TV shows and NBA games; a classified-advertising site; a project to scan every book ever published and make the texts searchable; a free desktop package loaded with software; free instant messaging and online voice communication; a $1 billion investment in America Online. (AOL, like this magazine, is owned by Time Warner.) In the past year or so, Google Inc. has doubled in size to about 6,000 employees to handle all the new work. Even the bullish Rashtchy acknowledges that "Google is a black box for most people."

So what's the plan? World domination? Keep throwing money at everything and see what works? Google isn't making friends along the way, taking on the likes of Microsoft (desktop software), eBay (classified advertising), phone companies (the San Francisco wi-fi plan) and others. Google keeps a confidential list of the 100--yes, 100--top priorities under development. That's a long list, and investors would love to know more about it and what Page, Brin and Schmidt are thinking. But secrecy is part of the culture. Google doesn't even invite analysts in for earnings-guidance sessions, so the resulting surprises can lead to big share-price swings like the recent drop. "We don't generally talk about our strategy ... because it's strategic," says Page. "I would rather have people think we're confused than let our competitors know what we're going to do."

What's certain is that Google will keep looking for new ways to organize and search for information. It will try to make money on most of them, primarily through advertising. It will expand more overseas (Google calculates that two-thirds of the world's Internet population speaks a language other than English), and it will form more global partnerships with content providers. Here are some things Google watchers speculate it is pursuing: new ways to search for (and perhaps buy) music, an online payment service to rival PayPal, some sort of smart phone, a space elevator to transport stuff to the moon. (Don't laugh. Brin and Page can't seem to let go of that last one, at least as an idea to kick around.) To help accomplish its goals, whatever they may be, Google raised $4.2 billion late last year through a second stock offering.

It's part of the Google ethos to pretend, at least, not to care about the share price or let it affect strategy. "We're not a $100 billion company, in my mind. We're just Google," says CEO Schmidt, a soft-spoken former executive of tech firms Novell and Sun Microsystems who seems comfortable with his role as the third Google guy. (That's something like being the fifth Beatle but far more lucrative.) Indeed, inside Google, obsessing about the stock price is almost evil. Marissa Mayer, a vice president, imposes penalties on anyone she catches tracking the latest tick. "If I see someone looking at the share price, they owe the cost of one share," says Mayer. A few have had to pay up, she says. Early last week that could have meant a fine of nearly $400.

Brin and Page set the tone at Google. They are businessmen who didn't go to business school, and they believe that gives them a creative edge. Their standard attire is black T shirt, jeans and sneakers (and white lab coats for special occasions). They are at once playful--they used to take part in the regular roller-hockey games in the Google parking lot--and solemnly idealistic, as when discussing Google's new $1 billion philanthropic arm. Brin and Page are products of Montessori schools and credit the system with developing their individuality and entrepreneurship. They're often accused of being arrogant, but to the extent that they are, it may not be egotism as much as an insistence on doing things their way. (The pair sometimes celebrates big Google milestones by going out to Burger King.) "We've obviously been successful," says Brin. "But there's been a lot of luck."

Success has allowed the Google guys to retain a childlike approach. (It probably helps that although they have girlfriends, each is single.) Page, 33, grew up in Michigan obsessed with inventing things. In college he built a functioning ink-jet printer out of Lego pieces. Page's father was a computer-science professor at Michigan State; his mother taught computer programming. When he isn't working, Page spends his time staying fit (his latest passion is windsurfing) and playing with gadgets, like his new TiVo-type radio device. He's into music (he attended a recent U2 concert in Oakland) but has mostly given up the saxophone he played as a kid. Compared with Brin, Page is probably a deeper thinker and bigger nerd. I saw him preparing his keynote speech for the International Consumer Electronics Show in Las Vegas--the geek-world equivalent of the Super Bowl--nearly a month before it took place. (He ended up bringing Robin Williams onstage with him; Williams called Page "Mensa boy" and mocked how he talks: "Larry, do you realize you sound just like Mister Rogers?")

Brin, 32, has also been precocious all his life. Born into a Jewish family in Moscow, Brin fled Russia with his parents amid rising anti-Semitism in the late 1970s and settled in the U.S. Brin's father Michael teaches applied probability and statistics at the University of Maryland; his mother works at NASA. Brin from an early age was fascinated with numbers; his father gave him his first computer, a Commodore 64, when he turned 9. Brin's other love is gymnastics, and he studied flying trapeze at a circus school in San Francisco. He has lately taken up springboard diving. Michael Brin recently visited the West Coast to check in on his son, the billionaire. "Sergey was a good boy," Michael wisecracks, "when he was asleep."

Brin and Page's creation is a company that is quirky and practically shouts it out. The lava lamps and electric scooters that replaced the original Segways at the "Googleplex" headquarters in Mountain View have become iconic. There is also a sand-volleyball court, a pair of heated lap pools and, for some reason, a ball pit with dozens of brightly colored plastic balls, like the one you throw the kids into at Ikea. The dress code? "You have to wear something," says Schmidt. And even he can't explain the (phoneless) London-style phone booth that stands in one hallway--"Who bought that?!" he wonders aloud, sounding like the sole sane person in a loony bin. Above all, there is Google's fetishistic devotion to food; the company serves three excellent meals a day, free, to its staff, at several cafés. In what passes in Mountain View for a crisis, Google has spent months trying to find a successor, or maybe two, to replace departing head chef Charlie Ayers, who once cooked for members of the Grateful Dead. A search committee has been meeting with candidates. We're not talking meat loaf and bug juice. In a recent tryout, the executive chef from an acclaimed area restaurant prepared sugar-pie pumpkin lasagna and cedar spring lamb chops.

What's intriguing is that this slightly goofy, self-indulgent culture has proved so adept at nuts-and-bolts business. Schmidt says he intentionally propagated the perception of Google as a wacky place to allow the company to build up its business under the radar. "With the lava lamps and scooters, everybody thought we were idiots, the last vestiges of the dotcoms," he says. "It worked until it leaked out how well we were doing." Many details didn't become known until Google had to file its financials just before going public in 2004.

Google owes much of its success to the brilliance of Brin and Page, but also to a series of fortunate events. It was Page who, at Stanford in 1996, initiated the academic project that eventually became Google's search engine. Brin, who had met Page at student orientation a year earlier, joined the project early on. Their breakthrough, simply put, was that when their search engine crawled the Web, it did more than just look for word matches; it also tallied and ranked a host of other critical factors like how websites link to one another. That delivered far better results than anything else. Brin and Page meant to name their creation Googol (the mathematical term for the number 1 followed by 100 zeroes), but someone misspelled the word so it stuck as Google. They raised money from prescient professors and venture capitalists, and moved off campus to turn Google into a business. Perhaps their biggest stroke of luck came early on when they tried to license their technology to other search engines, but no one met their price, and they built it up on their own.

The next breakthrough came in 2000, when Google figured out how to make money with its invention. It had lots of users, but almost no one was paying. The holy grail turned out to be advertising, and it's not an exaggeration to say that Google is now essentially an advertising company, given that that's the source of nearly all its revenue. What Google did was master the automation of online advertising, perfecting a model developed by GoTo.com (later renamed Overture and eventually sold to Yahoo!). Here's how the system works. If you're a company selling sneakers, you can bid to have a link to your website appear in the sponsored area whenever someone does a Google search for, say, tennis or Michael Jordan or sneakers or all of those and more. How prominently your ad will be displayed depends on how much you bid and how many people click on your ad. That means you can't just buy your way to the top; your link also has to appeal to users. You pay Google for every click you receive.

Google then had another brainstorm: extend the ad-link idea beyond search queries so that any content site could automatically run ads linked to its text. Google's technology, known as AdSense, can instantly analyze the text of any site and deliver relevant ads to it. Your sneaker company could place ads on tennis-information sites that participate in the Google network. Brin and Page signed up thousands and thousands of clients before their competitors knew what was happening. Now Google plans to apply the model in other media, and it just bought dMarc Broadcasting, whose automated systems connect advertisers with radio stations.

Unlike many competitors in Silicon Valley, Google tends to let engineers run the show. The company is almost allergic to marketing. (Name another $100 billion company that doesn't run TV ads.) Innovation tends to bubble up from those bright young minds. The challenge is keeping them all happy. The free food and laundry and the heavily subsidized massages and haircuts all help, but there also has to be enough creative work to go around. Google came up with a formula to help ensure this. Every employee is meant to divide his or her time in three parts: 70% devoted to Google's core businesses, search and advertising; 20% on pursuits related to the core; and 10% on far-out ideas. The San Francisco wi-fi initiative resulted from someone's 10% time; so did Google Talk, a free system for instant and voice messaging. If Google ever builds that space elevator, it will no doubt be during 10% time.

It may sound like a random split, but Brin, who got his undergraduate degree in mathematics, insists, without much elaboration, that 70-20-10 is scientifically based. One learns not to question his ability to make calculations. At one stage, I ask him to figure out how tall the 8 billion Web pages that Google once said it indexes would be if they were stacked pieces of paper. He quickly comes up with an answer, then keeps crunching numbers in his head as we discuss other issues. Finally, after recalculating his estimate for paper width, he blurts out: "500 miles." I ask Brin whether, as a kid, he used to play with numbers, adding digits, say, in the phone book. "No," he says. "That would be crazy."

To manage all those engineers and their ideas, Google needs gatekeepers. The workhorse is Mayer, 30, a superfast-talking, blond, blue-eyed force of nature who in high school starred on both the debate and the pom-pom teams. Mayer joined Google in 1999 as employee No. 20 and the first female engineer and now manages innovation in the search field. Several times a week, she holds university-style office hours, during which her charges come by with questions about projects in development. Mayer greets them at her desk, which is cluttered with solar-powered bobble heads and other Japanese toys. Depending on the problem, she may serve as editor, designer, coder or friend. At a session a few weeks ago, a procession of earnest young men and women arrived to discuss projects they hoped would win her approval and, eventually, Brin's and Page's. Some were whimsical. (A designer was creating an interface so that Google users searching Christmas would see a candy-cane border around the results.) Others were all business. (A female engineer took in test results that showed ad revenue could increase by tens of millions of dollars if Google simply enlarged the type size for certain sponsored links. Brin and Page will hear that one.) Other proposals were clearly sinking when Mayer invoked her mother, as in, "I'm just not sure my mom would understand this."

The clout of Google's engineers was evident when the company was developing its e-mail system, now known as Gmail. Paul Buchheit, a headstrong engineer who reported to Mayer, was creating the prototype. One night in 2001, he and Mayer discussed applying advertising links to e-mail so that if you opened a message from, say, your brother that included the line, "Mom and I played tennis yesterday," you would see links to firms selling racquets and sneakers. It's all automated; no human would be reading your mail. But, as Mayer puts it, "there's a creepy factor." The two debated until the wee hours of the morning and ultimately decided not to go ahead with the ads. Or so Mayer thought. When she logged on to the e-mail system the next day, the ads were up and running. Buchheit had hacked it together. When Mayer, Brin and Page played around with it (there were only six people using Gmail then), it didn't seem particularly evil. And so another advertising model was born; Gmail linked to ads when it ultimately launched in 2004.

To keep innovating, Google has to outwit and outspend the likes of Yahoo! and Microsoft for the best young brains. Even though few of Google's insta-millionaires have cashed in their stock options and quit since the 2004 IPO, Google is on a hiring binge, adding about 100 people a week. It applies quirky tests of talent. Google once put up a billboard on Route 101, the heavily trafficked artery that links the Valley to San Francisco, that said, in its entirety:

(first 10-digit prime found in consecutive digits of e).com

No Google logo, no recruiting pitch. Just the equation. The curious who solved it (yep, it's 7427466391.com typed the answer into their browsers and went to that Web page, which offered another, harder problem (don't ask) that finally led to an invitation to interview at Google. The company also has inserted the "Google Labs Aptitude Test" in geeky publications like Linux Journal. It poses 21 questions, ranging from absurdly complex mathematical equations to poetic queries like "What is the most beautiful math equation ever derived?"

When Google hires someone, it generally isn't for a specific job. The idea is to bring in talent that can be slotted wherever there's a need. A new Googler might be placed on a team developing search applications for mobile phones and, when that project is done, help write code for, say, a video-search prototype. Chikai Ohazama runs the team developing Google Earth, the company's mesmerizing satellite-imagery application. Ohazama, a software engineer, was a co-founder of Keyhole, the firm that developed the technology, which Google acquired two years ago. On a recent afternoon he sits with his team in a conference room brainstorming new applications. Google Earth has to be seen to be appreciated: it seamlessly brings together images of the globe taken from above. You can zoom in to see your house or pull back for a broad view of the city or the country or the world. Google is trying to figure out how to make money from the free service, and for now it is throwing engineers at the problem. It's similar to Google's origins: first perfect the technology, then figure out the business plan. Ohazama gets reports from a series of team members: a woman has figured out how to superimpose U.S. hiking trails on the images. Another is adding in ferry routes. A third reports he's struggling to get data on the terrain in Connecticut. Despite some glitches, Ohazama urges the team to press on: "It's fine to make mistakes for now," he says, "until the point where we have to turn it on."

As Google rushes forward, it's reasonable to ask whether it is making the right bets on the Internet's future. For one thing, Google has tempted Microsoft into battle by developing new Web-based software and exploring partnerships that could challenge the Seattle giant's desktop dominance. But it's Yahoo!--which has a significantly different vision--that could most threaten Google. At stake is the future of search. For Google, it is all about harnessing the vast power of the Internet to get results as quickly and accurately as possible. (Google maintains tens of thousands of servers to store all those cached Web pages it searches.)

But what if in the future, search were to become more personal, more local? We might turn more to our friends, neighbors and even strangers for opinions, recipes, travel tips and so on. That, more or less, is what Yahoo!'s bet is about. Yahoo! figures we won't be satisfied with a fat data-crunching search engine like Google's. Yahoo! is focusing instead on "social search," in which everyday Internet users pool their knowledge to create alternative systems of content that deliver more relevant results--which, of course, can be monetized.

"Yahoo! is all about the people," says Caterina Fake, co-founder of the wildly successful photo-sharing site Flickr, which Yahoo! purchased last year. Flickr symbolizes the Yahoo! approach. Its collection of tens of millions of photos is all user generated and user cataloged. Participants themselves "tag" the pictures by typing in keywords that let others search the photos. Yahoo! last year also acquired del.icio.us, a social-bookmarking website that lets users share their favorite sites, music and other findings--allowing others to effectively look over their shoulders to find interesting stuff. "We're applying the wisdom of the crowds to find information," says Bradley Horowitz, Yahoo!'s head of search technology. "It's collaborative."

Google has one other big challenge: itself. Are 100 "top priorities" too many to keep track of? Or has Google created a system that can handle it all? So far, it has managed to innovate fast enough to justify all the hiring and, arguably, even the sky-high share price. And along the way, a lot of people have become very rich. (Brin and Page are probably worth about $10 billion apiece.) But the annals of Wall Street are littered with tales of brilliant founders who created successful companies, then branched into too many areas, only to see it all come crumbling down or, just as bad, to see new guys in suits come in to run things. Schmidt's guiding hand and the 70-20-10 system are supposed to ensure that that won't happen. Brin and Page also brought in Bill Campbell, the chairman of Intuit, as a trusted management adviser.

Yet Google may also have to adapt to its new identity. It's hard to stay quirky and beloved when you're the $100 billion gorilla in the room, especially if you make unsavory deals with Beijing. And that wasn't Google's first p.r. hit. A reporter for tech-news website CNET last year set out to discover how much personal data she could find about CEO Schmidt by googling him. She uncovered his net worth, street address, whom he had invited to a political fund raiser--and put it all online. Google went ballistic, declaring it would boycott CNET for a year. After intense criticism, it dropped the ban.

Ultimately, Google's business proposition is about trust. It retains loads of our data--what we search for, what we say in our Gmails--so we need to know it won't be evil with them. That's why Google declined that U.S. government request. That's also why, unlike Yahoo!, Google doesn't want to create its own content in any significant way. Once you do that, Brin and Page reason, people will start to wonder about the search results, whether they are skewed to help Google's bottom line. And once people wonder about that, the whole model--of this innovative, seemingly trustworthy company--is compromised. Do the Google guys pay attention to what people think? You bet. During our interview, Brin pops out to look for the December copy of Wired. In 2004 the magazine had put him and Page on the cover with the adoring line GOOGLEMANIA! The recent cover, by contrast, includes the line GOOGLEPHOBIA: WHO'S AFRAID OF SERGEY? (WHO ISN'T?), touting an article about the enemies Google is making as it expands. Brin picks up the issue and shakes his head in dismay. "I find it surprising," he says. But that's what happens when you're No. 1, even if you're trying to be the good guy.

source:http://www.time.com/time/magazine/printout/0,8816,1158961,00.html


Developing Games with Perl and SDL

"Andy Bakun has written an excellent 20 page guide to game development with SDL_Perl for Ars Technica. The tutorial, which includes extensive code examples and plenty of screenshots, walks readers through the process of building a clone of the original Atari Kaboom! game." From the article: "One of the biggest benefits of using SDL is that it allows portable media applications to be written without having to be concerned with specific implementations of media libraries for each target platform. Bringing Perl into the picture takes the portability one step further, allowing media-rich applications to be written in a high-level language that can be targeted to a number of platforms. While programming using SDL requires knowledge of C and access to a C compiler, using SDL_perl does not. This greatly decreases the amount of time it takes to get something up on the screen and working."

source:http://it.slashdot.org/it/06/02/15/050202.shtml

Oracle Acquires Sleepycat

"Computerworld is reporting that Oracle has just acquired Sleepycat Software (makers of the open-source Berkeley DB embedded database) for an undisclosed sum. Having previously acquired Innobase, Oracle is certainly taking a look at diversity."

source:http://developers.slashdot.org/article.pl?sid=06/02/15/0018241

Virtual Reality Prepares Soldiers for Real War

Young Warriors Say Video Shooter Games Helped Hone Their Skills

One blistering afternoon in Iraq, while fighting insurgents in the northern town of Mosul, Sgt. Sinque Swales opened fire with his .50-cal. That was only the second time, he says, that he ever shot an enemy. A human enemy.

"It felt like I was in a big video game. It didn't even faze me, shooting back. It was just natural instinct. Boom! Boom! Boom! Boom! " remembers Swales, a fast-talking, deep-voiced, barrel-chested 29-year-old from Chesterfield, Va. He was a combat engineer in Iraq for nearly a year.

Like many soldiers in the 276th Engineer Battalion, whose PlayStations and Xboxes crowded the trailers that served as their barracks, he played games during his downtime. "Halo 2," the sequel to the best-selling first-person shooter game, was a favorite. So was "Full Spectrum Warrior," a military-themed title developed with help from the U.S. Army.

"The insurgents were firing from the other side of the bridge. . . . We called in a helicopter for an airstrike. . . . I couldn't believe I was seeing this. It was like 'Halo.' It didn't even seem real, but it was real."

This is the video game generation of soldiers. " 'Ctrl+Alt+Del,' " the U.S. Army noted in a recent study, "is as basic as 'ABC.' " And computer simulations -- as military officials prefer to call them -- have transformed the way the United States military fights wars, as well as soldiers' ways of killing.

"There's been a huge change in the way we prepare for war, and the soldiers we're training now are the children of the digital age who grew up with GameBoys," says retired Rear Adm. Fred Lewis, a 33-year U.S. Navy veteran who now heads the National Training Systems Association, a trade group that every year puts on the Interservice/Industry Training, Simulation and Education Conference, the military counterpart of the glitzy Electronic Entertainment Expo. "Live training on the field is still done, of course," but, he adds, "using simulations to train them is not only natural, it's necessary."

War is no game, of course, but games, in a big way, have updated war. The weapons Swales uses when he plays "SOCOM 3: U.S. Navy SEALS," for example, are virtual replicas of the weapons he used as a soldier in Iraq.

"The technology in games has facilitated a revolution in the art of warfare," says David Bartlett, the former chief of operations at the Defense Modeling and Simulation Office, a high-level office within the Defense Department and the focal point for computer-generated training at the Pentagon. "When the time came for him" -- meaning Swales -- "to fire his weapon, he was ready to do that. And capable of doing that. His experience leading up to that time, through on-the-ground training and playing 'Halo' and whatever else, enabled him to execute. His situation awareness was up. He knew what he had to do. He had done it before -- or something like it up to that point."

In the mid-1990s, Bartlett, an avid gamer himself, created "Marine Doom," the military version of the original "Doom," the granddaddy of first-person shooter games. The simulation was conducted in a lab with six PCs networked together. It served as a precursor for more expensive, highly immersive, state-of-the-art military simulation centers and PC labs. Some, like the Asymmetric Warfare -- Virtual Training Technology, largely train soldiers how to coordinate complicated missions. Think of it as a sort of military "EverQuest" that can be played by multiple people in multiple places at the same time. With the Indoor Simulated Marksmanship Trainer, soldiers train to effectively shoot their weapons by holding a rifle that looks like an M16, except it fires a laser and the target is a giant screen.

Lt. Col. Scott Sutton, director of the technology division at Quantico Marine Base, where the mock-up M16s are used, says soldiers in this generation "probably feel less inhibited, down in their primal level, pointing their weapons at somebody." That, in effect, "provides a better foundation for us to work with," he adds.

No one knows for sure whether Sutton is right. Since at least World War II, studies purporting to explore how readily troops pulled the trigger -- S.L.A. Marshall's "Men Against Fire," for example -- have aroused controversy and been scored as anecdotal. Indeed, collecting data in the swirl of battle is no less formidable a challenge today than in the past. As a result, comparisons to previous generations of soldiers are problematic. Nonetheless, soldiers today are far more knowledgeable about weaponry than their predecessors, Bartlett feels sure, and have "a basic skills set as to how to use them."

Retired Marine Col. Gary W. Anderson, former chief of staff of the Marine Corps Warfighting Lab, agrees. And he takes it a step further: Today's soldiers, having grown up with first-person shooter games long before they joined the military, are the new Spartans, he says.

"America's Army," a free online game with more than 6.5 million registered players, is being used by the U.S. military as a recruiting tool. "Call of Duty," "Medal of Honor" and "SOCOM," to name just three best-selling military-themed titles, are popular with soldiers, whether they're deployed in Iraq or back home in the States. A version of "America's Army" will be available on cell phones this summer.

"Remember the days of the old Sparta, when everything they did was towards war?" says Anderson, now a defense consultant. "In many ways, the soldiers of this video game generation have replicated that, and that's something to think about."

Swales, the 29-year-old combat engineer from Chesterfield, joined the National Guard in 1998 "as a way to get my life in track," he says. While deployed in Mosul, he mostly hung out with Sgt. Sean Crippen, Spec. Alfred Trevino and Spec. Mike Jones -- they were all in the Guard, all in their twenties, all from Virginia. They were dubbed "the minority squad" (Swales and Crippen are black, Trevino is half Mexican American, Jones is Korean American). To pass the nights, they watched such classic war movies as "Full Metal Jacket" and "Apocalypse Now."

"Saving Private Ryan" was their favorite.

"That's gonna be us, man, when they first opened the doors on the boat, when they're hitting the beach, just watching guys get mowed down," Swales, the eldest of the group, the big brother type, would joke.

Even more, though, they played military-themed games, thumbing away into the wee hours of the night. "Sometimes we'd be up till 2 or 3 in the morning, and we gotta get up, like, 0900" to head out for a foot patrol through town, says Crippen.

"We're doing this stuff for real and we're playing it on our spare time," adds Swales. "And yeah, it was ironic. But it was so normal, we didn't think nothing about it."

Swales had a PlayStation2 that he brought from home in the portable trailer that he shared with Crippen. They became roommates after their former roommates, Spec. Nick Mason and Spec. David Ruhren, died from a bombing attack. Nearby, Spec. Idrissa Hill, who was rooming with Jones, had an Xbox and a PlayStation 2. (They can be bought online, as well as at the PX.) Everyone kept busy. Crippen, by far the best gamer in the group, got through the last levels of "Call of Duty" and "Full Spectrum Warrior," both military-themed games.

"The very first time I fired my rifle" -- it was an M249 squad automatic weapon, a machine gun -- "I was scared. I had never shot my gun before at an actual person. But once I pulled the trigger, that was it, I never hesitated," says Crippen, 22. He's now a sophomore at Virginia State University, studying computer engineering, trying not to get so distracted by his Xbox. "All I saw was the street where the RPG [rocket-propelled grenade] came from, and I just fired in that direction, maybe 20 rounds at most, and it felt like I was playing 'Ghost Recon' at home," referring to a Tom Clancy game.

"I've always had access to a shooter game. Ever since I could pick up a controller," he goes on. One of the first games he recalls playing as a little kid was "Commando," a shoot-'em-up game where the player's character, Super Joe, is dropped into a jungle and tries to fight his way out. "And over there in Iraq, I think playing those games helped. It kept me on my toes. It taught me what to do and what not to do."

Trevino's weapon was the M16A4 assault rifle.

"You just try to block it out, see what you need to do, fire what you need to fire. Think to yourself, This is a game, just do it, just do it, " says Trevino, 20, the baby of the group, recalling his first shot at a human enemy. He lives in Virginia Beach and works at nearby Bradco Supply, running a forklift. He's a hard-core gamer like Crippen, plays "anything that races," he says, "anything that shoots."

"Of course, it's not a game. The feel of the actual weapon was more of an adrenaline rush than the feel of the controller," he continues. "But you're practically doing the same thing: trying to kill the other person. The goal is the same. That's the similarity. The goal is to survive."

Still, many PlayStation-playing soldiers aren't as battle-ready as they think. Evan Wright, author of "Generation Kill: Devil Dogs, Iceman, Captain America, and the New Face of American War," a stirring account of young Marines in Iraq, spent six weeks in early 2003 with the 1st Reconnaissance Battalion -- nicknamed the "suicide battalion" -- which traveled far ahead of the main invasion force. The soldiers he interviewed were "on more intimate terms with the culture of video games, reality TV shows and Internet porn than with their own families."

However, he says, "What I saw was a lot of them discovered levels of innocence that they probably didn't think they had. When they actually shot people, especially innocent people, and were confronted with this, I saw guys break down. The violence in games hadn't prepared them for this."

Sgt. Michael Stinetorf, one of those 1st Recon Marines, used three weapons in Iraq: a heavy .50-caliber machine gun, an M249 light machine gun, and a suppressed M4, "which is an M4 with a silencer," he says. He had played shoot-'em-up games, mostly James Bond titles and "Grand Theft Auto III" before he left for the war. But since returning home in September 2004, he can't stand watching his friends play those kind of games, much less play them himself.

"It just doesn't appeal to me anymore," says the 23-year-old, now a freshman at Grossmont College in San Diego who hopes someday to study medicine. "I found the easiest way to release all the violence, to walk away from it all, is not surround myself with it."

So he says no to violent games, no to violent movies, no to violent TV shows, and declines to talk about how many people he shot while in Iraq.

"That's one thing I don't get into. Even to my closest friends," he says. "It's kind of a way to separate yourself from it."

Unlike Stinetorf, Swales still can't seem to get enough of shooter games, especially military-themed ones. He got back from Iraq more than a year ago. A banner that reads "Welcome Home Que" still hangs in his cluttered room, upstairs in the two-story, four-bedroom home that he shares with his mom, sister, niece and a 7-year-old Labrador named Kim. Nearby, three commendation medals are collecting dust. Swales, who at 6 feet 3 and 225 pounds could easily pass as a linebacker, until recently worked two jobs -- in the produce section of Wal-Mart, from midnight to 9 a.m., and at Best Buy, from 3:30 to 10:30 p.m., with a sideline gig installing car stereos. He quit Best Buy a few weeks back. Too much work.

In his spare time, he's hunkered on the edge of his futon, or on the off-pink carpeted floor, reliving his days as a soldier in front of his 30-inch TV, playing "SOCOM 3: U.S. Navy SEALS." These days, it's the only thing he plays, three hours at a time. He's showing off the weapons in the game, describing them one by one.

There's the AK-47, the most common insurgent weapon in Iraq, he says. Here's the M4 carbine, the weapon a lot of the American infantry guys are running around with.

"This game takes place in Southeast Asia. I'm the commander of the guys here, in charge of three guys. In this game, you gotta try to be as quiet as possible. You gotta find the informer, the mole, and get intel and find out what's going on. But you gotta be quiet," explains Swales.

In the game he's playing, his character is in Army fatigues, crawling in the rice paddies of the village, gripping an M16A2 with a high scope. And outside of the game, he's sitting in his room, dressed in black sweats and Newport tennis shoes, gripping his controller. He's whispering, though the only person in the room, besides the reporter, is him.

"Can you hear the heartbeat? That's my heart. In the game. When you're trying to get a steady shot, you hear the heart beating. That right there felt like the real thing."

The game, of course, comes with a restart button.

source:http://www.washingtonpost.com/wp-dyn/content/article/2006/02/13/AR2006021302437_pf.html


About the Firefox "memory leak"

A lot of people complain about the Firefox "memory leak(s)". All versions of Firefox no doubt leak memory - it is a common problem with software this complicated. We look to fix the issues where we can. David Baron and others have done a huge amount of excellent work in this area.

What I think many people are talking about however with Firefox 1.5 is not really a memory leak at all. It is in fact a feature.

To improve performance when navigating (studies show that 39% of all page navigations are renavigations to pages visited <>

For those who remain concerned, here's how the feature works. Firefox has a preference browser.sessionhistory.max_total_viewers which by default is set to -1. When set to this value, Firefox calculates the amount of memory in the system, according to this breakdown:

RAMNumber of Cached Pages
32MB0
64MB1
128MB2
256MB3
512MB5
1GB8
2GB8
4GB8

(reference: nsSHistory.cpp)

No more than 8 pages are ever cached in this fashion, by default. If you set this preference to another value, e.g. 25, 25 pages will be cached. You can set it to 0 to disable the feature, but your page load performance will suffer.

Edit: In the comments, Boris and David pointed out that I misread the code, and that this is a global preference so that there are no more than 8 cached pages for the entire session, not per tab. My initial posting had claimed that it was per-tab. Oops!

source:http://weblogs.mozillazine.org/ben/archives/009749.html


Love is the drug

Romance may be tied to reward system that can cause addiction

NEW YORK (CNN) -- People all over the world describe falling in love in similar terms: euphoria, exhilaration, elation.

It's an intense craving for the person they adore. But just how does the brain process romantic love?

Anthropologist Helen Fisher, author of "Why We Love," studied the brain circuitry that makes falling in love the intense, passionate emotion it is. She found that the brain sees romantic love as a reward, stimulating activity in the same areas that light up when a person seeks any kind of a reward, whether it's chocolate, money or drugs.

"It became apparent to me that romantic love was a drive -- a drive as strong as thirst, as hunger. People live for love, they kill for love, they die for love, they sing about love," Fisher said.

"There are myths and legends about love. The oldest love poetry is over 4,000 years old. The world is littered with all kinds of artifacts that stem from this basic mating drive."

Fisher went on a quest to unravel the mystery of the brain in love. She teamed up with Art Aron, a psychologist and professor at Stony Brook University in New York and Lucy Brown, a professor in neurology and neuroscience at the Albert Einstein College of Medicine in New York.

They studied 17 people who recently had fallen madly in love -- people who were spending 80 percent of their waking hours not being able to think of anybody else. The subjects had been in love an average of seven months.

The findings were published last year in the Journal of Neurophysiology.

For the study, Fisher developed a questionnaire about passionate love, including such questions as "Would you die for your partner?" She said she was shocked by the answers to that query: All of the subjects said they would.

What especially surprised her was the casual way in which they responded.

The participants were put into an MRI machine and asked to stare at photographs of their sweethearts and then neutral photos that called for no positive or negative feelings. When the researchers were able to look inside the brain in love, they said they were struck by the results.

The part of the brain that lit up the strongest was that associated with rewards and pleasure, a finding not nearly as poetic as romantics would have thought. It turns out that, to the brain, love is just another reward, much like chocolate or money, or like a drug to an addict. This brain system gets used every time you want something.

Romantic love, it turns out, is a reward, the researchers say.

"We certainly think of romantic love as something that's magical, and the magic is here and here," Brown said, pointing to the part of the brain that lit up during the experiment, the brain stem region known as the ventral tegmental area. There, pigmented cells known to contain dopamine send messages to a part of the brain called the caudate nucleus.

When Brown started the study, she said she thought she was studying a strong positive emotion.

"Now I have changed the way I think about early-stage romantic love," she said. "It's a motivation; the person [we're in love with] is a goal. Emotions come and go. We feel euphoria, but we feel anxiety, too. This core system that is driving the person who is in love toward their sweetheart, that is much more important in a sense than an emotion."

Aron added, "When you're intensely in love, and especially if it's being reciprocated, there is an incredible sense of exhilaration. You feel this person is the most wonderful person in the world, and if they were part of you -- if you were together -- your life would be perfect."

Fisher agreed: "Romantic love is not only an emotion, it's a basic mating drive, and it's stronger than the sex drive."

Although the early characteristics of romantic love don't last forever -- the pounding heart, the obsessive thinking and craving -- in good relationships they will transfer to a different level, a stage of love called "attachment," Fisher said.

In her own studies of more than 800 people older than 45, Fisher found that they showed just as much romantic passion as those under 25.

In fact, romantic love can be triggered at any age. Fisher said she interviewed an 8-year-old boy who perfectly described his intense passion for an 8-year-old girl. She said she also knows couples in their 70s and 80s who are madly in love.

When asked if placing love under a microscope takes away some of the mystery and romance, Fisher smiled.

"You can know every ingredient in a piece of chocolate cake, and you still sit down and eat that chocolate cake and it's wonderful," she said. "In the same way, you can know all the ingredients of romantic love and still feel that passion."

source:http://www.cnn.com/2006/HEALTH/conditions/02/14/science.of.love/index.html


Google And Open Source

"Former Slashdot editor, games programmer and consultant Chris DiBona talks about his new work at Google in a brief interview over at Linux Format. Most notably, DiBona points out that Google wants to follow IBM's lead in not attempting to control open source, and he also highlights the reasons why Google will never be a 100% open source company." From the article: "So I don't see the word 'sponsorship' as being appropriate. Because sponsorship also implies stewardship. We don't want to run open source, that's not who we are. I have to tell you, I've admired how IBM has gone about this. They've for the most part not screwed up: they haven't taken things over, they haven't managed to break anything, they've done a lot of good work. We're not going to use that as a model for what we want to do, because we're different companies, but I really want to get code out there, I don't want just... money. Money's not enough."

source:http://linux.slashdot.org/article.pl?sid=06/02/14/1838207

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