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IN the UNITED STATES DISTRICT COURT for the EASTERN DISTRICT of PENNSYLVANIA : CIVIL ACTION MARC BRAGG, : NO. 06-4925 : Plaintif
Case 2:06-cv-04925-ER Document 51 Filed 05/30/07 Page 1 of 46 IN THE UNITED STATES DISTRICT COURT FOR THE EASTERN DISTRICT OF PENNSYLVANIA : CIVIL ACTION MARC BRAGG, : NO. 06-4925 : Plaintiff, : : v. : : LINDEN RESEARCH, INC. and : PHILIP ROSEDALE, : : Defendants. : M E M O R A N D U M EDUARDO C. ROBRENO, J. May 30, 2007 This case is about virtual property maintained on a virtual world on the Internet. Plaintiff, March Bragg, Esq., claims an ownership interest in such virtual property. Bragg contends that Defendants, the operators of the virtual world, unlawfully confiscated his virtual property and denied him access to their virtual world. Ultimately at issue in this case are the novel questions of what rights and obligations grow out of the relationship between the owner and creator of a virtual world and its resident-customers. While the property and the world where it is found are “virtual,” the dispute is real. Presently before the Court are Defendants’ Motion to Dismiss for Lack of Personal Jurisdiction (doc. no. 2) and Motion to Compel Arbitration (doc. no. 3). For the reasons set forth below, the motions will be denied. Case 2:06-cv-04925-ER Document 51 Filed 05/30/07 Page 2 of 46 I. BACKGROUND A. Second Life The defendants in this case, Linden Research Inc. (“Linden”) and its Chief Executive Officer, Philip Rosedale, operate a multiplayer role-playing game set in the virtual world1 known as “Second Life.”23 Participants create avatars to represent themselves, and Second Life is populated by hundreds of thousands of avatars, whose interactions with one another are limited only by the human imagination.4 According to Plaintiff, many people “are now living large portions of their lives, 1 The virtual world at issue is an interactive computer simulation which lets its participants see, hear, use, and even modify the simulated objects in the computer-generated environment. -
In March, 2002 the Dreamworks
TM The animated feature and the making of by Kate McCallum n March, 2002 the DreamWorks ani- freed from the stress of New York life. mated films as Space Jam and Cool World. mated feature Shrek broke ground by When those plotting penguins sabotage His television work includes directing on I receiving the first official Oscar® for the ship, Alex, Marty, Melman and Gloria The Ren & Stimpy Show, as well as other the newly created Best Animated Feature find themselves washed ashore on the exotic projects for Nickelodeon. Adding their tal- Film category. Now, from DreamWorks island of Madagascar. Now these native New ents to the film were writers Mark Burton Animation SKG comes the new, com- Yorkers have to figure out how to survive in and Billy Frolick. Burton is a U.K.-based puter-animated comedy Madagascar. the wild and discover the true meaning of comedy writer with a varied TV and film Alex the Lion (voiced by Ben Stiller) is the phrase “It’s a jungle out there.” career on both sides of the Atlantic. He has the king of the urban jungle as the main Madagascar was directed by Eric Darnell written extensively for many British comedy attraction at New York’s Central Park Zoo. and Tom McGrath, who are also two of shows, including Clive Anderson Talks Back, He and his best friends Marty the Zebra the writers on this film. Darnell joined Jack Dee’s Happy Hour, Never Mind The (Chris Rock), Melman the Giraffe (David PDI’s (now PDI/DreamWorks Animation) Buzzcocks, 2DTV, Have I Got News For You Schwimmer) and Gloria the Hippo (Jada Character Animation Group in 1991 and and Spitting Image. -
El Cine De Animación Estadounidense
El cine de animación estadounidense Jaume Duran Director de la colección: Lluís Pastor Diseño de la colección: Editorial UOC Diseño del libro y de la cubierta: Natàlia Serrano Primera edición en lengua castellana: marzo 2016 Primera edición en formato digital: marzo 2016 © Jaume Duran, del texto © Editorial UOC (Oberta UOC Publishing, SL) de esta edición, 2016 Rambla del Poblenou, 156, 08018 Barcelona http://www.editorialuoc.com Realización editorial: Oberta UOC Publishing, SL ISBN: 978-84-9116-131-8 Ninguna parte de esta publicación, incluido el diseño general y la cubierta, puede ser copiada, reproducida, almacenada o transmitida de ninguna forma, ni por ningún medio, sea éste eléctrico, químico, mecánico, óptico, grabación, fotocopia, o cualquier otro, sin la previa autorización escrita de los titulares del copyright. Autor Jaume Duran Profesor de Análisis y Crítica de Films y de Narrativa Audiovi- sual en la Universitat de Barcelona y profesor de Historia del cine de Animación en la Escuela Superior de Cine y Audiovi- suales de Cataluña. QUÉ QUIERO SABER Lectora, lector, este libro le interesará si usted quiere saber: • Cómo fueron los orígenes del cine de animación en los Estados Unidos. • Cuáles fueron los principales pioneros. • Cómo se desarrollaron los dibujos animados. • Cuáles han sido los principales estudios, autores y obras de este tipo de cine. • Qué otras propuestas de animación se han llevado a cabo en los Estados Unidos. • Qué relación ha habido entre el cine de animación y la tira cómica o los cuentos populares. Índice -
NFA-Resume Copy.Pages
NICHOLAS ARNER 330-418-1965 // [email protected] // nickarner.com Skills Development languages: Swift, Objective-C, Python, C/C++ (literate) Creative coding and prototyping: Max/MSP, Pure Data, OpenFrameworks, Processing, Arduino, RaspberryPi, Unity Specialities & Interests native macOS and iOS development, human-computer interaction research, gestural interface design, product design and development, circuit prototyping, interactive machine learning, augmented reality, multimedia programming Experience & Projects HUMAN-MACHINE INTERFACE ENGINEER, ASTEROID TECHNOLOGIES; SF BAY AREA — NOVEMBER 2017 - MAY 2019 While at Asteroid, I worked to develop a macOS app for building ARKit interactions that are ready to run on iOS devices. I also researched and prototyped AR-focused features and experiments around a variety of modalities, including audio and voice, haptics, gestures, and controllers. SELECTED ALPHA DEVELOPER, GOOGLE PROJECT SOLI; REMOTE/MOUNTAIN VIEW — OCTOBER 2015 - MAY 2017 I was one of 80 developers worldwide to be accepted into Google ATAP’s Project Soli Alpha Developer Project, and was one of 14 developers to be invited to Google HQ to workshop Soli use cases. My work focused on creating instruments using new musical instruments. Work published in NIME 2017 Proceedings. ASSOCIATE CONSULTANT, WORKSTATE CONSULTING; COLUMBUS, OHIO — FEBRUARY 2016 - AUGUST 2017 I was the lead or co-lead developer on mobile app development projects for CBS Sports and Chicago’s Metro Planning Agency. CORE CONTRIBUTOR, AUDIOKIT; REMOTE — AUGUST 2014 - OCTOBER 2016 I was a core contributor of AudioKit, an open-source audio analysis, synthesis, and processing toolkit for iOS and OS X apps. My contributions include operation defaults, presets, tests, and can be viewed on my GitHub. -
Formación a Los Jóvenes Animadores. I Edición Del Máster En
Formación A los jóvenes animadores. I edición del Máster en Animación UPV: una experiencia compartida Adriana Navarro Este artículo está dirigido a quienes quieran continuar aprendiendo animación, compartiendo con quien tenga curiosidad mi experiencia personal al haber cursado este Máster. Espero que esta lectura les resulte útil. Pero, antes de comenzar, permítanme que me presente: me llamo Adriana Navarro, y soy de Barakaldo. Cursé mis dos primeros años de carrera en Salamanca para luego aterrizar en la única Facultad de España donde se impartía animación, la Facultad de Bellas Artes en la Universidad Politécnica de Valencia. Allí me especialicé en Animación. Durante el último curso trabajé como asistente en prácticas para un corto de la animadora Mª Carmen Poveda. Sentía que me faltaba algo por hacer, por lo que decidí acometer estudios superiores que me permitiesen profundizar en el conocimiento de la Animación, asentar bien las bases de lo aprendido y adquirir más nivel, de mano de grandes profesionales. Esa es la experiencia que me dispongo a compartir con ustedes. ¿Cómo empezar? Una panorámica sobre el Máster El Máster es un continuum que comienza con el estudio de la preproducción; continúa abordando los diferentes aspectos de la producción, profundiza en aspectos propios del proceso de animar, y se cierra con la técnica del 3D. Se trata, pues, de un largo proceso de aprendizaje y asimilación. La docencia se da en forma de módulos o cursos intensivos. Estos cursos se dan en forma de asignaturas y “Workshops” o talleres. Especialmente en los Con A de animación. Formación “Workshops” se fomentó el trabajo en equipo –tengamos presente que la animación es, mayormente, un trabajo compartido: con nuestros iguales, los tutores…– y se ofrecieron modelos para la creación de obras animadas en corto plazo de tiempo. -
Accountable Privacy for Decentralized Anonymous Payments
Accountable Privacy for Decentralized Anonymous Payments Christina Garman, Matthew Green, and Ian Miers Johns Hopkins University fcgarman, mgreen, [email protected] Abstract. Decentralized ledger-based currencies such as Bitcoin provide a means to construct payment systems without requiring a trusted bank. Removing this trust assumption comes at the significant cost of transac- tion privacy. A number of academic works have sought to improve the privacy offered by ledger-based currencies using anonymous electronic cash (e-cash) techniques. Unfortunately, this strong degree of privacy creates new regulatory concerns, since the new private transactions can- not be subject to the same controls used to prevent individuals from conducting illegal transactions such as money laundering. We propose an initial approach to addressing this issue by adding privacy preserving policy-enforcement mechanisms that guarantee regulatory compliance, allow selective user tracing, and admit tracing of tainted coins (e.g., ransom payments). To accomplish this new functionality we also provide improved definitions for Zerocash and, of independent interest, an efficient construction for simulation sound zk-SNARKs. 1 Introduction The success of decentralized currencies like Bitcoin has led to renewed interest in anonymous electronic cash both in academia [2, 9, 20] and in practice (including Coinjoin, CryptoNote, and DarkWallet). It has also highlighted new problems related to trust, privacy and regulatory compliance. In modern electronic payment systems, users must trust that their bank is not tampering with the system (e.g., by \forging" extra currency), that no party is abusing the privacy of users' transactions, and simultaneously, that other users are not using the system to engage in money laundering or extortion. -
Domestication in Contemporary Polish Dubbing Urszula Leszczyńska, University of Warsaw, and Agnieszka Szarkowska, University of Warsaw/University College London
The Journal of Specialised Translation Issue 30 – July 2018 “I don't understand, but it makes me laugh.” Domestication in contemporary Polish dubbing Urszula Leszczyńska, University of Warsaw, and Agnieszka Szarkowska, University of Warsaw/University College London ABSTRACT Despite being (in)famous for its use of voice-over in fiction films, Poland also has a long- standing dubbing tradition. Contemporary Polish dubbing is largely domesticated: culture- bound items from the original are often replaced with elements of Polish culture, which is supposed to increase viewers’ enjoyment of the film. In this study, we examined whether Polish viewers can identify references to Polish culture in the contemporary Polish dubbing of foreign animated films and whether they enjoy them. With this goal in mind, we conducted an online survey and tested 201 participants. Given that many references relate to items from the near or distant past, we predicted that viewers may not fully understand them. The results show that, paradoxically, although viewers do not fully recognise references to Polish culture in contemporary Polish dubbing, they welcome such allusions, declaring that they make films more accessible. The most difficult category of cultural references to identify in our study turned out to be allusions to the canon of Polish literature, whereas the best scores were achieved in the case of references to social campaigns and films. Younger participants had more difficulties in recognising cultural allusions dating from before the 1990s compared to older participants. The vast majority of participants declared they enjoy domestication in contemporary Polish dubbing. KEYWORDS Dubbing, domestication, invisibility, ageing of translation, animated films, audiovisual translation, cultural references. -
Wide Dynamic Range Multi-Channel Electrochemical Instrument for In-Field Measurements
Wide Dynamic Range Multi-Channel Electrochemical Instrument for In-Field Measurements Sina Parsnejad, Yaoxing Hu, Hao Wan, Ehsan Ashoori, and Andrew J. Mason Electrical and Computer Engineering, Michigan State Univ., East Lansing, MI, USA {parsneja, huyaoxin, wh1816, ashoorie, mason}@msu.edu Abstract— This paper presents a multi-channel, multi- technique electrochemical instrument with the size, power and performance for portable applications such as point-of-care diagnosis, wearable sensing, and toxic chemical detection. Composed of a custom analog interface and a commercial low- power microcontroller, the portable instrument is capable of dynamically adapting to a wide input current range exhibited by many electrode/sensor types and observed in the transient response of many electrochemical techniques. The instrument can generate several standard electrochemical stimulus waveforms or an arbitrary waveform, independently and in parallel on multiple channels, while streaming measurement results to a USB host. The Fig. 1. Versatile electrochemical instrument for interfacing various portable instrument was tested across multiple conditions against electrodes and streaming measurements to a USB host. a commercial benchtop electrochemical instrument in a potassium ferricyanide solution. The maximum normalized root mean electrode or are tied to a specific host platform. For example, [3] square difference between test results and the commercial would only operate with an Ara smartphone while [2] is instrument is less than 2%, cementing system robustness. optimized to a specific kind of electrode. Furthermore, in real- world applications sensing is not usually possible with just one Keywords—electrochemical sensor; point-of-care sensing. channel/sensor due to the presence of too many variables in the I. -
Seamless Authentication for Ubiquitous Devices
Dartmouth College Dartmouth Digital Commons Dartmouth College Ph.D Dissertations Theses and Dissertations 5-1-2016 Seamless Authentication for Ubiquitous Devices Shrirang Mare Dartmouth College Follow this and additional works at: https://digitalcommons.dartmouth.edu/dissertations Part of the Computer Sciences Commons Recommended Citation Mare, Shrirang, "Seamless Authentication for Ubiquitous Devices" (2016). Dartmouth College Ph.D Dissertations. 48. https://digitalcommons.dartmouth.edu/dissertations/48 This Thesis (Ph.D.) is brought to you for free and open access by the Theses and Dissertations at Dartmouth Digital Commons. It has been accepted for inclusion in Dartmouth College Ph.D Dissertations by an authorized administrator of Dartmouth Digital Commons. For more information, please contact [email protected]. Seamless Authentication For Ubiquitous Devices Shrirang Mare Technical Report TR2016-793 Dartmouth Computer Science Copyright c 2016, Shrirang Mare All rights reserved Abstract User authentication is an integral part of our lives; we authenticate ourselves to personal computers and a variety of other things several times a day. Authentication is burdensome. When we wish to access to a computer or a resource, it is an additional task that we need to perform – an interruption in our workflow. In this dissertation, we study people’s authentication behavior and attempt to make authentication to desktops and smartphones less burdensome for users. First, we present the findings of a user study we conducted to understand people’s authentication behavior: things they authenticate to, how and when they authenticate, authentication errors they encounter and why, and their opinions about authentication. In our study, participants performed about 39 authentications per day on average; the majority of these authentications were to personal computers (desktop, laptop, smartphone, tablet) and with passwords, but the number of authentications to other things (e.g., car, door) was not insignificant. -
ASL Student Project Description
Deep Learning for gesture recognition based on novel hardware (Google project Soli) Project description We are currently witnessing several drastic shifts in the computing landscape. The traditional PC and hence the traditional mouse and keyboard-based UI are no longer the primary computing paradigm but are increasingly complemented by other paradigms such as direct-touch and gestural interaction. As our environments become smarter and the line between virtual and real worlds becomes blurred, it also becomes increasingly clear that traditional forms of user input are no longer ade- quate for mobile scenarios. With technologies such as wearable computing, Augmented and Virtual Reality (AR/VR) transi- tioning from the research labs into the mainstream market the need for a general purpose, contact-and wireless, and high precision, high bandwidth man-machine interface becomes increasingly urgent. This project is aiming at building an intelligent algorithm that could recognize low-effort, low-energy and high-bandwidth interactions involving primarily small muscle groups. The interaction paradigm is based on UWB radar sensor (Google project Soli: https://www.youtube.com/watch?v=0QNiZfSsPc0) which is sensitive to tiny motions, immune to optical occlusion, works both indoor/outdoor, through paper/clothing/thin plastics at flexible range. Recently convolutional deep neural networks (DNNs) have made a significant impact in computer vision. DNNs have outper- formed state-of-the-art machine learning algorithms in very large-scale image recognition and hand-written digits recogni- tion. In a recent competition on multimodal recognition of 20 dynamic gestures from the Italian sign language, an algorithm based on convolutional neural networks ranked first among 17 competing methods. -
Analysis of Embodied Conversational Agents in Secondlife for Speech
Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Except where reference is made to the work of others, the work described in this thesis is my own or was done in collaboration with my advisory committee. This thesis does not include proprietary or classified information. Wanda R. Moses Certificate of Approval: Cheryl D. Seals Juan E. Gilbert, Chair Associate Professor Professor Computer Science and Software Engi- Computer Science and Software Engi- neering neering Ivan E. Watts George T. Flowers Associate Professor Dean Educational Foundations Leadership and Graduate School Technology Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses A Thesis Submitted to the Graduate Faculty of Auburn University in Partial Fulfillment of the Requirements for the Degree of Master of Science Auburn, Alabama December 18, 2009 Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses Permission is granted to Auburn University to make copies of this thesis at its discretion, upon the request of individuals or institutions and at their expense. The author reserves all publication rights. Signature of Author Date of Graduation iii Vita Wanda Moses is a PhD student in the Computer Science and Software Engineering Department at Auburn University. She was born in Charleston, SC on May 2, 1962 to Annie M. and David E. Moses. Ms. Moses received a Bachelor of Science degree in Mathematics and Computer Science from South Carolina State University in May 2005. She is currently a graduate research assistant in the Human Centered Computer Lab at Auburn University. Her interests are in Human Computer Interaction, User Interface Design, Adaptive Learning Technologies, Multimodal Interfaces and Spoken Language Systems. -
Light Sensor Development for Ara Platform
Escola Tecnica` Superior d'Enginyeria de Telecomunicacio´ de Barcelona Master Thesis Light sensor development for Ara platform Author: Supervisor: Alexis DUQUE Pr. Josep Paradells Aspas Wireless Network Group Escola T`ecnicaSuperior d'Enginyeria de Telecomunicaci´ode Barcelona June 2015 Abstract INSA de Lyon - T´el´ecommunications, Services et Usages Escola T`ecnicaSuperior d'Enginyeria de Telecomunicaci´ode Barcelona Master's degree in Telecommunications Engineering Light sensor development for Ara platform by Alexis DUQUE During the last years, Visible Light Communication (VLC), a novel technology that enables standard Light-Emitting-Diodes (LEDs) to transmit data, is gaining significant attention. In the near future, this technology could enable devices containing LEDs { such as car lights, city lights, screens and home appliances { to carry information or data to the end-users, using their smartphone. However, VLC is currently limited by the end-point receiver, such as a the mobile camera, or a peripheral connected through the jack input and to unleash the full potential of VLC, more advanced receiver are required. On other, few year ago, Google ATAP - the Google innovation department - announced the Ara initiative. This consist on a modular phone where parts of the phone, like cameras, sensors or networks can be changed. So when a new feature appears or required by the user it is not needed to change the mobile phone, just to buy the modules with the functionality. This Master Thesis presents the design and development of a simple module that will support communication by light (VLC) using the Ara Module Developer Kit provided by Google. It consists on building a front-end circuit, connecting a photodiode that receives the level of light and use it as data carrier, in order to receive and display data inside a custom Android application on the Ara smartphone.