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Showing posts with label Sosial Online. Show all posts
Showing posts with label Sosial Online. Show all posts

NASA mengumumkan Hasil dari Epic Percobaan Ruang Waktu

NASA mengumumkan Hasil dari Epic Percobaan Ruang Waktu
Einstein benar lagi. Ada pusaran ruang-waktu di sekitar bumi, dan bentuknya tepat sesuai prediksi teori gravitasi Einstein.

Para peneliti menegaskan titik-titik pada konferensi pers hari ini di kantor pusat NASA di mana mereka mengumumkan setelah lama menunggu hasil Gravity Probe B (GP-B).
"Ruang-waktu di sekitar bumi tampaknya terdistorsi seperti relativitas umum,"kata fisikawan Stanford University Francis Everitt, peneliti utama dari misi Gravity Probe B.
GP-B (twist, 550px)
Konsep seorang seniman, GP-B mengukur ruang-waktu melengkung di sekitar Bumi. [ lebih ]
"Ini adalah hasil yang epik," tambah Clifford Will dari Washington University di St Louis. Seorang ahli dalam teori Einstein, Will memimpin sebuah panel independen dari Dewan Riset Nasional didirikan oleh NASA pada tahun 1998 untuk memantau dan meninjau hasil Probe Gravity B. "Suatu hari," ia memprediksi, "ini akan ditulis dalam buku teks sebagai salah satu eksperimen klasik dalam sejarah fisika. "
Ruang dan waktu, menurut teori relativitas Einstein, yang dijalin bersama, membentuk kain empat dimensi yang disebut "ruang-waktu." Massa Bumi lesung kain ini, seperti orang yang berat duduk di tengah trampolin. Gravity, kata Einstein, hanyalah gerakan benda mengikuti garis montok dari lesung pipit itu.
Jika Bumi adalah stasioner, yang akan menjadi akhir dari cerita. Namun bumi tidak stasioner. Planet kita berputar, dan berputar harus memutar lesung, sedikit, menarik sekitar menjadi pusaran 4-dimensi. Inilah GP-B pergi ke ruang angkasa pada tahun 2004 untuk memeriksa.
Ide di balik percobaan sederhana:
Letakkan giroskop berputar ke orbit mengelilingi bumi, dengan sumbu spin menunjuk ke arah beberapa bintang yang jauh sebagai titik referensi tetap. Bebas dari kekuatan eksternal, sumbu giroskop harus terus menunjuk pada bintang - selamanya. Tetapi jika ruang memutar, arah sumbu giroskop harus melayang dari waktu ke waktu. Dengan mencatat perubahan dalam arah relatif terhadap bintang, liku ruang-waktu bisa diukur.
Dalam prakteknya, percobaan adalah sangat sulit.
GP-B (gyro, 200px)
Salah satu super-bola giroskop dari Gravity Probe B. [ lebih ]
Keempat giroskop di GP-B adalah bola paling sempurna yang pernah dibuat oleh manusia. Ini ping pong berukuran bola dari kuarsa leburan dan silikon adalah 1,5 inci dan tidak pernah bervariasi dari bola yang sempurna oleh lebih dari 40 lapisan atom. Jika giroskop tidak begitu bulat, sumbu spin mereka akan bergetar bahkan tanpa efek relativitas.
Menurut perhitungan, twisted ruang-waktu di sekitar bumi harus menyebabkan sumbu dari gyros melayang hanya 0,041 detik busur lebih dari setahun. Detik busur Sebuah 1/3600th derajat. Untuk mengukur sudut ini cukup baik, GP-B membutuhkan presisi yang fantastis dari 0,0005 detik busur.Ini seperti mengukur ketebalan selembar kertas yang diselenggarakan edge-on 100 mil jauhnya.
"GP-B peneliti harus menciptakan teknologi baru untuk membuat ini mungkin," catatan Will.
Mereka mengembangkan sebuah "seret bebas" satelit yang bisa sikat melawan lapisan luar atmosfer bumi tanpa mengganggu gyros. Mereka menemukan cara untuk menjaga medan magnet bumi dari menembus pesawat ruang angkasa. Dan mereka menciptakan perangkat untuk mengukur spin lang -tanpa menyentuh lang. Informasi lebih lanjut tentang teknologi ini dapat ditemukan dalam cerita Science @ NASA " A Pocket of Near-Kesempurnaan . "
Menarik dari percobaan itu merupakan tantangan yang luar biasa. Tapi setelah satu tahun pengambilan data dan hampir lima tahun analisis, GP-B ilmuwan tampaknya telah melakukannya.
"Kami mengukur presesi geodesi dari 6.600 plus atau minus 0,017 detik busur dan bingkai menyeret efek 0,039 plus atau minus 0,007 detik busur," kata Everitt.
Bagi pembaca yang bukan ahli dalam relativitas: Geodesi presesi adalah jumlah goyangan yang disebabkan oleh massa statis Bumi (lesung di ruang-waktu) dan efek bingkai menyeret adalah jumlah goyangan yang disebabkan oleh spin Bumi (memelintir dalam ruang-waktu). Kedua nilai-nilai yang tepat sesuai dengan prediksi Einstein.
"Menurut pendapat komite yang saya kursi, upaya ini benar-benar heroik. Kami hanya tertiup pergi," kata Will.
GP-B (lubang hitam, 200px)
Konsep seorang seniman, memutar ruang-waktu di sekitar lubang hitam.Kredit: Joe Bergeron majalah Sky & Telescope.
Hasil Gravity Probe B memberikan fisikawan keyakinan baru bahwa prediksi aneh teori Einstein memang benar, dan bahwa prediksi tersebut dapat diterapkan di tempat lain. Jenis vortex ruang-waktu yang ada di sekitar bumi diduplikasi dan diperbesar tempat lain di kosmos - sekitar bintang-bintang neutron besar, lubang hitam, dan inti galaksi aktif.
"Jika Anda mencoba untuk memutar sebuah giroskop dalam ruang-waktu sangat bengkok sekitar lubang hitam," kata Will, "itu tidak akan hanya lembut presesi oleh sebagian kecil dari gelar. Ini akan bergetar keruan dan bahkan mungkin terbalik."
Dalam sistem biner lubang hitam - yaitu, di mana salah satu lubang hitam yang lain mengorbit lubang hitam - lubang hitam berputar sendiri dan dengan demikian berperilaku seperti giroskop. Bayangkan sebuah sistem mengorbit, berputar, bergoyang-goyang, membalik lubang hitam! Itulah semacam relativitas umum memprediksi dan yang GP-B memberitahu kita benar-benar bisa menjadi kenyataan.
Warisan ilmiah GP-B tidak terbatas pada relativitas umum. Proyek ini juga menyentuh kehidupan ratusan ilmuwan muda:
"Karena itu didasarkan pada sebuah universitas banyak siswa mampu bekerja pada proyek tersebut," kata Everitt. "Lebih dari 86 PhD tesis di Stanford ditambah 14 lebih di Universitas lain diberikan kepada siswa bekerja pada GP-B Beberapa ratus mahasiswa dan 55 siswa SMA juga berpartisipasi, termasuk Naik Sally astronot dan akhirnya Penerima Nobel Eric Cornell.."
Pendanaan NASA untuk Gravity Probe B dimulai pada musim gugur 1963. Itu berarti Everitt dan beberapa rekan telah merencanakan, mempromosikan, membangun, mengoperasikan, dan menganalisis data dari percobaan selama lebih dari 47 tahun-benar usaha, sebuah epik.
Apa selanjutnya?
Everitt ingat beberapa nasihat yang diberikan kepadanya oleh penasihat tesis dan Nobel Laureate Patrick MS Blackett: "Jika Anda tidak bisa memikirkan apa yang harus dilakukan selanjutnya fisika, menciptakan beberapa teknologi baru, dan hal itu akan menyebabkan fisika baru."
"Nah," kata Everitt, "menciptakan kita 13 teknologi baru untuk B. Gravity Probe Siapa yang tahu di mana mereka akan membawa kita?"

Online Life and Virtual Worlds


A virtual world is an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects. The term has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others. These avatars usually appear as textual, two-dimensional, or three-dimensional representations, although other forms are possible (auditory and touch sensations for example). In general, virtual worlds allow for multiple users.
The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of telepresence. Such modeled worlds and their rules may draw from the reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.
Massively multiplayer online games depict a wide range of worlds, including those based on fantasy, science fiction, the real world, super heroes, sports, horror, and historical milieus. The most common form of such games are fantasy worlds, whereas those based on the real world are relatively rare. Many MMORPGs have real-time actions and communication. Players create a character who travels between buildings, towns, and worlds to carry out business or leisure activities. Communication is usually textual, but real-time voice communication is also possible. The form of communication used can substantially affect the experience of players in the game.
Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. Sometimes, emoticons or 'smilies' are available, to show feeling or facial expression. Emoticons often have a keyboard shortcut. Edward Castronova is an economist who has argued that "synthetic worlds" is a better term for these cyberspaces, but this term has not been widely adopted.


History

The concept of virtual worlds predates computers. In fact, it can be traced to the Roman naturalist Gaius Plinius, more commonly known as Pliny the Elder, who expressed one of the earliest recorded interests in perceptual illusion.[9][10] In the twentieth century, the cinematographer Morton Heilig explored the creation of the Sensorama, a theatre experience designed to stimulate the senses of the audience—vision, sound, balance, smell, even touch (via wind)--and so draw them more effectively into the productions[11]
Among the earliest virtual worlds implemented by computers were virtual reality simulators, such as the work of Ivan Sutherland. Such devices are characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, in particular the multi-user online environments, emerged mostly independently of this research, fueled instead by the gaming industry but drawing on similar inspiration.[12] While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an immersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive experience.

Maze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter game. Maze introduced the concept of online players in 1973-1974 as "eyeball 'avatars' chasing each other around in a maze.”[13] It was played on ARPANET, or Advanced Research Projects Agency Network, a precursor to the Internet funded by the United States Department of Defense for use in university and research laboratories. The initial game could only be played on an Imlac, as it was specifically designed for this type of computer.
The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. The first MUD, known as MUD1, was released in 1978. The acronym originally stood for Multi-User Dungeon, but later also came to mean Multi-User Dimension and Multi-User Domain. A MUD is a virtual world with many players interacting in real time.[14] The early versions were text-based, offering only limited graphical representation and often using a Command Line Interface. Users interact in role-playing or competitive games by typing commands and can read or view descriptions of the world and other players. Such early worlds began the MUD heritage that eventually led to massively multiplayer online role-playing games, more commonly known as MMORPGs, a genre of role-playing games in which a large number of players interact within a virtual world.
Some prototype virtual worlds were WorldsAway, a two-dimensional chat environment where users designed their own avatars; Dreamscape, an interactive community featuring a virtual world by CompuServe; Cityspace, an educational networking and 3D computer graphics project for children; and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).[15]
In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.

Virtual world concepts
Most accepted definitions of virtual worlds require that it be persistent; in other words, the world must continue to exist even after a user exits the world, and user-made changes to the world should be preserved. As defined by Mark W. Bell at Indiana University, a virtual world is a "synchronous, persistent network of people, represented as avatars, facilitated by networked computers."[18] While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game time.
As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:[clarification needed]
massively multiplayer online role-playing games (MMORPGs), also called virtual game worlds,[19] where the user playing a specific character is a main feature of the game (Vanguard for example).
massively multiplayer online real-life games (MMORLGs), also called virtual social worlds,[19] where the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles.
Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is shared. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where permitted.

Economy
A virtual economy is the emergent property of the interaction between participants in a virtual world. While the designers have a great deal of control over the economy by the encoded mechanics of trade, it is nonetheless the actions of players that define the economic conditions of a virtual world. The economy arises as a result of the choices that players make under the scarcity of real and virtual resources such as time or currency.[12][clarification needed] Participants have a limited time in the virtual world, as in the real world, which they must divide between task such as collecting resources, practicing trade skills, or engaging in less productive fun play. The choices they make in their interaction with the virtual world, along with the mechanics of trade and wealth acquisition, dictate the relative values of items in the economy. The economy in virtual worlds is typically driven by in-game needs such as equipment, food, or trade goods. Virtual economies like that of Second Life, however, are almost entirely player-produced with very little link to in-game needs.

The value of objects in a virtual economy is usually linked to their usefulness and the difficulty of obtaining them. The investment of real world resources (time, membership fees, etc.) in acquisition of wealth in a virtual economy may contribute to the real world value of virtual objects.[clarification needed] This real world value is made obvious by the trade of virtual items on online market sites like eBay. Recent legal disputes also acknowledge the value of virtual property, even overriding the mandatory EULA which many software companies use to establish that virtual property has no value and/or that users of the virtual world have no legal claim to property therein.
Some industry analysts have moreover observed that there is a secondary industry growing behind the virtual worlds, made up by social networks, websites and other projects completely devoted to virtual worlds communities and gamers. Special websites as GamerDNA, Koinup and others which serve as social networks for virtual worlds users are facing some crucial issue as the DataPortability of avatars across many virtual worlds and MMORPGs.
Virtual worlds offer advertisers the potential for virtual advertisements, such as the In-game advertising already found in a number of video games.

Research
The number of people using virtual worlds is increasing at a rate of 15% every month and this growth does not appear to be stopping or slowing down anytime soon. (Hof, 2006d; Gartner, 2007 cited by Bray and Konsynski 2007). This is the same with research being carried out in virtual worlds. It is an ever increasing way for business and governments to use the resources to gather and collate information for their use. Research for information systems purposes is being carried out in virtual worlds for the look in open sourcing, providing tools without the need for sponsorship of corporate businesses. It provides a look into the virtual world creation and how it is able to spread itself around the internet for different people from different countries to interact and provide information. It provides an insight how people find the information and how that information is being used by different people. Governments are also beginning to interact in virtual worlds and are a discussion point for some in terms of governance and law. Virtual world is neither public nor private owned. It is the people interacting in it that make the world. Governments research into the use of virtual worlds by people as some have virtual property, amounting to a second life online in another world. This is where governments have to look into if it is viable or even feasible for them to tax those with a second life to govern them with taxes and laws. State of Play is an annual conference sponsored by the Institute for Information Law & Policy at New York Law School; since 2003 the conference has investigated the intersection of virtual worlds, games and the law.

Research in psychology has also been proposed and conducted in virtual worlds with key focus of the use of the innovative platform. Bloomfield (2007) has suggested that virtual worlds may be useful for examining human behaviour and traditional internet-world constructs (alongside other fields). For example, Doodson (2009) reported that offline- and virtual-world personality are significantly differ from each other but are still significantly related which has a number of implications for Self-verification, Self-enhancement and other personality theories. Similarly, panic and agoraphobia have also been studied in a virtual world
Another area of research related to virtual worlds is the field of navigation. Specifically, this research investigates whether or not virtual environments are adequate learning tools in regards to real-world navigation. Psychologists at Saint Michael’s College found that video game experience corresponded with ability to navigate virtual environments and complete objectives; however, that experience did not correlate with an increased ability to navigate real, physical environments. An extensive study at the University of Washington conducted multiple experiments involving virtual navigation. One experiment had two groups of subjects, the first of which examined maps of a virtual environment, and the second of which navigated the virtual environment. The groups of subjects then completed an objective in the virtual environment. There was little difference between the two groups’ performances, and what difference there was, it was in favor of the map-users. The test subjects, though, were generally unfamiliar with the virtual world interface, likely leading to some impaired navigation, and thus bias in the yielded analysis of the experiments. The study concluded that the interface objects made natural navigation movements impossible, and perhaps less intrusive controls for the virtual environment would reduce the effect of the impairment.

Virtual worlds and real life
Some virtual worlds have off-line, real world components and applications. Handipoints, for example, is a children's virtual world that tracks chores via customizable chore charts and lets children get involved in their household duties offline. They complete chores and use the website and virtual world to keep track of their progress and daily tasks. There are also online platforms such as Uniiverse which are designed to re-connect people to the real-world via virtual means. Users can post activities and services online and meet up off-line to share the experience. 
[edit]Hardware

Unlike most video games, which are usually navigated using various free-ranging human interface devices, virtual worlds are usually navigated (as of 2009) using HIDs which are designed and oriented around flat, 2-dimensional graphical user interfaces; as most comparatively-inexpensive computer mice are manufactured and distributed for 2-dimensional UI navigation, the lack of 3D-capable HID usage among most virtual world users is likely due to both the lack of penetration of 3D-capable devices into non-niche, non-gaming markets as well as the generally-higher pricing of such devices compared to 2-dimensional HIDs. Even those users who do make use of HIDs which provide such features as six degrees of freedom often have to switch between separate 3D and 2D devices in order to navigate their respectively-designed interfaces.
Like video gamers, users of virtual world clients may also have a difficult experience with the necessity of proper graphics hardware (such as the more advanced graphics processing units distributed by Nvidia and AMD) for the sake of reducing the frequency of less-than-fluid graphics instances in the navigation of virtual worlds.

Source : wikipedia

Kristen yang memakai Kedok Muslim Untuk menghina Muslim DI Yahoo Answers Indonesia

Ketika teman saya eL_Cicko bergabung bersama yahoo answers pada bulan desember tanggal 29 tahun 2011 sampai tahun 2012 bulan Januari.
inilah dia dari sekian banyak umat kristen yang menghina muslim. ini gambar asli 100% oleh teman saya ambil dari print screen, yang lucunya mereka kristen membintangi setiap pertanyaan tersebut dan anehnya kenapa setiap muslim menjawab mereka ngasih jempol terbalik oleh User umat kristen di Y!A AK (YAHOO ! ANSWERS AGAMA DAN KEPERCAYAAN) :




INILAH DIA ORANG TERBODOH DIDUNIA YANG INGIN MEMBUAT SEPERTI AL-QUR'AN USER KRISTEN AK NAMANYA SASMITA SURYANEGARA



































BAGAIMANA TANGGAPAN SAUDARA TENTANG HAL INI, MONGGO DIKOMENTARI...

Al-Qur'an jadi di Bakar 25 Desember 2011 (Sejarah)

Apa yang mereka pikirkan tentang pembakaran Ayat Suci Al_Qur’an? Saya tidak menyangka ternyata Kitab Suci Agama saya di injak-injak, dalam Agama saya saling menghargai dan menjunjung tinggi agama lain adalah hal yang mulia dan tidak seperti orang-orang yang membakar kitab suci itu, ya Allah ya robbi, maafkanlah mereka mungkin mereka hilap. Sangat di sayang kan orang-orang tersebut di berikan usia atau hidup oleh sang pencipta tetapi di pergunakan untuk membuat kekacauan fatal. Mudah-mudahan dari semua ini kita sebagai orang muslim atau umat manusia yang mempunyai Agama selain Agama islam menyadari betapa tidak pentingnya hal tersebut di lakukan. Saya berharap matiah orang tersebut yang bernama Terry Jones yang membuat provokasi tidak penting tersebut. 

Ya Allah Ampunilah mereka karena Islam tidak pernah membenarkan adanya kebencian dalam diri tiap manusia sekalipun ia kafir karena islam adalah agama rahmatan lil ‘alamiin.namun, islam tidak akan terasa sebagai agama rahmatan lil’alamiin ketika ia tidak diterapkan sebagai aturan kehidupan dalam naungan daulah khilafah rasyidah..


Dua pendukung Pendeta Terry Jones tetap melakukan aksi pembakaran Alquran. Pelakunya adalah Pendeta Bob Old dan Pendeta Danny Allen, keduanya membakar Alquran pada Sabtu di hadapan sekelompok orang yang sebagiannya merupakan wartawan.

Kedua pendeta itu menyiram dua buah Alquran dan sebuah teks Islam lainnya dengan cairan pembakar, lalu menyulutnya dengan api. Mereka menyaksikan bersama-sama kitab suci umat Islam itu menjadi abu.
Aksi dua pendeta itu dilakukan di pekarangan belakang kediaman Old di Springfield. Mereka mengatakan aksinya merupakan pesan dari Tuhan.
Old mengatakan bahwa gereja telah mengecewakan banyak orang karena tidak mendukung aksinya. “Saya yakin bahwa sebagai negara kita berada dalam bahaya,” ujarnya sebagaimana dikutip media online Tennessean.com.
“Ini adalah buku berisi kebencian, bukan cinta,” katanya sambil memegang Alquran sebelum kemudian membakarnya.
“Ini adalah kitab palsu, Nabi Muhammad adalah nabi palsu dan itu merupakan wahyu palsu,” kata mereka.
Kedua pendeta itu lantas melakukan apa yang disebutnya sebagai “demonstrasi damai” dengan sedikit gegap gempita. Delapan orang wartawan ikut menyaksikan aksi kedua rohaniwan gereja itu.



Orang Yang membakar Al-Quran



Mungkin berita ini kurang relevan jadi berikanlah alamat yang benar di komentar jika ada update terbaru...
Berikan Komentarnya, jika saudara adalah umat muslim atau manusia yang mempunyai Agama tentang hal ini, terimakasih.

Bocoran UN SMA IPA Paket 6 free download

Linknya di bawah.. saya akan mencoba mereview tentang Ilmu Pengetahuan Alam (IPA) Hubungan antara kurangnya serat dalam makanan dan kelebihan berat badan adalah jelas bagi peneliti Kanada pada tahun 1995, ketika mereka melakukan studi klinis di University Hospital di London, Ontario. Dalam studi ini, para peneliti memeriksa asupan serat dari tiga kelompok berat badan: normal, agak gemuk, dan sangat gemuk. Masing-masing kelompok berisi lima puluh orang. Para peneliti membuat catatan makanan rinci tiga-hari yang mencakup segala sesuatu yang setiap orang makan, dan kemudian mereka menganalisis seberapa banyak serat yang terkandung dalam asupan makanan setiap hari. Mereka yang dalam kelompok normal dikonsumsi dalam jumlah jauh lebih tinggi dari serat rata-rata 18,8 gram sehari cukup dikonsumsi sedangkan obesitas 13,3 gram, dan 13,7 gram sangat gemuk. Para peneliti menyimpulkan bahwa ahli gizi dan dokter perlu menekankan pentingnya diet tinggi serat untuk pasien obesitas mereka.
Anak-anak saat ini suka bermain game di rumah atau bahkan di sekolah mereka sendiri apakah itu suatu pendidikan atau jelas untuk bersenang-senang hanya karena sangat mudah digunakan, interaktif dan pada saat yang sama memberikan mereka kepuasan dan kenikmatan.




Facebook Apps for Managing Money Online

Facebook Apps for Managing Money Online
Millions of people visit Facebook every day to get status updates and news from friends. Did you know you can also track the status of your personal finances? Read on to learn about money management applications on Facebook. Be sure to manage money safely on Facebook. Fees may apply to complete some transactions, so check with PayPal or your bank.

1. MyMoney

Screenshot by Shelley Elmblad
MyMoney allows you to use Facebook to view account balances, transfer money between accounts, and access transaction histories. At the time this was written, only 30 banks worked with MyMoney, but the app lets you request that your bank be added.

MyMoney is from Fiserv, a leader in secure electronic financial services.

2. PayPal Send Money

Use PayPal with Facebook.Screen Shot by Shelley Elmblad
Use your PayPal balance or bank account associated with your PayPal account to send money while using Facebook. Money can be sent to just about anyone with an email address, and the receiver securely logs in on the PayPal site to collect the payment.

This app connects you directly to PayPal, where you log in to your account.

3. Smart Saver (UK)

Use Smart Saver on Facebook to manage savings goals.Screen Shot by Shelley Elmblad
Use Smart Saver to let Facebook friends know what your savings goals are and how much you have saved so far. If your friends want to chip in to help boost your savings, they can do so using PayPal or they can make a pledge and give you the cash later in person.

This app is from Lloyds TSB, a U.K. financial institution. An account with Lloyds TSB is not required to use the Smart Saver app, but a PayPal account is.
Smart Saver Facebook App

4. Tax Refund Calculator from TaxBrain

Tax Refund Calculator Facebook app.Copyright© 2002-2010 Petz Enterprises, Inc.
Use Tax Refund Calculator to find out to get an idea of what your income tax refund will be this year, or how much you will owe in taxes. Answer a few questions to have your income tax refund or amount owed calculated for you.

5. H&R Block Tax Calculator and Social Life Simulator

H&R Block on Facebook adds a social component to calculating taxes.H&R Block Tax Services
HRB Digital LLC
H&R Block adds a social component to calculating the amount of your tax refund or tax bill. If you're getting a refund, use this Facebook app like a bank account to buy virtual gifts for friends or for yourself.

6. FreeCreditReport.com on Facebook

freecreditreportBAND.com
OK, so this isn't really an app for managing money, but the guys in the FreeCreditReport.com band from the TV commercials are fun. Check out this Facebook page to view the commercials, download ring tones, share ideas for future commercials and to get your credit report.Check Out Fr