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Licensing 101 December 3, 2020 Meet the Speakers
Licensing 101 December 3, 2020 Meet The Speakers Sushil Iyer Adam Kessel Principal Principal fr.com | 2 Roadmap • High level, introductory discussion on IP licensing • Topics – Types of IP – Monetization strategies – Key parts of a license agreement – Certain considerations • Licensing software, especially open source software • Licensing pharmaceutical patents • Trademarks • Trade secrets • Know-how fr.com | 3 Types of IP Patents Trademarks Copyrights Know-how (including trade secrets) fr.com | 4 Monetization Strategies • IP licensing – focus of this presentation – IP owner (licensor) retains ownership and grants certain rights to licensee – IP licensee obtains the legal rights to practice the IP – Bundle of rights can range from all the rights that the IP owner possesses to a subset of the same • Sale – IP owner (assignor) transfers ownership to the purchaser (assignee) • Litigation – Enforcement, by IP owner, of IP rights against an infringer who impermissibly practices the IP owner’s rights – Damages determined by a Court fr.com | 5 What is an IP License? • Contract between IP owner (Licensor) and Licensee – Licensor’s offer – grant of Licensor’s rights in IP • Patents – right to sell products that embody claimed inventions of Licensor’s US patents • Trademarks – right to use Licensor’s US marks on products or when selling products • Copyright – right to use and/or make derivative works of Licensor’s copyrighted work • Trade Secret – right to use and obligation to maintain Licensor’s trade secret – Licensee’s consideration – compensation -
Add Second Life to Your Training Without Having Users Log Into Second Life
708 Add Second Life to your Training without Having Users Log into Second Life David Miller, Newmarket International www.eLearningGuild.com DevLearn08 Session 708 Reference This session follows a case study in which a text-based lesson is converted into a more immersive learning experience. Starting with a “text and image” lesson written by a subject matter expert, we will write an easy-to-follow script that will help us create inexpensive video footage using Second Life. This video footage will then be integrated with the lesson to create a richer learning experience. All materials will be available online at http://subquark.com and access to a DevLearn08 dedicated sim will be provided to all attendees. To access that land, join the ELearning Guild in Second Life group “in-world”. Principles and Tools: Two underlying principles guide the approach presented in this session: rapid development and low cost. Filming in Second Life, and within any computer-generated imagery (CGI), is known as machinima. This session introduces several tools specific to filming in Second Life in case you are interested in experimenting with them before attending the session. These tools include Filming Path, Fraps, and Sizer. The Second Life viewer is needed to access the virtual world that we will be using as a film studio for creating footage to incorporate into our eLearning. Filming Path is an “in-world” filming system that helps to create smooth camera pans and camera dolly shots. Fraps is a real-time video-capturing application for Windows. Other Mac-based programs accomplish similar results (see the Fraps section). -
Mcafee Potentially Unwanted Programs (PUP) Policy March, 2018
POLICY McAfee Potentially Unwanted Programs (PUP) Policy March, 2018 McAfee recognizes that legitimate technologies such as commercial, shareware, freeware, or open source products may provide a value or benefit to a user. However, if these technologies also pose a risk to the user or their system, then users should consent to the behaviors exhibited by the software, understand the risks, and have adequate control over the technology. McAfee refers to technologies with these characteristics as “potentially unwanted program(s),” or “PUP(s).” The McAfee® PUP detection policy is based on the process includes assessing the risks to privacy, security, premise that users should understand what is being performance, and stability associated with the following: installed on their systems and be notified when a ■ Distribution: how users obtain the software including technology poses a risk to their system or privacy. advertisements, interstitials, landing-pages, linking, PUP detection and removal is intended to provide and bundling notification to our users when a software program or technology lacks sufficient notification or control over ■ Installation: whether the user can make an informed the software or fails to adequately gain user consent to decision about the software installation or add- the risks posed by the technology. McAfee Labs is the ons and can adequately back out of any undesired McAfee team responsible for researching and analyzing installations technologies for PUP characteristics. ■ Run-Time Behaviors: the behaviors exhibited by the technology including advertisements, deception, and McAfee Labs evaluates technologies to assess any impacts to privacy and security risks exhibited by the technology against the degree of user notification and control over the technology. -
Download Sonic
Download sonic click here to download How far can the world's fastest hedgehog run? Play as Sonic the Hedgehog as you dash, jump and spin your way across stunning 3D environments. Swipe your way over and under challenging obstacles in this fast and frenzied endless running game. SONIC The world famous Sonic the Hedgehog stars in his first. The Sonic game that started it all is now free-to-play and optimized for mobile devices! Race at lightning speeds across seven classic zones as Sonic the Hedgehog. Run and spin through loop-de-loops as you collect rings and defeat enemies on your mission to save the world from the evil Dr. Eggman. Sonic the Hedgehog. Download Sonic Dash Go. An endless runner featuring Sonic. Sonic Dash is a platform game starring Sonic. It uses similar gameplay to the now classic 'Temple Run' to produce an exciting experience that demands that you have good reflexes if you want to succeed. Everything you'd expect from a Sonic. Sonic Games, free and safe download. Sonic Games latest version: Remember Sonic? Relive the old days with this game collection. Sonic Games is a set of classic arcade games with the famous blue hedgehog as protagonist. Play as Sonic the Hedgehog as you dash, jump and spin your way across stunning 3D environments. Swipe your way over and under challenging obstacles in this fast and frenzied endless running game for iPad, iPad mini, iPhone & iPod touch. SONIC The world famous Sonic the Hedgehog stars in his first endless. Download Sonic. Free and safe download. -
Art. Music. Games. Life. 16 09
ART. MUSIC. GAMES. LIFE. 16 09 03 Editor’s Letter 27 04 Disposed Media Gaming 06 Wishlist 07 BigLime 08 Freeware 09 Sonic Retrospective 10 Alexander Brandon 12 Deus Ex: Invisible War 20 14 Game Reviews Music 16 Kylie Showgirl Tour 18 Kylie Retrospective 20 Varsity Drag 22 Good/Bad: Radio 1 23 Doormat 25 Music Reviews Film & TV 32 27 Dexter 29 Film Reviews Comics 31 Death Of Captain Marvel 32 Blankets 34 Comic Reviews Gallery 36 Andrew Campbell 37 Matthew Plater 38 Laura Copeland 39 Next Issue… Publisher/Production Editor Tim Cheesman Editor Dan Thornton Deputy Editor Ian Moreno-Melgar Art Editor Andrew Campbell Sub Editor/Designer Rachel Wild Contributors Keith Andrew/Dan Gassis/Adam Parker/James Hamilton/Paul Blakeley/Andrew Revell Illustrators James Downing/Laura Copeland Cover Art Matthew Plater [© Disposable Media 2007. // All images and characters are retained by original company holding.] dm6/editor’s letter as some bloke once mumbled. “The times, they are You may have spotted a new name at the bottom of this a-changing” column, as I’ve stepped into the hefty shoes and legacy of former Editor Andrew Revell. But luckily, fans of ‘Rev’ will be happy to know he’s still contributing his prosaic genius, and now he actually gets time to sleep in between issues. If my undeserved promotion wasn’t enough, we’re also happy to announce a new bi-monthly schedule for DM. Natural disasters and Acts of God not withstanding. And if that isn’t enough to rock you to the very foundations of your soul, we’re also putting the finishing touches to a newDisposable Media website. -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
Shall We Play a Game: Thoughts on the Computer Game Archive of the Future
Shall We Play a Game: Thoughts on the Computer Game Archive of the Future Henry Lowood, Stanford University, Oct. 2002 The Importance of the Topic Now that the Pong and Pac-Man generations have aged and few Stanford undergraduates can remember a world without Mario, computer games have suddenly grown up. It is a good time to think about the place of games among media and how we can preserve their history. Many would argue that the “medium of the video game” (the title of a recent book)1 should be a prominent stop on any tour of late 20th-century mediascape, certainly of popular culture and art. The conventional approach cites statistics that measure the commercial success of computer games. Sales of computer and video games in the United States alone, including hardware and accessories, exceeded $10 billion in 2001. By comparison, box-office receipts in the U.S. movie industry reached $8.35 billion, itself a record total. Global sales of hardware and software are expected to exceed $30 billion this year, with developed markets for PC or video games in Japan, Korea, Germany, and the U.K. rivaling the U.S. Dollar figures alone do not say enough about the attention our society devotes to computer games. Generally, games take more time to experience than media such as books and films. The publishers of Half-Life: Counterstrike, the most popular networked multiplayer game, report some 3.4 billion player-minutes per month in mid-2002, exceeding estimates based on Nielsen ratings for even the highest-rated U.S. -
Machinima Aus MEDIENINPULSE
Machinima – eine innovative Form des Filmemachens in der Schule Durch die Modifikation der Software eines Computerspiels können in Echtzeit berechnete Animationsfilme einfach und kostengünstig produziert werden. Das komplexe Medium Film geprägt sind, haben hohe Ansprüche, die nicht eingelöst werden können. Das beginnt bei den Themen der Geschichten und zieht sich über die schauspielerischen ,,Kinder können gar keinen eigenen Film machen“, mit Fähigkeiten, über die Drehortproblematik bis hin zur dieser provokanten Feststellung betitelt Matthias Thimm Kameraführung und dem Schnitt – also der Sprache des einen Projektbericht über die Entstehung eines Films in Films selbst. Häufig stellen Schüler fest, dass es einer sechsten Klasse. Er spielt damit auf die Komplexität einfacher ist, eine Geschichte zu erzählen, als eine des Mediums Film an. Man denke nur an den Abspann Geschichte mit filmischen Mitteln darzustellen. Erst mit von Filmen, der eine Vorstellung davon vermittelt, wie etwas Vorwissen ist es sinnvoll, größere Filmprojekte im viele Menschen zum Gelingen eines Films beitragen. Alle regulären Unterricht durchzuführen. Dieses könnten Bereiche vom Drehbuch, über die Dreharbeiten bis hin Schülerinnen und Schüler erwerben, indem sie zuerst zum Schnitt – um nur die wichtigsten zu nennen – sind überschaubare Aufgabenstellungen mit Machinima eigenständige Arbeitsfelder, die schon für sich alleine bearbeiten. Hingewiesen sei in diesen Zusammenhang genommen viel Erfahrung verlangen. Bei einer auf Alain Bergalas Buch ,,Kino als Kunst“, das sehr gelungenen Filmproduktion spielen diese Bereiche, die praxisnahe Vorschläge für die Sensibilisierung der vom Regisseur gelenkt und koordiniert werden, so Schülerinnen/Schüler für einzelne Elemente der ineinander, dass das Endprodukt wie aus einem Guss Filmgestaltung enthält, die sich leicht in die erscheint. Angesichts dieser Komplexität ist es nicht 2 verwunderlich, dass Lehrerinnen und Lehrer vor der Machinima-Produktion übertragen lassen . -
Open Source Acknowledgements
This document acknowledges certain third‐parties whose software is used in Esri products. GENERAL ACKNOWLEDGEMENTS Portions of this work are: Copyright ©2007‐2011 Geodata International Ltd. All rights reserved. Copyright ©1998‐2008 Leica Geospatial Imaging, LLC. All rights reserved. Copyright ©1995‐2003 LizardTech Inc. All rights reserved. MrSID is protected by the U.S. Patent No. 5,710,835. Foreign Patents Pending. Copyright ©1996‐2011 Microsoft Corporation. All rights reserved. Based in part on the work of the Independent JPEG Group. OPEN SOURCE ACKNOWLEDGEMENTS 7‐Zip 7‐Zip © 1999‐2010 Igor Pavlov. Licenses for files are: 1) 7z.dll: GNU LGPL + unRAR restriction 2) All other files: GNU LGPL The GNU LGPL + unRAR restriction means that you must follow both GNU LGPL rules and unRAR restriction rules. Note: You can use 7‐Zip on any computer, including a computer in a commercial organization. You don't need to register or pay for 7‐Zip. GNU LGPL information ‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐ This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You can receive a copy of the GNU Lesser General Public License from http://www.gnu.org/ See Common Open Source Licenses below for copy of LGPL 2.1 License. -
Max Spyware Detector-Windows-EULA
END-USER LICENSE AGREEMENT END-USER LICENSE AGREEMENT FOR MAX SPYWARE DETECTOR FOR WINDOWS PLATFORM PLEASE READ THIS MAX SPYWARE DETECTOR FOR WINDOWS PLATFORM END-USER LICENSE AGREEMENT (HEREINAFTER REFERRED TO AS THE “AGREEMENT”) CAREFULLY BEFORE USING OR TRYING TO ATTEMPT TO USE THIS MAX SPYWARE DETECTOR FOR WINDOWS PLATFORM (HEREINAFTER REFERRED TO AS THE “SOFTWARE”). BY USING THIS SOFTWARE OR BY ACCEPTING OUR SOFTWARE USAGE AGREEMENT POLICY OR ATTEMPTING TO LOAD THE SOFTWARE IN ANY WAY, (SUCH ACTION WILL CONSTITUTE A SYMBOL OF YOUR CONSENT AND SIGNATURE), YOU ACKNOWLEDGE AND ADMIT THAT YOU HAVE READ, UNDERSTOOD AND AGREED TO ALL THE TERMS AND CONDITIONS OF THIS AGREEMENT. THIS AGREEMENT ONCE ACCEPTED BY “YOU” [AS AN INDIVIDUAL (ASSUMING YOU ARE HAVING LEGAL CAPACITY TO ENTER INTO AN AGREEMENT), OR THE COMPANY OR ANY LEGAL ENTITY THAT WILL BE USING THE SOFTWARE (HEREINAFTER REFERRED TO AS 'YOU' OR 'YOUR' FOR THE SAKE OF BREVITY)] SHALL BE A LEGALLY ENFORCEABLE AGREEMENT BETWEEN YOU AND MAX SECURE SOFTWARE INDIA PVT. LTD., PUNE, MH, INDIA (HEREINAFTER REFERRED TO AS “MSS”). YOU SHALL HAVE THE RIGHTS TO USE THE SOFTWARE FOR YOUR OWN USE SUBJECT TO THE TERMS AND CONDITIONS MENTIONED IN THIS AGREEMENT OR AS AMENDED BY MSS FROM TIME TO TIME. IF YOU DO NOT AGREE TO ALL THE TERMS AND CONDITIONS BELOW, DO NOT USE THIS SOFTWARE IN ANY WAY AND PROMPTLY RETURN IT OR DELETE ALL THE COPIES OF THIS SOFTWARE IN YOUR POSSESSION. In consideration of payment of the License Fee, evidenced by the Payment Receipt, MSS grants you, a non-exclusive and non-transferable right for your own use only. -
Free As in Freedom (2.0): Richard Stallman and the Free Software Revolution
Free as in Freedom (2.0): Richard Stallman and the Free Software Revolution Sam Williams Second edition revisions by Richard M. Stallman i This is Free as in Freedom 2.0: Richard Stallman and the Free Soft- ware Revolution, a revision of Free as in Freedom: Richard Stallman's Crusade for Free Software. Copyright c 2002, 2010 Sam Williams Copyright c 2010 Richard M. Stallman Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled \GNU Free Documentation License." Published by the Free Software Foundation 51 Franklin St., Fifth Floor Boston, MA 02110-1335 USA ISBN: 9780983159216 The cover photograph of Richard Stallman is by Peter Hinely. The PDP-10 photograph in Chapter 7 is by Rodney Brooks. The photo- graph of St. IGNUcius in Chapter 8 is by Stian Eikeland. Contents Foreword by Richard M. Stallmanv Preface by Sam Williams vii 1 For Want of a Printer1 2 2001: A Hacker's Odyssey 13 3 A Portrait of the Hacker as a Young Man 25 4 Impeach God 37 5 Puddle of Freedom 59 6 The Emacs Commune 77 7 A Stark Moral Choice 89 8 St. Ignucius 109 9 The GNU General Public License 123 10 GNU/Linux 145 iii iv CONTENTS 11 Open Source 159 12 A Brief Journey through Hacker Hell 175 13 Continuing the Fight 181 Epilogue from Sam Williams: Crushing Loneliness 193 Appendix A { Hack, Hackers, and Hacking 209 Appendix B { GNU Free Documentation License 217 Foreword by Richard M. -
10 Best Free Video Editing Software Review and Download
Copy Right www.imelfin.com 10 best free video editing software review and download What are the best free video editing software? In this post, you are bound to find the best video editing freeware to your taste. When we want to create a personal video, burn a DVD, or upload to YouTube/other video-sharing sites, we will need free video editing software to crop, edit subtitles, insert audio, and add other effects. So what is the best free video editing software? What is the easiest video editing software to use? This post covers a list of the best video editing software, you will be able to edit your videos free on Windows, Mac or Linux. 10 best free video editing software review and download 1. ezvid free video editing software 1 Copy Right www.imelfin.com ezvid is open-source video editing software applicable to Windows XP (SP3), Vista, Win 7/8. It is fast, easy-to-use and functional. Besides video editing, it can also be used as a voice recorder and screen recorder. As with video editing, ezvid enables you to resize, add text/images. Powerful functions along with the revolutionary screen drawing feature have made ezvid one of the best video editing freeware. ezvid video editing software free download 2. Windows Movie Maker 2 Copy Right www.imelfin.com Windows Movie Maker offers a simple solution to beginners to create or edit videos. You can drag and drop images, videos as well as the real-time screenshots/videos to the timeline and add titles, credits, video/transition effects as you like.