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As I’m sure you’ve heard, the Supreme Court ruled that Corporations and Unions have the right to campaign without restriction on spending and without limitations on when they may do so.

This worries a lot of people, and not without reason: corporations already spend so much money lobbying that our laws are looking more and more like Swiss cheese.  The reforms that are sorely needed, like healthcare reform, are stifled.  Banks aren’t held accountable.

But the fix isn’t to keep trying to restrict their speech.  It hasn’t worked, and even a Constitutional amendment would do little to solve the real problem of corporate influence.

Instead of traditional regulations, Congress ought tax corporate campaign efforts.  This is guaranteed to be legal, and will help to balance the budget. It will help keep the spending in check, especially if the tax is proportional to the amount spent.

They should also enact requirements on public availability of any and all corporate (and union) campaign materials from their time of publishing up to six weeks after the election(s) they target.  These materials should be made available on the internet and via a prominent address listed with said materials (mailed copies should be available at cost of reproduction/shipping only).

This availability regulation will allow any and all citizens full access to analyze and thereby construct their own rebuttals, critiques, and responses to the corporate lines.

There are better ways to fix our problems than outright bans.

Posted in unAmerican | No Comments »

Various sources (eg, The Guardian: Roy Greenslade: Murdoch’s propaganda campaign to charge for content) reported about hulu.com’s plans to charge for access.

The problem is that corporations tend to overcharge for their content.  Then they complain about an alleged sense of entitlement when their customers supposedly want it for free.  They are reading things wrong: there’s very much a sense of entitlement, but it’s one not to pay too much.  This goes for all forms of content and “intellectual property”: books, news, images, videos, movies, television, music, video games, software, web applications, academic articles, and so on.

Free is less than too much, so free wins over too much every time.

People deserve payment for their creations, but the economics dictate that how much they charge and what they are prepared to deliver (ie, their pricing/business model) will change the composition of their customer pool, determining their revenue.  Before the digital revolution, all sorts of sharing occurred that wasn’t priced in to their model, and yet no one screamed bloody murder over one newspaper getting passed around the coffee shop or office.

The sooner the content creators start moving to alternative models, the sooner they will find the sweet spots, and the sooner they will get paid for their creations.  But if they merely try to copy their old models in the new landscape, they are liable to find themselves with lingering pain for quite some time.

As I did not see specifics on the pricing/business model that Hulu will be using, I will withhold judgment about this move.  But I will say that if they plan on overcharging, they might as well buy some Going Out of Business signs while they’re cheap.

Update: An article on mediamemo.allthingsd.com, How Much Will You Have to Pay for Hulu? Nothing. How Much Will You Pay for “Hulu Plus”? Good Question. states the pay content will be in addition to the existing site, rather than moving some content to for-pay so it doesn’t sound like they are doing anything very dangerous with regard to their business model.  I just hope they get creative and take their time to create a better model that can be mimicked by others.  It can work, if they don’t get too greedy.

Posted in biz, entertainment | No Comments »

I don’t have the statistics, but many different players and websites including iTunes and Last.fm include the ability to track what music you listen to. In theory this data from many users can be aggregated. If that happened the picture would look something like a bell curve.

The top dominates

Most of the music is from artists the listener likes a lot.  This is right tail on a bell curve.  For example 50% of songs might come from ten artists, 80% from 20 artists, and 90% from 50 artists.  The other 10% might come from hundreds.

The same is true for albums: the favorite album by the favorite artist will be even more dominant than the artist was.

Selling as generic

The problem is that the industry treats songs as equal units.  You pay roughly the same price for a song you’ve listened to 1000 times as one you listened to once, or a song bought as a gag.  But when you actually look at the cost per listen it becomes apparent this is simply silly.

The songs you love cost you tiny amounts: after the hundredth listen to a $0.99 song it’s less than one cent!  The songs you don’t love cost you more per listen: up to that same $0.99 for listening to it once.

Shouldn’t the opposite be true?  Wouldn’t you pay more money for the song you love?  Wouldn’t you rather pay less for the song you would delete from your collection except that you never look in that folder anyway?

Progressive pricing

My belief is that music should look like the following pricing model.  Note that the numbers are fabricated and that actuaries and statisticians could provide much better figures.  This is only a rough model.

For the first ten listens it costs a cent.  Period.  If you like the song and run through ten listens you pay a cent.  If you decide you don’t like it and give up after the first time, it costs a cent.  For the next ten listens it costs a dime.  Listen 20 times and you’ve paid $0.11.  For the next 50 times you listen to it, that’s $0.20.  After 70 total listens you would have paid $0.31.  And for the 100 listens after that, it’s $0.68 which brings you to the $0.99 original price.

The money distribution is staggered as well.  The artist makes less money off of the first tier and more of the successive tiers, while the labels and distributors make more on earlier and less on later tiers.

Choices

There would be some other choices with this model.  If you knew you’d want the song for 170 listens at least, you could pay an initial fee of $0.89 or such, giving you a discount for buying the song outright.  You could also pay the difference on $0.89 up to 70 listens.

Even after paying $0.99 (or $0.89 if you bought it early) you could choose to pay more.  That money would go almost entirely to the artist.

The model’s logic

The consumer value behind this model is two fold.  One is to save you money on songs you rarely listen to.  The other is to give you the freedom to explore music.  The current flat price model is prohibitive: how many times would you roll the dice at $0.99 per roll?

The model also has powerful incentives for the label, distributor, and artist.  People would explore more music and pay a cent each time, but that would add up quickly.  The current prohibitive model generates less revenue than the new model would for all parties involved.

Other media

This model can easily be extended to be used with movies, television, and text.  The tiering would be different, obviously.  It would not be as effective for news as fiction.  But that’s a detail that can be overcome by changing the target of the model.

Instead of expecting you to pay $0.01 for each episode of the Daily Show each time you watch it, you would pay $0.01 for the first three episodes you watched.  Due to that sort of content being unlimited in time (they continue to make new episodes indefinitely) you wouldn’t cut off at $0.99.  The probable solution would be to tier over an entire season and fix the top-price on a per-season basis.

Advertising

The option to have advertising fits nicely into this general model.  The advertisers can choose to pay for a tier for some number of viewers: when you go to view, listen, or read the choice is yours to accept the advertiser’s offer and instead of paying you would watch, read, or listen to a short advertisement for the duration of that tier.

Conclusion

I believe this sort of model, again with the statistics to back up a more refined pricing and tiering system than I’ve presented, will be a boon to listeners, viewers, and readers.  It will also benefit the content creators and distributors.  I hope to see this model become a standard operating model for content.

Let me know what you think of this model.  What’s wrong with it?  What would make it better?

Posted in data | No Comments »

For the past few years I’ve had a software raid array using mdadm. It works great.

And then I upgraded my kernel+mdadm last night; it broke. I was puzzled:

Do some reading and some more reading. Do some poking around to see where things stand. No dice. fdisk -l was showing a /dev/dm-0 device. Never seen that before. More digging. Hmm, dmraid -r is listing my drives. Why? Try removing them… dmsetup remove_all Still no good.

So tonight I dive back into the fray. Eventually decide to see exactly what the output of dmraid -r is indicating about those drives. Turns out that back when I originally created the array (several computers ago at this point) I was using a software BIOS RAID…with dmraid. The metadata was still there, and for whatever reason after all these years (two releases of debian had passed!) it suddenly starts reading that metadata again and usurping control of my drives.

So… dmraid -r -E to nuke the unneeded and mischievous metadata. Back in business.

TLDR: If your non-dmraid, mdadm RAID is suddenly borked, check to see if it’s got some crufty dmraid metadata stuck on there. If so, erase it.

Posted in linux | 1 Comment »

Valve Software has released their latest game, Left4Dead.  This is a zombie thriller game and I’d like to give it a try.  I love Valve games and I love zombies, so this should be my favorite game of the year, right?

Well I won’t find out, possibly for years to come.  I play Valve’s games under  Linux (unsupported) via WINE.  WINE’s DirectX support is pretty solid through DirectX 8 and I can play Team Fortress 2, Portal, Counter-Strike: Source, HL2 + Episodes, etc.  They run just fine on my system and I have fun.

As of Left4Dead, Valve has dropped DirectX 8 support.  I look at the game on the WINE AppDB and the word is it runs fine, but slow as a dog.  So I don’t buy it.

This is an example of sales prevention.  Valve already chooses not to support Linux as a gaming platform; their choice.  But now they are cutting off the ability to play their new games via WINE.  Also their choice, but a choice which means that I won’t be giving them my money until I read on the WINE AppDB that things have improved.

And for the record I’ve bought pretty much every Valve game since Half-Life.  I would love to continue to do so.

Posted in linux | 5 Comments »

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