Playing Fair: Youtube, Nintendo, and the Lost Balance of Online Fair Use Natalie Marfo
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Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
What Motivates the Authors of Video Game Walkthroughs and Faqs? a Study of Six Gamefaqs Contributors Michael Hughes Trinity University, [email protected]
Trinity University Digital Commons @ Trinity Library Faculty Research Coates Library 1-1-2018 What Motivates the Authors of Video Game Walkthroughs and FAQs? A Study of Six GameFAQs Contributors Michael Hughes Trinity University, [email protected] Follow this and additional works at: https://digitalcommons.trinity.edu/lib_faculty Part of the Library and Information Science Commons Repository Citation Hughes, M.J. (2018). What motivates the authors of video game walkthroughs and FAQs? A study of six GameFAQs contributors. First Monday, 23(1), 1-13. doi: 10.5210/fm.v23i1.7925 This Article is brought to you for free and open access by the Coates Library at Digital Commons @ Trinity. It has been accepted for inclusion in Library Faculty Research by an authorized administrator of Digital Commons @ Trinity. For more information, please contact [email protected]. First Monday, Volume 23, Number 1 - 1 January 2018 Walkthroughs, also known as FAQs or strategy guides, are player-authored documents that provide step-by-step instructions on how to play and what to do in order to finish a given video game. Exegetical in their length and detail, walkthroughs require hours of exacting labor to complete. Yet authors are rarely compensated for work that markedly differs from other kinds of fan creativity. To understand their motivations, I interviewed six veteran GameFAQs authors, then inductively analyzed the transcripts. Open coding surfaced five themes attributable to each participant. Together, these themes constitute a shifting mix of motivations, including altruism, community belonging, self-expression, and recognition — primarily in the form of feedback and appreciation but also from compensation. -
Technical Report
Cost-Effective Cloud Edge Traffic Engineering with CASCARA Rachee Singh Sharad Agarwal Matt Calder Victor Bahl Microsoft Abstract Inter-domain bandwidth costs comprise a significant amount of the operating expenditure of cloud providers. Traffic engi- neering systems at the cloud edge must strike a fine balance between minimizing costs and maintaining the latency ex- pected by clients. The nature of this tradeoff is complex due to non-linear pricing schemes prevalent in the market for inter-domain bandwidth. We quantify this tradeoff and un- cover several key insights from the link-utilization between a large cloud provider and Internet service providers. Based Figure 1: Present-day and CASCARA-optimized bandwidth allo- on these insights, we propose CASCARA, a cloud edge traffic cation distributions for one week, across a pair of links between a engineering framework to optimize inter-domain bandwidth large cloud provider and tier-1 North American ISPs. Costs depend allocations with non-linear pricing schemes. CASCARA lever- on the 95th-percentile of the allocation distributions (vertical lines). ages the abundance of latency-equivalent peer links on the CASCARA-optimized allocations reduce total costs by 35% over the cloud edge to minimize costs without impacting latency sig- present-day allocations while satisfying the same demand. nificantly. Extensive evaluation on production traffic demands of a commercial cloud provider shows that CASCARA saves In this work, we show that recent increases in interconnec- 11–50% in bandwidth costs per cloud PoP, while bounding tion and infrastructure scale enable significant potential to re- the increase in client latency by 3 milliseconds1. duce the costs of inter-domain traffic. -
Eric Johnson Producer of Recode Decode with Kara Swisher Vox Media
FIRESIDE Q&A How podcasting can take social media storytelling ‘to infinity and beyond’ Eric Johnson Producer of Recode Decode with Kara Swisher Vox Media Rebecca Reed Host Off the Assembly Line Podcast 1. Let’s start out by introducing yourself—and telling us about your favorite podcast episode or interview. What made it great? Eric Johnson: My name is Eric Johnson and I'm the producer of Recode Decode with Kara Swisher, which is part of the Vox Media Podcast Network. My favorite episode of the show is the interview Kara conducted with Facebook CEO Mark Zuckerberg — an in-depth, probing discussion about how the company was doing after the Cambridge Analytica scandal and the extent of its power. In particular, I really liked the way Kara pressed Zuckerberg to explain how he felt about the possibility that his company's software was enabling genocide in Myanmar; his inability to respond emotionally to the tragedy was revealing, and because this was a podcast and not a TV interview she was able to patiently keep asking the question, rather than moving on to the next topic. Rebecca Reed: My name is Rebecca Reed and I’m an Education Consultant and Host of the Off the Assembly Line podcast. Off the Assembly Line is your weekly dose of possibility-sparking conversation with the educators and entrepreneurs bringing the future to education. My favorite episode was an interview with Julia Freeland Fisher, author of Who You Know. We talked about the power of student social capital, and the little known role it plays in the so-called “achievement gap” (or disparity in test scores from one school/district to the next). -
ECF 56 Third Amended Complaint
Case 1:19-cv-00160-RMC Document 56 Filed 09/19/19 Page 1 of 27 IN THE UNITED STATES DISTRICT COURT FOR THE .DISTRICT OF COLUMBIA TAMRYN SPRUTLL and JACOB SUNDSTROM, individually and on behalf of all those similarly situated, Plaintiffs, Civil Action No.: l:l 9-cv-00160-RMC vs. Class Action Complaint VOX MEDIA, INC, Jury Trial Demanded Defendants. THIRD AMENDED COMPLAINT I. INTRODUCTION 1. Plaintiffs Tainryn Spruill and Jacob Sundstrom (together, "Plaintiffs") bring this class and representative action against Defendant Vox Media, Inc., ("Defendant' or "Vox") on behalf of themselves and all other former and current paid content contributors for Vox's sports blogging network. and flagship property SB :Nation in California, who Vox classified as independent contractors. S.B Nation operates over 300 team. sites dedicated to publishing written articles, videos, and other content on professional and college sports. Each team. site posts daily coverage on games, statistics, player trades, and culture. 'The more traffic the team sites attract, the more advertising revenue Vox generates. Vox pays Plaintiffs and similarly situated class members ("Content Contributors") a small monthly stipend to create and edit the written, video, and. audio content on these team sites. Content Contributors' posts are the core of Vox's business. 2. .During the entire class period, Vox. uniformly and consistently misclassfied Content Contributors —including job titles such as Site Manager, Associate Editor, Managing Editor, Deputy Editor, and Contributor — as independent contractors in order to avoid its duties 1 764747.8 Case 1:19-cv-00160-RMC Document 56 Filed 09/19/19 Page 2 of 27 and obligations owed to employees under California law and to gain. -
Effects of Art Styles on Video Game Narratives
Effects of Art Styles on Video Game Narratives UNIVERSITY OF TURKU Department of Future Technologies Master's Thesis July 2018 Leena Hölttä UNIVERSITY OF TURKU Department of Future Technologies HÖLTTÄ, LEENA Effects of Art Styles on Video Game Narratives Master's thesis, 76 pages, 29 appendix pages Computer Science August 2018 The effect of an art style on a video game's narrative is not widely studied and not much is known about how the general player base views the topic. This thesis attempts to answer this question through the use of two different surveys, a general theory related one, and one based upon images and categorization and a visual novel based interview that aims at gaining a further understanding of the subject. The general results point to the art style creating and emphasizing a narrative's mood and greatly enhancing the player experience. Based on these results a simple framework ASGDF was created to help beginning art directors and designers to create the most fitting style for their narrative. Key words: video games, art style, art, narrative, games TURUN YLIOPISTO Tulevaisuuden teknologioiden laitos HÖLTTÄ, LEENA Taidetyylien vaikutus videopelien narratiiviin Pro gradu -tutkielma, 76 s., 29 liites. Tietojenkäsittelytiede Elokuu 2018 Taidetyylien vaikutus videopelien narratiiviin ei ole laajasti tutkittu aihe, eikä ole laajasti tiedossa miten yleinen pelaajakunta näkee aiheen. Tämä tutkielma pyrkii vastaamaan tähän kysymykseen kahden eri kyselyn avulla, joista toinen on teoriaan perustuva kysely, ja toinen kuvien kategorisointiin perustuva kysely. Myös visuaalinovelliin perustuvaa haastattelua käytettiin tutkimuskysymyksen tutkimiseen. Yleiset tulokset viittaavat siihen, että taidetyyli vaikuttaa narratiivin tunnelmaan ja korostaa pelaajan kokemusta. -
An Overview of the Communication Decency Act's Section
Legal Sidebari Liability for Content Hosts: An Overview of the Communication Decency Act’s Section 230 Valerie C. Brannon Legislative Attorney June 6, 2019 Section 230 of the Communications Act of 1934, enacted as part of the Communications Decency Act of 1996 (CDA), broadly protects online service providers like social media companies from being held liable for transmitting or taking down user-generated content. In part because of this broad immunity, social media platforms and other online content hosts have largely operated without outside regulation, resulting in a mostly self-policing industry. However, while the immunity created by Section 230 is significant, it is not absolute. For example, courts have said that if a service provider “passively displays content that is created entirely by third parties,” Section 230 immunity will apply; but if the service provider helps to develop the problematic content, it may be subject to liability. Commentators and regulators have questioned in recent years whether Section 230 goes too far in immunizing service providers. In 2018, Congress created a new exception to Section 230 in the Allow States and Victims to Fight Online Sex Trafficking Act of 2017, commonly known as FOSTA. Post-FOSTA, Section 230 immunity will not apply to bar claims alleging violations of certain sex trafficking laws. Some have argued that Congress should further narrow Section 230 immunity—or even repeal it entirely. This Sidebar provides background information on Section 230, reviewing its history, text, and interpretation in the courts. Legislative History Section 230 was enacted in early 1996, in the CDA’s Section 509, titled “Online Family Empowerment.” In part, this provision responded to a 1995 decision issued by a New York state trial court: Stratton- Oakmont, Inc. -
Last Line of Defence Cyber Security of Industrial Control Sys- Tems
Last line of defence Cyber security of industrial control sys- tems M. Luchs Delft University of Technology LASTLINEOFDEFENCE CYBER SECURITY OF INDUSTRIAL CONTROL SYSTEMS by M. Luchs in partial fulfillment of the requirements for the degree of Master of Science in Offshore and Dredging Engineering at the Delft University of Technology, to be defended publicly on Wednesday October 26th, 2016 at 14:00 PM. Supervisor: dr. ir. C. Doerr Thesis committee: Prof. dr. C. van Rhee, TU Delft dr. ir. S. A. Miedema, TU Delft Ir. F.van der Heijden, Heerema Fabrication Group An electronic version of this thesis is available at http://repository.tudelft.nl/. PREFACE Before you lies the thesis "Last line of defence: Cyber security of industrial control systems". This work in- vestigates the state of cyber security within the offshore and dredging industry, the result of which has led to the proposal of a novel intrusion detection system for industrial control systems. It is written to complete the graduation requirements of the MSc program Offshore and Dredging Engineering at the Delft University of Technology. The project has been undertaken in collaboration with Heerema Fabrication Group whom where looking to increase their awareness on cyber security. Investigating the state of cyber security within the offshore and dredging industry has led to the research question, which was formulated together with my supervisor from the TU-Delft, Christian Doerr. The work has proven challenging at times, in part because the subject is fairly unexplored terrain, and also my missing of a background in cyber security and computer networks. Nonethe- less it has provided me with many avenues for growth and learning, especially since both the TU-Delft as HFG provided me the option to freely explore and thus gain insights broader then in one area of focus alone. -
Download a PDF Version of the Official
“To Open Minds, To Educate Intelligence, To Inform Decisions” The International Academic Forum provides new perspectives to the thought-leaders and decision-makers of today and tomorrow by offering constructive environments for dialogue and interchange at the intersections of nation, culture, and discipline. Headquartered in Nagoya, Japan, and registered as a Non-Profit Organization 一般社( 団法人) , IAFOR is an independent think tank committed to the deeper understanding of contemporary geo-political transformation, particularly in the Asia Pacific Region. INTERNATIONAL INTERCULTURAL INTERDISCIPLINARY iafor The Executive Council of the International Advisory Board Mr Mitsumasa Aoyama Professor June Henton Professor Baden Offord Director, The Yufuku Gallery, Tokyo, Japan Dean, College of Human Sciences, Auburn University, Professor of Cultural Studies and Human Rights & Co- USA Director of the Centre for Peace and Social Justice Southern Cross University, Australia Lord Charles Bruce Professor Michael Hudson Lord Lieutenant of Fife President of The Institute for the Study of Long-Term Professor Frank S. Ravitch Chairman of the Patrons of the National Galleries of Economic Trends (ISLET) Professor of Law & Walter H. Stowers Chair in Law Scotland Distinguished Research Professor of Economics, The and Religion, Michigan State University College of Law Trustee of the Historic Scotland Foundation, UK University of Missouri, Kansas City Professor Richard Roth Professor Donald E. Hall Professor Koichi Iwabuchi Senior Associate Dean, Medill School of Journalism, Herbert J. and Ann L. Siegel Dean Professor of Media and Cultural Studies & Director of Northwestern University, Qatar Lehigh University, USA the Monash Asia Institute, Monash University, Australia Former Jackson Distinguished Professor of English Professor Monty P. -
Virtual Parentalism Joshua A.T
Washington and Lee Law Review Volume 66 | Issue 3 Article 11 Summer 6-1-2009 Virtual Parentalism Joshua A.T. Fairfield Washington and Lee University School of Law, [email protected] Follow this and additional works at: https://scholarlycommons.law.wlu.edu/wlulr Part of the Family Law Commons, and the Internet Law Commons Recommended Citation Joshua A.T. Fairfield, Virtual Parentalism, 66 Wash. & Lee L. Rev. 1215 (2009), https://scholarlycommons.law.wlu.edu/wlulr/vol66/iss3/11 This Article is brought to you for free and open access by the Washington and Lee Law Review at Washington & Lee University School of Law Scholarly Commons. It has been accepted for inclusion in Washington and Lee Law Review by an authorized editor of Washington & Lee University School of Law Scholarly Commons. For more information, please contact [email protected]. Virtual Parentalism Joshua A.T. Fairfield* Abstract Parents,not laws, ultimately protect children both online and offline. If legislationplaces adults at legal risk because of the presence of children in virtualworlds, adults will exit those worlds, and children will be isolated into separatespaces. This will not improve safetyfor children. Instead,this Article suggests that Congressenact measuresthat encouragefiltering technology and parentaltools that will both protect children in virtualworlds, andprotectfree speech online. Table of Contents I. Introduction ................................................................................ 12 16 II. Parentalism and Cyberbalkanization .......................................... -
Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship
Brigham Young University BYU ScholarsArchive Theses and Dissertations 2008-03-28 Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship Bradley R. Clark Brigham Young University - Provo Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Communication Commons BYU ScholarsArchive Citation Clark, Bradley R., "Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship" (2008). Theses and Dissertations. 1350. https://scholarsarchive.byu.edu/etd/1350 This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Using the ZMET Method 1 Running head: USING THE ZMET METHOD TO UNDERSTAND MEANINGS Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship Bradley R Clark A project submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Arts Department of Communications Brigham Young University April 2008 Using the ZMET Method 2 Copyright © 2008 Bradley R Clark All Rights Reserved Using the ZMET Method 3 Using the ZMET Method 4 BRIGHAM YOUNG UNIVERSITY GRADUATE COMMITTEE APPROVAL of a project submitted by Bradley R Clark This project has been read by each member of the following graduate committee and by majority vote has been found to be satisfactory. -
Player, Pirate Or Conducer? a Consideration of the Rights of Online Gamers
ARTICLE PLAYER,PIRATE OR CONDUCER? A CONSIDERATION OF THE RIGHTS OF ONLINE GAMERS MIA GARLICK I. INTRODUCTION.................................................................. 423 II. BACKGROUND ................................................................. 426 A. KEY FEATURES OF ONLINE GAMES ............................ 427 B. AGAMER’S RIGHT OF OUT-OF-GAME TRADING?......... 428 C. AGAMER’S RIGHT OF IN-GAME TECHNICAL ADVANCEMENT?......................................................... 431 D. A GAMER’S RIGHTS OF CREATIVE GAME-RELATED EXPRESSION? ............................................................ 434 III. AN INITIAL REVIEW OF LIKELY LEGAL RIGHTS IN ONLINE GAMES............................................................................ 435 A. WHO OWNS THE GAME? .............................................. 436 B. DO GAMERS HAVE RIGHTS TO IN-GAME ELEMENTS? .... 442 C. DO GAMERS CREATE DERIVATIVE WORKS?................ 444 1. SALE OF IN-GAME ITEMS - TOO COMMERCIAL? ...... 449 2. USE OF ‘CHEATS’MAY NOT INFRINGE. .................. 450 3. CREATIVE FAN EXPRESSION –ASPECTRUM OF INFRINGEMENT LIKELIHOOD?.............................. 452 IV. THE CHALLENGES GAMER RIGHTS POSE. ....................... 454 A. THE PROBLEM OF THE ORIGINAL AUTHOR. ................ 455 B. THE DERIVATIVE WORKS PARADOX............................ 458 C. THE PROBLEM OF CULTURAL SIGNIFICATION OF COPYRIGHTED MATERIALS. ....................................... 461 V. CONCLUSION .................................................................. 462 © 2005 YALE