1) The document discusses how the rise of user-generated content and digital networks has distributed creative authorship powers widely, challenging traditional copyright industry business models.
2) It analyzes different approaches copyright law and online platforms have taken in response, such as expanding rights and enforcement, regulating technology, or contracting away user copyright interests.
3) The document argues that in a world of widespread distributed authorship, copyright law should focus on attribution, clear notice requirements, shorter terms, and funding creative works as a commons.
Android fragmentation, a valid concern?androidaalto
There is significant fragmentation in the Android ecosystem with hundreds of device models running various versions of the Android OS. This makes developing applications challenging due to differences in hardware specifications, screen sizes and OS versions across devices. While fragmentation allows for customization and innovation, it also leads to a poor user experience if applications are not optimized for specific device configurations. Many in the industry, including Google, are working to address fragmentation through standardization efforts and encouraging timely OS upgrades. However, the open nature of Android makes full harmonization difficult to achieve.
Leveraging the Cloud for Better User ExperienceEffective
Presented at Cloud Expo NY - June 2012
The cloud has many benefits, but when it comes to application development, how does the cloud help enterprises and development teams create custom software and applications that end users actually care about? Using real world examples from Adobe, Herff Jones and Navy Federal Credit Union, this session will highlight the advantages cloud computing provides for quickly developing custom software and applications with compelling user experiences.
Immersive Technologies and GIS -Integrating the physical and virtualDavid Wortley
Immersive technologies like video games, virtual worlds, and social networks are driving innovation by engaging users and requiring lower levels of skill to access information. These technologies are bringing the physical and virtual worlds closer together by embedding intelligence into devices and applications. As examples, cars now have navigation systems that require little driver knowledge, and virtual worlds allow users to freely navigate simulated environments. Personalization is also increasing as technologies recognize individual users and tailor interfaces to their preferences. This integration of real and virtual could eventually result in autonomous virtual representations of people interacting in virtual spaces.
This document discusses innovation and provides tips for innovators. It defines innovation as the profitable implementation of ideas. There are different degrees of innovation from incremental to radical. Emerging technologies that may change lives in the next five years include recommendation engines using social media data, hardware and content convergence, new Windows platforms, social recruiting, smart wallets, and the rebirth of the second screen of TV. The document also provides an innovation mantra and tips, such as creating future scenarios and problem solving, exploring where the future is happening now, and nurturing an innovation culture.
Immersive technologies like video games, virtual worlds, and social networks are driving innovation in human-computer interfaces. These interfaces are becoming more natural and personalized through technologies like motion tracking, facial recognition, and user profiling. As knowledge becomes embedded in devices and applications, they require less human skill and intelligence to use. This shifts the role of knowledge professionals from disseminating knowledge to developing the technologies that replace human intelligence.
The document provides an overview of multi-touch technology. It discusses how multi-touch allows users to interact with devices using multiple fingers on a touchscreen. The technology has emerged in recent years in devices like phones, tablets, and monitors. The document traces the history of touch technology from early experiments in the 1970s to mainstream exposure through products from Microsoft and Apple in 2007. It examines insights that can be gained from analyzing patent data related to touch technologies.
This document discusses infoimaging, which is the convergence of information technology and imaging science. It is already a $225 billion industry that is growing daily. Infoimaging allows for easy sharing of ideas and information through images. Many technology companies are profiting from pixels. The document provides examples of how infoimaging is used in various industries like real estate, manufacturing, education, and healthcare. It also discusses Kodak's role in leading the development of infoimaging through technologies, products, and services in areas like devices, services and media, and infrastructure.
Avoiding Barriers to Business: UX Design as a Strategic Tool to Drive BusinessEffective
The document outlines 7 strategies and 16 tactics for user experience design. The strategies are: 1) Prioritize empathy over ego, 2) Define outcomes rather than features, 3) Make a compelling business case, 4) Stop competing with yourself, 5) Do it right the first time, 6) Technologists must own delivery, and 7) Future proof by planning for novices. The presentation emphasizes designing for all users, especially less technical ones, through iterative testing and a focus on simplicity.
Android fragmentation, a valid concern?androidaalto
There is significant fragmentation in the Android ecosystem with hundreds of device models running various versions of the Android OS. This makes developing applications challenging due to differences in hardware specifications, screen sizes and OS versions across devices. While fragmentation allows for customization and innovation, it also leads to a poor user experience if applications are not optimized for specific device configurations. Many in the industry, including Google, are working to address fragmentation through standardization efforts and encouraging timely OS upgrades. However, the open nature of Android makes full harmonization difficult to achieve.
Leveraging the Cloud for Better User ExperienceEffective
Presented at Cloud Expo NY - June 2012
The cloud has many benefits, but when it comes to application development, how does the cloud help enterprises and development teams create custom software and applications that end users actually care about? Using real world examples from Adobe, Herff Jones and Navy Federal Credit Union, this session will highlight the advantages cloud computing provides for quickly developing custom software and applications with compelling user experiences.
Immersive Technologies and GIS -Integrating the physical and virtualDavid Wortley
Immersive technologies like video games, virtual worlds, and social networks are driving innovation by engaging users and requiring lower levels of skill to access information. These technologies are bringing the physical and virtual worlds closer together by embedding intelligence into devices and applications. As examples, cars now have navigation systems that require little driver knowledge, and virtual worlds allow users to freely navigate simulated environments. Personalization is also increasing as technologies recognize individual users and tailor interfaces to their preferences. This integration of real and virtual could eventually result in autonomous virtual representations of people interacting in virtual spaces.
This document discusses innovation and provides tips for innovators. It defines innovation as the profitable implementation of ideas. There are different degrees of innovation from incremental to radical. Emerging technologies that may change lives in the next five years include recommendation engines using social media data, hardware and content convergence, new Windows platforms, social recruiting, smart wallets, and the rebirth of the second screen of TV. The document also provides an innovation mantra and tips, such as creating future scenarios and problem solving, exploring where the future is happening now, and nurturing an innovation culture.
Immersive technologies like video games, virtual worlds, and social networks are driving innovation in human-computer interfaces. These interfaces are becoming more natural and personalized through technologies like motion tracking, facial recognition, and user profiling. As knowledge becomes embedded in devices and applications, they require less human skill and intelligence to use. This shifts the role of knowledge professionals from disseminating knowledge to developing the technologies that replace human intelligence.
The document provides an overview of multi-touch technology. It discusses how multi-touch allows users to interact with devices using multiple fingers on a touchscreen. The technology has emerged in recent years in devices like phones, tablets, and monitors. The document traces the history of touch technology from early experiments in the 1970s to mainstream exposure through products from Microsoft and Apple in 2007. It examines insights that can be gained from analyzing patent data related to touch technologies.
This document discusses infoimaging, which is the convergence of information technology and imaging science. It is already a $225 billion industry that is growing daily. Infoimaging allows for easy sharing of ideas and information through images. Many technology companies are profiting from pixels. The document provides examples of how infoimaging is used in various industries like real estate, manufacturing, education, and healthcare. It also discusses Kodak's role in leading the development of infoimaging through technologies, products, and services in areas like devices, services and media, and infrastructure.
Avoiding Barriers to Business: UX Design as a Strategic Tool to Drive BusinessEffective
The document outlines 7 strategies and 16 tactics for user experience design. The strategies are: 1) Prioritize empathy over ego, 2) Define outcomes rather than features, 3) Make a compelling business case, 4) Stop competing with yourself, 5) Do it right the first time, 6) Technologists must own delivery, and 7) Future proof by planning for novices. The presentation emphasizes designing for all users, especially less technical ones, through iterative testing and a focus on simplicity.
CeBIT 2011 is the world's largest and most important ICT conference, held in Hannover, Germany. It attracts 350,000 visitors from 100 countries and has connections to over 2 billion media contacts and 8 million business contacts. CeBIT is organized into 4 main platforms - CeBITpro focuses on professional ICT solutions for business, CeBITgov focuses on solutions for the public sector, CeBITlife focuses on consumer ICT products, and CeBITlab focuses on research and development. CeBIT aims to connect ICT users with providers and support dialogue on emerging technologies and solutions.
Motorola's 1999 annual report summarizes the company's focus on wireless communications and embedded electronics solutions. It highlights key accomplishments in 1999 including strengthening the company's strategic focus, completing a merger with General Instrument to integrate broadband technologies, and consolidating research organizations. The summary also notes financial metrics such as net sales reaching $30.9 billion and diluted earnings per share of $1.31.
Video available via this link: https://www.facebook.com/photo.php?v=10200377851621524
Case Study in Social Media presented by:
Nadim Khater, CCO, touch Lebanon
Omar Abou Ezzedine, Deputy General Manager, Cleartag
at ArabNet Beirut 2013, March 20-22
Beirut, Lebanon
Dibakar Das Roy provides information about himself through a diagram showing different ways to access information on his work, interests, and belief system. This includes links to a YouTube video and Current TV segment about himself, as well as his resume and book. He has experience in marketing and advertising in India and is currently pursuing a creative brand management degree. He is interested in social causes, theater, and using technology for communication. His objective is to be a brand representative who is proficient in both the artistic and technical aspects of branding.
This document provides a summary of a presentation by Professor Son Vuong on mobile commerce (m-commerce). It includes:
1. An introduction to m-commerce and how it differs from e-commerce by being conducted on wireless devices.
2. An overview of key issues in m-commerce like technical challenges, security, usability, and regulations.
3. A brief discussion of LIVES, a company spun off from the University of British Columbia, and how it applies to m-commerce.
4. Conclusions that m-commerce will succeed as part of an integrated model complementing traditional commerce, and be most successful for small transactions via applications like games and media on mobile devices.
The PERIPHÈRIA project will (1) deploy future internet platforms and services to promote sustainable lifestyles across networks of smart peripheral cities in Europe. (2) These cities will work together, sharing experiences and learning from each other, while drawing on their local strengths for place-based innovation. (3) Citizens and businesses will be involved in co-designing and co-delivering smart city services and initiatives through various "living lab arenas" located within the cities.
<> Target Citizens and visitors.
Arenas <> Outcomes Increased awareness and appreciation of parks.
Proposals <> Activities - Mobile app with park info, trails, events.
Technologies <> - QR codes around park for info.
Resources <> - Volunteer “park guides” on weekends.
Status <> - Nature photography workshops.
Comments <> - History talks by local experts.
Ideas <> - Yoga/tai chi classes in parks.
Votes <> - Nature scavenger hunts for kids.
Progress <> - Citizen science projects in parks.
This is really not some NASA space technology stuff, it’s more of a hint on possible improvements of the already implemented technology.
I have a feeling that this presentation is going outdated as it’s being written…
The Network, the Community and the Self-CreativityVince Cammarata
Lulu.com is a marketplace where “authors” - individuals, companies
and groups - can publish and sell a variety of digital content including
books, music, video, software, calendars, photos and artwork...
Fing was created in 2000 by entrepreneurs and experts to detect, foster, and promote digital innovation in services and uses. Working at the crossroads of technology, business, arts, and social change, Fing is a network, think tank, and resource for innovators. Fing has over 160 members and partners and a staff of 20 that work on programs around future challenges through think tanks, open innovation, and intelligence/foresight.
Dr. Derek Nicoll's main research over the last 10 years focuses on how new technologies are situated and shaped by people's everyday routines and practices. Some of his past projects include studying interactive television trials and developing new business models for interactive TV. Emerging trends in business include outsourcing, strategic alliances, and becoming virtual organizations, while societal trends involve the rise of the 24-hour society with increased choice and individualism. Nicoll analyzes the contextual usability of technologies by examining the dimensions of use, users, content, and patterns of usage.
The document discusses cross-industry innovation driven by cloud computing and the Internet of Things. It provides examples of how cloud computing has changed the role of networked devices from information processing to information handling. This new process flow enabled by cloud computing can be applied across many industries and business processes. The document also discusses examples of innovation in Japan, South Korea, and China driven by developments in cloud computing, the Internet of Things, and mobile technologies.
Li Gong from Mozilla presentation at VINNOVAErik Borälv
This document discusses the future of the information society from the perspective of China and beyond. It notes that more things will have digital components and be connected, transmitting more information. This will impact society in unprecedented ways and lead to renewed competition over technology. The presentation outlines the impacts of the internet of people, including new digital divides and the need for user sovereignty. It also discusses the rise of new monopolists in devices, software and platforms. Finally, it addresses the shifting of production and innovation to emerging countries like China and the challenges this poses for Europe.
The document outlines the agenda for a workshop on Media 2.0. The morning session will cover topics such as Media 2.0, Internet Economics, Open Source Business Models, and Distribution 2.0. The afternoon will include sessions on Interactivity 2.0, Simple Business Modeling, and a workshop. Presenters will discuss how the Internet has changed models of production, distribution and business, and explore opportunities for user participation, interaction and community in digital media.
The document discusses 3 innovations:
1) The AIRE mask charges iPhones through the energy created from a user's breathing using small wind turbines.
2) Facebook tested a "Disaster Message Board" feature allowing users in Japan to mark themselves as safe and check on friends.
3) Whole Foods plans to test robotic shopping carts using Kinect and RFID to identify items placed in carts and remove them from the user's shopping list.
Digital In A Downturn Broadcast Asia2009 Finasfstine
End of days for TV? Following an opportunity to particpate in BroadcastAsia last week here in Singapore, I took a gander on making a few predictions on what was in store for Asia given trends in television and the onset of online, interactive alternatives:
1) Asia will leverage its broadband roll-out in order to be among the world’s first in delivering new video-telecom, e-government, and energy-management services
2) A new breed of interactive programming that combines gaming with television-style drama will dominate the Korean and Japanese entertainment landscape
3) China will struggle with these changes; intermittently clamping down then opening up, before the real revolution in digital media takes off
4) Indian software developers will unfurl new concepts in virtual (re: “cloud”) computing that lead to server and network optimization and higher levels of operational efficiency
5) Asian broadcast & cable operators will be vying for a place alongside the telecommunications’ companies who start offering bundled voice, broadband and interactive entertainment services
The document summarizes key trends in digital media and games in Indonesia. It notes that digital media usage is growing significantly, with mobile traffic growing strongly driven by increasing smartphone adoption. The gaming industry is also shifting towards social and free-to-play games on mobile. It outlines Telkom's plans to launch various digital media and entertainment services in Indonesia between 2012-2013 to capitalize on this growing market, including IPTV, an entertainment portal, and multi-screen live TV.
Fing was created in 2000 by entrepreneurs and experts to promote innovation in digital services and uses. It is a network, think tank, and resource for innovators working at the intersection of technology, business, arts, and social change. Fing aims to play a pivotal role in emerging ideas and projects, mobilize stakeholders around future technology, and facilitate collaboration between users, researchers, and entrepreneurs. It achieves this through programs that bring together diverse stakeholders to share ideas and stimulate innovative action. Fing also networks internationally with startups, researchers, and institutions to accelerate innovative projects and open innovation. Additionally, Fing reports on emerging ideas, technologies, and trends.
This document summarizes a 1-year empirical study of user-generated content funded by the National Science Foundation. The study included online surveys of 411 video game players and 46 industry professionals, as well as content analysis of 3,300 pieces of UGC across various platforms. Key findings include: 1) The majority of gamers create and enjoy UGC but only half share it online, 2) Motivations for UGC differ based on demographics, 3) Most UGC is original rather than referencing existing works, and 4) More flexible creative tools correlate with higher copyright issues in UGC while constrained tools produce less referential works.
CeBIT 2011 is the world's largest and most important ICT conference, held in Hannover, Germany. It attracts 350,000 visitors from 100 countries and has connections to over 2 billion media contacts and 8 million business contacts. CeBIT is organized into 4 main platforms - CeBITpro focuses on professional ICT solutions for business, CeBITgov focuses on solutions for the public sector, CeBITlife focuses on consumer ICT products, and CeBITlab focuses on research and development. CeBIT aims to connect ICT users with providers and support dialogue on emerging technologies and solutions.
Motorola's 1999 annual report summarizes the company's focus on wireless communications and embedded electronics solutions. It highlights key accomplishments in 1999 including strengthening the company's strategic focus, completing a merger with General Instrument to integrate broadband technologies, and consolidating research organizations. The summary also notes financial metrics such as net sales reaching $30.9 billion and diluted earnings per share of $1.31.
Video available via this link: https://www.facebook.com/photo.php?v=10200377851621524
Case Study in Social Media presented by:
Nadim Khater, CCO, touch Lebanon
Omar Abou Ezzedine, Deputy General Manager, Cleartag
at ArabNet Beirut 2013, March 20-22
Beirut, Lebanon
Dibakar Das Roy provides information about himself through a diagram showing different ways to access information on his work, interests, and belief system. This includes links to a YouTube video and Current TV segment about himself, as well as his resume and book. He has experience in marketing and advertising in India and is currently pursuing a creative brand management degree. He is interested in social causes, theater, and using technology for communication. His objective is to be a brand representative who is proficient in both the artistic and technical aspects of branding.
This document provides a summary of a presentation by Professor Son Vuong on mobile commerce (m-commerce). It includes:
1. An introduction to m-commerce and how it differs from e-commerce by being conducted on wireless devices.
2. An overview of key issues in m-commerce like technical challenges, security, usability, and regulations.
3. A brief discussion of LIVES, a company spun off from the University of British Columbia, and how it applies to m-commerce.
4. Conclusions that m-commerce will succeed as part of an integrated model complementing traditional commerce, and be most successful for small transactions via applications like games and media on mobile devices.
The PERIPHÈRIA project will (1) deploy future internet platforms and services to promote sustainable lifestyles across networks of smart peripheral cities in Europe. (2) These cities will work together, sharing experiences and learning from each other, while drawing on their local strengths for place-based innovation. (3) Citizens and businesses will be involved in co-designing and co-delivering smart city services and initiatives through various "living lab arenas" located within the cities.
<> Target Citizens and visitors.
Arenas <> Outcomes Increased awareness and appreciation of parks.
Proposals <> Activities - Mobile app with park info, trails, events.
Technologies <> - QR codes around park for info.
Resources <> - Volunteer “park guides” on weekends.
Status <> - Nature photography workshops.
Comments <> - History talks by local experts.
Ideas <> - Yoga/tai chi classes in parks.
Votes <> - Nature scavenger hunts for kids.
Progress <> - Citizen science projects in parks.
This is really not some NASA space technology stuff, it’s more of a hint on possible improvements of the already implemented technology.
I have a feeling that this presentation is going outdated as it’s being written…
The Network, the Community and the Self-CreativityVince Cammarata
Lulu.com is a marketplace where “authors” - individuals, companies
and groups - can publish and sell a variety of digital content including
books, music, video, software, calendars, photos and artwork...
Fing was created in 2000 by entrepreneurs and experts to detect, foster, and promote digital innovation in services and uses. Working at the crossroads of technology, business, arts, and social change, Fing is a network, think tank, and resource for innovators. Fing has over 160 members and partners and a staff of 20 that work on programs around future challenges through think tanks, open innovation, and intelligence/foresight.
Dr. Derek Nicoll's main research over the last 10 years focuses on how new technologies are situated and shaped by people's everyday routines and practices. Some of his past projects include studying interactive television trials and developing new business models for interactive TV. Emerging trends in business include outsourcing, strategic alliances, and becoming virtual organizations, while societal trends involve the rise of the 24-hour society with increased choice and individualism. Nicoll analyzes the contextual usability of technologies by examining the dimensions of use, users, content, and patterns of usage.
The document discusses cross-industry innovation driven by cloud computing and the Internet of Things. It provides examples of how cloud computing has changed the role of networked devices from information processing to information handling. This new process flow enabled by cloud computing can be applied across many industries and business processes. The document also discusses examples of innovation in Japan, South Korea, and China driven by developments in cloud computing, the Internet of Things, and mobile technologies.
Li Gong from Mozilla presentation at VINNOVAErik Borälv
This document discusses the future of the information society from the perspective of China and beyond. It notes that more things will have digital components and be connected, transmitting more information. This will impact society in unprecedented ways and lead to renewed competition over technology. The presentation outlines the impacts of the internet of people, including new digital divides and the need for user sovereignty. It also discusses the rise of new monopolists in devices, software and platforms. Finally, it addresses the shifting of production and innovation to emerging countries like China and the challenges this poses for Europe.
The document outlines the agenda for a workshop on Media 2.0. The morning session will cover topics such as Media 2.0, Internet Economics, Open Source Business Models, and Distribution 2.0. The afternoon will include sessions on Interactivity 2.0, Simple Business Modeling, and a workshop. Presenters will discuss how the Internet has changed models of production, distribution and business, and explore opportunities for user participation, interaction and community in digital media.
The document discusses 3 innovations:
1) The AIRE mask charges iPhones through the energy created from a user's breathing using small wind turbines.
2) Facebook tested a "Disaster Message Board" feature allowing users in Japan to mark themselves as safe and check on friends.
3) Whole Foods plans to test robotic shopping carts using Kinect and RFID to identify items placed in carts and remove them from the user's shopping list.
Digital In A Downturn Broadcast Asia2009 Finasfstine
End of days for TV? Following an opportunity to particpate in BroadcastAsia last week here in Singapore, I took a gander on making a few predictions on what was in store for Asia given trends in television and the onset of online, interactive alternatives:
1) Asia will leverage its broadband roll-out in order to be among the world’s first in delivering new video-telecom, e-government, and energy-management services
2) A new breed of interactive programming that combines gaming with television-style drama will dominate the Korean and Japanese entertainment landscape
3) China will struggle with these changes; intermittently clamping down then opening up, before the real revolution in digital media takes off
4) Indian software developers will unfurl new concepts in virtual (re: “cloud”) computing that lead to server and network optimization and higher levels of operational efficiency
5) Asian broadcast & cable operators will be vying for a place alongside the telecommunications’ companies who start offering bundled voice, broadband and interactive entertainment services
The document summarizes key trends in digital media and games in Indonesia. It notes that digital media usage is growing significantly, with mobile traffic growing strongly driven by increasing smartphone adoption. The gaming industry is also shifting towards social and free-to-play games on mobile. It outlines Telkom's plans to launch various digital media and entertainment services in Indonesia between 2012-2013 to capitalize on this growing market, including IPTV, an entertainment portal, and multi-screen live TV.
Fing was created in 2000 by entrepreneurs and experts to promote innovation in digital services and uses. It is a network, think tank, and resource for innovators working at the intersection of technology, business, arts, and social change. Fing aims to play a pivotal role in emerging ideas and projects, mobilize stakeholders around future technology, and facilitate collaboration between users, researchers, and entrepreneurs. It achieves this through programs that bring together diverse stakeholders to share ideas and stimulate innovative action. Fing also networks internationally with startups, researchers, and institutions to accelerate innovative projects and open innovation. Additionally, Fing reports on emerging ideas, technologies, and trends.
This document summarizes a 1-year empirical study of user-generated content funded by the National Science Foundation. The study included online surveys of 411 video game players and 46 industry professionals, as well as content analysis of 3,300 pieces of UGC across various platforms. Key findings include: 1) The majority of gamers create and enjoy UGC but only half share it online, 2) Motivations for UGC differ based on demographics, 3) Most UGC is original rather than referencing existing works, and 4) More flexible creative tools correlate with higher copyright issues in UGC while constrained tools produce less referential works.
This short note expresses gratitude and love for close friends and best friends who are always supportive and caring. The writer thanks them for being there and for their love, saying they mean the world. They promise their love and friendship will last always and forever.
The document discusses the benefits of meditation for reducing stress and anxiety. Regular meditation practice can help calm the mind and body by lowering heart rate and blood pressure. Making meditation a part of a daily routine, even if just 10-15 minutes per day, can have mental and physical health benefits over time by helping people feel more relaxed and focused.
Africa offers a variety of unique holiday destinations, from coastal resorts in Egypt, Morocco, and South Africa to wildlife reserves in Kenya, Tanzania, Botswana and South Africa that provide opportunities to see iconic African animals in their natural habitats. Cultural experiences abound, including learning about ancient civilizations in Egypt, experiencing local music, art, and cuisine in Senegal and Morocco, or joining celebrations for holidays and festivals across the diverse continent.
SSO refers to Single Sign-On, which allows a user to access multiple applications and systems with a single set of login credentials. It authenticates users through an authentication system that stores credentials in a centralized directory. SSO simplifies access for users while improving security by reducing the number of usernames and passwords that must be stored and remembered.
The document discusses whether or not to use digital rights management (DRM) systems. It begins by outlining some key concepts around intellectual property, copyright, and digital content. It then discusses the challenges of piracy and uncontrolled distribution that DRM aims to address. However, early DRM systems faced issues like limited availability, lack of interoperability and restrictions on user experience. The document argues that future DRM systems need to solve these problems and proposes approaches like open standards and interoperability between systems.
This document summarizes key issues around the regulation of digital media. It discusses how digital technologies have disrupted traditional media business models and the increased demand for legal certainty in this area. It provides an overview of relevant South African legislation and regulations, including the Constitution, Copyright Act, Electronic Communications Acts, and others. It also discusses issues like defamation, intellectual property, privacy, and user-generated content that digital media companies need to consider.
The document discusses the history of digital music distribution. It describes how Fraunhofer IIS developed the MP3 format in 1991, allowing music to be compressed and shared over the internet. In 1999, Napster launched, making it easy for users to share MP3 files online. Then in 2003, Apple launched iTunes, striking deals with major record labels to offer 200,000 songs for 99 cents each, quickly becoming a leading online music distributor.
This document summarizes key points from Chapter Nine of Schilling's book. It discusses how Fraunhofer developed the MP3 format, allowing music files to be compressed and shared over the internet. It then describes how Napster launched in 1999, enabling users to easily share MP3 files. Finally, it discusses how Apple's iTunes Store launched in 2003 with a catalog of 200,000 songs available for purchase. The document provides background on important developments in digital music distribution and the companies that helped drive this revolution.
The Digital Music Distribution Revolutionrianokvika
This document summarizes key points from Chapter Nine of Schilling's book. It discusses how Fraunhofer developed the MP3 format, allowing music files to be compressed and shared over the internet. It then describes how Napster launched in 1999, enabling users to easily share MP3 files. Finally, it discusses how Apple's iTunes Store launched in 2003 with 200,000 songs available for purchase, finding early success with 50 million downloads in the first year.
The document discusses the development of MP3 technology and its impact on digital music distribution. It describes how Fraunhofer IIS developed the MP3 format in 1991, enabling music to be shared over the internet in compressed file formats. In 1999, Napster launched, allowing users to easily share MP3 files online. In 2003, Apple launched iTunes, striking deals with major record labels to offer 200,000 songs for purchase at 99 cents each, which was immediately successful.
The document summarizes the challenges that media businesses face in managing their complex rights and inventory across various platforms and territories. As rights become more fragmented and deals involve multiple rights over various media, traditional methods of manually tracking contracts are inefficient. The article then discusses how a robust business rights management system can help address these issues by providing a centralized place to input asset metadata and deal terms, automate workflows for rights clearance and payments, and gain operational efficiencies through standardized processes and data access controls. Such a system allows media companies to better monetize their content globally in the current complex media landscape.
Chapter Nine : IBM
In 1980, IBM was in a hurry to introduce a personal computer. When personal computers first began to emerge at the end of the 1970s,the idea that individuals would want personal computers on their desks seemed ludicrous.
The document discusses the evolution of the new media value chain. It describes how media distribution has transformed from a few traditional channels to ubiquity across many platforms and devices. Specifically, it outlines three waves of this evolution: 1) the digitalization of homes and multi-channel TV, 2) the rise of broadband enabling online content, and 3) the growth of mobile media consumption. This has led to an increasingly complex audiovisual content marketplace with many new players and distribution models emerging along the value chain.
Apple Inc. was founded in 1976 and is headquartered in Cupertino, California. It produces consumer electronics like the Mac, iPod, iPhone, and Apple TV. It also creates software like the Mac OS X operating system. Apple has over 19,000 employees and 183 retail stores worldwide. Its vision is to empower users through innovative technology above restrictive systems. It has achieved success through its loyal customer base and product quality, but also faces threats from competitors and changing technology.
Operating as a Canadian Business Under the New “User-Focused” Copyright Act -...MaRS Discovery District
As of November 2012, Canada has a new Copyright Act that has been commonly identified as “user-focused.” This raises the question: What does the new Copyright Act mean for Canadian businesses?
In this presentation, we discuss:
-How the new act affects Canadian businesses, particularly innovative industries.
-What has changed and what remains the same for commercial copyright owners.
-What a business needs to know to protect its copyright and to keep from infringing the copyright of others.
This document summarizes a conference on copyright and technology. It includes:
- An overview of the interface between digital technology and copyright, and how legal, technological, economic, and educational factors are interrelated.
- A discussion of technologies like digital rights management (DRM) and content identification techniques like watermarking and fingerprinting that can affect copyright.
- An examination of legal concepts like fair use, exhaustion, and network service provider liability, and their related technical solutions.
- Details on the agenda for the conference, including keynote speakers on policing piracy and panels on content security, identification, and international law perspectives.
Napster and Mp3: Redefining the music industryPuneet Arora
The music industry has undergone significant changes due to new digital technologies and file sharing. The rise of mp3 formats and sites like Napster made it easy to share music files online, threatening the business models of record labels and music companies. While sites like Napster grew rapidly in users, they also faced legal challenges for facilitating copyright infringement. Looking ahead, the industry must address challenges of piracy while developing new digital business models to adapt to trends of online music consumption.
Blockchain Casestudy in Media industry Deval Bhapkar
This document discusses the applications of blockchain technology in the media and entertainment industry. It identifies several challenges in the industry like IP infringement, difficulties with micropayments, and combating misinformation. It then describes some companies that are using blockchain like Binded for copyrighting photos on the blockchain and Audius for a music streaming platform. Finally, it outlines the benefits of adopting blockchain such as transparency and improved royalty payments for creators, but also challenges to adoption like scalability and regulatory issues.
The document provides a brief history and overview of open source software:
1) Open source software refers to software that is liberally licensed, allowing users more freedom than conventional licenses. It traces its origins to software sharing in the MIT and academic communities in the 1970s.
2) In the late 1970s and 1980s, commercial vendors began charging for software licenses and imposing legal restrictions, seeing software as assets. Bill Gates' 1976 open letter signaled this change.
3) Open source creates better software by allowing everyone to collaborate globally on ideas and code, with the best technology winning out over proprietary restrictions.
Professional Issues in IT - Intellectual Property Basics
Reference : Tavani, Herman T., “Ethics and technology: controversies, questions, and strategies for ethical computing” , 4th Edition.
Business Insights Consumer Technology Portfolio provides in-depth strategic analysis and future forecasts of converging consumer technology areas such as internet, cloud, social networks, telecoms, gaming, music and video. It offers unique insights into key trends, disruptions, and their impact on major players and business models. The reports are written by experienced industry analysts and cover emerging technologies, platforms, and companies in each market from both a business and consumer behavior perspective.
Presentacion sobre los Nuevos Medios y el Marketing.
Realizada en la Universidad Di Tella en Abril 08.
Recopilacion de ideas, informacion y arte para ayudar pensar mejor a los estudiantes sobre los nuevos desafios.
Basado en la fragmentacion de los medios y la nueva economia de la atencion.
2. User-Generated Content & Virtual Worlds, 10
Vanderbilt Journal of Entertainment & Technology
Law 893 (2008).
Digital Attribution, 87 Boston University Law Review
41 (2007).
Amateur-to-Amateur (with Dan Hunter), 46 William &
Mary Law Review 951 (2004).
2
5. Incentives theory
A brief history
Ancient copyright
The Stationers’
Company
The Statute of Anne
The United States
Constitution
Steady expansions in
19th & 20th century
1976 Act
1998 revisions
International law
5
6. (1) literary works;
(2) musical works;
(3) dramatic works;
(4) pantomimes and
choreographic works;
(5) pictorial, graphic, and
sculptural works;
(6) motion pictures and other
audiovisual works;
(7) sound recordings; and
(8) architectural works.
Or, colloquially, books, music,
plays, films, pictures,
photographs, sculptures,
building, computer software,
etc.
6
8. General Rights
102 – Base Requirements
106 – Exclusive Rights
106A – VARA
107 – Fair Use
Scope &
Limitations
108 - Libraries
109 - First sale
110 – Non-profit Performance
111 - Television
112 - Television
113 – VARA
114 – Music: Sound Recordings
115 – Music: Cover versions
116 - Music: Jukeboxes
117 - Software
118 – Public Broadcasting
119 - Television
120 – Architectural Works
121 – Blind & Disabled
122 – Television
9. Authors create works due to
the incentives offered by
Creators
copyright’s prospect of
financial reward.
product
Industry professionals
payment
purchase the content from
authors, package it in copies,
market it and distribute it.
Industry Professionals They are the expert
commercial intermediaries.
The public benefits from
product payment having access to a broad
selection of high quality
content.
Consumers
10. Creators
product payment
Industry Professionals
Congress seems to regard the
entertainment industry as
the chief “client” of
product payment copyright legislation.
Consumers
11. To what extent does the story of the
Stationers’ Company explain the
contemporary landscape of
copyright?
Have we returned to a licensed
monopoly right?
To what extent is copyright law’s
historical expansion (in scope and
duration) attributable Lockean,
rather than utilitarian, intuitions?
1976 Act? 1998 Acts?
Industry Professionals
product payment
11
12. “The VCR is to the
American film producer
and the American
public as the Boston
Strangler is to the
woman alone.”
-- Jack Valenti (MPAA)
12
13. Framing the problem:
New technologies, such as Creators
cassette tapes and
photocopiers, allow
consumers to create and product payment
exchange copies of works,
depriving the copy licensing
industry (and the creators Industry Professionals
who rely on the industry for
revenue) of their profits.
Answers to piracy: product payment
Expand rights
Strengthen enforcement Consumers
Criminalize infringement
Regulate Technology (DRM)
Piracy
13
15. Principles
1) Copyright law
creates private
property rights in
information patterns
2) This exclusive rights
are normatively
desirable and
benefit society
3) Copying of
information patterns
should occur only
when authorized by
the proprietor
15
16. Principles
1) Information patterns
should be shared for
purposes of
collaboration
2) Copying of
information patterns
should be fast,
simple & transparent
3) Central control is not
desirable – the
power in the system
should be at the
endpoints
16
17. Widespread copying
threatens to destroy
the business models of
the [music / film /
software] industry.
Major lawsuits against
tools/platforms that
facilitate copying:
Napster, Grokster,
YouTube
DMCA 512 provisions
Congress is generally
sympathetic ($$$)
17
19. What if networks facilitate “amateur” authorship?
Creators Creators
product payment
Industry Professionals
Industry Professionals
product payment
Consumers / Creators
“Prosumers”?
Consumers
Piracy
Sharing
19
20. What if networks facilitate “amateur” authorship?
Creators
Industry Professionals
Consumers / Creators
“Prosumers”?
Sharing
20
21. What if networks facilitate “amateur” authorship?
Creators
Industry Professionals
Consumers / Creators
“Prosumers”?
Sharing
21
22. Are there no implications?
Is non-commercial copyright
production legally insignificant?
Creators
What does this say about the
authorial incentive theory?
Do the implications turn on
issues of quality? Industry Professionals
Do the implications turn on
issues of collective coordination?
What does this say about the
complexity of copyright law?
Does it matter that amateurs do
not seem to understand copyright
law? Consumers / Creators
“Prosumers”?
What about technology?
Sharing
22
23. Creators
product payment
Industry Professionals
product payment
Consumers
Piracy
25. A fan website with multiple
authors collects encyclopedic
details about the Harry Potter
series.
The Harry Potter Lexicon
http://www.hp-lexicon.org
Formerly praised by J.K.
Rowling as a valuable resource
Lawsuit by Rowling claims
copyright infringement
District court determines this is
not fair use
Subsequently rewritten to
conform to court’s standard
Not Fair Use
25
26. Lenz uploads a video of her
toddler dancing to a Prince
song on the YouTube
UMG removes the video from
YouTube via the DMCA notice &
takedown provisions
Lenz countersues claiming that
fair use clearly permits her to
post the video, hence the Clearly Fair Use
notice was in bad faith.
Following a motion to dismiss,
the court allows the claim to
proceed.
Who controls the shape of
online tools?
26
27. Fairey presents himself as
a rebel “street artist”
He often appropriates
images for his work
Found and changed a
photo of Obama via a
Google search
Iconic poster distributed
“virally” over the Web
Fair Use?
Original photograph used
by Fairey ascertained by
bloggers (originally denied
by Fairey)
27
29. The Public Web
• Optimal for maximum distribution of information
• Vulnerable to commercialization
• Small players dependent on search
• Major commercial winner: Google
The Semi-Public Platform (Predominant)
• Often provides better tools (e.g. for blogs, photos)
• Technology is opaque to users
• Applications often push to become “sticky”
• Major commercial winner: Facebook*
The Walled Garden
• Popular model during the 1980’s
• Subscription barrier to entry
• Must provide some additional value
• Major commercial winner: World of Warcraft
29
30. Google, Facebook, World
of Warcraft, and Web
2.0 businesses see user
copyright as a potential
liability, not a source of
revenue
Cf. radio broadcasters in
1941 – except that
copyright is in the hands
of the multitudes
If the logic of the
Stationers’ Company
controls, where does
this point for the future
evolution of copyright?
31. Answer: “solve” the copyright
dilemma via contract
If users can be bound to
surrender copyright interest in
exchange for platform/tool
access, user copyright
interests will not threaten
revenue models.
Ironically, this licensing
“solution” is a close relative to
FSF, Wikipedia, Creative
Commons, etc.
But it deflates the scope of
the authorial interest for
business (not altruistic)
reasons
34. City of Heroes =
Marvel =
Toolmaker/
Copyright owner,
Hosting
potential
Platform/
exploiter
Proprietor
Player =
infringers
34
35. The users are charged
with direct copyright
infringement.
The users pay to
access City of Heroes
and have assigned
their authorial
interests by contract.
The lawsuit is brought
against the toolmaker/
platform, using
copyright to constrain
the power of
technological tools.
35
37. In a world where
authorship powers
are now widely
distributed,
copyright law
should look at:
1. Attribution rights
2. Notice
requirements
3. Shorter terms
4. Clear, short,
“bright line” rules
5. Funding the
commons
37