Apple Inc.'S Ethical Success and Challenges
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Google Looks to Build Quantum Computer Chips - CNET 2014/09/04 13:41
Google looks to build quantum computer chips - CNET 2014/09/04 13:41 Connect with us Search CNET Reviews News Video How To Download Log In / Join US Edition Safari 省電力 クリックして Flash プラグインを開始 CNET › Computers › Google looks to build quantum computer chips Safari 省電力 Google looks to build quantum クリックして Flash プラグインを開始 computer chips Google's Quantum AI Lab is developing its own hardware for research into quantum computing and machine learning. by Don Reisinger @donreisinger / September 3, 2014 9:52 AM PDT 2 / 998 / 196 / 10 / / more + presented by Google is expanding its efforts in quantum computing with a new hardware initiative as part of its Quantum Artificial Intelligence Lab. Google's Quantum AI team announced Tuesday that it will start designing and building quantum information processors that are based on "superconducting electronics." This will eventually let the Quantum AI Lab conduct quantum computing research using hardware based on its own designs. Google has partnered with UC Santa Barbara physicist John Martinis and his team to build out the processors. Martinis is a leader in the field of quantum research and was awarded the London Prize earlier this year for his work in quantum information processing and computing. DON'T MISS / "With an integrated hardware group the Quantum AI team will now be able to implement and test new Samsung could give virtual reality the designs for quantum optimization and inference processors based on recent theoretical insights as well kick in the pants it needs as our learnings from the D-Wave quantum annealing architecture," wrote Hartmut Neven, Google's Gadgets director of engineering, in a Google+ post on Tuesday. -
Apple Lisa MRD (Marketing Requirements Document)
LISA MRD/PRD AMENDMENTS I. ADDITIONAL LISA MRDS Some areas covered in the MRD will adhere to the direction stated but will be subject to change until detailed, separate MRDs are prepared for each one. These areas, and the target completion date for each, are as follows: 1. USER INTERFACE May 31, 1980 2. SOFTWARE THEFT PROTECTION May 31, 1980 3. USER SET-UP AND CUSTOMIZING June 30, 1980 4. TERMINAL EMULATION June 30, 1980 5. VISICABINET June 30, 1980 6. WORD PROCESSOR June 30, 1980 7. GRAPHICS EDITOR June 30, 1980 8. PERSONAL APPLICATIONS June 30, 1980 9. MASS STORAGE PERIPHERALS June 30, 1980 10. PRINTERS June 30, 1980 11. NETWORKING AND ELECTRONIC MAIL July 31, 1980 12. DIAGNOSTICS/TESTING July 31, 1980 13. BUSINESS GRAPHICS July 31, 1980 14. INTRODUCTORY INTERACTIVE MANUAL August 31, 1980 15. 'OEM PRODUCTS (DEVELOPMENT TOOLS) August 31, 1980 II. HARDWARE ENGINEERING AMENDMENTS 1. Both Alps and Keyboard Co. (bucket) keyswitches will be pursued as potential options at introduction. Other keyboard technologies will be investigated in parallel but may not be available at introduction. If a better alternative does turn up, it could be made available within a few months of introduction, either as a standard keyboard or as an option. Although the keyboard layout is nearly final, it has not frozen since it is not yet on the critical path. One remaining potential variation is the possible removal of the cursor cluster from the layout. 2. Engineering is concerned that the current cost objectives may not be feasible. 3. Although there is no requirement to have the Problem Analysis Guide (PAG) stowed within LISA, Engineering will continue to pursue methods by which the PAG may be attached to the main unit. -
Channel Line-Up.Xlsx
BASIC CHANNELS HD CHANNELS PREMIUM CHANNELS 320 KGAN 2.1 HD 475 Discovery Channel HD 250 HBO® 2 KGAN 50 Boomerang 97 Crime & Investigation 323 KPXR 48.1 HD 476 The Learning Channel HD 251 HBO2® 3 KPXR on 48 51 Cartoon Network 98 Military History 329 KWWL 7.1 HD 477 Animal Planet HD 252 HBO Signature® 4 WHBF‐CBS 52 Disney XD 105 Home Shopping 334 KCRG 9.1 HD 478 Food HD 253 HBO Family® 5 KGCW 53 Nick Jr 106 QVC 338 IPTV 11.1 HD 480 ID HD 254 HBO Comedy® 6 KWQC 54 Teen Nick 108 ShopNBC 341 KWKB 20.1 HD 481 Science HD 255 HBO Zone® 7 KWWL 55 Nick 2 148 Youtoo Social TV 345 KFXA 28.1 HD 482 Hub HD 270 Cinemax® 8 WQAD 56 Nick Toons 150 Lifetime Movies 365 WHBF 4.1 HD 483 Destination America HD 271 MoreMAX® 9 KCRG 57 E! Entertainment 151 AMC 366 KWQC 6.1 HD 486 National Geographic HD 272 ActionMAX® 10 KLJB 58 truTV 152 TCM 368 WQAD 8.1 HD 488 History HD 273 ThrillerMax® 11 IPTV 59 The Weather Channel 154 Fox Movie Channel 370 KLJB 18.1 HD 489 History International HD 274 @MAX® 12 KWKB 60 G4 155 Game Show Network 372 WQPT 24.1 HD 490 Biography HD 275 WMAX® 13 WQPT 61 CNN 162 Fox Soccer Channel 418 ESPN HD 493 HGTV HD 276 OuterMAX® 15 KFXA 62 Headline News 170 EWTN 423 ESPN 2 HD 496 Velocity HD 277 5StarMAX® 17 Comcast SportsNet 63 Fox News 171 TBN 424 NFL Red Zone HD** 497 Crime & Inves. -
Netflix and the Development of the Internet Television Network
Syracuse University SURFACE Dissertations - ALL SURFACE May 2016 Netflix and the Development of the Internet Television Network Laura Osur Syracuse University Follow this and additional works at: https://surface.syr.edu/etd Part of the Social and Behavioral Sciences Commons Recommended Citation Osur, Laura, "Netflix and the Development of the Internet Television Network" (2016). Dissertations - ALL. 448. https://surface.syr.edu/etd/448 This Dissertation is brought to you for free and open access by the SURFACE at SURFACE. It has been accepted for inclusion in Dissertations - ALL by an authorized administrator of SURFACE. For more information, please contact [email protected]. Abstract When Netflix launched in April 1998, Internet video was in its infancy. Eighteen years later, Netflix has developed into the first truly global Internet TV network. Many books have been written about the five broadcast networks – NBC, CBS, ABC, Fox, and the CW – and many about the major cable networks – HBO, CNN, MTV, Nickelodeon, just to name a few – and this is the fitting time to undertake a detailed analysis of how Netflix, as the preeminent Internet TV networks, has come to be. This book, then, combines historical, industrial, and textual analysis to investigate, contextualize, and historicize Netflix's development as an Internet TV network. The book is split into four chapters. The first explores the ways in which Netflix's development during its early years a DVD-by-mail company – 1998-2007, a period I am calling "Netflix as Rental Company" – lay the foundations for the company's future iterations and successes. During this period, Netflix adapted DVD distribution to the Internet, revolutionizing the way viewers receive, watch, and choose content, and built a brand reputation on consumer-centric innovation. -
Syndication of Energy Saving Content
Syndication of Energy Saving Content Phil Canavan Strateg ic Sales Director Nov 2011 Agenda • Brief Introduction • Syndicating PG&E Content on retailer sites • Effect of High Energy Products on CNET.com CBS Interactive a division of CBS Corporation CBS Interactive is the premier online content network for information and entertainment. Our brands dive deep into the things people care most about across news, sports, entertainment, technology and business. With hun dre ds of milli ons of uni que vi sit ors f rom around th e world each month , CBS Interactive is a global top 10 web property and the largest premium content network online. Premise & Goal of Program Premise U. S . Utilities have a unique opportunity to transform the business and consumer electronics energy efficiency market through thought-leadership, social and financial incentives. Goals Install national Business and Consumer Electronics Energy Efficiency Program Increase Stocking, Promotion and Sales of Energy Efficient Electronics Capture energy savings Meet EM&V requirements Push standards (Energy Star, CEE) higher for greater efficiency Program Concept Success Story: Costco Success Story : Costco . Over 300,000 logos server – 21% interaction with hover. Quote from Scott Brand @ Costco “Having the PG&E Energy Savings logo on Coscto.com has enabled our valued customers to educate themselves on energy efficient products at the buying decision moment has truly been a great addition to our site”site . Customer Experience: Create a consistent experience for your users . Grea t er th an 50% o f s h oppers will research on reta il ers web s it e prior to going into retail stores . -
Steve Jobs – Who Blended Art with Technology
GENERAL ¨ ARTICLE Steve Jobs – Who Blended Art with Technology V Rajaraman Steve Jobs is well known as the creator of the famous Apple brand of computers and consumer products known for their user friendly interface and aesthetic design. In his short life he transformed a range of industries including personal comput- ing, publishing, animated movies, music distribution, mobile phones, and retailing. He was a charismatic inspirational leader of groups of engineers who designed the products he V Rajaraman is at the visualized. He was also a skilled negotiator and a genius in Indian Institute of Science, Bangalore. Several marketing. In this article, we present a brief overview of his generations of scientists life. and engineers in India have learnt computer 1. Introduction science using his lucidly written textbooks on Steve Jobs made several significant contributions which revolu- programming and tionized six industries, namely, personal computing, publishing, computer fundamentals. His current research animated movies, music distribution, mobile phones, and retail- interests are parallel ing digital products. In all these cases he was not the primary computing and history of inventor; rather he was a consummate entrepreneur and manager computing. who understood the potential of a technology, picked a team of talented engineers to create what he visualized, motivated them to perform well beyond what they thought they could do. He was an aesthete who instinctively blended art with technology. He hired the best industrial designers to design products which were not only easy to use but were also stunningly beautiful. He was a marketing genius who created demand for his products by leaking tit bits of information about their ‘revolutionary’ features, thereby building expectancy among prospective customers. -
Recommendation on Netflix Movies
Recommendation On Netflix Movies Tiler is forevermore alternating after artful Goddart simmer his torsi acrostically. Inarticulate and nonsense Jay still microwaves his entrepreneuses longitudinally. Workable Templeton individualize some surpluses and heats his nighty so definitively! But also a recommendation engine will it even the everyday world across salt flats and nothing does help predict future of conveying the recommendation netflix engineering team In one of recommendations. Shows and movies to watch cellular can later Check with these 7 must-see Netflix options as recommended by a PureWow entertainment editor. Dame helen mirren in your list, gives this suggestion is, paralleling the recommendation netflix on movies like one of a gang themselves. The Top 15 Inspiring and Clean Movies to hate on Netflix. Looking around new TV shows and movies to watch local home order's a opinion of the notable series and films coming to Netflix in January. Trying for find which best movie and watch on Netflix can echo a daunting Case pending for Recommendation System of movies in Netflix. Netflix has a recommendations algorithm that analyses what to watch. What everyone wants to recommender systems. Lost weight of movies on netflix recommendation system of movies on netflix recommendation netflix users, who seems to its reputation in. Netflix Recommendations Movies & Tv Shows to sketch on Netflix Send us your recommendations we have like welcome thank netflix for dollar such some good. The best movies on Netflix include Ma Rainey's Black girl Lady Bird Social Network The. What and watch on Netflix The best movies available January. This delightfully odd, but two of a way it again deal plays into your local redneck crime thriller about the top results we see. -
Source Code for Apple's 1983 Lisa Computer to Be Made Public Next Year 31 December 2017, by Seung Lee, the Mercury News
Source code for Apple's 1983 Lisa computer to be made public next year 31 December 2017, by Seung Lee, The Mercury News The museum's software curator, Al Kossow, announced to a public mailing list that the source code for the Lisa computer has been recovered and is with Apple for review. Once Apple clears the code, the museum plans to release it to the public with a blog post explaining the code's historic significance. However, not every part of Lisa's source code will be available, Kossow said. "The only thing I saw that probably won't be able to be released is the American Heritage dictionary for the spell checker in LisaWrite (word processing application)," he said. The Lisa was the first computer with a graphical user interface aimed at businesses—hence its high cost. With a processor as fast as 5 MHz and 1 MB of RAM, the Lisa computer gave users the breakthrough technology of organizing files by Apple Lisa with a ProFile hard drive stacked on top of it. using a computer mouse. Credit: Stahlkocher/ GNU Free Documentation License Apple spent $150 million on the development of Lisa and advertised it as a game-changer, with actor Kevin Costner in the commercials. But Apple Before there was an iPhone, iMac or Macintosh, only sold 10,000 units of Lisa in 1983 and pivoted Apple had the Lisa computer. to create a smaller and much cheaper successor, the Macintosh, which was released the next year. The Lisa computer—which stands for Local Integrated Software Architecture but was also "The Lisa was doomed because it was basically a named after Steve Jobs' eldest daughter—was a prototype—an overpriced, underpowered cobbled- flop when it released in 1983 because of its together ramshackle Mac," author and tech astronomical price of $10,000 - $24,700 when journalist Leander Kahney told Wired in 2010. -
Technology Strategies and Standard Competition — Comparative Innovation Cases of Apple and Microsoft
Journal of High Technology Management Research 23 (2012) 90–102 Contents lists available at SciVerse ScienceDirect Journal of High Technology Management Research Technology strategies and standard competition — Comparative innovation cases of Apple and Microsoft Jarunee Wonglimpiyarat ⁎ College of Innovation, Thammasat University, Bangkok 10200, Thailand article info abstract Available online 19 June 2012 This paper analyses the technology strategy and standard competition of the most outstanding innovation cases of Apple and Microsoft. The objective of the study is to understand innovators' Keywords: pursuit of strategies in securing the benefits from an innovation, based on the innovation life cycle Technology strategy model. The study develops a new methodological framework of platform for analysing the case Standard competition studies. It is argued that the ability to establish an industry standard and lock-in customers Apple enables an innovator to create a competitive advantage. The study offers important lessons in Microsoft strategic innovation management. Technology platform © 2012 Elsevier Inc. All rights reserved. Competitive advantage 1. Introduction Competition to achieve competitive advantage often involves the ability to establish new standards for the interworking of products and services. The outstanding classic cases of standard battle are Sony Betamax and Matsushita VHS standards in the Videocassette Recorder (VCR) business, the standard competition among the powerful players of Visa Open Platform, MasterCard/ Mondex Multos, Proton World's Proton, Microsoft Windows for Smart Cards in the smart card industry and the recent standard competition between HD-DVD and Blu Ray in the Digital Versatile Disc player (DVD) business. This study endeavours to understand the use of technology strategies and competition to establish technology standards in the most outstanding innovative companies of Apple and Microsoft. -
Inventing the Lisa User Interface
Illustration by David Goldin article Roderick Perkins Dan Smith Keller Frank Ludolph INVENTING THE USER INTERFACE Today’s familiar Macintosh user interface is a direct descendant of the interface first developed and used on Apple’s Lisa computer. Instead of a text-based system that presented the user with a blank screen and blinking cursor, the Lisa displayed an electronic desktop, a picture that the user manipulated directly to tell the computer Twhat to do. The electronic desktop, with its windows, menu bar, and icons was not part of the original design; rather, it was the result of a 4-year-long process of refining goals and developing, testing, and synthesizing many alternative ideas. In fact, the iconic desktop was first tried in 1980 and discarded! The final result (Fig- ure 1) not only made computers easier to use, it made them fun. 41 The system will provide one standard method of interacting with a user in handling text, numbers, and graphics... The system will adhere to the concept of “gradual learning”... A user must be able to do some important tasks easily and with min- imal instruction or preparation... The more sophisticated features will be unobtrusive until they are needed. Errors will be handled consistently in as friendly a manner as possible, and the user will be protected from obvious errors... ... A “Set-up” program will allow the user to customize several system attributes in order to “personalize” interaction with the system... in order to make the system uniquely personal for the user without interfering with the interface standards.. -
Pay to Play: Video Game Monetization Patents and the Doctrine of Moral Utility
GEORGETOWN LAW TECHNOLOGY REVIEW PAY TO PLAY: VIDEO GAME MONETIZATION PATENTS AND THE DOCTRINE OF MORAL UTILITY Kirk A. Sigmon* CITE AS: 5 GEO. L. TECH. REV. 72 (2021) TABLE OF CONTENTS I. INTRODUCTION ...................................................................................... 72 II. THE GROWING COST OF VIDEO GAMES ................................................. 74 III. CONTROVERSIAL VIDEO GAME PATENTS ON DLC AND MICROTRANSACTIONS ................................................................................... 81 IV. THE CONTROVERSY BEHIND THE PSYCHOLOGY OF DLC AND MICROTRANSACTIONS ................................................................................... 86 V. A BRIEF HISTORY OF PATENTS AND “MORAL UTILITY” ........................ 89 VI. WHY MORAL UTILITY SHOULD NOT BE REVIVED FOR VIDEO GAMES .. 94 VII. CONCLUSION .......................................................................................... 98 I. INTRODUCTION Video games are now more complex and realistic than they ever have been—but making those games is not cheap. Video game development and marketing costs are sky high.1 To help recoup these costs, game developers and publishers have begun inventing increasingly clever ways to encourage users to spend more money on video games—and they are pursuing patents for those inventions. One recently granted patent seeks to drive in-game purchases by making multiplayer matches difficult for a player, encouraging that player to buy an item and, once that item is purchased and used, subtly rewarding the spending by making multiplayer matches easier.2 Another recently granted patent targets players more likely to spend money in-game by presenting them with exclusive spending opportunities, maximizing value * Shareholder, Banner Witcoff. Thanks to Ross A. Dannenberg, Scott M. Kelly, and Carlos Goldie for their invaluable input and assistance with this Article. 1 See infra Part II. 2 See U.S. Patent No. 9,789,406 (filed Oct. 17, 2017) [hereinafter Marr]. -
MGMT 5120 Organizational Analysis How Netflix Has Revolutionized Television and Movies AUTHOR NAMES REMOVED University of North Texas
Running Header: NETFLIX, INC. ANALYSIS 1 MGMT 5120 Organizational Analysis How Netflix has Revolutionized Television and Movies AUTHOR NAMES REMOVED University of North Texas NETFLIX, INC. ANALYSIS 2 Module 1: Organizations and Organizational Effectiveness Founded in 1997 by Reed Hastings and Marc Rudolph, Netflix, Inc. (Netflix or “the company”) is the pioneer and, arguably, global leader, of streaming television and movies today. But this is a far cry from Netflix’s original business model. At its origin, Netflix was in the business of selling DVDs. At the time, the VHS tape was the dominant technology in video. While Hastings and Rudolph knew they had a potentially groundbreaking idea in using e-commerce to sell movies to the public, the logistics just weren’t feasible due to the high purchasing and shipping costs of VHS tapes. Months later, according to Rudolph, the pair learned of a new format that was being tested, the DVD. After testing the ease and cost of delivering a DVD, they realized that their idea, which had been shelved months earlier, could possibly be brought back to life (Xavier, 2014). Since 1997, Netflix has evolved into a DVD rental service, to adding its streaming service in 2007, to what it is today – an online, global, streaming empire with over 75 million customers in over 190 countries (Netflix, Inc. 10-K, 2016, About Us section). Today, customers can view TV shows, documentaries, and feature films, much of which includes the company’s own original, award-winning programming. According to Netflix’s Company Profile, the benefits of watching shows and movies in this format, as opposed to traditional, linear TV formatting, is that “Members can play, pause and resume watching, all without commercials or commitments” (Company Profile, n.d.).