4,751 research outputs found

    Flexible glass substrates with via holes for TFT backplanes

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    This paper looks at flexible glass substrates with via holes for TFT backplane

    Privacy in Gaming

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    Video game platforms and business models are increasingly built on collection, use, and sharing of personal information for purposes of both functionality and revenue. This paper examines privacy issues and explores data practices, technical specifications, and policy statements of the most popular games and gaming platforms to provide an overview of the current privacy legal landscape for mobile gaming, console gaming, and virtual reality devices. The research observes how modern gaming aligns with information privacy notions and norms and how data practices and technologies specific to gaming may affect users and, in particular, child gamers. After objectively selecting and analyzing major players in gaming, the research notes the many different ways that game companies collect data from users, including through cameras, sensors, microphones, and other hardware, through platform features for social interaction and user-generated content, and by means of tracking technologies like cookies and beacons. The paper also notes how location and biometric data are collected routinely through game platforms and explores issues specific to mobile gaming and pairing with smartphones and other external hardware devices. The paper concludes that transparency as to gaming companies’ data practices could be much improved, especially regarding sharing with third party affiliates. In addition, the research considers how children’s privacy may be particularly affected while gaming, determining that special attention should be paid to user control mechanisms and privacy settings within games and platforms, that social media and other interactive features create unique privacy and safety concerns for children which require gamer and parent education, and that privacy policy language is often incongruent with age ratings advertised to children and parents. To contribute additional research value and resources, the paper attaches a comprehensive set of appendices, on which the research conclusions are in part based, detailing the technical specifications and privacy policy statements of popular games and gaming platforms for mobile gaming, console gaming, and virtual reality devices

    Spartan Daily, August 23, 2017

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    Volume 149, Issue 1https://scholarworks.sjsu.edu/spartan_daily_2017/1042/thumbnail.jp

    The Cord Weekly (September 8, 1988)

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    An Analysis of Speech Functions Realizations on the Electronics and Furniture Billboard Texts

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    This research analyzes the dominant category and to explains the tendency to use the speech functions model in electronics and furniture billboard texts. The research method used descriptive qualitative. Data was collected by applying documentary techniques from 32 commercial electronics and furniture billboard texts (headline, subhead, slogan, and images) in Medan. The results of the research found the four speech functions were used, the statement model was 62.5%, the question model was 3%, the command model was 18.8%, and the offered model was 15.6%. The statement model is used as the dominant one, in line with the billboard text pattern, where it is assumed to only see the display of billboard text and images with a duration of 5-7 seconds while driving. The substance of this research contributes in the form of new policy recommendations for advertisers to pay attention to speech in advertising communication messages conveyed correctly, precisely, and firmly. Advertisers are directed to pay more attention to the concept of the speech function with an efficient, effective, and hypnotic approach to readers

    Spartan Daily December 9, 2010

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    Volume 135, Issue 53https://scholarworks.sjsu.edu/spartandaily/1216/thumbnail.jp

    Introduction

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    This book investigates restructuring in the electronics industry and in particular the impact of a \u2018Chinese\u2019 labour regime on work and employ - ment practices in electronics assembly in Europe.1 Electronics is an extremely dynamic sector, characterized by an ever-changing organi - zational structure, as well as cut-throat competition, particularly in manufacturing. Located primarily in East Asia, electronics assembly has become notorious for poor working conditions, low unionisation and authoritarian labour relations. However, hostile labour relations and topdown HR policies are not unique to East Asia. They have become associated with the way the sector is governed more broadly, with a number of Western companies also coming to rely on such practices
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