The Report of the Task Force on Violent Interactive Video Games
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Stealing Cars: Technology and Society from the Model T to the Gran
Stealing Cars This page intentionally left blank STEALING CARS Technology & Society from the Model T to the Gran Torino JOHN A. HEITMANN & REBECCA H. MORALES Johns Hopkins University Press Baltimore © 2014 Johns Hopkins University Press All rights reserved. Published 2014 Printed in the United States of America on acid-free paper 987654321 Johns Hopkins University Press 2715 North Charles Street Baltimore, Maryland 21218-4363 www.press.jhu.edu Library of Congress Cataloging-in-Publication Data Heitmann, John Alfred. Stealing cars : technology and society from the Model T to the Gran Torino / John A. Heitmann and Rebecca H. Morales. pages cm Includes bibliographical references and index. ISBN 978-1-4214-1297-9 (hardcover : alk. paper) — ISBN 978-1-4214-1298-6 (electronic) — ISBN 1-4214-1297-7 (hardcover : alk. paper) — ISBN 1-4214-1298-5 (electronic) 1. Automobile theft—United States—History. 2. Automobile theft—United States—Prevention. 3. Automobiles—Technological innovations. 4. Automobile thieves—United States. 5. Grand Theft Auto games—Social aspects. 6. Automobile theft—Mexican-American Border Region. I. Morales, Rebecca. II. Title. HV6658.H45 2014 364.16a286292220973—dc23 2013032111 A catalog record for this book is available from the British Library. Special discounts are available for bulk purchases of this book. For more informa- tion, please contact Special Sales at 410-516-6936 or [email protected]. Johns Hopkins University Press uses environmentally friendly book materials, including recycled text paper that is composed of at least 30 percent post- consumer waste, whenever possible. Contents vii Acknowledgments 1 INTRODUCTION: Park at Your Own Risk 7 CHAPTER 1. -
Are You What You Watch?
Are You What You Watch? Tracking the Political Divide Through TV Preferences By Johanna Blakley, PhD; Erica Watson-Currie, PhD; Hee-Sung Shin, PhD; Laurie Trotta Valenti, PhD; Camille Saucier, MA; and Heidi Boisvert, PhD About The Norman Lear Center is a nonpartisan research and public policy center that studies the social, political, economic and cultural impact of entertainment on the world. The Lear Center translates its findings into action through testimony, journalism, strategic research and innovative public outreach campaigns. Through scholarship and research; through its conferences, public events and publications; and in its attempts to illuminate and repair the world, the Lear Center works to be at the forefront of discussion and practice in the field. futurePerfect Lab is a creative services agency and think tank exclusively for non-profits, cultural and educational institutions. We harness the power of pop culture for social good. We work in creative partnership with non-profits to engineer their social messages for mass appeal. Using integrated media strategies informed by neuroscience, we design playful experiences and participatory tools that provoke audiences and amplify our clients’ vision for a better future. At the Lear Center’s Media Impact Project, we study the impact of news and entertainment on viewers. Our goal is to prove that media matters, and to improve the quality of media to serve the public good. We partner with media makers and funders to create and conduct program evaluation, develop and test research hypotheses, and publish and promote thought leadership on the role of media in social change. Are You What You Watch? is made possible in part by support from the Pop Culture Collaborative, a philanthropic resource that uses grantmaking, convening, narrative strategy, and research to transform the narrative landscape around people of color, immigrants, refugees, Muslims and Native people – especially those who are women, queer, transgender and/or disabled. -
Análisis De Los Casos Clínicos Presentados En La Serie Médica Televisiva Dr
TRABAJO ORIGINAL Análisis de los casos clínicos presentados en la serie médica televisiva Dr. House Analysis of the clinical cases presented in House M.D., the medical television drama. Germán Valenzuela-Rodríguez1 RESUMEN Objetivo. Analizar los casos clínicos presentados en las primeras siete temporadas de la serie médica televisiva Dr. House. Material y métodos. Estudio prospectivo, observacional, utilizando una ficha de recolección de datos. Resultados. Ciento cuarentaicinco casos clínicos fueron evaluados. La edad promedio de los pacientes fue de 28,48 años (DE: 13,56). Setentaisiete (53,10%) fueron de sexo masculino. Ciento treintainueve pacientes (95,86%) fueron casos de su hospital. Los casos clínicos estuvieron relacionados predominantemente con las subespecialidades médicas de infectología (31,72%), medicina interna (17,24%), toxicología (13,79%), oncología (9,65%) e inmunorreumatología (8,27%), entre las más frecuentes. Trece casos (8,96%) estuvieron referidos a enfermedades de muy baja frecuencia. Conclusiones. Los casos clínicos presentados estuvieron relacionados con medicina interna o sus subespecialidades, incluyendo algunas enfermedades de muy baja frecuencia. Para su diagnóstico y tratamiento, la serie presenta muchos dilemas éticos y errores de concepción de los sistemas de salud y sus componentes. Palabras clave. Televisión, series médicas, casos clínicos, drama, House M.D. ABSTRACT Conclusions. Clinical cases were related to internal medicine or their subspecialties, including some very low frequency Objective. To analyze the clinical cases presented in the first diseases. For diagnosis and treatment, this TV medical drama seven seasons of TV medical drama House M.D. showed ethical dilemmas and mistakes about the conception Design. Prospective and observational study, using a of health systems and their components. -
Video Games in the Supreme Court
Georgetown University Law Center Scholarship @ GEORGETOWN LAW 2017 Newbs Lose, Experts Win: Video Games in the Supreme Court Angela J. Campbell Georgetown University Law Center, [email protected] This paper can be downloaded free of charge from: https://scholarship.law.georgetown.edu/facpub/1988 https://ssrn.com/abstract=3009812 This open-access article is brought to you by the Georgetown Law Library. Posted with permission of the author. Follow this and additional works at: https://scholarship.law.georgetown.edu/facpub Angela J. Campbell* Newbs Lose, Experts Win: Video Games in the Supreme Court Table of Contents I. Introduction .......................................... 966 II. The Advantage of a Supreme Court Expert ............ 971 A. California’s Counsel ............................... 972 B. Entertainment Merchant Association’s (EMA) Counsel ........................................... 973 III. Background on the Video Game Cases ................. 975 A. Cases Prior to Brown v. Entertainment Merchants Ass’n .............................................. 975 B. Brown v. Entertainment Merchants Ass’n .......... 978 1. Before the District Court ...................... 980 2. Before the Ninth Circuit ....................... 980 3. Supreme Court ................................ 984 IV. Comparison of Expert and Non-Expert Representation in Brown ............................................. 985 A. Merits Briefs ...................................... 985 1. Statement of Facts ............................ 986 a. California’s Statement -
NCA All-Star National Championship Wall of Fame
WALL OF FAME DIVISION YEAR TEAM CITY, STATE L1 Tiny 2019 Cheer Force Arkansas Tiny Talons Conway, AR 2018 Cheer Athletics Itty Bitty Kitties Plano, TX 2017 Cheer Athletics Itty Bitty Kitties Plano, TX 2016 The Stingray All Stars Grape Marietta, GA 2015 Cheer Athletics Itty Bitty Kitties Plano, TX 2014 Cheer Athletics Itty Bitty Kitties Plano, TX 2013 The Stingray All Stars Marietta, GA 2012 Texas Lonestar Cheer Company Houston, TX 2011 The Stingray All Stars Marietta, GA 2010 Texas Lonestar Cheer Company Houston, TX 2009 Cheer Athletics Itty Bitty Kitties Dallas, TX 2008 Woodlands Elite The Woodlands, TX 2007 The Pride Addison, TX __________________________________________________________________________________________________ L1.1 Tiny Prep D2 2019 East Texas Twisters Ice Ice Baby Canton, TX __________________________________________________________________________________________________ L1.1 Tiny Prep 2019 All-Star Revolution Bullets Webster, TX __________________________________________________________________________________________________ L1 Tiny Prep 2018 Liberty Cheer Starlettes Midlothian, TX 2017 Louisiana Rebel All Stars Faith (A) Shreveport, LA Cheer It Up All-Stars Pearls (B) Tahlequah, OK 2016 Texas Legacy Cheer Laredo, TX 2015 Texas Legacy Cheer Laredo, TX 2014 Raider Xtreme Raider Tots Lubbock, TX __________________________________________________________________________________________________ L1 Mini 2008 The Stingray All Stars Marietta, GA 2007 Odyssey Cheer and Athletics Arlington, TX 2006 Infinity Sports Kemah, -
Redalyc.ENSAYO CONTRA LA LEY DE PROHIBICIÓN DE
Redalyc Sistema de Información Científica Red de Revistas Científicas de América Latina, el Caribe, España y Portugal VARELA PEZZANO, EDUARDO ENSAYO CONTRA LA LEY DE PROHIBICIÓN DE VIDEOJUEGOS BÉLICOS EN VENEZUELA Jurídicas, vol. 7, núm. 2, julio-diciembre, 2010, pp. 111-122 Universidad de Caldas Manizales, Colombia Disponible en: http://www.redalyc.org/src/inicio/ArtPdfRed.jsp?iCve=129020014006 Jurídicas ISSN (Versión impresa): 1794-2918 [email protected] Universidad de Caldas Colombia ¿Cómo citar? Número completo Más información del artículo Página de la revista www.redalyc.org Proyecto académico sin fines de lucro, desarrollado bajo la iniciativa de acceso abierto ENSAYO CONTRA LA LEY DE PROHIBICIÓN DE * VIDEOJUEGOS BÉLICOS EN VENEZUELA EDUARDO VARELA PEZZANO** COLEGIO MAYOR DE NUESTRA SEÑORA DEL ROSARIO Recibido el 29 de septiembre de 2010 y aprobado el 12 de diciembre de 2010 Resumen El 3 de marzo de 2010, la Asamblea Nacional venezolana promulgó la ley para la Prohibición de Videojuegos bélicos y Juguetes bélicos, un estatuto que prohíbe la fabricación, importación, distribución, compra, venta, alquiler y uso de videojuegos bélicos y juguetes bélicos en la República de Venezuela y sus demás espacios geográfi cos. Con el propósito de prevenir que esta iniciativa se repita, este ensayo desarrolla tres argumentos claves que rebaten la idea de implementar un estatuto con el mismo alcance que el venezolano. Palabras clave Videojuegos, violencia, libertad de expresión, clasifi cación ESRB, clasifi cación PEGI.del derecho. * El presente ensayo es parte de la investigación realizada por el autor para el libro derecho del entretenimiento para adultos, escrito en coautoria con la abogada Natalia Tobón Franco. -
Annual Report 2008
® Annual Report 2008 • Revised corporate mission: To provide convenient access to 2007 media entertainment • Announced decisive steps to strengthen the core rental business, enhance the company’s retail offering, and embrace digital content delivery • Positioned BLOCKBUSTER Total Access™ into a profi table and stable business • Completed Blu-ray Disc™ kiosk installation • Launched a new and improved blockbuster.com and integrated 2008 Movielink’s 10,000+ titles into the site • Improved studio relationships, with 80% of movie studios currently committed to revenue share arrangements • Enhanced approximately 600 domestic stores • Improved in-stock availability to 60% during the fi rst week a hot new release is available on DVD • Expanded entertainment related merchandise, including licensed memorabilia • Launched “Rock the Block” Concept in Reno, Dallas and New York City • Introduced consumer electronics, games and game merchandise in approximately 4,000 domestic stores • Launched new products and services nationally, including event ticketing through alliance with Live Nation • Continued to improve product assortment among confection and snack items • Launched BLOCKBUSTER® OnDemand through alliance with 2Wire® • Announced alliance with NCR Corporation to provide DVD vending 2009 • Teamed with Sonic Solutions® to provide consumers instant access to Blockbuster’s digital movie service across extensive range of home and portable devices • Began to gradually roll-out “Choose Your Terms” nationally • Announced pilot program to include online -
Using Artistic Markers and Speaker Identification for Narrative-Theme
Using Artistic Markers and Speaker Identification for Narrative-Theme Navigation of Seinfeld Episodes Gerald Friedland, Luke Gottlieb, and Adam Janin International Computer Science Institute 1947 Center Street, Suite 600 Berkeley, CA 94704-1198 [fractor|luke|janin]@icsi.berkeley.edu Abstract ysis, thus completely ignoring the rich information within the video/audio medium. Even portable devices such as This article describes a system to navigate Seinfeld smartphones are sufficiently powerful for more intelligent episodes based on acoustic event detection and speaker browsing than play/pause/rewind. identification of the audio track and subsequent inference of In the following article, we present a system that ex- narrative themes based on genre-specific production rules. tends typical navigation features significantly. Based on the The system distinguishes laughter, music, and other noise idea that TV shows are already conceptually segmented by as well as speech segments. Speech segments are then iden- their producers into narrative themes (such as scenes and tified against pre-trained speaker models. Given this seg- dialog segments), we present a system that analyzes these mentation and the artistic production rules that underlie “markers” to present an advanced “narrative-theme” navi- the “situation comedy” genre and Seinfeld in particular, gation interface. We chose to stick to a particular exam- the system enables a user to browse an episode by scene, ple presented in the description of the ACM Multimedia punchline, and dialog segments. The themes can be filtered Grand Challenge [1] ; namely, the segmentation of Seinfeld by the main actors, e.g. the user can choose to see only episodes 2. -
Integrating Video Clips Into the “Legacy Content” of the K–12 Curriculum: TV, Movies, and Youtube in the Classroom
Integrating Video Clips into the “Legacy Content” of the K–12 Curriculum: TV, Movies, and YouTube in the Classroom Ronald A. Berk Disclaimer: This chapter is based on a presentation given at the annual Evaluation Systems Conference in Chicago. Since the content of the October 2008 presentation focused on using videos in the classrooms of the future, this chapter will not be able to capture the flavor and spirit of the actual videos shown. The audience exhibited a range of emotions, from laughter to weeping to laughter to weeping. Unfortunately, this print version will probably only bring about the weeping. Keep a box of tissues nearby. Enjoy. Using videos in teaching is not new. They date back to prehistoric times, when cave instructors used 16 mm projectors to show cave students examples of insurance company marketing commercials in business courses. Now even DVD players are history. So what’s new? There are changes in four areas: (1) the variety of video formats, (2) the ease with which the technology can facilitate their application in the classroom, (3) the number of video techniques a teacher can use, and (4) the research on multimedia learning that provides the theoretical and empirical support for their use as an effective teaching tool. A PC or Mac and a LCD projector with speakers can easily embed video clips for a PowerPoint presentation on virtually any topic. This chapter examines what we know and don’t know about videos and learning. It begins with detailed reviews of the theory and research on videos and the brain and multimedia learning. -
Flf~S~ THESIS COMMITTEE CHAIR SIGNATURE DATE
CALIFORNIA STATE UNIVERSITY SAN MARCOS THESIS SIGNATURE PAGE THESIS SUBMITTED IN PARTIAL FULLFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS IN LITERATURE AND WRITING STUDIES THESIS TITLE: Queer Narrative Prosthesis: Disability and Sexuality in Richard III and House M.D. AUTHOR: Gina M Altavilla DATE OF SUCCESSFUL DEFENSE: November 30,2010 THE THESIS HAS BEEN ACCEPTED BY THE THESIS COMMITTEE IN PARTIAL FULLFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS IN LITERATURE AND WRITING STUDIES. II-fO-If) Martha Stoddard-Holmes, PhD flf~S~ THESIS COMMITTEE CHAIR SIGNATURE DATE Dawn Formo, PhD ~. 1- ~~-to-tU THESIS COMMITTEE MEMBER ~ DATE Aneil Rallin, PhD ~t.~ ~\\l't-l n. 30, ~O THESIS COMMITTEE MEMBER SIGNATURE DATE In order to critically rethink overlapping theoretical frameworks for considering identity, embodiment and "normalcy" offered by Disability Studies and Queer Studies, this paper explores the relationship and dissonance of both through the medium of popular culture. In an overarching sense, I am informed by scholars like Lennard Davis and Eve Kosofsky Sedgwick. According to Davis in Bending Over Backwards, the focus of Disability Studies is to re-imagine the body from the "ideology of normalcy" to a "vision of the body as changeable, unperfectable, unruly, and untidy" (39).1 In a similar drive to question normalcy, according to Kosofsky Sedgwick in Tendencies, Queer Studies is an antihomophobic inquiry that examines sexuality and gender as unstable categories that "aren't made (or can't be made) to signify monolithically"(8). These fields share the practice of interrogating identities that are written on the body through cultural inscriptions of "normalcy." In a culture mediated by film, television and print media, I seek to understand how stereotypical notions of sexuality as "straight/normal" and "gay/abnormal" are perpetuated, and likewise, . -
But “Old” Media May Matter More Than “New” Media Victor C
Adolesc Med 025 (2014) 643–669 Media Matter: But “Old” Media May Matter More Than “New” Media Victor C. Strasburger, MDa* aDistinguished Professor of Pediatrics, University of New Mexico School of Medicine, Albuquerque, New Mexico “The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.” Alvin Toffler Future Shock (1970) “The way adolescents of today learn, play, and interact has changed more in the past 15 years than in the previous 570 since Gutenberg’s populariza- tion of the printing press. Jay N. Giedd, MD (2012) “We put our kids through fifteen years of quick-cut advertising, passive television watching, and sadistic video games, and we expect to see emerge a new generation of calm, compassionate, and engaged human beings?” Sidney Poitier The Measure of a Man (2007) INTRODUCTION It has now been 50 years since the US Senate held hearings about whether media violence contributes to real-life violence. Thousands of research studies later— including remarkable longitudinal studies from New Zealand,1 Japan,2 and Scotland3—it is clear that traditional media (eg, TV, movies, videos) can poten- tially have a powerful influence over the attitudes and behavior of children and *Corresponding author E-mail address: [email protected] Copyright © 2014 American Academy of Pediatrics. All rights reserved. ISSN 1934-4287 644 V. C. Strasburger / Adolesc Med 025 (2014) 643–669 adolescents.4-6 By time criteria alone, television will always win out.7 What is changing is that children, and especially teens, are watching TV on newer plat- forms (Figure 1).8,9 What is not clear is the behavioral effect of new media (eg, the Internet, social networking sites, cell phones) on child and adolescent development and behavior. -
Example Response to Announcement 2014
Response to Professional Services Procurement Bulletin No. 2012-07 Clinton County US 127 – Section 3 Item No. 8-108.00, 8-115.00 February 8, 2012 1957 House 2012 Pr oj ect I nfor mation | Page 1 Response TO Pr oposal FOR Per sonal ser vi ce contr act CLINTON COUNTY-US127-I TEM NO. 8-108.00 & 8-115.00 SECTI ON 3 Firm Name House Inc. Pr oj ect No./ 8-108.00 & 8-115.00 Firm Address: 1957 Doctors Lane Lexington, KY 40505 County: Clinton Pr ocur ement T el ephone: (859) 491-1363 Bulletin: 2012-07 Adver t i sement Contact Name: Chr i s Taub, PE, PLS Dat e: January 10, 2012 E-Mai l Addr ess: [email protected] Location of Offices(s) wher e wor k is to be Response Due Per f or med: Dat e: Lexington, Kentucky February 8, 2012 I cer t i f y that the infor mation included within this document i s, to the best of my k nowl edge, cor r ect as of the date indicated bel ow: I certify that H ouse I nc. is cur r ent l y r egi st er ed by the Commonwealth of K ent uck y in accor dance with KRS 322.060 to perform the engi neer i ng ser vi ces needed for this pr oj ect , and our Kentucky Regi st r at i on Number is 219. I cer t i f y to the best of my k nowl edge, House I nc.