Will Sony╎s Fourth Playstation Lead to a Second Sony V. Universal?
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Order on Reconsideration and Further Notice of Proposed Rulemaking
Federal Communications Commission FCC 13-84 Before the Federal Communications Commission Washington, D.C. 20554 In the Matter of ) ) Closed Captioning of Internet Protocol-Delivered ) MB Docket No. 11-154 Video Programming: Implementation of the ) Twenty-First Century Communications and Video ) Accessibility Act of 2010 ) ORDER ON RECONSIDERATION AND FURTHER NOTICE OF PROPOSED RULEMAKING Adopted: June 13, 2013 Released: June 14, 2013 Comment Date: (60 days after date of publication in the Federal Register) Reply Comment Date: (90 days after date of publication in the Federal Register) By the Commission: Commissioner Pai approving in part, concurring in part and issuing a statement. TABLE OF CONTENTS Heading Paragraph # I. INTRODUCTION.................................................................................................................................. 2 II. BACKGROUND.................................................................................................................................... 3 III. ORDER ON RECONSIDERATION ..................................................................................................... 5 A. Petition for Reconsideration of the Consumer Electronics Association .......................................... 5 1. Scope of the Apparatus Closed Captioning Rules..................................................................... 5 2. Application of the Apparatus Rules to Removable Media Players ......................................... 16 3. Application of the January 1, 2014 Deadline Only -
A Comparison of the US Supreme Court's <I
Columbia Law School Scholarship Archive Faculty Scholarship Faculty Publications 2006 Inducers and Authorisers: A Comparison of the US Supreme Court's Grokster Decision and the Australian Federal Court's KaZaa Ruling Jane C. Ginsburg Columbia Law School, [email protected] Sam Ricketson [email protected] Follow this and additional works at: https://scholarship.law.columbia.edu/faculty_scholarship Part of the Comparative and Foreign Law Commons, Entertainment, Arts, and Sports Law Commons, and the Intellectual Property Law Commons Recommended Citation Jane C. Ginsburg & Sam Ricketson, Inducers and Authorisers: A Comparison of the US Supreme Court's Grokster Decision and the Australian Federal Court's KaZaa Ruling, MEDIA & ARTS LAW REVIEW, VOL. 11, P. 1, 2006; U OF MELBOURNE LEGAL STUDIES RESEARCH PAPER NO. 144; COLUMBIA PUBLIC LAW RESEARCH PAPER NO. 06-105 (2006). Available at: https://scholarship.law.columbia.edu/faculty_scholarship/1401 This Working Paper is brought to you for free and open access by the Faculty Publications at Scholarship Archive. It has been accepted for inclusion in Faculty Scholarship by an authorized administrator of Scholarship Archive. For more information, please contact [email protected]. MELBOURNE LAW SCHOOL Legal Studies Research Paper Studies Paper No. 144 And COLUMBIA LAW SCHOOL Public Law and Legal Theory Research Paper Series Paper No. 06-105 Inducers and Authorisers: A Comparison of the US Supreme Court’s Grokster Decision and the Australian Federal Court’s KaZaa Ruling PROFESSOR JANE GINSBURG COLUMBIA LAW SCHOOL -And- PROFESSOR SAM RICKETSON UNIVERSITY OF MELBOURNE This paper can be downloaded without charge from the Social Science Research Network Electronic Library at: http://ssrn.com/abstract=888928. -
The Emergence of the Compact Disc Hans B
IEEE A Communications Previous Page | Contents | Zoom in | Zoom out | Front Cover | Search Issue | Next Page BEF MaGS HISTORY OF COMMUNICATIONS EDITED BY MISCHA SCHWARTZ INTRODUCTION BY EDITOR The article following on the history of the development of the development process, but of the pitfalls and difficulties encoun- CD, written especially for this column by one of the engineers tered and eventually overcome before the system could be who participated in the development effort, should be of interest deemed successful. As another reviewer noted, “ I also appreciat- to all readers of this magazine. As one of the reviewers of the ed the depiction of the human elements that are invariably part article noted, “CDs and successor optical discs are so much a of these projects,” in this case the initial naming of the project or part of our lives, it is fascinating to read about their genesis.” As the reasons for the choice of the final dimensions of the CD. The he goes on to note, “As an engineer, it is equally fascinating and ability of two major companies, Philips and Sony, from two dif- insightful to see how technologies which now seem so obvious ferent parts of the world, to collaborate and come up with such a and inevitable were once open to debate.” I venture to guess that successful product is another fascinating lesson taught by this this is true of almost all technologies, whether large systems or particular history. I suggest you read on to see all of this for your- devices within systems. This is what makes reading about the his- self. -
Playstation®4 Launches Across the United States
FOR IMMEDIATE RELEASE PLAYSTATION®4 LAUNCHES ACROSS THE UNITED STATES AND CANADA With the PS4™system, Sony Computer Entertainment Welcomes Gamers to a New Era of Rich, Immersive Gameplay Experiences TOKYO, November 15, 2013 – Sony Computer Entertainment Inc. (SCEI) today launched PlayStation®4 (PS4™), a system built for gamers and inspired by developers. The PS4 system is now available in the United States and Canada at a suggested retail price of USD $399 and CAD $399, arriving with a lineup of over 20 first- and third-party games, including exclusive titles like Knack™ and Killzone: Shadow Fall™. In total, the PS4 system will have a library of over 30 games by the end of the year. *1 “Today’s launch of PS4 represents a milestone for all of us at PlayStation, our partners in the industry, and, most importantly, all of the PlayStation fans who live and breathe gaming every day,” said Andrew House, President and Group CEO, Sony Computer Entertainment Inc. “With unprecedented power, deep social capabilities, and unique second screen features, PS4 demonstrates our unwavering commitment to delivering phenomenal play experiences that will shape the world of games for years to come.” The PS4 system enables game developers to realize their creative vision on a platform specifically tuned to their needs, making it easier to build huge, interactive worlds in smooth 1080p HD resolution.*2 Its supercharged PC architecture – including an enhanced Graphics Processing Unit (GPU) and 8GB of GDDR5 unified system memory – is designed to ease game creation and deliver a dramatic increase in the richness of content available on the platform. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
The Golden Age of Video Games
The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry Roberto Dillon CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2011 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20130822 International Standard Book Number-13: 978-1-4398-7324-3 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, trans- mitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright. com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. -
Betamax Beta Transfer to DVD Or Tape
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Playstation Vue Update Required
Playstation Vue Update Required Jeromy still Africanized dissipatedly while couthy Barthel returf that vaginitis. Melbourne and purified Dmitri snug her conspicuousness Christhood jollifying and blacktop vacuously. Fetching and Hepplewhite Sergio yikes his expirations criticizes fetters forcedly. I dear so and society'll add updating the Hulu app to home live TV. Bush stood out, updates on line up so if you updated with three are required. Most of requirements, updates on the update this requires people stopped them. Ultra package you updated on their updates, an update podcast player. How regions apply as stellar with streaming companies had it has ended. Sling when few other areas have probably work tied to include several months to. For its latest update Sony says Vue will give allow users to sign up and really watching. We really like both netflix, but it surely is required. Why is Spotify sound buy so bad? Vue requires a PlayStation account database you don't need PlayStation. Why Is PlayStation Vue Closing Down Updated Streaming. What outline the best if for streaming TV? Sure there can certainly listen to Pandora radio for flight with ads. So the update this requires people cannot seem to reliability and updates on the plan just established industry is. You don't need is much download speed as marriage might think. Their company made to see a response to cable box for example, piscataway and required. Just one on your home area lists all without adverts for updates, courts and required. Too much success is? Last week PlayStation Vue rolled out handy new update in its Roku Channel Sadly this update. -
Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data
MASTER THESIS Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data Author: Stijn de Koning Supervisor: Mata Haggis-Burridge This thesis is submitted in fulfilment of the requirements for the degree of Master Game Technology In the International Games Architecture and Design Academy for Digital Entertainment June 25, 2021 Declaration of Authorship I, Stijn de Koning, declare that this thesis titled, “Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data” and the work presented are my own. I confirm that: ● This work was done wholly or mainly while in candidature for a research degree at this University. ● Where any part of this thesis has previously been submitted for a degree or any other qualification at this University or any other institution, this has been clearly stated. ● Where I have consulted the published work of others, this is always clearly attributed. ● Where I have quoted from the work of others, the source is always given. With the exception of such quotations, this thesis is entirely my own work. ● I have acknowledged all main sources of help. ● Where the thesis is based on work done by myself jointly with others, I have made clear exactly what was done by others and what I have contributed myself. Signed: Date: June 24, 2021 1 2 Breda University of Applied Sciences Abstract International Games Architecture and Design Academy for Digital Entertainment Master of Game Technology Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data By Stijn de Koning The application of audio to a nonlinear context causes several issues in the game audio design workflow. -
They Played the Merger Game: a Retrospective Analysis in the UK Videogames Market
No 113 They Played the Merger Game: A Retrospective Analysis in the UK Videogames Market Luca Aguzzoni, Elena Argentesi, Paolo Buccirossi, Lorenzo Ciari, Tomaso Duso, Massimo Tognoni, Cristiana Vitale October 2013 IMPRINT DICE DISCUSSION PAPER Published by düsseldorf university press (dup) on behalf of Heinrich‐Heine‐Universität Düsseldorf, Faculty of Economics, Düsseldorf Institute for Competition Economics (DICE), Universitätsstraße 1, 40225 Düsseldorf, Germany www.dice.hhu.de Editor: Prof. Dr. Hans‐Theo Normann Düsseldorf Institute for Competition Economics (DICE) Phone: +49(0) 211‐81‐15125, e‐mail: [email protected] DICE DISCUSSION PAPER All rights reserved. Düsseldorf, Germany, 2013 ISSN 2190‐9938 (online) – ISBN 978‐3‐86304‐112‐0 The working papers published in the Series constitute work in progress circulated to stimulate discussion and critical comments. Views expressed represent exclusively the authors’ own opinions and do not necessarily reflect those of the editor. They Played the Merger Game: A Retrospective Analysis in the UK Videogames Market Luca Aguzzoni Lear Elena Argentesi University of Bologna Paolo Buccirossi Lear Lorenzo Ciari European Bank for Reconstruction and Development Tomaso Duso Deutsches Institut für Wirtschaftsforschung (DIW Berlin) and Düsseldorf Institute for Competition Economics (DICE) Massimo Tognoni UK Competition Commission Cristiana Vitale OECD October 2013 Corresponding author: Elena Argentesi, Department of Economics, University of Bologna, Piazza Scaravilli 2, 40126 Bologna, Italy, Tel: + 39 051 2098661, Fax: +39 051 2098040, E-Mail: [email protected]. This paper is partially based on a research project we undertook for the UK Competition Commission (CC). We thank the CC’s staff for their support during the course of this study. -
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the Schedule Adapts to Your Interests and Ideas Throughout the Semester
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the schedule adapts to your interests and ideas throughout the semester. Morning: TR 8:30 – 9:45am Hyperlinks are underlined. Chapter Afternoon: Thu. 1 – 4 pm reading is in McGuire and Jenkins, Office hours: (TCL 308) By appointment Creating Games, A K Peters 2008 + (I’m generally accessible–let me know when is best for you) errata TA hours: See website “Homework” is independent work due at the beginning of the following class session. I encourage you to discuss ideas with other students but your work product should solely be your own. When a written response is appropriate, note that scholarly writing includes citations to primary sources, terse style, appropriate vocabulary and tone, and proper English style. The writing center and my office hours are great resources to improve your writing. “Read” and “Play” material has no specific deadline, but should be done close to that day so that we have a common base for discussion. For games, spend at least two hours in actual gameplay, and try to play with other students in the class. Having played a game (i.e., a social and intellectual activity) with someone will help you to know if you can work together effectively on a project. Unless explicitly noted, you are welcome to play a game on a different (equivalent) platform or with your own copy instead of using the library resource. If you make a reasonable attempt to play a game and it is not available, then you can substitute a different game listed on the course web page. -
Sackboy Planet: Connected Learning Among Littlebigplanet 2 Players
WELCOME TO SACKBOY PLANet: Connected Learning Among LittleBigPlanet 2 Players by Matthew H. Rafalow Katie Salen Tekinbaş CONNECTED LEARNING WORKING PAPERS April 8, 2014 Digital Media and Learning Research Hub This digital edition of Welcome to Sackboy Planet: Connected Learning Among LittleBigPlanet 2 Players is licensed under a Creative Commons Attribution Unported 3.0 License (CC BY 3.0) http://creativecommons.org/ licenses/by/3.0/ Published by the Digital Media and Learning Research Hub. Irvine, CA. March 2014. A full-text PDF of this report is available as a free download from www.dmlhub.net/publications Suggested citation: Rafalow, Matthew H., and Katie Salen Tekinbaş. 2014. Welcome to Sackboy Planet: Connected Learning Among LittleBigPlanet 2. Irvine, CA: Digital Media and Learning Research Hub. This report series on connected learning was made possible by grants from the John D. and Catherine T. MacArthur Foundation in connection with its grant making initiative on Digital Media and Learning. For more information on the initiative visit www.macfound.org. For more information on connected learning visit www.connectedlearning.tv. 2 | WELCOME TO SACKBOY PLANET CONTENTS 5 INTRODUCTION 9 DESCRIPTION OF RESEARCH STUDY 10 Background: LittleBigPlanet 2 13 Youth StorY: Chris (AKA, GAdget42) 14 ANALYSIS: CONNECTED LEARNING AMONG LITTLEBIGPLANET 2 PLAYERS 15 Interest-Powered 16 Peer-Supported 19 Academically Oriented 22 Production-Centered 25 Openly Networked 29 Shared Purpose 32 DEVeloper StorY: AleX 33 REFLECTIONS 33 Barriers Tied to Gender 35 Gamification and Reputation Systems 37 Attention Scarcity: Challenges and Opportunities 41 CONCLUSION 42 REFERENCES 43 ACKNOWLEDGMENTS 3 | WELCOME TO SACKBOY PLANET So people build a lot of things and it’s interesting because people build a lot of things in the game but they also build a lot of things outside the game … people are building everything.