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Schools Shun Kindle Due to Lack of Accessibility to the Blind

Despite a function on the Kindle that reads text aloud, two universities and an advocacy group for the visually impaired adopted a staunch anti-Kindle stance Wednesday. According to an Associated Press report, the University of Wisconsin - Madison and Syracuse University won't invest in more electronic readers for college students because the audio feature is too difficult for a visually impaired person to activate. To engage the feature, a user must navigate a series of onscreen menus -- a process requiring a degree of sightedness that many of the United States' 1.3 million legally blind simply don't have.

A spokesman for the National Federation of the Blind applauded the schools' efforts. "These universities are saying, `Our policy is nondiscrimination, so we're not going to adopt a technology we know for sure discriminates against blind students'," Chris Danielsen told the Associated Press. With such strong words, it's no wonder that universities aren't ready to invest in the burgeoning e-book market. But Amazon.com, Inc. spokesman Drew Herdener said he hopes to change that. The company is working on improving the Kindle so that everybody can easily use it. Just how that'll happen, though, remains unclear.

For the record, we're rooting for the Kindle. Take it from former college students, the potential of having cheaper, digital textbooks is enough to make a starving student's mouth water. [From: Associated Press, via Newsvine]

Web

Parents Can Read Bedtime Stories From Abroad With New Site

Growing up, there was no better way to ease into a good night of sleep than with Mom or Dad reading a bedtime story. But in today's fast-paced, mobile world, parents aren't always home to read to their children. According to Tech Flash, a new online service hopes to revitalize bedtime stories -- no matter how many miles might separate parents and kids.

For a fee of $6.99, 'A Story Before Bed' allows parents to record a video of themselves reading a story from the site's extensive library (from 'The Itsy Bitsy Spider' to 'Hansel and Gretel'), and then syncs the video with a digital version of the book onscreen. All you need is a computer, a webcam, and a copy of Adobe's Flash Player. Then, the child (presumably with help from an adult) can log on to the site and have a story read to him or her. It's the perfect way for that grandmother who lives on the West Coast or that dad who's overseas on business to stay in touch with the youngsters. Don't worry that you're too old to figure this out, either. The site's developers, Jackson Fish Market, even offer technical support between 1 p.m. and 10 p.m. Pacific Time.

It's not as good as reading 'Where The Wild Things Are' while sitting on the edge of your child's bed, but it's a lot better than the alternative for traveling parents. Now, if you'll excuse us, we have some reading to do. [From: Tech Flash, via Kotkke, via A Story Before Bed]

Cell Phones

'Moby Dick' to Be Translated Using Japanese Emoticons

For those of you who thought Herman Melville's 'Moby Dick' was too archaic, or just too hallowed, why not give a new translation a chance? According to the Telegraph, the epic novel about a man's quest for a white whale will be translated into Emoji -- a language based on the emoticons many Japanese use when sending messages via mobile devices.

In order to accomplish this massive (and ridiculous) task, New Yorker Fred Benenson, the man with the plan, is asking the online community to donate $3,500, which will pay folks to translate the classic. If the money is raised, three for-hire editors will come up with their Emoji-fied versions of the epic novel's 6,438 sentences. Then, another group of pre-selected workers will choose the best sentences, eventually making up the final draft. And, bam, you have 'Emoji Dick'.

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Web

Google Introduces Fast Flip, a New Way to Read News on the Web


Yesterday, Google debuted its 'Fast Flip' feature, a news hub that simulates the experience of flipping through a newspaper or magazine. The site, part of the experimental Google Labs, lets readers view articles from over three dozen major publishing outlets.

Thumbnails of stories load extremely fast, and the site's design, like that of most Google sites, is sparse and simple. Likely to contribute to our chronic cases of Web ADD, the site lets you zip (with the click of a button) from a New York Times article about President Obama's house in Chicago to a Popular Mechanics story about how to make your own battery-powered gadget chargers. To read the entire article, just click on it and you'll be sent to the publisher's site. You can sort each section by popularity, headlines, date, and headlines.

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Video Games

Libraries Use Video Games to Encourage Kids to Read



It's no secret that kids are reading less these days, and attracting the youth back to the printed page is no small undertaking. Publishers and authors are increasingly looking for ways to get kids engaged, and the newest scheme is... video games.

PJ Haarsma writes a series of science-fiction novels aimed at pre-teens, and the novels come with an online game that encourages children to explore the world of Orbis, where the books take place. The game does not exist in a vacuum -- kids need to use information from the books to advance in the game. And, Mr. Haarsma isn't alone in this novel use of... novels. 'The Maze of Bones' is a 10-part mystery series with an online gaming component weaving through the novels. Random House commissioned an online game in advance of Christopher Paolini's 'Brisingr,' the third installment in his youth-oriented fantasy series 'Inheritance Cycle.'

Some folks, however, have taken this tactic to completely illogical extremes. Libraries across the U.S., including the New York Public Library (NYPL), have started hosting video game tournaments for teens. The program could be considered an innovative approach if it actually tied books and learning to the button mashing. But, instead of using games like 'World of Warcraft,' 'Grand Theft Auto,' or 'Civilization,' which involve complex story lines, compelling characters, and deep strategy, the NYPL has opted to use 'Dance Dance Revolution' and 'Super Smash Brothers' -- games that are little more than button mashing and leg flailing. (Though, to be fair, such beat-intensive games at least teach kids something about music.) [From New York Times]

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Computers

Afghanistan Student on Death Row for Reading Internet Article


Last we checked, Afghanistan's government had been freed from the iron grip of the Taliban, but it seems as if its ideals are alive and well in the former front-line in the War on Terror. A 23-year old student is being held on death row in Kabul for downloading an article on the role of women in Islam from the Internet.

While we wish this were a joke, but it isn't -- in a government backed by the U.S., in the year 2008, a young man is being executed for reading. The student claims to have been tortured, and many governments are pressuring the Afghani courts to pardon him because his trial appears to have been unfair.

Check out the video above for full coverage from the BBC.

As a side note, we don't know what copy of the Koran this guy has been reading, but we're pretty sure it never advocates executing anyone simply for reading something. [From: the BBC via: GeekSugar]

Video Games

Video Games Don't Make Kids Anti-Social



Hope Cummings of the University of Michigan and Elizabeth Vandewater from the University of Texas at Austin recently finished a study on how video game usage affects how children use their time.

According to the study, boys who play video games spend less time reading, while gamer girls spend less time on their homework. Time socializing with family and friends, however, does not suffer at the hands of a Wii or Xbox. Interestingly, the amount of time spent doing homework by boys stayed the same, and the amount of time spent reading stayed the same for girls.

As far as gaming habits are concerned, the study found that boys spend 58 minutes gaming a day during the week, and only 37 a day during the weekend. Girls on the other hand spent 44 minutes gaming on weekdays and one hour and four minutes a day on weekends.

The study did not look at grades, or how efficiently homework or reading was completed. It does, however, help dispel the notion that kids who play video games do so at the cost of social isolation.

From New Scientist

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