Sunday, April 26, 2009

I've moved...!

I've moved to wordpress....

And I hope its a beter one... :)

http://jobinbasani.wordpress.com/

Monday, December 22, 2008

Pulp Fiction (1994)

Pulp Fiction is a 1994 film by director Quentin Tarantino, who cowrote the film with Roger Avary. A crime drama with a nonlinear storyline, the film is known for its rich, eclectic dialogue, its ironic mix of humor and violence, and its host of cinematic and pop culture references. The film was nominated for seven Oscars, including Best Picture; Tarantino and Avary won for Best Original Screenplay. It was also awarded the Palme d'Or at the Cannes Film Festival. A major commercial success, it revitalized the career of its leading man, John Travolta, who received an Academy Award nomination, as did costars Samuel L. Jackson and Uma Thurman.
The movie is fun to watch. There is no great storyline but still you will be hooked to the movie because of its non-linear structure. If you deviate your attention from the movie, you will be wondering whats happening on screen :)

Awards and nominations

Quentin Tarantino - Academy Award for Best Original Screenplay, BAFTA Award for Best Original Screenplay, Cannes Film Festival Palme d'Or, Golden Globe Award for Best Screenplay (Motion Picture), National Society of Film Critics-Best Film, Best Director, Best Screenplay, Academy Awards Nomination - Best Director, BAFTA Award Nomination - Best Film, Achievement in Direction, Golden Globe Awards Nomination - Best Director (Motion Picture)
Roger Avary - Academy Award for Best Original Screenplay, National Society of Film Critics Best Screenplay
Samuel L. Jackson - Academy Award for Best Supporting Actor, Golden Globe Awards Nomination - Best Supporting Actor (Motion Picture)
John Travolta - Academy Award Nomination - Best Actor, BAFTA Award Nomination -Best Actor in a Leading Role, Golden Globe Award Nomination - Best Actor (Motion Picture—Drama)
Uma Thurman - Academy Award Nomination - Best Supporting Actress, Golden Globe Awards Nomination - Best Supporting Actress (Motion Picture)
Sally Menke - Academy Award Nomination - Best Film Editing, BAFTA Award Nomination- Best Film Editing
Andrzej Sekula - BAFTA Award Nomination - Best Cinematography
Stephen Hunter Flick/Ken King/Rick Ash/David Zupancic -BAFTA Award Nomination - Best Sound
Lawrence Bender - Golden Globe Awards Nomination - Best Motion Picture (Drama)

Resources

Read the complete movie script
IMDB page
Rotten Tomatoes Review Collection

Sunday, December 14, 2008

The Usual Suspects (1995)

The Usual Suspects is a 1995 American neo-noir film written by Christopher McQuarrie and directed by Bryan Singer. The film tells the story of Roger "Verbal" Kint (Kevin Spacey), a small-time con man who is the subject of a police interrogation. He tells his interrogator, U.S. Customs Agent David Kujan (Chazz Palminteri), a convoluted story about events leading to a massacre and massive fire that have just taken place on a ship docked at the Port of Los Angeles in San Pedro Bay. Using flashback and narration, Verbal's story becomes increasingly complex as he tries to explain why he and his partners-in-crime were on the boat.

Its a brilliant piece of work by Bryan Singer.
You may feel bored at times, but the climax is really stunning that it will definitely kick you out of the stupor...!

Awards and nominations

Christopher McQuarrie - Academy Award for Best Original Screenplay, 1996 British Academy Film Award for Best Original Screenplay, Independent Spirit Award for Best Screenplay
Kevin Spacey - Academy Award for Best Supporting Actor,1995 Seattle International Film Festival Best Actor
Benicio Del Toro - Independent Spirit Award for Best Supporting Actor
Newton Thomas Sigel - Independent Spirit Award for Best Cinematography
Bryan Singer - 1995 Seattle International Film Festival Best Director

Acknowledged as the tenth best mystery film by American Film Institute on June 17, 2008
Verbal Kint was voted the #48 Villain in the AFI's AFI's 100 Years... 100 Heroes and Villains in June 2003
Entertainment Weekly cited the film as one of the "13 must-see heist movies"
Empire magazine ranked Keyzer Soze #69 in their "The 100 Greatest Movie Characters" poll

Resources

Read the complete movie script
IMDB page
Rotten Tomatoes Review Collection

Saturday, December 13, 2008

Into movies...

Hi all,

I'm back....after a good sleep...

I'll be posting about the movies that I saw relentlessly these days...

Kep commenting :)

Thursday, August 03, 2006

Displays Of A Different Stripe

New image-management techniques provide brightness for half the power, easing the brutal tradeoff in video-rich gadgets

Today’s flat-panel displays provide bright, crisp, and vivid images—and they use plenty of power while doing it. It’s a tradeoff that hardly mattered when we rarely watched movies, played games, or surfed the Web on anything other than furniture-size monitors. But that power consumption is a serious engineering constraint today, when more and more of us are getting our visual data on the go, from cellphones, video iPods, and game players like Sony’s PSP. And as serious as the constraint is now, it will soon become downright intolerable as engineers strive to wring far more vivid visual information out of the next generation of portables than can be displayed by anything now on the market.

Fortunately, remarkable power savings—as much as 50 percent—can be achieved by simply redesigning the display to provide no more information than the eye can absorb and the brain can digest. This strategy is called biomimetic, because it deliberately mimics a living system.

Biomimicry has long been used in audio. For many years microphones, amplifiers, and speakers have been designed in sizes and frequency ranges that match the human auditory system. Similarly, the telephone system crams calls through limited carrying capacity by editing the frequencies down to a limited bandwidth. Such compression techniques have also been applied to audio and video software, as seen in the Moving Picture Experts Group (MPEG) and other algorithms. Now it is time to apply biomimicry to displays.

It all begins with the retina, the part of the eye that converts photons into electrochemical signals that are interpreted by the brain as images. The retina’s most discerning photosensitive elements, or photoreceptors, are the cones. Except in a color-blind person, the human eye has three kinds of cones, each having a different type of protein, called a photopigment.

One kind of photopigment is specialized to sense photons in the reddish-yellow band of wavelengths, the second in the greenish-yellow band, and the third in the blue one. Because the typical eye has about 30 red- and green-sensitive cones for every blue one, almost all the work of resolving an image—its luminance, edges, and other structural detail—is done with output from the red and green cones, which also detect color, of course. The blue cones detect only color.

Yet despite the great preponderance of red and green cones in our eyes, most flat-panel displays produced today, like just about every color TV tube produced in the past half century, have a 1:1:1 ratio of red, green, and blue color elements. These elements, called subpixels, are arranged in either a stripe or a delta pattern. Because the blue subpixels do almost nothing to help the eye resolve images, most of it goes to waste.

Over the years, researchers have come up with ways to minimize the waste. In the 1970s, Bryce Bayer, of Eastman Kodak Co., came up with the Bayer pattern, with a 1:2:1 ratio of red, green, and blue subpixels, with the green subpixels linked diagonally, as in a checkerboard. That pattern was used by General Electric Co., in Fairfield, Conn., in avionics displays in the late 1980s. It made the displays somewhat more efficient, but it had problems. One was that the ratio of colors in the pixels gave the screens a distinct greenish cast. Another was that the scheme could not, for a given density of pixels, render imagery with the highest possible level of detail .


Basically, what we have done at our company, Clairvoyante Inc., in Cupertino, Calif., is to rectify these shortcomings of the Bayer pattern. First, our pattern of subpixels, called the PenTile Matrix, addresses the Bayer’s color imbalance by going easy on the green. In addition, our pattern is rotated with respect to that of the Bayer by 45 degrees; this rotation has the effect of mapping the conventionally square orientation of the incoming pixel data to the high-luminance green subpixels on a one-to-one basis. We also resize the subpixels with respect to each other, making the green ones a lot smaller, a process that renders information with higher resolution.

Another seemingly slight tweak enhances the display’s performance immensely. By adding a white (or clear) subpixel to form a red-green-blue-white pixel, we dispense with one out of four color filters. We thereby boost efficiency: color filters absorb wavelengths from the backlight, so they sap energy from a display. We call this scheme the PenTile RGBW pattern.

We weren’t the first to come up with an RGBW display; past experimenters did it by simply swapping one of the two green subpixels for a white one in every pixel of a Bayer display. What we did differently was to squeeze the subpixels into long rectangles.

Even so, there is still an inherent inefficiency in using four subpixels instead of three. To get around the problem, we found ways to render a pixel with an average of just two subpixels—two-thirds as many as in the conventional RGB pattern. We do it by using software algorithms to create, in effect, virtual pixels. Basically, the algorithm fools the eye. It defines an edge of an object in an image with the red, green, and white subpixels, and adds the requisite dash of blue off to the side, on the ground that the eye cannot discern the exact location of the blue bits, anyway. Such tricks provide very crisp images with good color.

Another trick enhances the color on a single pixel indirectly. The goal is to minimize the number of color subpixels needed to display an image by getting each one to work as hard as possible in resolving the image. And there is a lot of freedom in doing so. For instance, to enhance a red pixel on a gray background, you can add a dash of white—increasing the luminance of the red—and also turn down the surrounding blue and green. The eye perceives this reduction of the blue and green as an enhancement of the red.

The bottom line is that brightness and color can be conveyed in more than one combination of red, green, blue, and white. Orange, for instance, will look the same to a human eye whether it comes from a single, pure wavelength at 600 nanometers or from the combination of two or more wavelengths from the red and yellow bands of the spectrum.

In tests, our PenTile Matrix pattern did well on many kinds of image files, including video, computer-generated graphics, and still and moving images. The PenTile technology, however, works well only in high-resolution formats. If the resolution is too low—below about 185 dots per inch for near-range devices like cellphones—it can produce artifacts, such as texture in the background. The matrix did especially well displaying the higher-performance versions of the Joint Photographic Experts Group (JPEG) and MPEG-2 compression formats. A version of MPEG?2 is what is used to compress video data so that a whole movie and more can fit on a DVD. Briefly, MPEG-2 has several versions; the kind used on DVDs is known as 4:2:0, which indicates the ratio of the samples used to convey the moving image’s brightness (the 4) and the color (the 2 and the 0). A superior form of MPEG?2 is 4:2:2, because it allows for more detailed color sampling.

Our PenTile Matrix did particularly well with this superior form of MPEG-2. That was encouraging to us, because MPEG 4:2:2 is the compression format used for high-definition video, which is growing in popularity with the proliferation of big-screen TVs and the imminent arrival of high-definition video players, such as those offering the competing Blu-ray and HD DVD formats.

Vertical black-and-white lines show off the advantages of the PenTile RGBW . While the conventional pattern must turn three adjacent columns on and three other columns off, our display renders the same detail by turning just two on and two off. Because this scheme requires just two-thirds as many subpixels as the conventional one, fewer transistors and drive lines are needed to control the subpixels, and less of the display’s area needs to be obscured by opaque elements. In other words, the aperture ratio increases, letting more light through. This improvement, together with the white subpixel, provides about twice the brightness for a given draw of power. The savings in manufacturing costs more than balances any increase occasioned by the addition of a fourth, clear, color filter.

Engineers can use the gains to save power or to rev up the brightness. In a cellphone with a 2.8-inch display, you can get a luxurious 350-candela-per-square-meter level of brightness for 475 milliwatts. That’s a power level that would give you a meager 175 cd/m2 if you used a conventional pattern. If, however, you are content with the meager brightness, you can make do with 233 mW—and with a backlight having half as many light-emitting diodes.

In anticipation of the expected demand for optimized displays, several manufacturers have already begun incorporating these power-efficient subpixel patterns and rendering algorithms. So far, the following LCD companies have publicly demonstrated PenTile display technology: AU Optronics, BOE Hydis, CPT, LG Innotek, Samsung, and Wintek. Silicon Works and Tomato LSI have also developed chips.

Clairvoyante hopes to see a PenTile display in a commercial product by the end of this year.

The art of designing products to conform to the needs of the body has been dignified by a name, ergonomics. The expansion of information technology into new domains means that engineers must now learn to make products that conform to the needs of the mind and the senses, as well.

To Probe Further

The advantages of biomimetic displays are discussed in “Reducing Pixel Count Without Reducing Image Quality,” ?by C.H.B. Elliott, Information Display, December 1999, Vol. 15, pp. 22–25.

Check out the blog by Greg Hitchcock and Bert Keely, inventors of Microsoft’s ClearType, at http://blogs.msdn.com/fontblog/default.aspx?p=2.

For a discussion on the total list of processing operations required to view a pixel, see “What Is a Pixel?” by J.F. Blinn, in IEEE Computer Graphics and Applications, September-October 2005, Vol. 25, no. 5, pp. 82–87.

More information on subpixel patterns is available in “Subpixel Rendering on Nonstriped Colour Matrix Displays,” ?by D.S. Messing et al. in Proceedings of the 2003 International Conference on Image Processing, Vol. 2, pp. 949–52.

Wednesday, July 12, 2006

Microsoft and Google Vie for Virtual World Domination

Each acquires a company, hoping to add a new dimension to Internet mapping and searching

The headline-making rivalry in the Internet space today is between Microsoft Corp. and search engine champ Google Inc., two companies that have long demonstrated an equal willingness to spend money in pursuit of their aims. Now each of the rivals has made an acquisition that may point to the next big thing in the evolution of the Internet—the use of imagery, including photos taken from space, to give people browsing the Web instant access to near-perfect virtual representations of just about any spot on Earth.
Both companies are seeking to dominate what’s called in the jargon of the trade “local search”—electronic versions of the kind of information found in local telephone directories. It’s a market that generated more than US $3 billion last year and could reach $13 billion by 2010, says The Kelsey Group, a media research firm based in Princeton, N.J. Microsoft’s Virtual Earth and Google’s Google Earth already give computer users the ability to enter the name of a city or a street address and watch as a photo giving a bird’s-eye view of the desired location appears on the screen. But your view is still limited mostly to the tops of buildings.
With Microsoft’s acquisition of Vexcel Corp. and Google’s of @Last Software, both in Boulder, Colo., the two competitors want to provide photos and highly realistic computer-generated simulations to give a heretofore unattainable sense of where, say, an amusement park is situated in relation to a hotel—and not just from above, but from the ground, as if you were right there. These acquisitions bring the rivals closer to achieving their ambitions of creating virtual worlds resembling the ones in video games but depending entirely on accurate topographical data generated from cameras and satellites.
What do users gain from these topographic representations? William B. Gail, vice president of mapping and photogrammetric solutions at Vexcel, offers this example of what services the company plans to offer in the next couple of years: “If you’re going to go shopping and you have a list of stores in, say, midtown Manhattan, it would be a lot different if you could actually visualize where you’re going to be.” Through these sites, he says, “You’ll be able to walk down the street, look in the storefronts, and see what’s there. If you’re planning to make restaurant reservations, you can virtually go inside a restaurant, sit at each of the tables, and select the one with the best view.”
Some form of this application is going to be available within the next two years, Gail predicts. And soon after, access to these ever-more-realistic virtual worlds will become part of every computer application. Electronic schedulers, for example, will present three-dimensional maps representing the locations of appointments, and in-car navigation systems will use this same capability to give drivers more information about the lay of the land. Traditionally, images of the Earth taken from planes and satellites have been used only for weather forecasting, land surveying, climate change research, and for strategic military applications.
The acquisition of Vexcel, which was finalized on 4 May, greatly enhances Microsoft’s ability to make precise measurements of the distances between landmarks appearing in 2?D images and to store and process vast amounts of image data. The hardware and software Vexcel produces for remote sensing and aerial mapping, such as the UltraCamD, an 86-megapixel large-format digital aerial camera, are recognized as some of the best in the mapping services industry.
Days before Microsoft disclosed its plan to purchase Vexcel, Google announced that it was acquiring @Last, best known for its SketchUp 3-D design software. Google, already confident that it can accurately account for the distances between landmarks in its local search database, got in SketchUp a tool that makes it much easier to translate this data to 3-D models. The software also makes it easy to add details that make the models appear more realistic—the ultimate aim of local search.
A cofounder of @Last, Brad Schell, says his company “brings with it the software and the engineering know-how that allow users to build whatever they dream up in three dimensions and then gives us the ability to overlay these designs on the virtual world being created [in Google Earth].”
Vexcel and @Last are but two of a cluster of small companies that have sprung up in the Boulder area—a major center of earth sciences, earth sensing, and computer modeling—to meet the needs of U.S. government scientists and aerospace companies like Lockheed Martin, Ball Aerospace, and Raytheon.
Another small Colorado company, Space Imaging Inc., in Thornton, was recently acquired by Orbimage Holdings Inc., of Dulles, Va., to form GeoEye, now the world’s leading provider of images taken from space. (That puts GeoEye ahead of SPOT, which is co-owned by the French aerospace and mapping agencies, the Alcatel group, the Belgian government, the Swedish Space Corporation, and the European Aeronautic Defense and Space Company, or EADS.) Space Imaging and DigitalGlobe, in neighboring Longmont, Colo., provide a lot of what is seen on Virtual Earth and Google Earth, says Gail.
“There are a lot of start-ups here in Boulder—whether it be software, biotech, and, of course, satellite imaging companies,” says @Last’s Schell. “I’ve heard some folks describe it as the Silicon Valley of the Rockies.” Susan Graf, a spokesperson for Boulder’s Chamber of Commerce, says the city “is ranked as one of the best places to live by Forbes and Money magazines, and we have a wealth of well-educated people to work in the industry.”
An interesting wrinkle in the virtual worlds that Microsoft and Google are seeking to conjure up is that they will likely be populated in part with images contributed by consumers themselves, à la Wikipedia, the online encyclopedia. According to an internal Microsoft document, all it would take to post images of your hometown is a cellphone with a camera. “Imagine hundreds of millions of users clicking photos and uploading them to create a very current virtual world spreading from New York City to villages in Botswana,” the document says.

Tuesday, May 09, 2006

Me TV: Welcome to the Vlogosphere

From digital cameras to peer-to-peer distribution software, new technologies make it easy to find, swap, and make video on the Web. Is this a good thing?

Video, particularly television video, despite its ubiquity, has long been a transient medium. We watch a show, and it vanishes. All the engineering brainpower in the universe has yet to deliver a videocassette recorder that can be easily programmed. TiVo and digital video recorders, now an option through many cable providers, make home taping easier but still don't scratch the itch for a video fix. Just as the boom in digital music (and piracy) proves, innovations in network technologies have given rise to a rabid need for instant gratification. We want our video, and we want it now. And, one way or another, people get it.

The first milestone in the path to transforming the Web into a platform for worldwide video comes, once again, from the underground. It started back in the late 1990s when Napster opened the floodgates for digital music distribution. Then Gnutella, an open-source file-sharing network, staked the flag for video. Suddenly, peer-to-peer technology was proving robust enough to deliver MPEGs as well as MP3s. But the files had to be relatively small.

Enter BitTorrent, today's overlooked gorilla in the vlogosphere revolution. By breaking up large files of data into easily transferable bits, BitTorrent transforms a computer into the greatest jukebox ever. With a few clicks, it's possible to suck in an entire season of "Desperate Housewives." Downloads can take all night. But queuing up a list of torrents before bedtime has become as rote as running the dishwasher; it works while you sleep and they're ready in the morning.

This, of course, makes the multibillion-dollar industries that still sell data on plastic discs very, very nervous. The Motion Picture Association of America, once sidelined by the furor over music piracy, is now taking a page from the recording industry's controversial playbook and litigating against BitTorrent traders. "There is no minimum threshold," warns Dean Garfield, the MPAA's director of legal affairs; "anyone who engages in piracy may be sued."

The creator of BitTorrent, Bram Cohen, is a lifelong puzzle master. His story is important to consider because it personifies the do-it-yourself ethos that has brought the online video revolution to life. The people behind this are self-taught, self-motivated, and filling a need that the corporate world can only vie to catch up with. Cohen began coding by seeing how fast he could crash the Timex Sinclair computer that his dad, a bioinformatics professor, brought home in the early 1980s. He programmed his own Connect Four game and competed in geek contests called Code Wars. But he lasted only two years as a computer science student at State University of New York in Buffalo before dropping out. "You don't need a certificate to be a programmer," he says, "you just go and do it."

Following the siren call of San Francisco's emerging cypherpunk scene, a subculture of privacy-conscious cryptography coders, Cohen headed west. By the time file-sharing programs like Napster and Gnutella hit the Net, Cohen had enough Skinny Puppy CDs that he didn't feel the need to pirate online. Plus, he didn't think the programs were very well written. Surfers could trade files with each other only one at a time. As if it were a new Rubik's puzzle, he committed himself to solving this faster. The solution was to break up the files so that numerous surfers could essentially upload and download them simultaneously. In geek-speak, this is called swarming. And it didn't take long for people to swarm BitTorrent.

When geeks deluged BitTorrent to swap new Linux software in early 2003, it went prime time. As one fan blogged, "Woohoo! BitTorrent rocks!" While Cohen was busy with his code, he never considered how it would be used. Gary Lerhaupt, a computer science master's student at Stanford, has embraced it as a new business model. His start-up, Prodigem, helps artists convert their music and films into BitTorrent files and, using fingerprinting technology, get paid for downloads. "This is a free culture movement that's empowering people," he says, "You can make money by giving people open access to your media. I don't think Hollywood realizes that yet."

But Hollywood is trying. The watershed moment for Me TV came on 12 October 2005, when Apple announced that the fifth-generation iPod, the company's ubiquitous digital music player, would support video too. Though the screen was small (2.5 inches diagonally) and the resolution shoddy (480 by 480, with a maximum pixel count of 230 400), the sheer giddy mobility of the platform was the stuff of a revolution. Video could be everywhere.

And it was. Along with news of the video iPod, Apple delivered the second punch, a revamped version of its popular iTunes digital download service. In addition to sucking down songs and audiobooks, consumers would now be able to choose from over 2000 music videos and short films. The biggest wave came from Disney, which reported that episodes of ABC television shows, including the hits "Lost" and "Desperate Housewives," would be available for download at the cost of US $1.99 per episode. "For the first time ever, hit prime-time shows can be purchased online the day after they air on TV," said Robert Iger, CEO of the Walt Disney Company. Now instead of BitTorrenting your favorite TV show, you could pay for it!

But the dawn of the video iPod sent waves, of course, back through the underground too. And concurrent with the rise of the mobile video platform came another movement: the dawn of the home brewers. Homebrew video makers have taken to the Net in droves, uploading their own content for free download. Lowcost digital cameras and newfangled distribution outlets have spurred the phenomenon. Vidblogs (http://www.vidblogs.com/), and Vlog Map (http://www.vlogmap.org/) are two of the sites dedicated to the scene. Soldiers chronicle the war from Iraq. Nerds vlog from the Tokyo Game Show.

While video blogs, vlogs, or whatever you want to call them, are all the rage, they're not new. In 2000, "vog" pioneer Adrian Miles posted what's become a manifesto: "A vog respects bandwidth," he declares, "A vog is not streaming video (this is not the reinvention of television). A vog uses performative video and/or audio. A vog is personal. A vog uses available technology. A vog experiments with writerly video and audio. A vog lies between writing and the televisual. A vog explores the proximate distance of words and moving media. A vog is Jean-Luc Godard with a Mac and a modem. A vog is a video blog where video in a blog must be more than video in a blog."

Vloggers have taken the manifesto to heart. Consider "It's Jerrytime!" (http://www.itsjerrytime.com/), a cult hit vlog that epitomizes what people's video is all about. The homemade series chronicles the hapless life of Jerry, an ordinary schlub contending with the trials of everyday life. Jerry, the star, writes the stories and does the music. His brother, Orrin, animates the entries with just a digital camera, Adobe After Effects, and clip art.

The effect is something like Harvey Pekar meets Hunter S. Thompson, a hallucinogenic take on the Sisyphean trials of everyday life. Each episode is rendered in a kind of skewed photorealism, where real pictures of Jerry are cut up and rearranged in something of a knock-off "South Park" style. In one, Jerry endures the wrath of his mush-mouthed landlord, who breaks into his apartment but refuses to fix a broken fridge or leaky pipe. In another, Jerry takes a job driving a billboard truck, only to crash it through a drive-through teller. Who needs Pixar when you have a dude like this?

And such tricks aren't only for Adobe masters. A copy of the old computer game Quake can also do the trick for wannabe animators. Since the ultraviolent first-person shooter was released 10 years ago, a subculture has flourished around so-called Machinima: computer-generated films made with game programs like id Software's Quake and Epic's Unreal. Much as they would make a computer game modification, Machinima directors put all their action into the game world, adding characters, graphics, sound, and dialogue. The result is kind of like having your computer game taken over by an NYU film student, from the Groove Tube riffs of Blahbalicious to the rough-and-tumble Gang Wars. It's all there for the taking at the main hub, Machinima.com.

Barebones vlogging is even easier to tackle. All you need is a digital camera and a program such as Movie Maker, which comes with Windows, or iMovie for Macs. The site Our Media (http://www.ourmedia.org/), a service provided by the Internet Archive, hosts anyone's media, from videos to photos, at no cost. Another free alternative is Blip TV (http://www.blip.tv/). Not surprisingly, pay-to-play services are moving in for the kill. Typepad (http://www.typepad.com/), Vimeo (http://www.vimeo.com/), and Blogware (http://www.blogware.com/) offer hosting for a fee.

What's next for Me TV? Cold, hard e-cash. Now that BitTorrent and vlogging have brought video power to the people, the next phase of online video is monetization. Google and Yahoo have entered the game, allowing people to search, download, and share videos. And a start-up called Blinkx.tv (http://www.blinkx.tv/) is refining its own video search tool, which trolls thousands of hours of video, from TV to vloggers.

A new generation is growing up with video at its fingertips. And the old generation is getting in tune. My friend Mike now has his own videos on the Web. They're short films of his 4-year-old son dressed up like a pirate and enacting homemade plays. The "Wish I Had a Cat" video, alas, is still missing in action. But stay tuned. If it ever surfaces, you'll find it online.