Those numbers are difficult to compare, and especially difficult to point to a single exact cause for. The crime rate in china revolves around state-reported numbers, the accuracy of which cannot be verified. The numbers they DO have are for reported crimes, which people in china are hesitant to do knowing the ramifications of getting the state involved. And there is the excessive smuggling, counterfiting, prostitution, etc, which the state really doesn't care about.
On a larger scale, there are societal factors involved in crime. China's rigid social structure tries to leave little room for certain types of criminal activity, whereas our society frequently glorifies it. China's strict rules around childbirth help to ensure that most children who are born are wanted and cared for... See also the theories of how Roe vs Wade was partially responsible for the drop-off in crime which we enjoy to this day. China also has a tight-knit family structure, which helps provide support and oversight over their citizens. And of course the pseudocommunist / pseudocapitalist system usually doesn't leave their citizens completely destitute (outside of rural areas), believing in a much higher degree of social welfare than we do here.
Pointing to one thing and saying "See! This is why they have lower reported crime numbers!" is a gross oversimplification.
My alarm clock infringes on someone's patents. There are a tremendous number of stupid patents in the software industry. You do your best to avoid the ones you know about, but you know everything you ship infringes somewhere.
Again, it's the cold war. Everyone has nuclear weapons, pointed at eachother, ready to strike at a moment's notice. The only thing holding them back from firing, is that they can fire back, and everyone goes broke.
Consider what happens when it is possible, given an example of a given product, to duplicate it en mass at near-zero cost. Suddenly nearly everything's free.
And suddenly, storage space is really, really expensive.
Lots of online retailers have put up items at mistakenly low prices, only to retract later. It's not at all uncommon. They refund your money, and keep the goods.
I forget what the legal defense of this position was, but it seemed airtight. Anyone remember offhand?
The quality of the normal-res shows are about what you'd expect for a mid-bitrate rip. I'm guessing a rip from an already compressed video source, just by the particulars of the artifacting. It looks fine for most filmed daylight videos, assuming there isn't too many solid sheets of light or dark. It does break down quite a bit on cartoons, a place where WMV has not done traditionally well, as the solid color gradients get stepped like a mayan temple and edges get fuzzy. Unfortunately, I haven't seen a high-def show on a high-def set, but the high-def videos that I've seen on regular resolution seem worth the upgrade if you like pretty pictures. If you just want to laugh at the South Park Warcraft video, the regular resolution stuff is fine. If you want to own a pristine, perfect, never-to-be-touched version... wait for the blue-ray.
BTW, a 100 GB disk is rumored / expected shortly. And now, badly needed.
There is a clear quality difference between recorded HDTV and broadcast HDTV. I agree with your assessment: broadcast HDTV is of so low quality as to be unnoticable. But having worked with HDTV's for about a year now, the low-rez recorded stuff is just terribly noticable, especially on the size of TV's where HDTV matters.
The lack of HDTV content is just a scanning issue. Take the negative, run it under a scanner, re-balance the colors, done. It's no more difficult to create HDTV content from a print negative than to create regular content. Likewise, the Xbox 360 tends to be very HDTV-centric... at one point I believe it was 50% of all 360 purchasers buying a HDTV at the same time. So you have the installed base congealing there, if nowhere else.
480p, BTW, while not actually considered high-def is still comparitively rare. 480i would be a fairer comparison.
Now, the one thing you don't mention is compression artifacts. 360 download videos are utterly, utterly compressed with WMV. I haven't had a chance to check out the high-rez compression (haven't downloaded anything at work), but the normal rez stuff is about what you would expect from a mid-grade torrent rip. Black gradients exhibit stepping, there is some blur around sharp edges. It looks good for mid-color range content like Chinatown, but it is bad for dark shows like Lost and completely dies on cartoons like Invader Zim.
As a side note, I'm planning a THX 1138 viewing party for when MS gets their servers together. "Hey, I'd like a movie. Go get me that movie. I'll see it later." It's not exactly video-on-demand, it's more like having a digital butler to run out and get what you want. Convienient.
To be fair, according to TFA, it is Peter Jackson who has committed himself to not enter a relationship about The Hobbit until the lawsuit is resolved. As resolving the lawsuit to PJ's satisfaction would probably require changing the voodoo accounting practices so prevalent in the industry, effecting their bottom line forever, New Line is right to take it seriously. In an industry where Forest Gump grossed about 700 million dollars yet "didn't make any money", any challenge to crooked accounting practices is dead serious and must be swept under the rug.
Of course, they're idiots for not flying out a team of negotiators, accountants, and bikini-clad "sweeteners" to make it work with Peter Jackson, but they decided to play hardball instead. That's Hollywood.
In snow crash, the visual component was being used to transmit information and reprogram computing machines, in that case the brain. It was an impressive leap of insight into interfaces and the nature of computing machines, not too different than the buffer overflows we've been plagued with since.
In the second life case, the visual component exists because pretty much everything in second life is required to have a visual component of some sort. In this case, the visual component of a ring existed soley as an icon would in an outlook express virus... "click here to infect your system!" And people did. The ring icon is not integral to the attack in any way other than as hot tennis players have been integral to attacks in the past.
Not to burst your bubble, but it isn't exactly a technological marvel.
Good point. At least in the US, anything you write or create is considered under copyright automatically. The text that I'm writing now is under copyright. When I talk to my friends, I'm creating copywrited works.
If you videotape friends talking at a party without their express consent, you're in posession of a device with the purpose of violating copyright. If your webcam catches the cover of a book or a picture on your back wall, you're violating copyright.
The system needs to be updated. Period. I'm rather glad things are moving slowly on this front, as we'll have some time to internalize these changes before enacting knee-jerk laws. But it needs to happen at some point.
The Sega Master System sold 3D games with shutter glasses. The system actually worked really well except for objects close to the screen, as you'd get rather severe image separation if you were at all too close to the screen or if your television was bigger than they had expected.
The Virtual Boy also provided real stereoscopic 3D images, though the instruction manual mentions on 5 of 7 pages that it will probably make you nauseous. And they weren't kidding.
On the other hand, work from Carnegie Mellon earlier this year showed that it is possible to create reasonably usable 3d images from a single 2D snapshot, assuming your snapshot contains sufficiently geometric imagery for the system to make guesses about the form. With the additional depth cues of a moving camera, and limiting the 3D to the location where the image was shot, the final 3D image could come out rather well, albeit using large strokes rather than fine brushes.
And admittedly, that's where 3D shines. Small geometric details are lost to most 3D... that's why normal maps are sufficient for most geometric details rather than full modeling, because the parallax effects are far more minor than the large color changes. Likewise, on platforms like the Virtal Boy or shutter glasses on your PC, the difference between a left-eye image and a right-eye image is so fine that using flat cardboard cutouts for each eye would be sufficient, assuming the cutouts were of good enough internal representation to make you think you see the additional depth. Just like you don't need to model the depth in a character's eye when a nice textured normal map would suffice, you wouldn't need to render the image at that level of 3D detail for a stationary dual eye image. Just make shure the person-shaped blob aligns in front of the building-shaped blob at roughly where you would expect it to assuming that the ground was flat. That's all most people would be able to discern anyway.
3D from single photos has been available for a little while, mostly working with geometric content lines to establish likely 3d patterns, then mapping the image onto that pattern. It's possible that they're using color and focus clues as well, though I don't know about that part. http://www.youtube.com/watch?v=VuoljANz4EA It's a pretty impressive technology. If you could do the analysis 60 times per second, you could have a convincing system for single-perspective 3D in most circumstances.
I wish I could remember the names of the companies, but I know there are "traditional" 3D screen display manufacturers working on upsampling using the additional depth cues of between-frame camera movements, which the above example did not take advantage of.
But a console where the "gimmick" was in every box has never been tried before. Now everyone who writes a game for the console knows that the player has at least one Wii-mote so every game developer can develop for it.
Shoulder buttons, the analog joystick, and the dual shock were all seen as gimmicks when launched. Come to think of it, so was the d-pad. They did pretty well, and became the standard. Others, like Sega's VMU (game-playing memory card), or Jaguar's number pad with overlays, did not.
Artists start with texture maps that that are higher resolution but not higher detail. You're creating a map with a certain expected degree of display resolution, and if you go much higher than that with your maps they have a tendency to mush and blend together. You wouldn't create details for the PS2 like internal textures in buttons, but that's exactly the sort of thing you'd notice in HD on a 360
Add in normal mapping, reflection mapping, diffuse, specular, etc, and you have an expensive art pipeline.
Estimates being thrown around GDC '06 were that next-gen content costs roughly twice as much to build... not a bad estimate at all in what I've seen. Unfortunately the number of next-gen consoles is currently low, and it's not like there will be twice the players buying games once the penetration is higher so... do the math.
No offense to your overall comment, but AI is as smart on consoles as it needs to be... which is to say, not very. A dumb AI will bounce back and forth in front of your line of fire. A smart AI would sneak around you and shoot you in the back of the head before you saw them. A dumb AI will fire randomly in your general direction. A smart AI will draw a bead and get repeated headshots and bodyshots.
But who wants to work in games software anyway. As a general rule in the real world - the more rewarding a job is the less you can expect to earn for it.
This isn't particularly surprising. Lots of print media is being superceeded by digital media, and glossy, high-cost gaming mags are struggling to find a niche for themselves. Online gives you immediate feedback, immediate screenshots, immediate numbers. Metacritic will give you a more reliable game score than any individual review crew ever could. And cross referencing online is easy.
Probably the biggest complaint about gaming journalism is a lack of objectivity. Lots of it read like glorified advertisements, and lack cross-platform perspecive. It's not surprising, then, that an "official" magazine is going, as those tend to be the most notorious. Really, the only thing which glossies have done better than the online world is solid commentary on the world of gaming in general. But The Escapist now has that nailed as well.
Allow me to take a moment to single out Edge magazine for praise. They have consistently been solid in terms of information and relative objectivity... harkening back a bit to the early days of Die Hard: Game Fan but without the overboard Otaku. That and Game Developer magazine should be required reading for anyone in this industry.
8MB of RAM was a lot back then, and might have been prohibitively expensive. The Saturn shipped with only 2MB. RAM was a big limiting factor on lots of home systems simply because how much it cost was quite disproportionate to the cost of a home console. This became especially true as most arcade games are/were shipped on cartridges where fast access allowed for lower RAM buffers. Home systems at that point moved to the much slower and RAM hungry CD's.
The Jaguar was a failure on many fronts. Personally, the failure of the release titles showed in my mind a failure on the part of Atari to understand the market. "Aliens vs Predator" was an amazing game, and the only Jaguar game I still pull out of the closet, yet it was not the hyped one. The games that were hyped at launch, Cybermorph and Trevor McFur were terrible. Trevor barely rose to the level of a tech demo... anyone would be ashamed to show that game at E3, let alone launch it, yet Atari hyped it like the second coming. At least Cybermorph was a failure of design and art rather than a failure of design, art, engineering, and production. Checkered Flag was overall not a bad racing game, if it wasn't for some terrible controller tuning. A skilled designer should have been able to make that game sing in a week, yet it shipped like an uncontrollable mess.
Difficult hardware has been released by other companies in the past with passable or good results. Atari really just didn't seem to care enough to push for quality, and it showed.
I can't find the story at the moment, but there was a Slashdot story a little while back about a gentleman who was arrested and convicted of tresspassing on an open wireless network of a coffee shop.
The thing was, he had been coming there for months to leech wireless access. He then was asked to stop using the wireless and leave by a police officer (the people in the shop were too afraid to talk to him). He left, but returned shortly thereafter. The police officer discovered this, and arrested him.
They started counting his computer tresspass time from the time he had been told not to use the network. It seemed like a very reasonable application of your principle.
Those numbers are difficult to compare, and especially difficult to point to a single exact cause for. The crime rate in china revolves around state-reported numbers, the accuracy of which cannot be verified. The numbers they DO have are for reported crimes, which people in china are hesitant to do knowing the ramifications of getting the state involved. And there is the excessive smuggling, counterfiting, prostitution, etc, which the state really doesn't care about.
On a larger scale, there are societal factors involved in crime. China's rigid social structure tries to leave little room for certain types of criminal activity, whereas our society frequently glorifies it. China's strict rules around childbirth help to ensure that most children who are born are wanted and cared for... See also the theories of how Roe vs Wade was partially responsible for the drop-off in crime which we enjoy to this day. China also has a tight-knit family structure, which helps provide support and oversight over their citizens. And of course the pseudocommunist / pseudocapitalist system usually doesn't leave their citizens completely destitute (outside of rural areas), believing in a much higher degree of social welfare than we do here.
Pointing to one thing and saying "See! This is why they have lower reported crime numbers!" is a gross oversimplification.
Chen Hui was handcuffed and lead out of People's Court in Shanxi by two buxom sherrif's deputies in expensive wigs.
"Oh, we'll punish the naughty boy," said the tall blonde one, stroking her gun suggestively.
My alarm clock infringes on someone's patents. There are a tremendous number of stupid patents in the software industry. You do your best to avoid the ones you know about, but you know everything you ship infringes somewhere.
Again, it's the cold war. Everyone has nuclear weapons, pointed at eachother, ready to strike at a moment's notice. The only thing holding them back from firing, is that they can fire back, and everyone goes broke.
Productive system we've got here.
They're nanopoop if they're small enough to pass through your vaccuum cleaner's filter.
Consider what happens when it is possible, given an example of a given product, to duplicate it en mass at near-zero cost. Suddenly nearly everything's free.
And suddenly, storage space is really, really expensive.
Lots of online retailers have put up items at mistakenly low prices, only to retract later. It's not at all uncommon. They refund your money, and keep the goods.
I forget what the legal defense of this position was, but it seemed airtight. Anyone remember offhand?
V for Vendetta: 132 minutes
Standard Definition: 1.7 GB, $4
High Definition: 6.1 GB, $6
Poseidon: 98 minutes
Standard Definition: 1.3 GB, $4
High Definition: 4.5 GB, $6
Clash of the Titans: 117 Minutes
Standard Definition: 1.3 GB, $3
High Definition: 5.2 GB, $4.50
CSI Season 6, Episode 1: 43 Minutes
SD: 745 MB, $2
HD: 2.6 GB, $3
UFC Fights, Episode 1: 9 Minutes
SD: 240 MB, $2
HD: 997 MB, $3
Transformers Teaser Trailer: 1 minute
SD: 25 MB, Free
HD: 86 MB, Free
(1000 points for $12.50)
SD AVG: 10 MB per minute
HD AVG: 50 MB per minute
The quality of the normal-res shows are about what you'd expect for a mid-bitrate rip. I'm guessing a rip from an already compressed video source, just by the particulars of the artifacting. It looks fine for most filmed daylight videos, assuming there isn't too many solid sheets of light or dark. It does break down quite a bit on cartoons, a place where WMV has not done traditionally well, as the solid color gradients get stepped like a mayan temple and edges get fuzzy. Unfortunately, I haven't seen a high-def show on a high-def set, but the high-def videos that I've seen on regular resolution seem worth the upgrade if you like pretty pictures. If you just want to laugh at the South Park Warcraft video, the regular resolution stuff is fine. If you want to own a pristine, perfect, never-to-be-touched version... wait for the blue-ray.
BTW, a 100 GB disk is rumored / expected shortly. And now, badly needed.
There is a clear quality difference between recorded HDTV and broadcast HDTV. I agree with your assessment: broadcast HDTV is of so low quality as to be unnoticable. But having worked with HDTV's for about a year now, the low-rez recorded stuff is just terribly noticable, especially on the size of TV's where HDTV matters.
The lack of HDTV content is just a scanning issue. Take the negative, run it under a scanner, re-balance the colors, done. It's no more difficult to create HDTV content from a print negative than to create regular content. Likewise, the Xbox 360 tends to be very HDTV-centric... at one point I believe it was 50% of all 360 purchasers buying a HDTV at the same time. So you have the installed base congealing there, if nowhere else.
480p, BTW, while not actually considered high-def is still comparitively rare. 480i would be a fairer comparison.
Now, the one thing you don't mention is compression artifacts. 360 download videos are utterly, utterly compressed with WMV. I haven't had a chance to check out the high-rez compression (haven't downloaded anything at work), but the normal rez stuff is about what you would expect from a mid-grade torrent rip. Black gradients exhibit stepping, there is some blur around sharp edges. It looks good for mid-color range content like Chinatown, but it is bad for dark shows like Lost and completely dies on cartoons like Invader Zim.
As a side note, I'm planning a THX 1138 viewing party for when MS gets their servers together. "Hey, I'd like a movie. Go get me that movie. I'll see it later." It's not exactly video-on-demand, it's more like having a digital butler to run out and get what you want. Convienient.
http://youtube.com/watch?v=Zz2U0_QCnOE
To be fair, according to TFA, it is Peter Jackson who has committed himself to not enter a relationship about The Hobbit until the lawsuit is resolved. As resolving the lawsuit to PJ's satisfaction would probably require changing the voodoo accounting practices so prevalent in the industry, effecting their bottom line forever, New Line is right to take it seriously. In an industry where Forest Gump grossed about 700 million dollars yet "didn't make any money", any challenge to crooked accounting practices is dead serious and must be swept under the rug.
Of course, they're idiots for not flying out a team of negotiators, accountants, and bikini-clad "sweeteners" to make it work with Peter Jackson, but they decided to play hardball instead. That's Hollywood.
To have a beowolf cluster Sony would have had to make more than one.
You'll need to wait until after January to see those kinds of numbers.
In snow crash, the visual component was being used to transmit information and reprogram computing machines, in that case the brain. It was an impressive leap of insight into interfaces and the nature of computing machines, not too different than the buffer overflows we've been plagued with since.
In the second life case, the visual component exists because pretty much everything in second life is required to have a visual component of some sort. In this case, the visual component of a ring existed soley as an icon would in an outlook express virus... "click here to infect your system!" And people did. The ring icon is not integral to the attack in any way other than as hot tennis players have been integral to attacks in the past.
Not to burst your bubble, but it isn't exactly a technological marvel.
Is this an article about how functional Linux on PS3 is? Or is it intended to spark discussion about PS3 sales on eBay?
Good point. At least in the US, anything you write or create is considered under copyright automatically. The text that I'm writing now is under copyright. When I talk to my friends, I'm creating copywrited works.
If you videotape friends talking at a party without their express consent, you're in posession of a device with the purpose of violating copyright. If your webcam catches the cover of a book or a picture on your back wall, you're violating copyright.
The system needs to be updated. Period. I'm rather glad things are moving slowly on this front, as we'll have some time to internalize these changes before enacting knee-jerk laws. But it needs to happen at some point.
The Sega Master System sold 3D games with shutter glasses. The system actually worked really well except for objects close to the screen, as you'd get rather severe image separation if you were at all too close to the screen or if your television was bigger than they had expected.
The Virtual Boy also provided real stereoscopic 3D images, though the instruction manual mentions on 5 of 7 pages that it will probably make you nauseous. And they weren't kidding.
On the other hand, work from Carnegie Mellon earlier this year showed that it is possible to create reasonably usable 3d images from a single 2D snapshot, assuming your snapshot contains sufficiently geometric imagery for the system to make guesses about the form. With the additional depth cues of a moving camera, and limiting the 3D to the location where the image was shot, the final 3D image could come out rather well, albeit using large strokes rather than fine brushes.
And admittedly, that's where 3D shines. Small geometric details are lost to most 3D... that's why normal maps are sufficient for most geometric details rather than full modeling, because the parallax effects are far more minor than the large color changes. Likewise, on platforms like the Virtal Boy or shutter glasses on your PC, the difference between a left-eye image and a right-eye image is so fine that using flat cardboard cutouts for each eye would be sufficient, assuming the cutouts were of good enough internal representation to make you think you see the additional depth. Just like you don't need to model the depth in a character's eye when a nice textured normal map would suffice, you wouldn't need to render the image at that level of 3D detail for a stationary dual eye image. Just make shure the person-shaped blob aligns in front of the building-shaped blob at roughly where you would expect it to assuming that the ground was flat. That's all most people would be able to discern anyway.
3D from single photos has been available for a little while, mostly working with geometric content lines to establish likely 3d patterns, then mapping the image onto that pattern. It's possible that they're using color and focus clues as well, though I don't know about that part.
http://www.youtube.com/watch?v=VuoljANz4EA
It's a pretty impressive technology. If you could do the analysis 60 times per second, you could have a convincing system for single-perspective 3D in most circumstances.
I wish I could remember the names of the companies, but I know there are "traditional" 3D screen display manufacturers working on upsampling using the additional depth cues of between-frame camera movements, which the above example did not take advantage of.
But a console where the "gimmick" was in every box has never been tried before. Now everyone who writes a game for the console knows that the player has at least one Wii-mote so every game developer can develop for it.
Shoulder buttons, the analog joystick, and the dual shock were all seen as gimmicks when launched. Come to think of it, so was the d-pad. They did pretty well, and became the standard. Others, like Sega's VMU (game-playing memory card), or Jaguar's number pad with overlays, did not.
So yes, there is quite a bit of prescident.
Are you in the industry?
Artists start with texture maps that that are higher resolution but not higher detail. You're creating a map with a certain expected degree of display resolution, and if you go much higher than that with your maps they have a tendency to mush and blend together. You wouldn't create details for the PS2 like internal textures in buttons, but that's exactly the sort of thing you'd notice in HD on a 360
Add in normal mapping, reflection mapping, diffuse, specular, etc, and you have an expensive art pipeline.
Estimates being thrown around GDC '06 were that next-gen content costs roughly twice as much to build... not a bad estimate at all in what I've seen. Unfortunately the number of next-gen consoles is currently low, and it's not like there will be twice the players buying games once the penetration is higher so... do the math.
No offense to your overall comment, but AI is as smart on consoles as it needs to be... which is to say, not very. A dumb AI will bounce back and forth in front of your line of fire. A smart AI would sneak around you and shoot you in the back of the head before you saw them. A dumb AI will fire randomly in your general direction. A smart AI will draw a bead and get repeated headshots and bodyshots.
Which sounds like more fun to play against?
But who wants to work in games software anyway. As a general rule in the real world - the more rewarding a job is the less you can expect to earn for it.
Glad to see your priorities are straight.
Only 1% of the internet is porn?
That's not surprising, considering pagerank. After all, every porn page has about 100 randomly titled link pages pointed at it.
Of course, the outlook for % of homework getting done online is rather bleak.
This isn't particularly surprising. Lots of print media is being superceeded by digital media, and glossy, high-cost gaming mags are struggling to find a niche for themselves. Online gives you immediate feedback, immediate screenshots, immediate numbers. Metacritic will give you a more reliable game score than any individual review crew ever could. And cross referencing online is easy.
Probably the biggest complaint about gaming journalism is a lack of objectivity. Lots of it read like glorified advertisements, and lack cross-platform perspecive. It's not surprising, then, that an "official" magazine is going, as those tend to be the most notorious. Really, the only thing which glossies have done better than the online world is solid commentary on the world of gaming in general. But The Escapist now has that nailed as well.
Allow me to take a moment to single out Edge magazine for praise. They have consistently been solid in terms of information and relative objectivity... harkening back a bit to the early days of Die Hard: Game Fan but without the overboard Otaku. That and Game Developer magazine should be required reading for anyone in this industry.
(What they should have done is just figured out a way to take "Model-1" or "Model-2" and put it into mass production).
Model 2 system specs.
8MB of RAM was a lot back then, and might have been prohibitively expensive. The Saturn shipped with only 2MB. RAM was a big limiting factor on lots of home systems simply because how much it cost was quite disproportionate to the cost of a home console. This became especially true as most arcade games are/were shipped on cartridges where fast access allowed for lower RAM buffers. Home systems at that point moved to the much slower and RAM hungry CD's.
The Jaguar was a failure on many fronts. Personally, the failure of the release titles showed in my mind a failure on the part of Atari to understand the market. "Aliens vs Predator" was an amazing game, and the only Jaguar game I still pull out of the closet, yet it was not the hyped one. The games that were hyped at launch, Cybermorph and Trevor McFur were terrible. Trevor barely rose to the level of a tech demo... anyone would be ashamed to show that game at E3, let alone launch it, yet Atari hyped it like the second coming. At least Cybermorph was a failure of design and art rather than a failure of design, art, engineering, and production. Checkered Flag was overall not a bad racing game, if it wasn't for some terrible controller tuning. A skilled designer should have been able to make that game sing in a week, yet it shipped like an uncontrollable mess.
Difficult hardware has been released by other companies in the past with passable or good results. Atari really just didn't seem to care enough to push for quality, and it showed.
I didn't realize you liked the moon that much.
I can't find the story at the moment, but there was a Slashdot story a little while back about a gentleman who was arrested and convicted of tresspassing on an open wireless network of a coffee shop.
The thing was, he had been coming there for months to leech wireless access. He then was asked to stop using the wireless and leave by a police officer (the people in the shop were too afraid to talk to him). He left, but returned shortly thereafter. The police officer discovered this, and arrested him.
They started counting his computer tresspass time from the time he had been told not to use the network. It seemed like a very reasonable application of your principle.
Anyone recall the story and have a link?