Here is a 5 sentence paragraph using terminology from the document:
Large companies like Sony benefit more from synergy and cross media convergence than smaller companies due to their size and being conglomerates. As a conglomerate, Sony owns subsidiaries across different media like film studios, record labels, and electronics manufacturers. This allows Sony to leverage synergies between these divisions to promote linked products from its movies, soundtracks, and electronics. Smaller independent companies like those behind Ill Manors lack this vertical integration and diversity of ownership, limiting their ability to coordinate synergistic campaigns. The uneven playing field advantages conglomerates that can utilize their portfolio of companies to maximize profits through cross-promotional opportunities not available to smaller firms.
Creative Commons licenses allow creators to specify how others can use their copyrighted work. There are several types of Creative Commons licenses that differ in whether others can use the work commercially, make derivatives, or share derivatives. The licenses attach machine-readable code to works to authorize specified uses by others.
Synergy refers to different entities working together advantageously, where the whole is greater than the sum of its parts. Media companies exploit various platforms like film, soundtracks, video games, and merchandise based on one property to increase profits. Vivendi Universal, which owns Working Title Films, benefits from synergy across its subsidiaries in film production, distribution, television, music, and other areas to promote its content on multiple platforms.
Creative Commons is a nonprofit organization that provides free copyright licenses to enable sharing and use of creative works. The licenses allow creators to modify their default "all rights reserved" copyright to "some rights reserved" based on their needs. The licenses include Attribution, Attribution-ShareAlike, Attribution-NonCommercial, and others that vary in what uses are allowed and if derivatives must be shared under the same terms. Fair use is a limitation on copyright that allows limited use of copyrighted works for purposes like commentary or research without permission. When determining if a use is fair, courts consider the purpose, nature of the work, amount used, and effect on the work's potential market.
This document discusses cross media convergence and synergy. Cross media convergence involves operating across different media platforms, such as an artist working in multiple mediums. It creates synergy when products or services coming together generate mutual benefit through cross promotion and new revenue streams. Music videos are an example of cross media convergence, becoming an important promotional product for artists to generate more opportunities across media.
Digital technology has revolutionized the film industry in several ways:
1) Films can now be cheaper and easier to produce, distribute, and exhibit through technologies like digital cameras, digital distribution, and digital projectors in theaters.
2) Audiences have become "prosumers" or producer-consumers through new media that allows them to engage more interactively with film content.
3) Media industries are diversifying and using convergence across platforms like movies, video games, and online content to better connect with fragmented audiences.
Copyright is a legal right that grants creators exclusive control over their original works. Creative Commons is a non-profit organization that provides free copyright licenses for creators to share their work while still retaining some control. The key types of Creative Commons licenses determine whether others can use the work for commercial purposes or make adaptations of it. Both copyright and Creative Commons aim to balance protecting creators' rights with enabling wider distribution and reuse of creative works.
This document discusses institutions, audiences, ownership, convergence, and new models of media consumption. It addresses how media institutions are businesses seeking profit and how ownership affects their output. It also describes how convergence has merged technologies and industries and allowed audiences to become producers through interaction with media. Finally, it introduces the concepts of audiences fragmenting across niche interests and new models of "pull media" where consumers decide what and how they engage with media content.
Here is a 5 sentence paragraph using terminology from the document:
Large companies like Sony benefit more from synergy and cross media convergence than smaller companies due to their size and being conglomerates. As a conglomerate, Sony owns subsidiaries across different media like film studios, record labels, and electronics manufacturers. This allows Sony to leverage synergies between these divisions to promote linked products from its movies, soundtracks, and electronics. Smaller independent companies like those behind Ill Manors lack this vertical integration and diversity of ownership, limiting their ability to coordinate synergistic campaigns. The uneven playing field advantages conglomerates that can utilize their portfolio of companies to maximize profits through cross-promotional opportunities not available to smaller firms.
Creative Commons licenses allow creators to specify how others can use their copyrighted work. There are several types of Creative Commons licenses that differ in whether others can use the work commercially, make derivatives, or share derivatives. The licenses attach machine-readable code to works to authorize specified uses by others.
Synergy refers to different entities working together advantageously, where the whole is greater than the sum of its parts. Media companies exploit various platforms like film, soundtracks, video games, and merchandise based on one property to increase profits. Vivendi Universal, which owns Working Title Films, benefits from synergy across its subsidiaries in film production, distribution, television, music, and other areas to promote its content on multiple platforms.
Creative Commons is a nonprofit organization that provides free copyright licenses to enable sharing and use of creative works. The licenses allow creators to modify their default "all rights reserved" copyright to "some rights reserved" based on their needs. The licenses include Attribution, Attribution-ShareAlike, Attribution-NonCommercial, and others that vary in what uses are allowed and if derivatives must be shared under the same terms. Fair use is a limitation on copyright that allows limited use of copyrighted works for purposes like commentary or research without permission. When determining if a use is fair, courts consider the purpose, nature of the work, amount used, and effect on the work's potential market.
This document discusses cross media convergence and synergy. Cross media convergence involves operating across different media platforms, such as an artist working in multiple mediums. It creates synergy when products or services coming together generate mutual benefit through cross promotion and new revenue streams. Music videos are an example of cross media convergence, becoming an important promotional product for artists to generate more opportunities across media.
Digital technology has revolutionized the film industry in several ways:
1) Films can now be cheaper and easier to produce, distribute, and exhibit through technologies like digital cameras, digital distribution, and digital projectors in theaters.
2) Audiences have become "prosumers" or producer-consumers through new media that allows them to engage more interactively with film content.
3) Media industries are diversifying and using convergence across platforms like movies, video games, and online content to better connect with fragmented audiences.
Copyright is a legal right that grants creators exclusive control over their original works. Creative Commons is a non-profit organization that provides free copyright licenses for creators to share their work while still retaining some control. The key types of Creative Commons licenses determine whether others can use the work for commercial purposes or make adaptations of it. Both copyright and Creative Commons aim to balance protecting creators' rights with enabling wider distribution and reuse of creative works.
This document discusses institutions, audiences, ownership, convergence, and new models of media consumption. It addresses how media institutions are businesses seeking profit and how ownership affects their output. It also describes how convergence has merged technologies and industries and allowed audiences to become producers through interaction with media. Finally, it introduces the concepts of audiences fragmenting across niche interests and new models of "pull media" where consumers decide what and how they engage with media content.
The document discusses several topics related to media and technology for an exam, including the impact of new technologies on production, distribution, and consumption of media as well as issues around media ownership, cross-media convergence, and targeting local versus global audiences. It also notes that students' own media consumption experiences can illustrate broader patterns of audience behavior.
The document discusses media convergence in the film industry. It explains that media convergence occurs when old and new media combine in production, distribution, and exhibition. Examples provided include magazines producing websites, TV creating interactive channels, and films being distributed digitally. The document also discusses how different industries like film, TV, and video games collaborate through media convergence and synergies to create larger effects than working independently.
Sony's development and vertical integrationHeworthMedia1
Sony has become a highly vertically integrated company through strategic mergers and acquisitions across various industries. It produces electronic equipment, develops content like films and music, and distributes this content through its own production studios, record labels, and digital platforms. This vertical integration allows Sony to control the process from content creation to hardware used to access this content.
Music industry overview lesson 2013 Part 2Liz Davies
Horizontal integration occurs when direct competitors within the same industry merge, reducing competition and costs. Sony, Universal, and Warner are examples of horizontally integrated music companies. Lateral integration involves companies across different but related media industries, like Sony's film, music, video games, and electronics businesses. Vertical integration gives a company control over production, distribution, and exhibition to reduce costs and provide complete access to audiences without needing other companies. Sony is an example of a vertically integrated company that can develop talent and provide music streaming services.
Revision piracy, ownership, the digital age, proliferation of hardwaresandraoddy2
The document discusses how piracy has been impacted by technological changes like digital media and the internet, which have made illegally distributing and accessing copyrighted content much easier. It also examines how these changes have challenged the traditional dominance of large Hollywood studios over the film industry and provided new opportunities for independent and low-budget films. Finally, it explores some strategies media companies have used to combat piracy in the digital age through things like simultaneous worldwide releases and digital encryption.
I was asked to present my views on what the Internet would look like in 2020. What I present is the Kurzweil "Singularity" vs the Bruce Sterling "Blobjects" view. Video available at http://blogs.magnatune.com/buckman/2007/06/video-of-my-pre.html
El documento presenta una introducción a los conceptos básicos de la contabilidad. Explica que la contabilidad es el registro sistemático de hechos económicos que proporciona información para la toma de decisiones. Describe los principios contables, estados financieros, sistemas contables, cuentas, métodos de inventario y otros elementos fundamentales de la contabilidad.
BayCHI - Computer / Human / Interface groupjohnbuckman
July 10, 2007 presentation at BayCHI, showing the 11 year evolution of the Lyris home page, the 9 rules of what a home page should have, and a bit about BookMooch
I held this presentation at the first PKP Scholarly Publishing Conference in Vancouver Canada, on July 12th 2007. Check out the general conference blog if you want to know more about the event:
http://scholarlypublishing.blogspot.com/
You may also be interested in things marked with the "open-access" tag in my own blog:
http://corpblawg.ynada.com/
This document is a presentation about Creative Commons given by John Buckman, CEO of Magnatune Records and director of Creative Commons. It discusses what Creative Commons is, how it provides a middle ground between "all rights reserved" and "no rights reserved" copyright, and which specific rights CC addresses like crediting the artist, allowing copying, and restricting commercial use or reuse. It also gives examples of how much CC content is available and which license types are most popular, and argues that CC can be a business model for cultural works by lowering marketing costs and enabling wide distribution and experimentation.
The document discusses Creative Commons licenses and their usage in business. It explains that Creative Commons provides alternative copyright licenses to the traditional "all rights reserved" model. The licenses allow creators to retain copyright while letting others share, use, and build upon their work under certain conditions like requiring attribution. The document outlines the different types of Creative Commons licenses and provides examples of popular projects that use them, as well as limitations and how businesses can better utilize Creative Commons licensing.
Creative Commons is a non-profit organization dedicated to expanding the range of creative works available for others to legally build upon and share. It has offices in San Francisco, Berlin, and Johannesburg. Creative Commons develops standardized copyright licenses that creators can choose to apply to their works, labeling them for certain uses like non-commercial sharing and adaptation. Their goals are to promote a balanced copyright system and address issues around copyright and the Internet.
Webinar given on October 17, 2013 (1:00pmEDT / 10:00amPDT) to Roane State faculty and other TA program grantees as part of http://open4us.org.
I give a basic overview of Creative Commons, Creative Commons license use in education, and Creative Common’s integral role in the Open Educational Resources (OER) movement. I explain the Creative Commons Attribution license (CC BY) requirement for TAACCCT program grantees, how the CC BY license works, and the free support CC will offer to grantees around application of the license to grantee materials.
Link to recording: https://sas.elluminate.com/site/external/jwsdetect/nativeplayback.jnlp?sid=2008170&psid=2013-10-17.0955.M.5E7B928FC11E94D844B1405E5A750C.vcr
The document discusses several key topics related to the film industry, including media ownership, synergy, convergence, new technologies, and their impacts. It notes that major Hollywood studios dominate the international film industry through vast resources that allow widespread release and marketing of titles. New technologies have impacted film production, distribution, and exhibition, including through digital filmmaking, social media marketing, and viewing options like video on demand. Both opportunities and challenges are presented by these new technologies for audiences and media institutions.
Creative Commons is a non-profit organization that provides free copyright licenses that allow creators to share their work while retaining certain rights. The movement began with the goal of bridging the gap between copyright law and the sharing of creative works online. There are now over 16 million works that use Creative Commons licenses, allowing sharing for both commercial and non-commercial uses as well as the creation of derivatives. The most well known users include Wikipedia, Google, and Flickr.
This document discusses tools and terms related to copyright and licensing. It provides an overview of key concepts like copyright, public domain, fair use, copyleft, and Creative Commons licenses. It also presents case studies on how different licenses have been applied, including Flickr (CC Attribution license), Project Gutenberg (CC0 public domain equivalent), and allowing derivatives or non-commercial use. The overall document serves as an introduction to copyright and licensing models for creative works.
Creative Commons and the CC BY license, Overview for 2013 OPEN Kick-offJane Park
Summary of session from OPEN Kickoff Conference for DOL TAACCCT Round 2 Grantees: Jane Park from Creative Commons will give a brief overview of Creative Commons, Creative Commons license use in education, and Creative Common's integral role in the Open Educational Resources (OER) movement. She will explain the Creative Commons Attribution license (CC BY) requirement for TAACCCT program grantees, how the CC BY license works, and the free support CC will offer to grantees around application of the license to grantee materials.
More info: http://open4us.org/events/
W&N Lunch and Learn with: Cable Green, Creative CommonsCable Green
This document summarizes an expert Q&A session on using Creative Commons licenses and open educational resources. The expert, Dr. Cable Green, director of global learning at Creative Commons, answered questions about CC licenses and their use cases, open educational resources, why companies should consider open licensing, open policy trends, and examples of for-profit publishers using CC-licensed materials. Attendees were also invited to ask additional questions during the webinar and provided with contact information for follow up.
The document discusses several topics related to media and technology for an exam, including the impact of new technologies on production, distribution, and consumption of media as well as issues around media ownership, cross-media convergence, and targeting local versus global audiences. It also notes that students' own media consumption experiences can illustrate broader patterns of audience behavior.
The document discusses media convergence in the film industry. It explains that media convergence occurs when old and new media combine in production, distribution, and exhibition. Examples provided include magazines producing websites, TV creating interactive channels, and films being distributed digitally. The document also discusses how different industries like film, TV, and video games collaborate through media convergence and synergies to create larger effects than working independently.
Sony's development and vertical integrationHeworthMedia1
Sony has become a highly vertically integrated company through strategic mergers and acquisitions across various industries. It produces electronic equipment, develops content like films and music, and distributes this content through its own production studios, record labels, and digital platforms. This vertical integration allows Sony to control the process from content creation to hardware used to access this content.
Music industry overview lesson 2013 Part 2Liz Davies
Horizontal integration occurs when direct competitors within the same industry merge, reducing competition and costs. Sony, Universal, and Warner are examples of horizontally integrated music companies. Lateral integration involves companies across different but related media industries, like Sony's film, music, video games, and electronics businesses. Vertical integration gives a company control over production, distribution, and exhibition to reduce costs and provide complete access to audiences without needing other companies. Sony is an example of a vertically integrated company that can develop talent and provide music streaming services.
Revision piracy, ownership, the digital age, proliferation of hardwaresandraoddy2
The document discusses how piracy has been impacted by technological changes like digital media and the internet, which have made illegally distributing and accessing copyrighted content much easier. It also examines how these changes have challenged the traditional dominance of large Hollywood studios over the film industry and provided new opportunities for independent and low-budget films. Finally, it explores some strategies media companies have used to combat piracy in the digital age through things like simultaneous worldwide releases and digital encryption.
I was asked to present my views on what the Internet would look like in 2020. What I present is the Kurzweil "Singularity" vs the Bruce Sterling "Blobjects" view. Video available at http://blogs.magnatune.com/buckman/2007/06/video-of-my-pre.html
El documento presenta una introducción a los conceptos básicos de la contabilidad. Explica que la contabilidad es el registro sistemático de hechos económicos que proporciona información para la toma de decisiones. Describe los principios contables, estados financieros, sistemas contables, cuentas, métodos de inventario y otros elementos fundamentales de la contabilidad.
BayCHI - Computer / Human / Interface groupjohnbuckman
July 10, 2007 presentation at BayCHI, showing the 11 year evolution of the Lyris home page, the 9 rules of what a home page should have, and a bit about BookMooch
I held this presentation at the first PKP Scholarly Publishing Conference in Vancouver Canada, on July 12th 2007. Check out the general conference blog if you want to know more about the event:
http://scholarlypublishing.blogspot.com/
You may also be interested in things marked with the "open-access" tag in my own blog:
http://corpblawg.ynada.com/
This document is a presentation about Creative Commons given by John Buckman, CEO of Magnatune Records and director of Creative Commons. It discusses what Creative Commons is, how it provides a middle ground between "all rights reserved" and "no rights reserved" copyright, and which specific rights CC addresses like crediting the artist, allowing copying, and restricting commercial use or reuse. It also gives examples of how much CC content is available and which license types are most popular, and argues that CC can be a business model for cultural works by lowering marketing costs and enabling wide distribution and experimentation.
The document discusses Creative Commons licenses and their usage in business. It explains that Creative Commons provides alternative copyright licenses to the traditional "all rights reserved" model. The licenses allow creators to retain copyright while letting others share, use, and build upon their work under certain conditions like requiring attribution. The document outlines the different types of Creative Commons licenses and provides examples of popular projects that use them, as well as limitations and how businesses can better utilize Creative Commons licensing.
Creative Commons is a non-profit organization dedicated to expanding the range of creative works available for others to legally build upon and share. It has offices in San Francisco, Berlin, and Johannesburg. Creative Commons develops standardized copyright licenses that creators can choose to apply to their works, labeling them for certain uses like non-commercial sharing and adaptation. Their goals are to promote a balanced copyright system and address issues around copyright and the Internet.
Webinar given on October 17, 2013 (1:00pmEDT / 10:00amPDT) to Roane State faculty and other TA program grantees as part of http://open4us.org.
I give a basic overview of Creative Commons, Creative Commons license use in education, and Creative Common’s integral role in the Open Educational Resources (OER) movement. I explain the Creative Commons Attribution license (CC BY) requirement for TAACCCT program grantees, how the CC BY license works, and the free support CC will offer to grantees around application of the license to grantee materials.
Link to recording: https://sas.elluminate.com/site/external/jwsdetect/nativeplayback.jnlp?sid=2008170&psid=2013-10-17.0955.M.5E7B928FC11E94D844B1405E5A750C.vcr
The document discusses several key topics related to the film industry, including media ownership, synergy, convergence, new technologies, and their impacts. It notes that major Hollywood studios dominate the international film industry through vast resources that allow widespread release and marketing of titles. New technologies have impacted film production, distribution, and exhibition, including through digital filmmaking, social media marketing, and viewing options like video on demand. Both opportunities and challenges are presented by these new technologies for audiences and media institutions.
Creative Commons is a non-profit organization that provides free copyright licenses that allow creators to share their work while retaining certain rights. The movement began with the goal of bridging the gap between copyright law and the sharing of creative works online. There are now over 16 million works that use Creative Commons licenses, allowing sharing for both commercial and non-commercial uses as well as the creation of derivatives. The most well known users include Wikipedia, Google, and Flickr.
This document discusses tools and terms related to copyright and licensing. It provides an overview of key concepts like copyright, public domain, fair use, copyleft, and Creative Commons licenses. It also presents case studies on how different licenses have been applied, including Flickr (CC Attribution license), Project Gutenberg (CC0 public domain equivalent), and allowing derivatives or non-commercial use. The overall document serves as an introduction to copyright and licensing models for creative works.
Creative Commons and the CC BY license, Overview for 2013 OPEN Kick-offJane Park
Summary of session from OPEN Kickoff Conference for DOL TAACCCT Round 2 Grantees: Jane Park from Creative Commons will give a brief overview of Creative Commons, Creative Commons license use in education, and Creative Common's integral role in the Open Educational Resources (OER) movement. She will explain the Creative Commons Attribution license (CC BY) requirement for TAACCCT program grantees, how the CC BY license works, and the free support CC will offer to grantees around application of the license to grantee materials.
More info: http://open4us.org/events/
W&N Lunch and Learn with: Cable Green, Creative CommonsCable Green
This document summarizes an expert Q&A session on using Creative Commons licenses and open educational resources. The expert, Dr. Cable Green, director of global learning at Creative Commons, answered questions about CC licenses and their use cases, open educational resources, why companies should consider open licensing, open policy trends, and examples of for-profit publishers using CC-licensed materials. Attendees were also invited to ask additional questions during the webinar and provided with contact information for follow up.
Creative Commons is a non-profit organization that provides free copyright licenses that allow creators to modify the default "all rights reserved" setting to "some rights reserved", allowing others to legally share, use, and build upon their work. Major media companies, universities, scientists, and artists use Creative Commons licenses to increase the amount of free and legal content available to the public. Creative Commons licenses work globally on top of existing copyright laws, and provide a simple way for creators to communicate what uses of their work they allow while still retaining copyright.
Puneet Kishor - The new Creative Commons 4.0 Licence – what’s new and why it’...dri_ireland
This document summarizes an international non-profit organization that:
- Enables sharing and use of creativity and knowledge through free legal tools.
- Develops, supports, and stewards legal and technical infrastructure that maximizes digital creativity, sharing, and innovation.
- Was founded in 2001 and is headquartered in the Bay Area.
The document summarizes the 2015 State of the Commons report by Creative Commons. It highlights that over 1 billion works were shared using Creative Commons licenses in 2015, tripling since 2006. Creative Commons licenses are now available in 34 languages and used on major platforms like Wikipedia. The report also outlines Creative Commons' role in supporting open education, open data, and open access to cultural works and scientific research.
UKOLN is a UK organization that provides expertise in digital information management. It is supported by various funders and works in many areas including digital preservation, repositories, dissemination, and more. The document discusses an introduction to Creative Commons licenses, including what they are, the different license types, and some case studies of how Creative Commons licenses have been used.
Creative Commons is a non-profit organization that works to increase the amount of creative works available for free sharing and reuse. It provides copyright licenses known as Creative Commons licenses that allow creators to select some rights they wish to reserve, while allowing certain uses of their work. Creative Commons licenses have been used to license over 500 million works and are available in over 50 countries through local jurisdiction licenses.
The document discusses copyright and its alternatives in the digital age. It analyzes how copyright has evolved over time and needs to adapt to changes brought by digital technologies. Alternatives like Creative Commons and Copyleft licenses provide more flexible options between full copyright and public domain by allowing authors to specify how their works can be used and shared. A new copyright model is needed that balances incentives for creation with access to information in the digital context.
The document discusses opportunities for collaboration between the free software and free culture movements. It outlines their shared interests in defeating digital rights management and proprietary silos. Some potential areas for collaboration include open formats, free media creation tools, and making more cultural works accessible and modifiable like free software. Sharing free software expertise and spreading appreciation for free culture works could help both movements.
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.
This document discusses various audio engineering services including improving live recordings, editing audio, mixing, mastering, and converting formats like vinyl to digital. Services include removing noise, standardizing volume, improving stereo imaging, removing unwanted audio, improving ambience and acoustics. Custom services like creating CDs from recordings and setting up an online store are also mentioned. Contact information is provided at the end.
Sure-fire ways to move toward self-employment, quit your job and live happily ever after.
Video of most of this presentation:
http://www.ustream.tv/recorded/961379
Book Trading Web Sites: Not the Apocalypsejohnbuckman
Presenting the top 3 Book-Swapping Web sites, and what this means to the traditional book publishing industry. Presented at the Frankfurt Book Fair 2008
Video of this presentation is available at:
<a href="http://blog.bookmooch.com/2008/10/17/presentation-in-frankfurt/">http://blog.bookmooch.com/2008/10/17/presentation-in-frankfurt/</a>
Magnatune presentation for traditional business people (bankers, industry executives, marketing folks) in traditional positioning and market segment terms.
2005 presentation at Redhat Conference in New Orleans, explaining how to apply the OSI (open source institute) definition in other media, such as music.
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
Discover timeless style with the 2022 Vintage Roman Numerals Men's Ring. Crafted from premium stainless steel, this 6mm wide ring embodies elegance and durability. Perfect as a gift, it seamlessly blends classic Roman numeral detailing with modern sophistication, making it an ideal accessory for any occasion.
https://rb.gy/usj1a2
3 Simple Steps To Buy Verified Payoneer Account In 2024SEOSMMEARTH
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B2B payments are rapidly changing. Find out the 5 key questions you need to be asking yourself to be sure you are mastering B2B payments today. Learn more at www.BlueSnap.com.
Company Valuation webinar series - Tuesday, 4 June 2024FelixPerez547899
This session provided an update as to the latest valuation data in the UK and then delved into a discussion on the upcoming election and the impacts on valuation. We finished, as always with a Q&A
Top mailing list providers in the USA.pptxJeremyPeirce1
Discover the top mailing list providers in the USA, offering targeted lists, segmentation, and analytics to optimize your marketing campaigns and drive engagement.
Structural Design Process: Step-by-Step Guide for BuildingsChandresh Chudasama
The structural design process is explained: Follow our step-by-step guide to understand building design intricacies and ensure structural integrity. Learn how to build wonderful buildings with the help of our detailed information. Learn how to create structures with durability and reliability and also gain insights on ways of managing structures.
Industrial Tech SW: Category Renewal and CreationChristian Dahlen
Every industrial revolution has created a new set of categories and a new set of players.
Multiple new technologies have emerged, but Samsara and C3.ai are only two companies which have gone public so far.
Manufacturing startups constitute the largest pipeline share of unicorns and IPO candidates in the SF Bay Area, and software startups dominate in Germany.
25. But is it the content good?
By Magnatune's estimation, about 2% of CC music is
store-quality
A similar ratio in video and photos, from our
own album-cover-creation reuse of CC photos
and CC content is radically more diverse than easily
obtained commercial offerings
27. Obvious ways to make
money with CC:
* help consumers find the good stuff
* help creators find their audience
* help people create through reuse
* sell additional rights
* try-before-you-buy