2,421 research outputs found

    'TV Format Protection through Marketing Strategies?'

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    Commercially successful programme ideas are often imitated or adapted. Television formats, in particular, are routinely copied. Starting from radio formats in the 1950s to game shows and reality programme formats of today, producers have accused others of “stealing”. Although formats constitute one of the most important exports for British TV producers, there is still no certainty about the legal protection of TV formats from copycat versions. Since TV formats fail to fall neatly within the definitions of protected material under international copyright and trade mark regimes, producers have been trying to devise innovative means to protect their formats from plagiarism. The globalization of cultural and entertainment markets may itself have contributed to the rise of TV formats, interconnecting programming industries in a world of multiplying channels. This paper theorizes that global broadcasting and programme marketing strategies can also be used by TV format producers to protect their formats. Specifically, eight different strategies may be used: (a) trade show infrastructure and dynamics; (b) visual brand identity and channel fit; (c) brand extension and merchandising; (d) corporate branding; (e) national branding; (f) genre branding; (g) constant brand innovation; (h) fan communities. The paper develops a methodology for capturing the use and effectiveness of these eight strategies in preventing the copying of formats

    Oii-web: An interactive online programming contest training system

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    In this paper we report our experience, related to the online training for the Italian and International Olympiads in Informatics. We developed an interactive online system, based on CMS, the grading system used in several major programming contests including the International Olympiads in Informatics (IOI), and used it in three distinct context: training students for the Italian Olympiads in Informatics (OII), training teachers in order to be able to assist students for the OII, and training the Italian team for the IOI. The system, that is freely available, proved to be a game changer for the whole italian olympiads in informatics ecosystem: in one year, we almost doubled the participation to OII, from 13k to 21k secondary school students. The system is developed basing on the Contest Management System (CMS, http://cms- dev.github.io/), so it is highly available to extensions supporting, for instance, the pro- duction of feedback on problems solutions submitted by trainees. The system is also freely available, with the idea of allowing for support to alternative necessities and developmen

    “TV Format Protection through Marketing Strategies?”

    Get PDF
    Commercially successful programme ideas are often imitated or adapted. Television formats, in particular, are routinely copied. Starting from radio formats in the 1950s to game shows and reality programme formats of today, producers have accused others of “stealing”. Although formats constitute one of the most important exports for British TV producers, there is still no certainty about the legal protection of TV formats from copycat versions. Since TV formats fail to fall neatly within the definitions of protected material under international copyright and trade mark regimes, producers have been trying to devise innovative means to protect their formats from plagiarism. The globalization of cultural and entertainment markets may itself have contributed to the rise of TV formats, interconnecting programming industries in a world of multiplying channels. This paper theorizes that global broadcasting and programme marketing strategies can also be used by TV format producers to protect their formats. Specifically, eight different strategies may be used: (a) trade show infrastructure and dynamics; (b) visual brand identity and channel fit; (c) brand extension and merchandising; (d) corporate branding; (e) national branding; (f) genre branding; (g) constant brand innovation; (h) fan communities. The paper develops a methodology for capturing the use and effectiveness of these eight strategies in preventing the copying of formats

    Assessment in Software Development for Competitive Environments: An AI Strategy Development Case Study

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    Competitions are being widely used to motivate students in diverse learning processes, including those in computer programming. This paper presents a methodology for designing and assessing competitive learning scenarios that allow students to develop three different coding skills: the ability to compete against unknown competitors, the ability to compete against known competitors and the ability to compete against refined versions of known competitors. The proposal is based on peer code review, implemented as an improvement cycle after the dissemination of the code among participants. A case study evaluating the methodology was conducted with two cohorts of students in an undergraduate course. The analysis of the obtained grades suggests that while performance after our assistance was improved, students could still fail or succeed independently of the assistance. Complementary data from student questionnaires and supervisor observations are aligned with this finding. As a conclusion, the evidence supports the validity of the methodology. Additionally, several guidelines based on the experience are provided to transfer the proposal to other environments.This research was funded by Spanish National Research Agency (AEI), through the project VISAIGLE (TIN2017-85797-R) with ERDF funds

    Evaluation of Robocode as a Teaching Tool for Computer Programming

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    Robocode began as an educational tool to aid in learning Java programming. It has since evolved into something of a phenomenon, as the prospect of creating simple to complex virtual tanks appears to pose an attractive challenge to both novice and expert programmers alike. What started out as a teaching tool has grown into a worldwide network of competitors, all keen to prove that their ‘bot’ stands out from the crowd. Competitions are well organised and many Robocode events are a PR dream for the computing companies that sponsor them. Without a doubt, this easy to use application has sparked the imagination of the world of programming. This is especially evident in the number of higher education institutes that regularly hold competitions for their computing and engineering students, often inviting participants from other colleges. In Ireland alone, a major national event for third level students is held annually at the Tipperary Institute. Sponsors have included the likes of Microsoft and Lenovo and students from most Irish universities and colleges have taken part. This is merely a scenario that has been mimicked across the globe. A cursory browse through a typical computing faculty website will likely reveal a reference to Robocode. This paper attempts to look back to the roots of Robocode, and evaluate its merits as a teaching tool whether for use inside or outside the classroom. The detailed results of a survey are presented, showing the responses of students who have used the tool in a number of capacities, more specifically, an evaluation by those who have participated in the national competition or merely used the tool as part of their programming course work. Lecturers have also been asked for an evaluation to gauge its effect on programming students. With so many willing to dedicate extracurricular time to participate, it is worth investigating what ignited this spark in the first place. What motivates a student or indeed any programmer to want to develop a robot tank that fires bullets, and, attempts to dodge the bullets of other tanks

    Exploring Automated Code Evaluation Systems and Resources for Code Analysis: A Comprehensive Survey

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    The automated code evaluation system (AES) is mainly designed to reliably assess user-submitted code. Due to their extensive range of applications and the accumulation of valuable resources, AESs are becoming increasingly popular. Research on the application of AES and their real-world resource exploration for diverse coding tasks is still lacking. In this study, we conducted a comprehensive survey on AESs and their resources. This survey explores the application areas of AESs, available resources, and resource utilization for coding tasks. AESs are categorized into programming contests, programming learning and education, recruitment, online compilers, and additional modules, depending on their application. We explore the available datasets and other resources of these systems for research, analysis, and coding tasks. Moreover, we provide an overview of machine learning-driven coding tasks, such as bug detection, code review, comprehension, refactoring, search, representation, and repair. These tasks are performed using real-life datasets. In addition, we briefly discuss the Aizu Online Judge platform as a real example of an AES from the perspectives of system design (hardware and software), operation (competition and education), and research. This is due to the scalability of the AOJ platform (programming education, competitions, and practice), open internal features (hardware and software), attention from the research community, open source data (e.g., solution codes and submission documents), and transparency. We also analyze the overall performance of this system and the perceived challenges over the years

    The 2007 IEEE CEC simulated car racing competition

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    This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process, we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competitio
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