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Recently, Kim Hart of the Post sat in on a day of meetings with Amplifier Business Accelerator Program participants.  Here coverage of her day is here....
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Addition of Rich Moore, a proven company builder enhances Amplifier Venture's established team of entrepreneur-friendly business managers....
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Guitar Affair, one of the participants in the Amplifier Business Acelerator Program publicly launches operation....
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Amplifier Ventures, an early-stage venture capital fund, and Amplifier Network, a provider of education and collaborative online content for entrepreneurs, today announced the Amplifier Business Accelerator Program to stimulate new technology company formation in the DC Technology Corridor.  The three-month program will combine seed capital from Amplifier Ventures with experienced, hands-on mentoring and education by recognized experts, as well as social collaboration capabilities to support establishing durable businesses in today’s challenging economic climate....
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Many thanks to those of you who have joined the Amplifier Networks Communities we launched a few weeks ago.  For any of you who have yet to join, you’ll find links below.  iBelong has extended a special discounted offer to Amplifier members interested in creating Info Networks for their organization.  iBelong’s Info Networks help businesses more effectively communicate and collaborate by making it simple for their internal and external customers to discover and exchange relevant information.  The platform easily plugs into your existing website with no IT support required.  For as low as $500 set up and $500 per month, you can get started with an Info Network containing: Two pre-configured Info Hubs designed around your business needs with basic content that will get you started Unlimited do-it-yourself hubs so you can create as many others as your business needs dictate - all by yourself! 24/7 Network Support Free upgrades to the iBelong Platform Two hours of training on a quarterly basis 70 GBs of storage To find out if you are a candidate for an iBelong info hub, take a short survey.  Contact Ron Harris for more information ron@ibelong.com .  Visit DC Tech Corridor / Join DC Tech Corridor Visit Venture Capital and Finance / Join Venture Capital and Finance Visit Start-up World / Join Start-up World...
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Amplifier Ventures is looking for emerging businesses for its Spring 2009 Amplifier Business Accelerator Program. The Program, which will run from March 1, 2009 to June 1, 2009, is targeting businesses that are positioned for growth and success.  Join the Start Up World Community to receive instructions on how to apply.
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November 22nd, 2008: What's a Venture Capitalist to do when there's no Capital with which to Venture? Jonathan Aberman has the compass. Click the Play button to listen to the podcast from Left Jab Radio.

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We're big fans of Animoto, a website that lets you easily create photo and video slideshows matched to music. The site is constantly innovating its nifty product, most recently adding an iPhone app and the ability to incorporate video. For those not familiar with Animoto, the startup basically allows you to take your images, video and your music and mash them together to create cool videos. What makes the videos cool is the company's technology that renders the pictures so they're in-step with the music you've chosen, adding nice transition effects. This morning, Animoto is opening up its API, allowing partners to now incorporate Animoto's compelling technologies into independent sites The first API that being rolled out for the Animoto Partner Platform is Animoto Quickstart. The API essentially allows any website to tap into Animoto's video creation flow. The aim is to make Animoto one click away from any website that has photos, videos or music. Quickstart allows websites to connect their own content, including photos, video clips and music to Animoto as the first step in creating an Animoto video. So partners can integrate Animoto's video slideshow creation tool into their sites. And the startup promises that Quickstart takes only hours to a partner to set up on a site. ...
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Veteran game designer Sid Meier delivered the keynote speech at the Game Developers Conference today and during his hour-long session on the “Psychology of Game Design: Everything you Know is Wrong,” the creator of the Civilization franchise produced a series of key points, mantras, and worthwhile quotes captured here. Meier is the creative director at Firaxis and director of this fall’s Civilization V. (You can catch the full news story here.)

“Gameplay is a psychological experience: I base my games on things like railroads, pirates, and history, and I try to make the games I design true and real. The more historical, the more realistic, and the more factual, the better. The more railroady and piratey, the better. But what I thought I knew was wrong. During the early days of my career, I hadn’t taken into account what was in the player’s head. By acknowledging that simple concept–that gameplay is a psychological experience–it can make your games better.”

“People who play games are egomaniacs. It says on the box you get to control armies, discover new technology, and create entire civilizations. So, right away, you’re an egomaniac.”

“Games produce a ‘winner’ paradox. In real life you don’t always win. Only one football team gets to win the Super Bowl each year, all the others lose. In games, you always win. I never get complaint letters from fans and gamers saying, ‘I win too much.’ This is fundamental to entertainment; the player is looking for a satisfactory conclusion.”

“There is a basic dichotomy in games: When you reward players for winning a war and give them 100 gold pieces, the player never really questions rewards. If something bad happens, if there is a setback to the player, the react much differently. They complain the game is broken, the AI is cheating, or something in the game is wrong. You have to be careful with setbacks. It’s important to explain why these things happen, and how to avoid these things in the future. If gamers believe the game is cheating, of you haven’t explained something well, the will leave. I see a big value is replayability. Whenever there is an opportunity to plant the seed of replayability, you’re on your way to a satisfied customer.”

“One of the key rules of game design is the first 15 minutes. These introductory minutes have to be fun, satisfying, and exciting. You are letting players know they’re on the right track, you should reward them, and let them know cool stuff will happen later. This doesn’t negate increasing difficulty levels later on, by the way.”

“I once gave a talk on how games should be split into four different difficulty levels. I was wrong. Now, Civilization V has nine difficulty levels. As players move on they continually get better and receive rewards. You want to feel they are above average.”

“When you build a game, you and the player enter into an ‘unholy alliance.’ I missed on the phrase ‘the uncanny valley,’ I never trademarked ‘interesting decisions,’ but I want to trademark the phrase ‘unholy alliance.’”

“Having worked on older games that had crude graphics, designers, old timers like me, actually have an advantage over younger designers because we have worked hard to make people believe things despite the graphics. Part of the unholy alliance is that you need to create a suspension of disbelief. It’s your part of the bargain, and it’s the gamers’ part, too.”

“There needs to be a certain moral clarity in your games. With Civilization, our testers told us we had opposing leaders who were very cranky and aggressive. Their opinion was that the enemies, who were about to die, didn’t seem like they should be surly and aggressive. It didn’t seem right. But you know, it’s Genghis Kahn for goodness sake. Do you want them to say, ‘Oh please don’ hurt me, there are women and children here.’ That doesn’t seem right to me.”

“Player psychology has nothing to do with rational thought. My background is in mathematics. In CIV REV (Civilization Revolution, the console-only Civilization game), we found interesting reactions to what seemed to me vary rational situations. For instance when we pit civilized militia against uncivilized barbarians, and their points were 1.5 to 0.5, respectively, we heard players complain. Even when players were in a battle with 1: 3 odds, they felt they could win. I watched these testers and players, and they would say, “I had the lower number, and I felt I could win in a 1:3 battle. It made sense to the player that they could win. I thought, “Something is going on there. But it’s not mathematics.” Right around 3:1 to 4:1 area, the player felt like he or she should have the chance to win.”

“In early Civilization games, I made Civ real-time, which meant everything happened in real-time: My first mistake was to make it real time. I modeled some elements of the game from Sim City, which was real-time. It was inspiring. But what we found was that in real-time gaming the player becomes the observer. Our mantra is that, “it’s good to be king.” When we made Civ a turn-based game, the player became the star, they made things happen.”

“In the Civ games you can research tech. I thought it would be an interesting path, and I made it so that there was a certain amount of randomness in it. You would never know where it would go.  We made the process mysterious. Once players realized they wanted to get the gun powder during the tech path, they didn’t want it to appear randomly; they wanted it quickly. They were like, ‘I know there is gunpowder out there; you can’t fool me.’ Players want to be in control. So, we learned that randomness has to be treated with a lot of care. When random things happen, paranoia strikes the heart of the gamer. The computer is all of a sudden ‘after them.’ If they feel insignificant, or there is too much random play, then the players will somehow come up with the most paranoid and worst possible explanation or the game’s reasoning.”

“We came up with the Civ network: In it, one idea was to give gold to other players. Cool, right? You could give gold to another player. You could bargain for it, use it to trade, help other characters out. You could use it as a bargaining chip. Fascinating dynamics would arise, we thought. What we found is that nobody ever gave gold to other people. Not sure what this says about the human condition; it’s really sad, really. But that was a bad idea that I had.”

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When Lunch.com launched a year ago, I was slightly baffled about why it existed — did the world really need another review site? But J.R. Johnson, the Los Angeles, Calif. company’s founder and chief executive, says he didn’t just want to create a place for reviews. He also wanted to use those reviews as a way to connect people with common interests, and to create a “similarity network.” Now he has taken the next step in realizing that vision, with a new feature called Communities on Lunch.

Previously, the site focused on making individual connections, i.e. helping you find people who are interested in the things you’re interested in and like and dislike the same things you do. But as the name implies, the new Communities tool expands that idea to groups of people. So you could create a subsite for reviews around things like strollers, green living, and foreign films — basically a Yelp for any topic.

What’s promising about the idea is that these sites are easy to set up, but also give their creators a lot of control to sett the tone of the discussion. You can boot people out of a community if they’re being a jerk, and you can also create the templates for the reviews, so that people are nudged towards the kind of discussion that you’re interested in.

The Communities on Lunch launch comes at the beginning of the South by Southwest Interactive conference in Austin, and in fact, one of the currently featured communities is for South by Southwest. You can review panels and parties, make lists of tips, and so on.

Lunch.com is self-funded.

Companies: Lunch.com

People: J.R. Johnson

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The problem with all of these people who are walking out the door at MySpace isn't so much the number of them, because MySpace is trying to replace them by hiring more people. It's the fact that the best people are leaving, and taking a lot of the knowledge base with them. Three star senior employees left to go to cross-town startup Gravity, we reported earlier this week. And tonight we've heard that Jeff Webber, the engineering director that oversees the email, instant messaging and other "communications" platforms for MySpace, resigned earlier this week as well to join a startup. He's been at MySpace for nearly three years and was one of the star engineers and leaders, says one source. Other recent departures - VP and General Manager of Mobile John Faith, SVP User Experience Katie Geminder and most of her team. And of course CEO Owen Van Natta. And lots more as well, only a few of which we've reported. ...
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How many e-book readers do you think are out there right now for you to choose from? If you did a little digging, I bet you'd find 50 or so. Maybe 10 really worth checking out. But right now is a bit of a weird period in e-reader history. The Kindle cemented e-readers in the consumer headspace, catapulting them from weirdo alternative technology to mainstream gadget. That's what the iP ad threatens to do with tablets — we'll see about that. But the Kindle and the iPad are two important forces in the current e-reader wars; the question, upon the answer of which depends the success of many a device, is whether "bonus" features like second screens and weird form factors in e-readers will be enough to differentiate them from the high-profile devices pressing them on both flanks? See, the vast majority of e-readers were designed as a response to the Kindle, not to tablet computers, which may or may not obsolete e-readers altogether. It's a bad situation: the whole time you're improving your competitor's product, someone else is skipping your entire device class on the grounds that it will be made ridiculous by their awesome gadget. Some of the special features developed to combat the Kindle will stay, and some won't live to see their own first birthday....
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Hunch.com, the startup co-founded by Flickr co-founder Caterina Fake, has raised $10 million in a second round of funding, according to AllThingsDigital. Citing unidentified sources, the report says the funding was led by Khosla Ventures, with Khosla’s Gideon Yu (who was formerly chief financial officer at Facebook and YouTube) handling the deal.

A company spokeswoman declined to comment, except to say that she’ll let us know “if/when we do have a funding-related announcement.”

Hunch, based in New York City, helps users make decisions, often decisions involving products. After you hone in on the question you want answered, the site asks you a number of multiple choice questions, then makes a recommendation based on what people with similar answers were happy with. For example, one topic focuses on whether you should hack your phone, then asks a number of questions about how you use your phone and why you want to hack it. Another helps you choose the right DVD recorder based on your budget and interests.

Hunch previously raised $2 million. AllThingsD says past backers General Catalyst partners, Bessemer Venture Partners, and Ron Conway also participated in the funding.

Companies: Bessememer Venture Partners, General Catalyst Ventures, Hunch, Khosla Ventures

People: Caterina Fake, Ron Conway

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A interview with the Andrey Ternovskiy, the 17-year-old Russian founder of Chatroulette who has abandoned high school to travel the world and meet with technology investors....
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Peter J. Henning of DealBook's White Collar Watch finds Lehman Brothers' accounting gimmicks are eerily reminiscent of those used by Enron, and he anticipates that the government will pursue civil charges, at the least, for securities fraud....
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Unquestionably, the major obstacle for indoor, or household-friendly light-emitting diodes is price. No matter how long a bulb lasts, nobody wants to spend $30 on one light. Exacerbating the situation, there are too many competing uses for LEDs, according to electronics market research firm iSuppli, slowing their development for home use.

Back-lighting for televisions is a huge growth market for LEDs, with 2.5 million LED-lit sets manufactured in 2009, and an estimated 25 million to be built this year. Estimates range up to 100 million LED-lit TVs to be made in 2014. All this demand has created a shortage of LEDs for other uses.

In response, LED makers are buying up the MOCVD (metal organic chemical vapor deposition) systems that manufacture LED materials. Aixtron and Veeco are two prominent MOCVD makers. Between them, an estimated 120 MOCVD systems will be shipped this quarter. With so much new production capacity being scaled up, one might expect the shortage to end quickly.

But this isn’t the case. Once Veeco or Aixtron ship a MOCVD system — already about five months after it is ordered — the purchaser must customize it for its own LED chip design. This takes an additional three to four months, as Jerald Kolansky writes. There is typically a ten-month gap between new production equipment being ordered and the actual start of production.

Since LEDs are growing so explosively (the prediction is double-digit percentage increases over the next three years), most LED companies are looking to boost production capacity. In two years or less, the LED shortage will be over, and the LED glut will likely begin, analysts say.

Kolansky writes that an over-supply situation “is likely in 2011″ — unless lighting moves into mass production. In order to do so, LED makers will want to satisfy their immediate customers first, which brings us back to LED-backlit televisions. TVs use up to 500 lights per panel, whereas a notebook computer uses 50. With demand so high in these areas, it may be difficult for lighting companies to drive prices lower.

This is especially true when one considers the bulk purchasing power that TV makers have. It would take an awful lot of light bulbs to equal the purchase of just one TV. If manufacturers have to devote resources to one of the two markets, one proven and one emerging, the new guy is likely to be left out. In other words, LED lighting is unlikely to take off until after the display market is stable. This could lead to a period of market saturation, with LEDs being overproduced for display applications and under-utilized for lighting.

Aixtron and Veeco are both planning to double production capacity by the end of 2010. The LED market itself is expected to more than double by 2014.

Companies: Aixtron, Veeco

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Our daily roundup of tech tidbits features a Flickr visualization of seasonal colors, Tim Cook's $5 million bonus, an upstart competitor to Twitter and Slacker Radio's coming music service....
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