The Internet Value Chain
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Technical Report
Cost-Effective Cloud Edge Traffic Engineering with CASCARA Rachee Singh Sharad Agarwal Matt Calder Victor Bahl Microsoft Abstract Inter-domain bandwidth costs comprise a significant amount of the operating expenditure of cloud providers. Traffic engi- neering systems at the cloud edge must strike a fine balance between minimizing costs and maintaining the latency ex- pected by clients. The nature of this tradeoff is complex due to non-linear pricing schemes prevalent in the market for inter-domain bandwidth. We quantify this tradeoff and un- cover several key insights from the link-utilization between a large cloud provider and Internet service providers. Based Figure 1: Present-day and CASCARA-optimized bandwidth allo- on these insights, we propose CASCARA, a cloud edge traffic cation distributions for one week, across a pair of links between a engineering framework to optimize inter-domain bandwidth large cloud provider and tier-1 North American ISPs. Costs depend allocations with non-linear pricing schemes. CASCARA lever- on the 95th-percentile of the allocation distributions (vertical lines). ages the abundance of latency-equivalent peer links on the CASCARA-optimized allocations reduce total costs by 35% over the cloud edge to minimize costs without impacting latency sig- present-day allocations while satisfying the same demand. nificantly. Extensive evaluation on production traffic demands of a commercial cloud provider shows that CASCARA saves In this work, we show that recent increases in interconnec- 11–50% in bandwidth costs per cloud PoP, while bounding tion and infrastructure scale enable significant potential to re- the increase in client latency by 3 milliseconds1. duce the costs of inter-domain traffic. -
Challenges and Benefits of Web 2.0-Based Learning Among International Students of English During the Covid-19 Pandemic in Cyprus
Arab World English Journal (AWEJ) Special Issue on Covid 19 Challenges April 2021 Pp.295-306 DOI: https://dx.doi.org/10.24093/awej/covid.22 Challenges and Benefits of Web 2.0-based Learning among International Students of English during the Covid-19 Pandemic in Cyprus Isyaku Hassan Faculty of Languages and Communication Universiti Sultan Zainal Abidin, Kuala Terengganu, Malaysia Musa BaraU Gamji Department of Mass Communication Ahmadu Bello University, Zaria, Kaduna State, Nigeria Eastern Medtrenian University (EMU), Cyprus Corresponding Author: [email protected] Qaribu Yahaya Nasidi Department of Mass Communication Ahmadu Bello University, Zaria, Kaduna State, Nigeria Mohd Nazri Latiff Azmi Faculty of Languages and Communication Universiti Sultan Zainal Abidin, Kuala Terengganu, Malaysia Received: 2/15/2021 Accepted: 3/2/2021 Published: 4/26/2021 Abstract There has been an increased reliance on Web-based learning, particularly in higher learning institutions, due to the outbreak of Covid-19. However, learners require knowledge and skills on how to use Web 2.0- based learning tools. Thus, there is a need to focus on how Web-based tools can be used to enhance learning outcomes. Therefore, this study aims to explore the challenges and benefits of Web 2.0-based learning among international students of English as a Second Language (ESL) at the Eastern Mediterranean University (EMU), North Cyprus during the Covid-19 pandemic. The data were collected from a purposive sample of 15 ESL learners at EMU using focus group interviews. The interview data were analyzed using inductive thematic analysis. The findings showed that challenges faced by international students of English at EMU during the Covid-19 pandemic include inadequate knowledge of technology and technical issues such as poor internet connectivity, inability to upload large files, and loss of password. -
An Exploration of Trends in Loot Boxes, Pay to Win, and Cosmetic
The changing face of desktop video game monetisation: An exploration of trends in loot boxes, pay to win, and cosmetic microtransactions in the most- played Steam games of 2010- 2019 David Zendle*, Rachel Meyer, Nick Ballou Corresponding author: [email protected] Abstract It is now common practice for video game companies to not just sell copies of games themselves, but to also sell in-game bonuses or items for a small real-world fee. These purchases may be purely aesthetic (cosmetic microtransactions); confer in-game advantages (pay to win microtransactions), or contain randomised contents of uncertain value (loot boxes). The growth of microtransactions has attracted substantial interest from both gamers, academics, and policymakers. However, it is not clear either how prevalent these features are in desktop games, or when any growth in prevalence occurred. In order to address this, we analysed the play history of the 463 most-played Steam desktop games from 2010 to 2019. Results of exploratory joinpoint analyses suggested that cosmetic microtransactions and loot boxes experienced rapid growth during 2012-2014, leading to high levels of prevalence by April 2019: 71.28% of the sample played games with loot boxes at this point, and 85.89% played games with cosmetic microtransactions. By contrast, pay to win microtransactions did not appear to experience similar growth in desktop games during the period, rising gradually to a prevalence of 17.38% by November 2015, at which point growth decelerated significantly (p<0.001) to the point where it was not significantly different from zero (p=0.32). Introduction The way that the video game industry makes money has undergone important changes in recent decades. -
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An Educator's Guide to Gaming
EDUCATOR RESOURCE VIDEO GAME TERMS GLOSSARY An Educator’s Guide to Gaming Gambling in games has a language all its own. Here are some words you need to know. 1-up Power-Up An object that gives the player an extra life (or try) in games Objects that instantly benefit or add extra abilities to where the player has a limited number of chances to complete the game character, usually as a temporary effect. a game, a task, or level. 1-ups can be acheived by completing Persistent power-ups are called perks. Power-Ups levels or found in purchased loot boxes. can be acheived by completing levels or found in purchased loot boxes. 100% A game is 100% complete once a player unlocks all available Season content and completes the game. The player must collect 1. The full set of downloadable content that is every in-game item, upgrade, and complete every mission to planned to be added to a video game, which can get 100%. Many players are so determined to get 100%, that be entirely purchased with a season pass. they will make mulitiple in-game purchases for upgrades to 2. A finite period of time in massive multiplayer achieve this goal. online games in which new content, such as themes, rules, and modes, becomes available – Downloadable Content (DLC) sometimes replacing prior time-limited content. Additional content for a video game that is acquired through a Notable games that use this “season” system digital delivery system. DLCs can be purchased in video game include Star Wars: Battlefront II (2017) and console stores. -
An Overview of the Communication Decency Act's Section
Legal Sidebari Liability for Content Hosts: An Overview of the Communication Decency Act’s Section 230 Valerie C. Brannon Legislative Attorney June 6, 2019 Section 230 of the Communications Act of 1934, enacted as part of the Communications Decency Act of 1996 (CDA), broadly protects online service providers like social media companies from being held liable for transmitting or taking down user-generated content. In part because of this broad immunity, social media platforms and other online content hosts have largely operated without outside regulation, resulting in a mostly self-policing industry. However, while the immunity created by Section 230 is significant, it is not absolute. For example, courts have said that if a service provider “passively displays content that is created entirely by third parties,” Section 230 immunity will apply; but if the service provider helps to develop the problematic content, it may be subject to liability. Commentators and regulators have questioned in recent years whether Section 230 goes too far in immunizing service providers. In 2018, Congress created a new exception to Section 230 in the Allow States and Victims to Fight Online Sex Trafficking Act of 2017, commonly known as FOSTA. Post-FOSTA, Section 230 immunity will not apply to bar claims alleging violations of certain sex trafficking laws. Some have argued that Congress should further narrow Section 230 immunity—or even repeal it entirely. This Sidebar provides background information on Section 230, reviewing its history, text, and interpretation in the courts. Legislative History Section 230 was enacted in early 1996, in the CDA’s Section 509, titled “Online Family Empowerment.” In part, this provision responded to a 1995 decision issued by a New York state trial court: Stratton- Oakmont, Inc. -
The Hidden Cost of Microtransactions: Buying In-Game Advantages in Online Games Decreases a Player’S Status
International Journal of Internet Science 2015, 10 (1), 20-36 ISSN 1662-5544 IJIS.NET The Hidden Cost of Microtransactions: Buying In-Game Advantages in Online Games Decreases a Player’s Status Ellen R. K. Evers1, Niels van de Ven2, Dorus Weeda2 1UC Berkeley, USA; 2Tilburg University, Netherlands Abstract: With the advent of the internet, computer games have undergone substantial changes. Many games now contain some form of social interaction with other players. Furthermore, many games offer players the opportunity to buy upgrades using microtransactions. Based on social psychological theories on social comparisons, deservedness, and envy, we tested whether the use of these microtransactions would affect how players perceive another player using them. In one survey and two experimental scenario-studies with active gamers as participants (total N = 532), we found evidence supporting the idea that a player using microtransactions will be judged more negatively. More specifically, we find that gamers dislike it more when microtransactions allow the buying of functional benefits (that provide an in-game advantage) than when they are merely ornamental, and players who buy these functional benefits are respected less. In Studies 2 and 3 we found that players who use microtransactions are perceived as having a lower skill and status. This happens both when the microtransaction-using player is an enemy who bought a competitive advantage, as well as in games where one cooperates with the microtransaction-using player and the advantage is thus effectively shared. The findings have important practical implications for game design. They indicate how microtransactions can be implemented so that they have fewer negative social consequences, demonstrate the value of social psychological theories in predicting online behavior, and provide several avenues for further theoretical exploration. -
Player, Pirate Or Conducer? a Consideration of the Rights of Online Gamers
ARTICLE PLAYER,PIRATE OR CONDUCER? A CONSIDERATION OF THE RIGHTS OF ONLINE GAMERS MIA GARLICK I. INTRODUCTION.................................................................. 423 II. BACKGROUND ................................................................. 426 A. KEY FEATURES OF ONLINE GAMES ............................ 427 B. AGAMER’S RIGHT OF OUT-OF-GAME TRADING?......... 428 C. AGAMER’S RIGHT OF IN-GAME TECHNICAL ADVANCEMENT?......................................................... 431 D. A GAMER’S RIGHTS OF CREATIVE GAME-RELATED EXPRESSION? ............................................................ 434 III. AN INITIAL REVIEW OF LIKELY LEGAL RIGHTS IN ONLINE GAMES............................................................................ 435 A. WHO OWNS THE GAME? .............................................. 436 B. DO GAMERS HAVE RIGHTS TO IN-GAME ELEMENTS? .... 442 C. DO GAMERS CREATE DERIVATIVE WORKS?................ 444 1. SALE OF IN-GAME ITEMS - TOO COMMERCIAL? ...... 449 2. USE OF ‘CHEATS’MAY NOT INFRINGE. .................. 450 3. CREATIVE FAN EXPRESSION –ASPECTRUM OF INFRINGEMENT LIKELIHOOD?.............................. 452 IV. THE CHALLENGES GAMER RIGHTS POSE. ....................... 454 A. THE PROBLEM OF THE ORIGINAL AUTHOR. ................ 455 B. THE DERIVATIVE WORKS PARADOX............................ 458 C. THE PROBLEM OF CULTURAL SIGNIFICATION OF COPYRIGHTED MATERIALS. ....................................... 461 V. CONCLUSION .................................................................. 462 © 2005 YALE -
Reevaluating Internet Service Providers' Liability for Third Party Content and Copyright Infringement Lucy H
Roger Williams University Law Review Volume 7 Issue 1 Symposium: Information and Electronic Article 6 Commerce Law: Comparative Perspectives Fall 2001 Making Waves in Statutory Safe Harbors: Reevaluating Internet Service Providers' Liability for Third Party Content and Copyright Infringement Lucy H. Holmes Roger Williams University School of Law Follow this and additional works at: http://docs.rwu.edu/rwu_LR Recommended Citation Holmes, Lucy H. (2001) "Making Waves in Statutory Safe Harbors: Reevaluating Internet Service Providers' Liability for Third Party Content and Copyright Infringement," Roger Williams University Law Review: Vol. 7: Iss. 1, Article 6. Available at: http://docs.rwu.edu/rwu_LR/vol7/iss1/6 This Notes and Comments is brought to you for free and open access by the Journals at DOCS@RWU. It has been accepted for inclusion in Roger Williams University Law Review by an authorized administrator of DOCS@RWU. For more information, please contact [email protected]. Notes and Comments Making Waves In Statutory Safe Harbors: Reevaluating Internet Service Providers' Liability for Third-Party Content and Copyright Infringement With the growth of the Internet" as a medium of communica- tion, the appropriate standard of liability for access providers has emerged as an international legal debate. 2 Internet Service Prov- iders (ISPs) 3 have faced, and continue to face, potential liability for the acts of individuals using their services to access, post, or download information.4 Two areas of law where this potential lia- bility has been discussed extensively are defamation and copyright 5 law. In the United States, ISP liability for the content of third- party postings has been dramatically limited by the Communica- tions Decency Act of 1996 (CDA). -
Cd Projekt Capital Group Activities Between 1 January and 30 June 2018 2
MANAGEMENT BOARD REPORT ON CD PROJEKT CAPITAL GROUP ACTIVITIES BETWEEN 1 JANUARY AND 30 JUNE 2018 2 Disclaimers This English language translation has been prepared solely for the convenience of English speaking readers. Despite all the efforts devoted to this translation, certain discrepancies, omissions or approximations may exist. In case of any differences between the Polish and the English versions, the Polish version shall prevail. CD PROJEKT, its representatives and employ- ees decline all responsibility in this regard. Management Board report on CD PROJEKT Capital Group activities for the period between 1 January and 30 June 2018 (all figures quoted in PLN thousands unless stated otherwise) 3 Table of contents 9 Brief description of the CD PROJEKT Capital Group 10 Activity profile 20 Growth prospects of the CD PROJEKT Capital Group 22 CD PROJEKT S.A. on the capital market 24 CD PROJEKT Capital Group activity profile 25 Organizational structure of the CD PROJEKT Capital Group 27 Disclosure of business segments, products, services, outlets, suppliers and customers 37 Description of external and internal factors affecting the CD PROJEKT Capital Group 39 Disclosure of significant agreements 40 Risk management at the Capital Group 41 Financial results of the CD PROJEKT Group 42 Overview of key economic and financial indicators disclosed in the consolidated and separate financial statement 60 Corporate governance 61 Entity contracted to audit financial statements 61 Shareholders controlling at least 5% of the vote at the General Meeting 62 Agreements which may result in changes in the proportions of shares held by shareholders and bondholders 62 Information regarding the purchase of own shares 63 Company shares held by members of the Management Board and the Supervisory Board 64 Composition of the Management Board of CD PROJEKT S.A. -
Effects of Micro Transactions on Video Games Industry
Nenad Tomić*1 UDC 004.42:794]:004.738.5:339 Pregledni naučni članak Primljen 08.03.2017. Odobren 19.04.2017. EFFECTS OF MICRO TRANSACTIONS ON VIDEO GAMES INDUSTRY During the twentieth century, the entertainment industry recorded a steady revenue growth. The progress of information and communication technology (ICT) influenced the creation of a new segment in the industry at the beginning of the 80s, known as the video game industry. During the first two decades, the dominant model of earning for video games publishers was sale of a full game, which means that users were obliged to pay in order to play the game (pay-to-play concept). In the past ten years, publishers have developed a new approach, which instead of selling entire game content at once tends to decompose the sale into several smaller transactions. The prices of these supplements are often calculated in the virtual currency that is considered to be the currency of video game, and not in one of convertible currencies, which creates additional confusion. The subject of the paper is to explain the essence of microtransactions as type of electronic payments created in the video games industry and to observe their role in the process of industry transformation. Keywords: microtransactions, freemium, mobile games, pay-to-win, virtual money * Teaching Assistant, University of Kragujevac, Faculty of Economics, [email protected] Vol. 14, № 3, 2017: 239-258 240 Nenad Tomić 1. Introduction The video game industry flourished in the ’80s of XX century, under the influence of the great innovations in iCt. with the change of the computer architecture an increase of processing power was achieved, while the size and price of the computers was reduced. -
European SME Expertise in 5G and Beyond COMPANY PROFILES
This material has been designed and printed with support from the Full5G project and the NetWorld2020 SME Working Group. The Full5G Project has received funding by the European Commission’s Horizon 2020 Programme under the grant agreement number: 856777. European The European Commission support for the production of this publication does not constitute endorsement of the contents which reflects the views only of the authors, and the Commission SME Expertise cannot be held responsible for any use which may be made of the information contained therein. The NetWorld2020 SME Working Group and the NetWorld2020 in 5G and Beyond European Technology Platform cannot be held responsible for the information provided by the SMEs and for the quality of their potential contribution. More information at www.networld2020.eu/sme-support Co-funded by the Horizon 2020 programme of the European Union Co-funded by the Horizon 2020 programme of the European Union SME MEMBERS Citypassenger France INTEGRASYS Spain INTERINNOV France Martel GmbH Switzerland Nextworks s.r.l. Italy USEFUL LINKS Oledcomm France QUOBIS NETWORKS Spain Satelio IOT Services Spain Find the SME you need Seven Solutions S.L. Spain www.networld2020.eu/find-the-sme-you-need/ NetWorld2020 SME support www.networld2020.eu/sme-support NetWorld2020 European Technology Platform www.networld2020.eu 5G Public-Private Partnership www.5g-ppp.eu This document is released in June 2020 by the NetWorld2020 SME Working Group, with support from the Full5G project, from the NetWorld2020 European Technology Platform, and from the 5G Infrastructure Association. JACQUES MAGEN NICOLA CIULLI interinnov Nextworks Chair of the Vice-chair of the SME Working Group SME Working Group EDITORIAL I can hardly believe that this June 2020 edition of the “SME I am very happy to join our SME WG Chair, Jacques Magen, in brochure” is already the 4th annual edition.