IP Law in Iran: Copyright and Trademark Protection
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Server-Side Bot Detection in Massive Multiplayer Online Games
Server-side Bot Detection in Massive Multiplayer Online Games Stefan Mitterhofer,∗ Christian Platzer,∗ Christopher Kruegel,x Engin Kirda{ ∗ Secure Systems Lab Technical University Vienna fsm;[email protected] x University of California, Santa Barbara { Eurecom, Sophia Antipolis, France [email protected] [email protected] Abstract One of the greatest threats that Massive Multiplayer Online Games (MMOG) face nowadays is botting. Botting is a form of cheating where a player uses a script to automate actions in a game without actually playing herself. This has a severe adverse effect on honest players and im- pacts their motivation to continue the game, threatening the subscription-based business model of online game providers. However, if game companies make an effort at all to automatically detect bots, it is done through signature checking for suspicious programs on the client-side, essentially relying on information from an untrusted source outside their control. To address the botting problem, we propose an automated approach to detect bots on the server-side, solely based on the activity of a character. Our approach is completely transparent to the end-user and takes advantage of the fact that bots follow a script that guides them through the virtual world. More precisely, by analyzing the movement data of a character, we extract waypoints and detect paths that are taken repeatedly. This allows us to find movement patterns that repeat frequently, indicating that a character is controlled by a script and not a human player. Keywords: gaming, security, online games, cheating, gaming bots, bot detection, world of warcraft, mmorpg security, waypoint extraction 1 Introduction Massive Multiplayer Online Games have soared in popularity in the past few years, with more than 16 million active subscribers in 2008 [1]. -
Chapter # 1 Introduction
Chapter # 1 Introduction Mobile applications (apps) have been gaining rising popularity dueto the advances in mobile technologies and the large increase in the number of mobile users. Consequently, several app distribution platforms, which provide a new way for developing, downloading, and updating software applications in modern mobile devices, have recently emerged. To better understand the download patterns, popularity trends, and development strategies in this rapidly evolving mobile app ecosystem, we systematically monitored and analyzed four popular third-party Android app marketplaces. Our study focuses on measuring, analyzing, and modeling the app popularity distribution, and explores how pricing and revenue strategies affect app popularity and developers’ income. Our results indicate that unlike web and peer-to-peer file sharing workloads, the app popularity distribution deviates from commonly observed Zipf-like models. We verify that these deviations can be mainly attributed to a new download pattern, to which we refer as the clustering effect. We validate the existence of this effect by revealing a strong temporal affinity of user downloads to app categories. Based on these observations, we propose a new formal clustering model for the distribution of app downloads, and demonstrate that it closely fits measured data. Moreover, we observe that paid apps follow a different popularity distribution than free apps, and show how free apps with an ad-based revenue strategy may result in higher financial benefits than paid apps. We believe that this study can be useful to appstore designers for improving content delivery and recommendation systems, as well as to app developers for selecting proper pricing policies to increase their income. -
Chinese Internet Companies and Their Quest for Globalization
International Conference on Information, Business and Education Technology (ICIBIT 2013) Chinese Internet Companies and Their Quest for Globalization Harlan D. Whatley1 1Swiss Management Center, Zurich, Switzerland Abstract players in the technology market (Sun, 2009). Chinese internet companies have seen an This qualitative research paper unprecedented growth over the past explores the quest for globalization of decade. However, very few are two successful Chinese internet recognized brands outside of China while companies: Baidu and Tencent Holdings. some seek to develop their brands in In this case study, the focus is on the foreign markets. This paper analyzes the marketing strategies of these expanding marketing strategies of two internet multinational enterprises and the companies: Baidu and Tencent and their challenges they face to become quest for globalization. recognized as global brands. All of the firms in this study were founded as Keywords: Baidu, Tencent, internet, private enterprises with no ownership ties branding, marketing, globalization, China to the Chinese government. Furthermore, an analysis of the countries and markets 1. Introduction targeted by the firms is included in the study. In addition to a review of the Innovation efforts by technology current academic literature, interviews companies in China are driven by adding were conducted with marketing and significant value to imported foreign strategy professionals from the technologies or by developing new perspective firms as well as journalists products to satisfy specific domestic that closely follow Chinese internet firms demands (Li, Chen & Shapiro, 2010). and the technology sector. This study on Firms in the emerging market of China do the globalization of Chinese internet not possess the R&D resources that their firms will contribute to marketing developed Western counterparts have. -
Intellectual Property
Westlaw Journal INTELLECTUAL PROPERTY Litigation News and Analysis • Legislation • Regulation • Expert Commentary VOLUME 23, ISSUE 13 / OCTOBER 19, 2016 EXPERT ANALYSIS Emerging Case Law Exposes ‘Bot’ Makers To DMCA Absent Copyright Infringement By Nancy A. Del Pizzo, Esq. Rivkin Radler LLP Hacking into a video game platform to create an automated software application, known as a bot, that enables users to cheat in playing the game may be as regular as the sun coming up in the morning — but it also raises legal concerns. Niantic Inc., the maker of “Pokemon Go,” has initiated a ban on third-party bots like Pokevision and Necrobot — both of which were designed to enable “Pokemon Go” users to cheat in the game to move ahead more quickly. It appears to be largely successful in preventing gamers from using bots to cheat, though new bots are likely being developed. The problem is so widespread that another company, Blizzard Entertainment Inc., is pretty much singlehandedly helping to produce a body of law in this area. Blizzard develops and produces games such as “Overwatch,” “Diablo” and “World of Warcraft,” the massively multiplayer online role-playing game, known by fans as WoW. Blizzard has enjoyed some success in a case that made its way to the 9th U.S. Circuit Court of Appeals, and it has been able to fine-tune its claims in a subsequent case. Some of Blizzard’s claims against bot makers are fairly standard, such as claims of copyright and trademark infringement, unfair competition, unjust enrichment and tortious interference with contract. But Blizzard has also pushed for develop-ment of new law under the U.S. -
Universal Music Group and Tencent Music Entertainment Group Enter Into Strategic Agreement Significantly Expanding Chinese Music Market
UNIVERSAL MUSIC GROUP AND TENCENT MUSIC ENTERTAINMENT GROUP ENTER INTO STRATEGIC AGREEMENT SIGNIFICANTLY EXPANDING CHINESE MUSIC MARKET – Provides Vast Multi-Platform Distribution and Marketing Opportunities Across China – Companies to Develop Abbey Road Studios China to Create World-Class Recording Studio and Accelerate Development of Local Talent SHENZHEN and SANTA MONICA, MAY 16, 2017 – Universal Music Group (UMG), the world leader in music-based entertainment, and Tencent Music Entertainment Group (TME), a leading digital music distribution platform in China, today announced the signing of a landmark licensing agreement that will significantly expand the Chinese music market. Under the terms of the multi-year agreement, TME will distribute music from UMG’s roster of record labels and global recording stars on its streaming platforms QQ Music, KuGou and Kuwo. TME will also be UMG’s master distribution and licensing partner to exclusively sub-license UMG’s content to third- party music service providers in China. Both parties will work together to find new ways to develop artists, to innovate business models and to reinforce a robust copyright protection environment. In addition, TME will support UMG artists to promote their music, leveraging Tencent online properties and other media channels. In China, TME is one of the largest music platforms, providing over 17 million songs to 600 million monthly active users. TME is a strong advocate of authorized music and has earned industry recognition for driving growth in the digital music industry, with more than 15 million paying subscribers. UMG represents one of the most comprehensive catalogues of recordings and songs across every music genre. -
United States District Court Southern District of Florida Miami Division
Case 1:15-cv-23888-JEM Document 1 Entered on FLSD Docket 10/16/2015 Page 1 of 25 UNITED STATES DISTRICT COURT SOUTHERN DISTRICT OF FLORIDA MIAMI DIVISION HUSHHUSH ENTERTAINMENT, INC., a California ) corporation d/b/a Hush Hush Entertainment, Hushpass.com ) and Interracialpass.com, ) ) Case No. Plaintiff, ) v. ) ) MINDGEEK USA, INC., a Delaware corporation, ) d/b/a PORNHUBPREMIUM.COM MINDGEEK USA, ) INC., a Delaware corporation, individually and doing ) business as MINDGEEK USA INC., a Delaware ) corporation, individually and d/b/a ) PORNHUBPREMIUM.COM; MG FREESITES, LTD, ) a Delaware corporation, individually and d/b/a ) PORNHUBPREMIUM.COM; MG BILLING US, a ) Delaware corporation, individually and d/b/a ) PORNHUBPREMIUM.COM; MG BILLING EU, ) a Delaware corporation, individually and d/b/a ) PORNHUBPREMIUM.COM; MG BILLING IRELAND, ) a Delaware corporation, individually and d/b/a ) PORNHUBPREMIUM.COM; LICENSING IP ) INTERNATIONAL S.A.R.L , a foreign corporation ) [DEMAND FOR JURY TRIAL] d/b/a PORNHUBPREMIUM.COM; FERAS ANTOON, ) an individual; and DOES 1- 50, ) ) Defendants. ) ________________________________________________) COMPLAINT FOR COPYRIGHT INFRINGEMENT, DAMAGES, AND INJUNCTIVE RELIEF Plaintiff HUSHHUSH ENTERTAINMENT, INC., a California corporation d/b/a Hush Hush Entertainment, Hushpass.com and Interracialpass.com, by and through its attorneys of record, hereby allege as follows: 1 Case 1:15-cv-23888-JEM Document 1 Entered on FLSD Docket 10/16/2015 Page 2 of 25 NATURE OF THE CASE 1. This is an action for violation of Plaintiff, HUSHHUSH ENTERTAINMENT’S intellectual property rights. HUSHHUSH ENTERTAINMENT owns certain adult entertainment content which has been properly registered with the United States Copyright Office. -
Forgiveness 52-With Refs
Uganda’s Road to Peace May Run through the River of Forgiveness: Designing Playable Fictions 1 to Teach Complex Values Sasha Barab, Indiana University, USA Tyler Dodge, Indiana University, USA Edward Gentry, Indiana University, USA Asmalina Saleh, Indiana University, USA Patrick Pettyjohn, Indiana University, USA ABSTRACT While gaming technologies are typically leveraged for entertainment purposes, our experience and aspiration is to use them to encourage engagement with global, politically-sensitive issues. This chapter focuses on our game design concerning the struggle of Uganda, a design that allows players to experience the atrocities and inhumane conditions and, by illuminating such values as peace and justice, helps them more generally to appreciate the moral complexity of a humane intervention. Rather than theoretical constructs to be debated in the abstract, the ethical struggles involved in determining a humane intervention in the game setting are grounded in different Non-Player Characters’ perspectives and operationalized within the underlying game dynamics. Beyond reporting on the designed game, the chapter draws the reader into the struggles of designing such an ethically contentious game. KEYWORDS curricula, design, designer, ethics, fiction, game, identity, immersion, interactivity, learning, play, player, role, story, storyline, values, videogame 1- To appear in K. Schrier & D. Gibson (ed.) Ethics and game design: Teaching values through play (Vol. II). IGI Global, Hershey, PA. INTRODUCTION One of the most persistent problems of this period is how to reconcile conflicting goals in the aftermath of severe criminality…. The regime responsible for crimes against humanity or genocidal behaviors [remains] as part of a bargain by which its impunity was “purchased” in exchange for its voluntarily relinquishment of power (Falk, 2000, pp. -
THE Opportunlty of a Generation: the Litimate Score on A, Oigita Go D Mine
THE OPPORTUnlTY OF A GEnERATIOn: The Litimate Score on a, Oigita Go d Mine ...,:: ------- . ....... ' ,,,.,, .. ,,,,,. , ..... TABLE OF CONTENTS Introduction.............................................................................................3 Demographic Shifts and Opportunities………..........................................5 The Millennial Hotspot............................................................................6 The Future of the Video Game Industry.................................................8 The Evolution of Sports……………….........................................................11 eSports Celebrities - 8-Figure Digital Athletes......................................14 An Enormous Money-Making Opportunity...........................................16 Microtransactions..................................................................................18 Market Sector Size.................................................................................21 Video Games - A Well-Kept Secret........................................................23 Featured Investment Opportunity........................................................24 Management and Ownership......................................................24 Portfolio of Assets.......................................................................27 Target Market and Comparables................................................32 Chinese e-Gaming Comparables.................................................36 Game Analysis: Revenue and Cashflow Targets.........................40 -
China's Rise in Artificial Intelligence
EQUITY RESEARCH | August 31, 2017 Piyush Mubayi +852-2978-1677 [email protected] Goldman Sachs (Asia) L.L.C. Elsie Cheng +852-2978-0820 [email protected] China's Rise in Goldman Sachs (Asia) L.L.C. Heath P. Terry, CFA +1-212-357-1849 [email protected] Artificial Intelligence Goldman Sachs & Co. LLC The New New China Andrew Tilton For the exclusive use of [email protected] +852-2978-1802 China has emerged as a major global contender in the field of AI, the apex [email protected] technology of the information era. In this report, we set out China’s Goldman Sachs (Asia) L.L.C. ambitious top-down plans, the factors (talent, data and infrastructure) Tina Hou that make China unique and the companies (Baidu, Alibaba and Tencent) +86(21)2401-8694 that are making it happen. We believe the development of an ‘intelligent [email protected] economy’ and ‘intelligent society’ by 2030 in China has the potential to Beijing Gao Hua Securities drive productivity improvement and GDP growth in the next two decades. Company Limited Goldman Sachs does and seeks to do business with companies covered in its research reports. As a result, investors should be aware that the firm may have a conflict of interest that could affect the objectivity of this report. Investors should consider this report as only a single factor in making their investment decision. For Reg AC certification and other important disclosures, see the Disclosure Appendix, or go to www.gs.com/research/hedge.html. -
Virtual Worlds Proof 5
Position Paper November 08 Virtual Worlds, Real Money Security and Privacy in Massively-Multiplayer Online Games and Social and Corporate Virtual Worlds www.enisa.europa.eu About ENISA The European Network and Information Security Agency (ENISA) is an EU agency created to advance the functioning of the internal market. ENISA is a centre of expertise for the European Member States and European institutions in network and information security, giving advice and recommendations and acting as a switchboard of information for good practices. Moreover, the agency facilitates contacts between the European institutions, the Member States and private business and industry actors. © ENISA – European Network and Information Security Agency Virtual Worlds, Real Money 1 Position Paper November 08 Security and Privacy in Massively-Multiplayer Online Games and Social and Corporate Virtual Worlds List of Contributors: Experts participated as individuals. This paper should therefore not be taken as representing the views of any company or other organisation, and does not in any way bind group members when dealing with the issues it covers in other contexts. • David Barroso, S21sec, Spain • Richard Bartle, University of Essex, UK • Patrice Chazerand, PEGI Online, France • Melissa de Zwart, Law Faculty, Monash University, Australia • Jeroen Doumen, University of Twente, Netherlands • Slawomir Gorniak, ENISA, Greece • Eyjólfur Guðmundsson, CCP Games • Mateusz Kaźmierczak, UPC, Poland • Markku Kaskenmaa, Sulake Corporation, Finland • Daniel Benavente López, ISDEFE, Spain • Adam Martin, NCSoft, UK • Ingo Naumann, ENISA, Greece • Ren Reynolds, Virtual Policy Network, UK • Janice Richardson, Schoolnet, Belgium • Christian Rossow, Institute for Internet-Security, Germany • Anna Rywczyńska, CERT Polska, Poland • Michael Thumann, ERNWIT Security, Germany Editor: Giles Hogben, ENISA (European Network and Information Security Agency) Examples are given from a number of providers throughout the paper. -
Geokartenbrief 378
New maps, atlases and Neue Karten,Karten, AtlantenAtlanten und books comprising all Handbücher aus allenallen subjects of regional geogeo-- Themenbereichen der graphy, at the same time regionalen Geographie,Geographie, supplement service to zugleich NachtragedienstNachtragedienst Geo GeoKataloaGeoKatalog 2. zum GeoKatalog 2. Karl No. 373788 / 379379 2017-1/22017-1/2 Frequency ofof publication:publication: quarterly as aa digitaldigital newsletter.newsletter. 737 237 ';‘-% .f :• 736 236 -7 7. 03"2) 735 235 2016 - trrilletTelietT4311, T 255 2017 - 1p5n rpvis 1137y 201.7 - n1 me-11313) 205 Map extractextract from the new map series:series: "Yisra'el"Yisra'el -- IsraelIsrael -- TopographicTopographic Map Map 1:25 1:25 000000", ", see p. 1515 We trusttrust thatthat ourour customerscustomers willwill IILHLH —– InternationalesInternationales understand that sometimessometimes therethere LandkartenhausLandkartenhaus may be priceprice alterations. GeoCenter GmbH Wir bittenbitten umum VerständnisVerständnis dafür,dafür, Kurze Straße 40 dass wirwir unsuns Preisänderungen Preisänderungen D-70794D-70794 FilderstadtFilderstadt vorbehalten müssen. Germany www.ilhwww.ilh-stuttgart.de-stuttgart.de SKETCH MAP OF GEOGRAPHICAL ROUGH CLASSIFICATION Includedlncluded inin thisthis dassificationclassification are: 100100 Earth, 730 Oceans,Oceans, 900 Space.Space. For individual areas see GeoKatalog 2, sections 010,0f 0, 011,0l l, andand redred dividers.dividers. KARTENSKIZZE DER GEOGRAPHISCHEN GROBEINTEILUNG Aus derder SkizzeSkizze nichtnicht ersichtlichersichtlich sind: 100100 Erde, 730730 Ozeane,Ozeane, 900 WeltallWeltalL Einzelne GebieteGebbte siehe GeoKatalog 2, TeileTeile 010, 011,0l l, andand rotesrotes GriffregisterGriffregster 71O (t- / I /fi .., GeoKatalog 2 Spring // SummerSummer 20172017 • page 1 • Geosciences GeoKartenbrief 373788 // 379379 Welcome to GeoKartenbrief 373788 / 379 which lists new general and geogeoscientfficscientific maps and atlases made avallableavailable since January 2012017.7. All ftemsitems contained in GeoKartenbrief are availableavallable from ILH. -
Genocide, Memory and History
AFTERMATH GENOCIDE, MEMORY AND HISTORY EDITED BY KAREN AUERBACH AFTERMATH AFTERMATH GENOCIDE, MEMORY AND HISTORY EDITED BY KAREN AUERBACH Aftermath: Genocide, Memory and History © Copyright 2015 Copyright of the individual chapters is held by the chapter’s author/s. Copyright of this edited collection is held by Karen Auerbach. All rights reserved. Apart from any uses permitted by Australia’s Copyright Act 1968, no part of this book may be reproduced by any process without prior written permission from the copyright owners. Inquiries should be directed to the publisher. Monash University Publishing Matheson Library and Information Services Building 40 Exhibition Walk Monash University Clayton, Victoria, 3800, Australia www.publishing.monash.edu Monash University Publishing brings to the world publications which advance the best traditions of humane and enlightened thought. Monash University Publishing titles pass through a rigorous process of independent peer review. www.publishing.monash.edu/books/agmh-9781922235633.html Design: Les Thomas ISBN: 978-1-922235-63-3 (paperback) ISBN: 978-1-922235-64-0 (PDF) ISBN: 978-1-876924-84-3 (epub) National Library of Australia Cataloguing-in-Publication entry: Title: Aftermath : genocide, memory and history / editor Karen Auerbach ISBN 9781922235633 (paperback) Series: History Subjects: Genocide. Genocide--Political aspects. Collective memory--Political aspects. Memorialization--Political aspects. Other Creators/Contributors: Auerbach, Karen, editor. Dewey Number: 304.663 CONTENTS Introduction ...............................................