1 June 17, 2019 PUBLIC DOCUMENT Joseph Barloon General Counsel
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A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
Bootstomp: on the Security of Bootloaders in Mobile Devices
BootStomp: On the Security of Bootloaders in Mobile Devices Nilo Redini, Aravind Machiry, Dipanjan Das, Yanick Fratantonio, Antonio Bianchi, Eric Gustafson, Yan Shoshitaishvili, Christopher Kruegel, and Giovanni Vigna, UC Santa Barbara https://www.usenix.org/conference/usenixsecurity17/technical-sessions/presentation/redini This paper is included in the Proceedings of the 26th USENIX Security Symposium August 16–18, 2017 • Vancouver, BC, Canada ISBN 978-1-931971-40-9 Open access to the Proceedings of the 26th USENIX Security Symposium is sponsored by USENIX BootStomp: On the Security of Bootloaders in Mobile Devices Nilo Redini, Aravind Machiry, Dipanjan Das, Yanick Fratantonio, Antonio Bianchi, Eric Gustafson, Yan Shoshitaishvili, Christopher Kruegel, and Giovanni Vigna fnredini, machiry, dipanjan, yanick, antoniob, edg, yans, chris, [email protected] University of California, Santa Barbara Abstract by proposing simple mitigation steps that can be im- plemented by manufacturers to safeguard the bootloader Modern mobile bootloaders play an important role in and OS from all of the discovered attacks, using already- both the function and the security of the device. They deployed hardware features. help ensure the Chain of Trust (CoT), where each stage of the boot process verifies the integrity and origin of 1 Introduction the following stage before executing it. This process, in theory, should be immune even to attackers gaining With the critical importance of the integrity of today’s full control over the operating system, and should pre- mobile and embedded devices, vendors have imple- vent persistent compromise of a device’s CoT. However, mented a string of inter-dependent mechanisms aimed at not only do these bootloaders necessarily need to take removing the possibility of persistent compromise from untrusted input from an attacker in control of the OS in the device. -
Will Sony╎s Fourth Playstation Lead to a Second Sony V. Universal?
WILL SONY’S FOURTH PLAYSTATION LEAD TO A SECOND SONY V. UNIVERSAL? † SETH ASCHER ABSTRACT Sony has included a “share” button on the next version of their popular PlayStation video game system. This feature is meant to allow players to record and share videos of their gameplay. This service shares similarities with the controversial “record” button that Sony included with its Betamax players over thirty years ago. The Betamax player was the subject of the landmark case Sony v. Universal, a foundational case for the modern application of copyright law to new technology. This Issue Brief examines how this “share” feature would fare under the framework laid out by Sony v. Universal and other evolutions in copyright law. INTRODUCTION On February 20, 2013, Sony announced their newest videogame system, predictably named the PlayStation 4.1 Chief among its new features is the share button displayed prominently on its controller.2 Microsoft’s newest offering also has a similar feature.3 Pressing the share button will allow a player to post images or videos of their gameplay to the internet, sharing them with their friends and complete strangers.4 The PlayStation 4 even buffers the last few minutes of gameplay so that a player can share their gameplay video after the fact.5 Sony’s intention is to provide an easy way for players to share images and videos online. Copyright © 2014 by Seth Ascher. † Duke University School of Law, J.D. 2014. 1 Video of the press announcement is available on numerous websites. E.g., Sony PlayStation 4 Press Conference, GAMESPOT (Feb. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
The Golden Age of Video Games
The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry Roberto Dillon CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2011 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20130822 International Standard Book Number-13: 978-1-4398-7324-3 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, trans- mitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright. com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. -
Acquisition of Innova Q4 Investor Presentation – February 2021 Eg7 in Short
ACQUISITION OF INNOVA Q4 INVESTOR PRESENTATION – FEBRUARY 2021 EG7 IN SHORT 2,061 EG7 is a unique eco-system within the video games industry consisting of: SEKm REVENUE 1. An IP-portfolio consisting of world-class brands with both own IP’s such as P R O F O R M A 2 0 2 0 Everquest, PlanetSide, H1Z1 and My Singing Monsters, as well as licensed IP’s such as Lord of the Rings, DC Universe, Dungeons and Dragons and MechWarrior. o This Games-as-a-Service (“GaaS”) portfolio accounts for the majority of the revenues and profits with predictable monthly revenues. 2. Petrol, the number one gaming marketing agency. o That is why Activision, Embracer, Ubisoft among other repeat clients use 652 Petrol. SEKm ADJ. EBITDA 3. Sold Out, our publisher that has never had an unprofitable release. P R O F O R M A o That is why Frontier, Team17 and Rebellion among other repeat clients use 2 0 2 0 Sold Out. FY2020 PRO FORMA FINANCIALS (SEKm) CURRENT EG7 GROUP INNOVA TOTAL NEW GROUP 32% Revenue 1,721 340 2,061 ADJ. EBITDA MARGIN Adjusted EBITDA 512 140 652 Adjusted EBITDA margin 30% 41% 32% Number of employees 635 200 835 Net cash position 568 30 598 835 EMPLOYEES Total number of outstanding shares (million) 77 +10 87 EG7 PLATFORM VALUE CHAIN – WE CONTROL THE VALUE CHAIN DEVELOPING MARKETING PUBLISHING DISTRIBUTING WE TAKE THE COMPANIES WE ACQUIRE TO A NEW LEVEL PORTFOLIO OF WORLD-CLASS IP RELEASED 1999 RELEASED 2012 RELEASED 2015 RELEASED 2012 5 RELEASED 2007 RELEASED 2011 RELEASED 2006 RELEASED 2013 SELECTION OF GAME PIPELINE 10+ 40+ 5+ 10+ UNDISCLOSED MARKETING CAMPAIGNS REMASTERED / PROJECTS PROJECTS AND RELEASES NEW VERSIONS OF PORTFOLIO HISTORY & FINANCIALS +302% Revenue per Year SEK 2,061.0 (Pro-forma Revenue) Revenue Growth per Year +573% SEK 512.4m Contract worth Consulting in SEK 40m with (Pro-forma Revenue) Development Leyou +52% -3% +586% SEK 7.5m SEK 11.4m SEK 11.1m SEK 76.1m 2015-08 2016-08 2017-08 2018-121 2019-12 2020-12 1) Changed to calendar year. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
MINDSTORMS EV3 User Guide
User Guide TABLE OF CONTENTS Introduction + Welcome ...................................................................................................................... 3 + How to Use This Guide .................................................................................... 4 + Help ................................................................................................................................. 5 EV3 Technology + Overview ..................................................................................................................... 6 + EV3 Brick ..................................................................................................................... 7 Overview ...................................................................................................................... 7 Installing Batteries ............................................................................................... 10 Turning On the EV3 Brick ................................................................................ 11 + EV3 Motors ................................................................................................................. 12 Large Motor ............................................................................................................... 12 Medium Motor ......................................................................................................... 12 + EV3 Sensors ............................................................................................................ -
Figura 7.5: Proceso Del Algoritmo Flood Fill
1 Gracias a mi tutor Miguel Angel por guiarme y aconsejarme a lo largo de la realización de este trabajo. Gracias a mis compañeros de clase por hacer que el camino hasta aquí haya sido mucho más divertido, en especial a Aitor y Fran que me han acompañado a diario en las clases del Master. Y por último, gracias a mis amigos y familiares, en especial a mi madre, mi padre y mi hermana por acompañarme en el día a día. 1 “Lo que puedas hacer hoy, no lo dejes para mañana” Mi abuela 3 Índice de contenidos Índice de figuras .................................................................................................................................... 9 Índice de tablas ................................................................................................................................... 11 1. Introducción ................................................................................................................................ 13 1.1. ¿Qué es un videojuego basado en el procesamiento de imágenes? ................................. 13 1.2. Historia de los videojuegos basados en el procesamiento de imágenes ........................... 13 1.3. Actualidad de los videojuegos basados en el procesamiento de imágenes ...................... 16 1.4. Motivación ......................................................................................................................... 17 1.5. Objetivos ............................................................................................................................ 18 1.6. Estructura -
VA and Microsoft Partner to Enhance Care, Rehabilitation and Recreation for Veterans with Limited Mobility
FOR IMMEDIATE RELEASE April 30, 2019 VA and Microsoft partner to enhance care, rehabilitation and recreation for Veterans with limited mobility Xbox Adaptive Controllers will be distributed across facilities within nation’s largest integrated health care system WASHINGTON — Today, the U.S. Department of Veterans Affairs (VA) and Microsoft Corp. announced a new collaboration to enhance opportunities for education, recreation and therapy for Veterans with mobility limitations by introducing the Xbox Adaptive Controller — a video game controller designed for people with limited mobility — in select VA rehabilitation centers around the country. The partnership, which was formalized April 18, will provide controllers and services to Veterans as part of therapeutic and rehabilitative activities aimed at challenging muscle activation and hand-eye coordination, and greater participation in social and recreational activities. “This partnership is another step toward achieving VA’s strategic goals of providing excellent customer experiences and business transformation,” said VA Secretary Robert Wilkie. “VA remains committed to offering solutions for Veterans’ daily life challenges.” Together, VA and Microsoft identified an opportunity to introduce or reintroduce gaming to Veterans with spinal cord injuries, amputations and neurological or other injuries at 22 VA medical centers across the United States. Microsoft is donating its Xbox Adaptive Controller, game consoles, games and other adaptive gaming equipment as part of the collaboration. Designated VA staff will engage with Veterans using the equipment and share feedback with Microsoft on therapeutic utility and the Veteran experience. "We owe so much to the service and sacrifice of our Veterans, and as a company, we are committed to supporting them," said Satya Nadella, CEO of Microsoft. -
A Comparative Analysis of Mobile Operating Systems Rina
International Journal of Computer Sciences and Engineering Open Access Research Paper Vol.-6, Issue-12, Dec 2018 E-ISSN: 2347-2693 A Comparative Analysis of mobile Operating Systems Rina Dept of IT, GGDSD College, Chandigarh ,India *Corresponding Author: [email protected] Available online at: www.ijcseonline.org Accepted: 09/Dec/2018, Published: 31/Dec/2018 Abstract: The paper is based on the review of several research studies carried out on different mobile operating systems. A mobile operating system (or mobile OS) is an operating system for phones, tablets, smart watches, or other mobile devices which acts as an interface between users and mobiles. The use of mobile devices in our life is ever increasing. Nowadays everyone is using mobile phones from a lay man to businessmen to fulfill their basic requirements of life. We cannot even imagine our life without mobile phones. Therefore, it becomes very difficult for the mobile industries to provide best features and easy to use interface to its customer. Due to rapid advancement of the technology, the mobile industry is also continuously growing. The paper attempts to give a comparative study of operating systems used in mobile phones on the basis of their features, user interface and many more factors. Keywords: Mobile Operating system, iOS, Android, Smartphone, Windows. I. INTRUDUCTION concludes research work with future use of mobile technology. Mobile operating system is the interface between user and mobile phones to communicate and it provides many more II. HISTORY features which is essential to run mobile devices. It manages all the resources to be used in an efficient way and provides The term smart phone was first described by the company a user friendly interface to the users.