564 research outputs found

    Substituting or Collaborating? A Diversion-Aware Bass Model for Evaluating Impacts from Online Content Copycats

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    The proliferation of social media not only enables users to produce original contents, but also brings plenty of copycatting opportunities. The copying behavior over online user-generated content (UGC) can impact content originators by diverting the potential content returns (e.g., likes and retweets). To maintain the originators’ incentive of producing original contents, it is necessary for social platforms to develop targeted punishment and compensation regulations based on the diverted returns. Thus, this study proposes to explore and measure the diversion process of content consumer returns. To formulate the returns diversion caused by copycats, a Diversion-Aware Bass model (DA-Bass) is developed by introducing the substitute effect and collaborative effect. The role of content originality in the diffusion process is further estimated. Experiments have been conducted to demonstrate the proposed model’s effectiveness in supporting social platforms to trace and measure the diverted returns

    CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines

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    Based on the information provided by European projects and national initiatives related to multimedia search as well as domains experts that participated in the CHORUS Think-thanks and workshops, this document reports on the state of the art related to multimedia content search from, a technical, and socio-economic perspective. The technical perspective includes an up to date view on content based indexing and retrieval technologies, multimedia search in the context of mobile devices and peer-to-peer networks, and an overview of current evaluation and benchmark inititiatives to measure the performance of multimedia search engines. From a socio-economic perspective we inventorize the impact and legal consequences of these technical advances and point out future directions of research

    A critical assessment on the efficacy of Kenyan legislation in addressing of internet child pornography

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    A dissertation submitted in partial fulfilment of the requirements for the award of the degree of Bachelor of LawsThe development on the internet has brought about entirely impenetrable conduits for distribution of illegal pornography. Individuals are collecting and sharing Child Pornography images through virtually every type of Internet technology. The internet provides a uniquely safe, easily accessible, and supportive context for posting, trading and collecting Child Pornography. This paper seeks to determine how effectively the Sexual Offences Act and Children's Act can regulate Child Pornography in the environment of the Internet. The research done on this paper is from online content as little to no information on this subject has been documented in books. The content is also largely foreign as there is very little information on the subject in Kenya as it is still a developing area of law. This research makes a comparative analysis between the United Kingdom and the United States and seeks to make recommendations for Kenya based on the best practices of these Nations

    Texas Review of Entertainment & Sports Law

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    Journal containing articles, notes, and other analyses of law and legal cases related to sports and entertainment in the United States. This publications stated goal is to chronicle, comment on, and influence law related to entertainment and sports industries. Articles featured in this issue relate to 2012 proposed Olympic Tax Elimination Act, Antitrust Law in the collective bargaining process, NFL's Justifiable Use of group punishment, and P2P file sharing in Fansubs and Fan fiction

    I Am Error

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    I Am Error is a platform study of the Nintendo Family Computer (or Famicom), a videogame console first released in Japan in July 1983 and later exported to the rest of the world as the Nintendo Entertainment System (or NES). The book investigates the underlying computational architecture of the console and its effects on the creative works (e.g. videogames) produced for the platform. I Am Error advances the concept of platform as a shifting configuration of hardware and software that extends even beyond its ‘native’ material construction. The book provides a deep technical understanding of how the platform was programmed and engineered, from code to silicon, including the design decisions that shaped both the expressive capabilities of the machine and the perception of videogames in general. The book also considers the platform beyond the console proper, including cartridges, controllers, peripherals, packaging, marketing, licensing, and play environments. Likewise, it analyzes the NES’s extension and afterlife in emulation and hacking, birthing new genres of creative expression such as ROM hacks and tool-assisted speed runs. I Am Error considers videogames and their platforms to be important objects of cultural expression, alongside cinema, dance, painting, theater and other media. It joins the discussion taking place in similar burgeoning disciplines—code studies, game studies, computational theory—that engage digital media with critical rigor and descriptive depth. But platform studies is not simply a technical discussion—it also keeps a keen eye on the cultural, social, and economic forces that influence videogames. No platform exists in a vacuum: circuits, code, and console alike are shaped by the currents of history, politics, economics, and culture—just as those currents are shaped in kind

    The Transformative Power of the Copy

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    This volume offers a fresh perspective on the copy and the practice of copying, two topics that, while the focus of much academic discussion in recent decades, have been underrepresented in the discourse on transculturality. Here, experts from a wide range of academic disciplines present their views on the copy from a transcultural perspective, seeking not to define the copy uniformly, but to reveal its dynamic and transformative power. The copy and the practice of copying are thus presented as constituents of transculturality via thought-provoking contributions on topics spanning time periods from antiquity to the present, and regions from Asia to Europe. In so doing, these contributions aim to create the basis for a novel, interdisciplinary discourse on the copy and its transcultural impact throughout history
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