Social Networking for Educators — by Marina Leight and Cathilea Robinett Classroom Resources and Professional Development Are Reasons to Log On
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Unified Communications Comparison Guide
Unified Communications Comparison Guide Ziff Davis February 2014 Unified Communications (UC) is a useful solution for busy people to collaborate more effectively both within and outside their organizations. This guide provides a side-by-side comparison of the top 10 Unified Communications platforms based on the most common features and functions. Ziff Davis ©2014 Business UC Criteria Directory Mobile Contact Vendor/Product Product Focus Price IM/Presence eDiscovery Multi-party Cloud On-premesis Integration Support Groups SOHO, Lync SMB, $$$ Enterprise SMB, Jabber n/a Enterprise SMB, MiCollab n/a Enterprise SOHO, Open Touch n/a SMB SOHO, Aura SMB, n/a Enterprise SOHO, UC SMB, n/a Enterprise SOHO, Univerge 3C SMB, n/a Enterprise SMB, Sametime $ Enterprise SOHO, SMB, n/a Enterprise SOHO, Sky SMB, $$$$ Communicator Enterprise $ = $1-10/user $$ = $11-20/user $$$ =$21-30/user $$$ =$31-39/user Ziff Davis / Comparison Guide / Unified Communications Ziff Davis ©2014 2 Footnotes About VoIP-News.com VoIP News is a long-running news and information publication covering all aspects of the VoIP and Internet Telephony marketplaces. It is owned by Ziff Davis, Inc and is the premier source worldwide for business VoIP information. The site provides original content covering news, events and background information in the VoIP market. It has strong relationships with members of the VoIP community and is rapidly building a unique, high-quality community of VoIP users and vendors. About Ziff Davis Ziff Davis, Inc. is the leading digital media company specializing in the technology, gaming and men’s lifestyle categories, reaching over 117 million unique visitors per month. -
08-1448 Brown V. Entertainment Merchants Assn. (06/27/2011)
(Slip Opinion) OCTOBER TERM, 2010 1 Syllabus NOTE: Where it is feasible, a syllabus (headnote) will be released, as is being done in connection with this case, at the time the opinion is issued. The syllabus constitutes no part of the opinion of the Court but has been prepared by the Reporter of Decisions for the convenience of the reader. See United States v. Detroit Timber & Lumber Co., 200 U. S. 321, 337. SUPREME COURT OF THE UNITED STATES Syllabus BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL. CERTIORARI TO THE UNITED STATES COURT OF APPEALS FOR THE NINTH CIRCUIT No. 08–1448. Argued November 2, 2010—Decided June 27, 2011 Respondents, representing the video-game and software industries, filed a preenforcement challenge to a California law that restricts the sale or rental of violent video games to minors. The Federal District Court concluded that the Act violated the First Amendment and permanently enjoined its enforcement. The Ninth Circuit affirmed. Held: The Act does not comport with the First Amendment. Pp. 2–18. (a) Video games qualify for First Amendment protection. Like pro- tected books, plays, and movies, they communicate ideas through fa- miliar literary devices and features distinctive to the medium. And “the basic principles of freedom of speech . do not vary” with a new and different communication medium. Joseph Burstyn, Inc. v. Wil- son, 343 U. S. 495, 503. The most basic principle—that government lacks the power to restrict expression because of its message, ideas, subject matter, or content, Ashcroft v. American Civil Liberties Un- ion, 535 U. -
Future Bright for Home Media, Analysts Say Page 1 of 3
In searching the publicly accessible web, we found a webpage of interest and provide a snapshot of it below. Please be advised that this page, and any images or links in it, may have changed since we created this snapshot. For your convenience, we provide a hyperlink to the current webpage as part of our service. Future Bright For Home Media, Analysts Say Page 1 of 3 Product Bulletin Special Reports Show Reports PC Magazine My Account | Sign In Not a member? Join now Home > News and Analysis > Future Bright For Home Media, Analysts Say Future Bright For Home Media, Analysts Say 07.07.06 Total posts: 1 By PC Magazine Staff Two separate analyst reports released Thursday paint a rosy future for home media servers and the networks that they will use to pipe content around the home. ABI Research predicted that by 2011, the home media server market will top $44 billion in value, up from $3.7 billion in 2006. In a separate report, Parks Associates forecast that 20 million people would own a "connected entertainment network," of interconnected consumer-electronics devices, or a PC-to-CE network, by 2010. ADVERTISEMENT The PE-CE convergence began in about 2000 when companies like TiVo and ReplayTV began offering personal video recorders that recorded video to a hard drive, like a PC. After failing to capitalize on either its WebTV box or UltimateTV interactive service, Microsoft then introduced its Windows XP Media Center Edition in 2002, which allowed PC owners to connect their breaking news cable feed to the PC and perform the same PVR functions. -
Intel Settles, Will Pay Intergraph $300 Million
HOME (HTTPS://WWW.EXTREMETECH.COM)Search Extremetech EXTREME (HTTPS://WWW.EXTREMETECH.COM/CATEGORY/EXTREME) INTELTOP SETTLES, ARTICLES WILL PAY1/5 INTERGRAPH $300 MILLION SEARCH Intel Settles, Will Pay Intergraph $300 Million By Mark Hachman (https://www.extremetech.com/author/mhachman) on April 15, 2002 at 2:36 pm 0 Comments (https://www.extremetech.com/extreme/50946-intel-settles-will-pay-intergraph-300-million#disqus_thread) This site may earn affiliate commissions from the links on this page. Terms of use (https://www.ziffdavis.com/terms-of-use#endorsement). Intergraph Corp. announced Monday that it has settled part of its lawsuit with Intel Corp., which paid Intergraph $300 million. The decision settles part of the litigation between the two companies, which claims Intel illegally coerced Intergraph to give up certain patents beginning in 1996. A second case, which will investigate whether Intel’s 64-bit microprocessors infringe Intergraph’s patents, remains unsettled and will go to trial in July. ADVERTISING ADVERTISING “Intergraph has been building its portfolio of intellectual property for 30 years,” said Jim Taylor, the chief executive of Intergraph, Huntsville, Ala., in a statement. “We believe that this settlement demonstrates the validity and value of our patents. Now that we have resolved the Alabama litigation, we can realize additional value for our intellectual property through open licensing agreements with others in the computer and electronics industries.” ADVERTISING The legal tangle between the two companies goes back for several years and is also partly the basis for the Federal Trade Commission’s investigation of Intel for antitrust violations. The FTC later settled with Intel, requiring that Digital (later Compaq) retain the rights to the Alpha microprocessor. -
MA Thesis NMDC
Shared Play with the Push of a Button: a Mixed-Method Analysis of Sony PlayStation 4’s Share-Platform Rens Lohmann Master Thesis Utrecht University Tutor: Dr. Ann-Sophie Lehmann Second Assessor: Dr. René Glas Submission date: September 22, 2014 [email protected] Keywords Video games, spectatorship, streaming, social, sharing, shared play, platform studies MA New Media & Digital Culture © 2014 Rens Lohmann. Personal and educational classroom use of this thesis is allowed, commercial use requires specific permission from the author. “It’s dangerous to go alone! Take this.” (The Legend of Zelda, 1986) ABSTRACT With the incorporation of the Share-button and its underlying platform on the PlayStation 4, Sony has decided to bring social connectivity and the sharing of gameplay to the masses. Video game play streaming and sharing have their roots in early user-generated content, performing, and spectating practices. Examples from the nineties are machinima, speedrunning, and online multiplayer gaming in that period. Users with a high level of technical proficiency created content that was creative, subversive, and initiated new forms of interactions between players and spectators. The creation of user-generated content came under stricter corporate control when it was integrated as a part of well-designed and well- marketed video game platforms. While the construction of this material became more accessible to general players, creativity and subversiveness became more limited. Sony PlayStation 4’s Share-button can be seen as a culmination of this development. As a form of controlled participation, the button and its proprietary platform facilitate remarkably quick production of this content with a limited toolset of creative possibilities. -
Authors' Pre-Publication Copy Dated March 7, 2021 This Article Has Been
Authors’ pre-publication copy dated March 7, 2021 This article has been accepted for publication in Volume 19, Issue 1 of the Northwestern Journal of Technology & Intellectual Property (Fall 2021) Artificial Intelligence as Evidence1 ABSTRACT This article explores issues that govern the admissibility of Artificial Intelligence (“AI”) applications in civil and criminal cases, from the perspective of a federal trial judge and two computer scientists, one of whom also is an experienced attorney. It provides a detailed yet intelligible discussion of what AI is and how it works, a history of its development, and a description of the wide variety of functions that it is designed to accomplish, stressing that AI applications are ubiquitous, both in the private and public sector. Applications today include: health care, education, employment-related decision-making, finance, law enforcement, and the legal profession. The article underscores the importance of determining the validity of an AI application (i.e., how accurately the AI measures, classifies, or predicts what it is designed to), as well as its reliability (i.e., the consistency with which the AI produces accurate results when applied to the same or substantially similar circumstances), in deciding whether it should be admitted into evidence in civil and criminal cases. The article further discusses factors that can affect the validity and reliability of AI evidence, including bias of various types, “function creep,” lack of transparency and explainability, and the sufficiency of the objective testing of the AI application before it is released for public use. The article next provides an in-depth discussion of the evidentiary principles that govern whether AI evidence should be admitted in court cases, a topic which, at present, is not the subject of comprehensive analysis in decisional law. -
Critics Assail Proposed Database Law
Critics Assail Proposed Database Law Product Bulletin Special Reports Show Reports My Account | Sign In Not a member? Join now Home > News and Analysis > Critics Assail Proposed Database Law Critics Assail Proposed Database Law 03.03.04 Total posts: 1 By Sebastian Rupley What would be the impact of allowing companies to own copyrights on databases? Experts in the legal community in concert with a number of high-tech industry watchdogs say the shock to the Internet, ISPs, and others could be seismic. But such legislation is making its way through the U.S. Congress. The controversial Database and Collections of Information Misappropriation Act has already been approved by the House Judiciary Committee, and the House Commerce Committee is slated to evaluate it late this week. ADVERTISEMENT When PC Magazine last reported on the proposed legislation, the ACLU, numerous libraries, and NetCoalition, a group that describes itself as "the public policy voice for some of the world's most innovative Internet companies," were in vigorous opposition. In January, top law professors from around the U.S., including Stanford's Lawrence Lessig and the University of California at Berkeley's Pamela Samuelson, joined NetCoalition in opposition. breaking news ● "HR 3261 would inevitably chill communication, and the First Amendment concerns raised by the bill have 6.21.2005 not been effectively addressed by its advocates," says a letter from the law professors to House judiciary Sneak a Peek at the New chairman James Sensenbrenner (R–WI). "It would be a tragic -
Social CRM Platform Nimble Contact Awarded PC Magazine Editors' Choice
Nimble/Editors' Choice-Page 1 of 2 Media Contact: Brenda Christensen 818.307.9942 [email protected] @brendachrist Skype: brenda-christensen Social CRM Platform Nimble Contact Awarded PC Magazine Editors' Choice PC Magazine Among the Latest to Shower Praise on Nimble Contact Santa Monica, CA – Apr. 16, 2011 – Nimble Contact, the award-winning social CRM platform that combines relationship management and social engagement into an affordable web-based solution, today received PC Magazine’s highest editorial honor, the Editors’ Choice Award. According to the PC Magazine editors, “Nimble Contact integrates your Facebook, Twitter, and LinkedIn connections and data, as well as your Google mail messages, contacts, and calendar. It's a major accomplishment, a great site.” The reviewer praised Nimble Contact awarding it 4.5 out of 5 stars next to HootSuite's 4 stars in a comparison review saying, “Nimble Contact beats out even the very capable HootSuite for Editors' Choice in social media dashboards because it 'gets' contact and social media management better.” “PC Magazine's recognition of Nimble confirms a deep need in the small business community for a simple all- inclusive platform, integrating communications and collaboration with social listening and engagement, said Jon Ferrara, CEO, Nimble. “Nimble is the result of direct user feedback, and we invite the community to help us shape Nimble further by downloading the public beta at our site.” Created by Jon Ferrara, the founder of GoldMine, a pioneering SFA/CRM product, Nimble Contact is the only solution on the market that integrates the “4 Cs” -- contacts, calendar, communications and collaboration -- to enable professionals to effectively manage the way they see, hear and connect with their company's most important asset: their business contacts. -
J2 Global Annual Report 2021
J2 Global Annual Report 2021 Form 10-K (NASDAQ:JCOM) Published: March 1st, 2021 PDF generated by stocklight.com UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K ☒ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended December 31, 2020 OR ☐ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File Number: 0-25965 J2 GLOBAL, INC. (Exact name of registrant as specified in its charter) Delaware 47-1053457 (State or other jurisdiction of incorporation or organization) (I.R.S. Employer Identification No.) 700 S. Flower Street, 15th Floor, Los Angeles, California 90017, (323) 860-9200 (Address and telephone number of principal executive offices) Securities registered pursuant to Section 12(b) of the Act: Title of each class Trading Symbol(s) Name of each exchange on which registered Common Stock, $0.01 par value JCOM Nasdaq Stock Market LLC Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes ☒ No ☐ Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes ☐ No ☒ Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
Humble Bundle V Steam
SAE Institute Belgrade Comparative Discussion Paper Humble Bundle VS Steam: The Cultural and Economic Aspects CMN4200-0916Y1 Simona Milos Belgrade, 2016 !1 Table of Contents 1. Introduction 2. The Video Game Distributors 2.2. Humble Bundle 2.3. Steam 3. Conclusion !2 1. Introduction This essay will perform a comparison of two major digital game distributors - Humble Bundle and Steam. We will examine their cultural and economical impact through a variety of social topics that are often connected with the gaming industry - ecological and economical issues that arise with the switch from physical to digital distribution, charitable causes, education and user experience. Thinking of video games, most of us associate them with ridiculous pastimes such as flinging angry birds at pigs or seemingly endlessly tapping away on cell phones for no apparent good reason. However, recently the public opinion has started to acknowledge the potential within games for engaging social issues. A variety of educational games have proven efficient to communicate scientific facts and social questions of interest to the contemporary world. Such is the example of Foldit gamers working out the protein structure that helps viruses like HIV reproduce. (Michael J. Coren, 2016) Even large corporations increasingly adopt this ‘games with purpose’ model. (Stevens, 2016) The ecological prospect of the gaming industry seemed to ameliorate with the emergence of digital gaming as there were no discs, no waste and no driving involved. However, as games became heavier and heavier in Gb, the difference in ecological impact fades away due to large power supply needs of massive gaming and distributing servers. -
How to Take a Screenshot on Any Device | Pcmag
Find products, advice, tech news PCMag editors select and review products independently. We may earn affiliate commissions from buying links, which help support our testing. Learn more. Home News Android How to Take a Screenshot on Any Device Here's everything you need to know about capturing screenshots, no matter the platform—Windows, macOS, Chrome OS, iOS, Android, and even Linux. By Jason Cohen Updated June 10, 2020 Screenshots in Web Browsers If you need to preserve what you're seeing on your phone or computer screen, mobile and desktop operating systems offer robust screen-capture tools. Most tools are built-in, but there are a wealthy of third- party options, as well as browser extensions that also do the job. Here's how to take a screenshot on Android, Chrome OS, iOS/iPadOS, Linux, macOS, and Windows. How to Take a Screenshot on iPhone or iPad If you own an Apple device that still has a Home button (like the 2020 iPhone SE), hold down the sleep/wake button and press the Home button to take a screenshot. You will hear a camera shutter (if your sound is on) and see a "flash" on the screen. The screenshot will then appear in your Camera Roll and in the Screenshots album. For devices without a Home button—the iPhone X and iPhone 11 lines, iPhone XR, and iPad Pro—hold down the side button to the right of the screen (top button for iPad Pro) and the volume up button at the same time. Screenshot capture on iPhones with Touch ID and Face ID (Image: Apple) ADVERTISEMENT If you're using an Apple Pencil with iPadOS, you can take a screen grab with the drawing tool. -
IGN Continues Rapid Global Expansion As Ziff Davis Announces IGN Latin America, IGN Portugal and IGN Greece
August 4, 2014 IGN Continues Rapid Global Expansion as Ziff Davis Announces IGN Latin America, IGN Portugal and IGN Greece Three new partnerships bring leading games entertainment and fan culture brand to 20 Spanish-speaking countries, Portugal and Greece NEW YORK--(BUSINESS WIRE)-- Ziff Davis, the digital media company with market-leading positions in the technology, gaming and men's lifestyle markets, has announced three new partnerships with regional media publishing houses to bring IGN.com, the world's leading games entertainment and fan culture destination, to three new markets - Spanish-speaking Latin America, Portugal and Greece - bringing IGN's total global footprint to 20 international editions in 15 languages, spanning more than 90 different countries around the world and reaching a global audience of 55 million unique users per month (Google Analytics, June 2014). Ziff Davis is the Digital Media Division of j2 Global, Inc.(NASDAQGS: JCOM). IGN Latin America will be operated by Mexico-based Publimetro Mexico, a division of Metro International and publisher of Publimetro, a newspaper distributed throughout Latin America. IGN Latin America is scheduled to launch during third-quarter 2014 and will be published in 20 countries in the region, including Mexico, Argentina, Chile, Colombia and Venezuela, bringing the brand to a Spanish-speaking audience of more than 500 million people. IGN Portugal is operated by Skift Media, a new media company formed by veteran gaming publishers with combined experience of more than 14 years in the Portugal market. Its team members have each led some of the most successful Portuguese gaming publications and aim to accomplish new heights with IGN Portugal.