Intertwined Development of Business Model and Product Functions for Mobile Applications: a Twin Peak Feature Modeling Approach
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Cisco SCA BB Protocol Reference Guide
Cisco Service Control Application for Broadband Protocol Reference Guide Protocol Pack #60 August 02, 2018 Cisco Systems, Inc. www.cisco.com Cisco has more than 200 offices worldwide. Addresses, phone numbers, and fax numbers are listed on the Cisco website at www.cisco.com/go/offices. THE SPECIFICATIONS AND INFORMATION REGARDING THE PRODUCTS IN THIS MANUAL ARE SUBJECT TO CHANGE WITHOUT NOTICE. ALL STATEMENTS, INFORMATION, AND RECOMMENDATIONS IN THIS MANUAL ARE BELIEVED TO BE ACCURATE BUT ARE PRESENTED WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. USERS MUST TAKE FULL RESPONSIBILITY FOR THEIR APPLICATION OF ANY PRODUCTS. THE SOFTWARE LICENSE AND LIMITED WARRANTY FOR THE ACCOMPANYING PRODUCT ARE SET FORTH IN THE INFORMATION PACKET THAT SHIPPED WITH THE PRODUCT AND ARE INCORPORATED HEREIN BY THIS REFERENCE. IF YOU ARE UNABLE TO LOCATE THE SOFTWARE LICENSE OR LIMITED WARRANTY, CONTACT YOUR CISCO REPRESENTATIVE FOR A COPY. The Cisco implementation of TCP header compression is an adaptation of a program developed by the University of California, Berkeley (UCB) as part of UCB’s public domain version of the UNIX operating system. All rights reserved. Copyright © 1981, Regents of the University of California. NOTWITHSTANDING ANY OTHER WARRANTY HEREIN, ALL DOCUMENT FILES AND SOFTWARE OF THESE SUPPLIERS ARE PROVIDED “AS IS” WITH ALL FAULTS. CISCO AND THE ABOVE-NAMED SUPPLIERS DISCLAIM ALL WARRANTIES, EXPRESSED OR IMPLIED, INCLUDING, WITHOUT LIMITATION, THOSE OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OR ARISING FROM A COURSE OF DEALING, USAGE, OR TRADE PRACTICE. IN NO EVENT SHALL CISCO OR ITS SUPPLIERS BE LIABLE FOR ANY INDIRECT, SPECIAL, CONSEQUENTIAL, OR INCIDENTAL DAMAGES, INCLUDING, WITHOUT LIMITATION, LOST PROFITS OR LOSS OR DAMAGE TO DATA ARISING OUT OF THE USE OR INABILITY TO USE THIS MANUAL, EVEN IF CISCO OR ITS SUPPLIERS HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. -
Safety Activity Checkpoints (SAC)
1 GSUSA 2021 Edition Safety Activity Checkpoints Change Memo – Important Updates to 2021 Edition The 2021 Edition of GSUSA’s Safety Activity Checkpoints has been updated to reflect the following changes as outlined in this three-page memo. National guidelines are developed in collaboration with the Girl Scout Council Safety Activity Checkpoints Task Team which includes a balanced regional representation as well as in-depth expertise and experience in the areas of Girl Scout programs, safety, and risk management. Standard Safety Guidelines. GSUSA’s Standard Safety Guidelines (formerly titled “Girl Scout Activity Safety Standards & Guidelines”) are located on pages 4 - 22 and apply to all Girl Scout activities including: troop meetings, day trips, special events, camp, travel, and product program. Accordingly, a link under each activity chapter has been added to direct volunteers to the Standard Safety Guidelines section. Within the Standard Safety Guidelines (p. 4 - 22) are the following updates: Adult Supervision. Further emphasizes the long-standing Girl Scout rule of at least two registered and approved, unrelated Girl Scout volunteers, one of whom is female. Examples of unrelated are provided as: not a sibling, spouse, domestic partner, parent, child, or anyone who would be considered a family member, and who do not live in the same residence. This rule applies to all Girl Scout gatherings and is mandatory whenever girls meet, whether in person or virtually. It is recommended that councils advise troops and parents of this requirement so that the council can be alerted if the supervision is not meeting this requirement. Activities not Listed in Safety Activity Checkpoints. -
Being an Advocate for Substance Abuse Treatment and Prevention
Being an Advocate for Substance Abuse Treatment and Prevenon—Time for New Strategies Andrew Kessler Slingshot Solutions, LLC NCAD 2013 Anaheim, CA September 21, 2013 FOUNDED AND PRODUCED BY THE PUBLISHERS OF IN CONJUNCTION WITH IN ASSOCIATION WITH Introductions all around! • Andrew Kessler, J.D. • Slingshot Solu6ons, LLC • Incorporated in 2008 • Clients include IC&RC, CAADAC/ CFAAP, Strategic Applicaons Internaonal, Naonal Council on Problem Gambling Who am I? Why am I here? • To learn about the environment we are currently in • To learn about how substance abuse is viewed by policy makers • To take what we learn and apply it to effec6ve advocacy strategies • (All in 60 minutes!) What is an expert? • Webster’s: “having, involving, or displaying special skill or knowledge derived from training or experience.” • Court of law: “a person who is a specialist in a subject, oZen technical, who may present his/ her expert opinion” • Newsflash- I’m not the only expert in this room… We need you to be leaders • If the experts do not lead, who will? (That’s a rhetorical ques6on…) • This is a complex issue that will require guidance and paence. If you’re looking for overnight results, you can leave now. • I mean it. • Get ready to go outside your comfort zone • This is not about a step by step, easy to use formula. Developing that will take months if not years. We only have an hour. • This is about learning what is going on outside our world of treatment and preven6on, what is going on in the rest of the world of advocacy, and learning to operate in that world • This is about the landscape we are working in, and why our strategies need to change. -
2020 Safety Activity Checkpoints 2021 Edition @ April 1, 2021
- 2020 SAFETY ACTIVITY CHECKPOINTS 2021 EDITION @ APRIL 1, 2021 1 Table of Contents Introduction .................................................................................................................................................. 4 Standard Safety Guidelines .......................................................................................................................... 4 Coronavirus Safety in Girl Scouts ................................................................................................................. 7 Have an Emergency Action Plan (EAP)......................................................................................................... 8 Understanding Which Activities Are Not Permitted ....................................................................................... 12 Chartered Aircraft Trips and Aviation........................................................................................................... 14 Other Actions Girls and Volunteers Should Not Take ................................................................................... 14 First Aid ..................................................................................................................................................... 14 Overall Health, Well Being and Inclusivity.................................................................................................... 17 Transporting Girls ..................................................................................................................................... -
Ios Katalina Download Ios Katalina Download
ios katalina download Ios katalina download. Here’s how to clean install macOS 10.15 Catalina on Mac via USB drive the right way using this guide. It’s been a long time coming, but macOS 10.15 Catalina is now available for anyone who has a compatible Mac. You can, of course, upgrade from your previous version of macOS if that’s what you want, but sometimes, it isn’t the best way to go. Clean installations of macOS aren’t just for new Macs. Sometimes, having a fresh start is not only cathartic, but required in order to iron out the creases caused by using the same installation for years and, often, across many Macs. If you do want to complete a full and clean installation of macOS 10.15 Catalina, here are the steps you need to follow to make it happen. Requirements. Before we get started, there are a couple of things you need to do and know. Make sure everything is fully backed up. You can use Time Machine or take a clone of your drive. At the very least, make sure that you have all of your important documents saved somewhere that isn’t your Mac. You’ll need to have a Mac that supports macOS 10.15 Catalina. You can check compatibility of macOS Catalina with Mac models here: macOS 10.15 Catalina Compatibility: Full List Of Compatible Macs. If you are planning to use Sidecar on Catalina, make sure to check and see here whether your Mac will support this feature or not: macOS 10.15 Catalina Sidecar Compatibility For Mac: Here Are The Details. -
AURI JAYA Ð CEO JPNN.Com 2 MEDIA FLOWCHART
1 WEBINAR Regulasi Negara Dalam Menjaga Keberlangsungan Media Mainstream Di Era Disrupsi Medsos Kamis, 04 Februari 2021 AURI JAYA – CEO JPNN.com 2 MEDIA FLOWCHART Alur operasional bisnis media SHARE & CONTENT DISTRIBUTION Penyebaran dan distribusi konten ke Media memproduksi konten berbagai platform yang banyak artikel, audio atau video digunakan pembaca AUDIENCE TRAFFIC SOURCE MONETIZE Media mendapatkan pengunjung/pembaca Memperoleh pendapatan dari hasil yang berasal dari berbagai sumber penjualan konten atau iklan 3 TRAFFIC SOURCE Kategori sumber pengunjung yang mendistribusikan konten Search Pengunjung yang berasal dari search engine Social Pengunjung yang berasal dari media sosial Refferal Pengunjung yang berasal dari referensi website lain / agregator Direct Pengunjung yang langsung membuka halaman website TRAFFIC SOURCE LIST 4 Daftar sumber pengunjung berdarkan jenis platformnya Search Social Referral Pengunjung yang berasal dari search Pengunjung yang berasal dari media Pengunjung yang berasal dari engine sosial referensi website lain / agregator Ø Google Ø Facebook Ø Google News Ø Microsoft Bing Ø Twitter Ø BaBe Ø Yahoo Ø Instagram Ø Line Today Ø Baidu Ø Youtube Ø UC News Ø Yandex Ø WhatsApp Ø Flipboard Ø DuckDuckGo Ø Telegram Ø MSN Ø Ask.com Ø TikTok Ø Zend Yandex Ø Aol.com Ø Pinterest Ø Opera Ø … Dll Ø … Dll Ø … Dll 5 MONETIZE Sumber penghasilan media saat ini TRADISIONAL PROGRAMMATIC ADS VS ADS 6 TRADITIONAL VS PROGRAMMATIC Proses negosiasi pemasangan iklan model tradisional cukup Programmatic ad menjalankan suatu algoritma untuk memakan waktu dan biaya. Advertiser dan publisher harus mengumpulkan dan mengevaluasi data sehingga dapat bertemu untuk bernegosiasi harga iklan yang akan dipasang menentukan siapa dan dimana iklan akan ditampilkan Penetapan harga didapatkan dari hasil dinegosiasikan langsung Programmatic menggunakan proses yang dinamakan real-time antara advertiser dan publisher. -
Facebook Fake News in the Post -Truth World
9-717-473 REV: SEPTEMBER 14, 2 0 1 7 JOHN R. WELLS CAROLE A. WINKLER Facebook Fake News in the Post -Truth World Our mission is to make the world more open and connected. — Mark Zuckerberg1 Introduction In January 2017, Mark Zuckerberg, founder and CEO of Facebook was surrounded by controversy. The election of Donald Trump as the next President of the United States on November 8, 2016 had triggered a national storm of protests, and many put the blame at the door of fake news stories served up on Facebook’s Trending News Feed.2 Facebook had launched the service in January 2014 to deliver news stories that might be of interest to Facebook users, in addition to the automatic News Feed that told them what was going on in their social network. Individuals could select items that they were interested in, but an algorithm served up news items that might appeal based on past reading habits and those of their close friends.3 The argument against Facebook was that this process polarized public opinion, fueled prejudices and encouraged the bitter partisan character of the election campaign.4 Some claimed that fake news, propagated through News Feed, supported the rise of anti-establishment sentiments amongst groups that felt left behind by the establishment elite.5 Zuckerberg was unapologetic. On November 10, 2016 he had commented, “Personally I think the idea that fake news on Facebook, which is a very small amount of the content, influenced the election in any way — I think is a pretty crazy idea.”6 He argued that fake stories were posted on both sides of the political spectrum. -
Summaries and Best Practices
Dartmouth College FY 16 Club and Group Activities Report (CGAR) Summaries and Best Practices Alumni Relations – Communities [email protected] (603) 646-3497 1. Introduction This is the second year that the Communities Department has provided our club and group volunteers with access to the great ideas, successes, and best practices of over 80 Dartmouth alumni clubs and groups. This information on a range of topics is gleaned from the FY16 CGAR: How to involve more alumni in your organization. Successful initiatives of other clubs and groups. The most unusual or innovative events of other clubs and groups. Ideas for admitted student events, summer send offs, and more. How to have effective communications: email, website, newsletter, etc. Methods to encourage members to pay dues. And 18 other topics! 2. How to Use this Resource The CGAR contains numerous open ended questions that our volunteer leaders answer every year. For 24 of these questions, this resource provides both big picture and detailed information: Overview of 24 topics (page 3) Executive summaries of each question (pages 5 – 12) Detailed responses provided by volunteers for each question (pages 13 – 81) This resource is extensively hyper-linked to make it easy to quickly move from the executive summaries to over 1,600 detailed responses (and vice versa). Each detailed response identifies the club or group that provided the suggestion. To contact a leader from a particular club or group, first visit the AR website where contact information for all clubs and groups is listed. If you cannot find a contact, please contact our office. -
Cloud Gaming
Cloud Gaming Cristobal Barreto[0000-0002-0005-4880] [email protected] Universidad Cat´olicaNuestra Se~norade la Asunci´on Facultad de Ciencias y Tecnolog´ıa Asunci´on,Paraguay Resumen La nube es un fen´omeno que permite cambiar el modelo de negocios para ofrecer software a los clientes, permitiendo pasar de un modelo en el que se utiliza una licencia para instalar una versi´on"standalone"de alg´un programa o sistema a un modelo que permite ofrecer los mismos como un servicio basado en suscripci´on,a trav´esde alg´uncliente o simplemente el navegador web. A este modelo se le conoce como SaaS (siglas en ingles de Sofware as a Service que significa Software como un Servicio), muchas empresas optan por esta forma de ofrecer software y el mundo del gaming no se queda atr´as.De esta manera surge el GaaS (Gaming as a Servi- ce o Games as a Service que significa Juegos como Servicio), t´erminoque engloba tanto suscripciones o pases para adquirir acceso a librer´ıasde jue- gos, micro-transacciones, juegos en la nube (Cloud Gaming). Este trabajo de investigaci´onse trata de un estado del arte de los juegos en la nube, pasando por los principales modelos que se utilizan para su implementa- ci´ona los problemas que normalmente se presentan al implementarlos y soluciones que se utilizan para estos problemas. Palabras Clave: Cloud Gaming. GaaS. SaaS. Juegos en la nube 1 ´Indice 1. Introducci´on 4 2. Arquitectura 4 2.1. Juegos online . 5 2.2. RR-GaaS . 6 2.2.1. -
Facebook's Slingshot for Fleeting Posts 17 June 2014, by Barbara Ortutay
App Watch: Facebook's Slingshot for fleeting posts 17 June 2014, by Barbara Ortutay accidentally released it last week in Apple's app store, giving some vigilant Facebook watchers an early glimpse before the app was removed from the store. Slingshot works with both Apple and Android devices. A Facebook account isn't required. — HOW IT WORKS: After downloading, you can sign up either with a Facebook account or your mobile phone number. You add contacts based on your Facebook friends and phone contacts. Opening the app takes you to its camera, which has a "shoot" button for taking a snapshot and a "selfie" button for, you guessed it, a selfie. After taking a photo, you can type a message of up to This combo made from images provided by Facebook 140 characters on it, or draw a picture. You can shows the company's Slingshot app. After accidentally then send it to some or all of your Slingshot launching the ephemeral messaging app last week, contacts. Facebook says Slingshot is now ready for prime time, and owners of Android or Apple's iOS devices can — UNLIKE SNAPCHAT: download it starting on Tuesday afternoon, June 17, 2014. (AP Photo/Facebook) On Snapchat, people can see a photo sent to them by tapping on it and holding their finger down until it disappears, always within a few seconds. On Slingshot, you can see a message only if you send Facebook is taking another stab at ephemeral one back. Until you do, you'll only see a pixelated mobile messaging with an app called Slingshot. -
Una Propuesta Metodológica Para Estudiar El Impacto De Los Sitios De Nueva Generación En El Periodismo
Universidad CEU Cardenal Herrera Departamento de Comunicación e Información Periodística Una propuesta metodológica para estudiar el impacto de los sitios de nueva generación en el periodismo TESIS DOCTORAL Presentada por: Helena Albacar Serrano Dirigida por: Dra. Elvira García de Torres Dr. Pablo González-Pola de la Granja Valencia 2017 2 Índice Introducción ........................................................................................................................7 Capítulo 1. Marco Teórico .................................................................................................. 15 1.1. El nuevo entorno comunicativo y su impacto en el periodismo ...................................... 15 1.1.1. Aparición y desarrollo de Internet ...................................................................... 17 1.1.2. La descentralización comunicativa y sus consecuencias .................................... 26 1.1.3. La ruptura del monopolio mediático .................................................................. 35 1.1.4. Contenidos generados por el usuario y su influencia en el periodismo ............. 40 1.2. La primera etapa de los sitios de nueva generación ........................................................ 44 1.2.1. Los portales ......................................................................................................... 44 1.2.2. Los buscadores .................................................................................................... 51 1.2.3. Las redes sociales ............................................................................................... -
Videogames As Remediated Memories: Commodified Nostalgia and Hyperreality in Far Cry 3: Blood Dragon and Gone Home
Videogames as remediated memories: commodified nostalgia and hyperreality in Far Cry 3: Blood Dragon and Gone Home Robin Sloan This is the author's version of a work that was accepted for publication in Games and Culture, deposited in Abertay Research Collections: https://repository.abertay.ac.uk/jspui/ The published version of this article is available from DOI: http://dx.doi.org/10.1177/1555412014565641 Running head: VIDEOGAMES AS REMEDIATED MEMORIES 1 Abstract In the last decade, the maturation of the first generation of gamers has underpinned growing discussion of nostalgia for and in videogames. This paper considers how the search for a connection to our past can be satisfied through consumption of the richly remediated memories represented in nostalgic videogames. Far Cry 3: Blood Dragon and Gone Home are analysed framed by Baudrillard’s theories of consumer objects and simulation. These videogames make extensive use of 1980s and 1990s cultural referents. In particular, they embed references to media (such as music, film, and television) that epitomise memories of these periods. The aim of the paper is to discuss the ways in which the videogames commodify nostalgia in order to fulfil a consumer need for retrospection, and to examine the extent to which they provide a simulation of cultural memory that blurs historical reality with period modes of representation. Keywords: hyperreality, memory, nostalgia, remediation, videogames VIDEOGAMES AS REMEDIATED MEMORIES 2 Introduction Over the course of the 7 th generation of videogames (approximately 2005-2013 and including the Xbox 360, Playstation 3, and Wii) there has been a growing fascination with collective memories of both videogames and gaming culture.