770 research outputs found

    InGAME international pathway to collaboration: Collaboration in Games UK-China

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    In 2019 the Arts &amp; Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 82.064billioncomparedwith82.064 billion compared with 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p

    InGAME international pathway to collaboration: Collaboration in Games UK-China

    Get PDF
    In 2019 the Arts &amp; Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 82.064billioncomparedwith82.064 billion compared with 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p

    Multidisciplinary perspectives on Artificial Intelligence and the law

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    This open access book presents an interdisciplinary, multi-authored, edited collection of chapters on Artificial Intelligence (‘AI’) and the Law. AI technology has come to play a central role in the modern data economy. Through a combination of increased computing power, the growing availability of data and the advancement of algorithms, AI has now become an umbrella term for some of the most transformational technological breakthroughs of this age. The importance of AI stems from both the opportunities that it offers and the challenges that it entails. While AI applications hold the promise of economic growth and efficiency gains, they also create significant risks and uncertainty. The potential and perils of AI have thus come to dominate modern discussions of technology and ethics – and although AI was initially allowed to largely develop without guidelines or rules, few would deny that the law is set to play a fundamental role in shaping the future of AI. As the debate over AI is far from over, the need for rigorous analysis has never been greater. This book thus brings together contributors from different fields and backgrounds to explore how the law might provide answers to some of the most pressing questions raised by AI. An outcome of the Católica Research Centre for the Future of Law and its interdisciplinary working group on Law and Artificial Intelligence, it includes contributions by leading scholars in the fields of technology, ethics and the law.info:eu-repo/semantics/publishedVersio

    Managing risks and harms associated with the use of anabolic steroids

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    Background: People using AAS may adopt a range of strategies to prevent and treat adverse health conditions potentially associated with the use of these substances (AAS-HC). These strategies include seeking support from physicians, using the needle and syringe exchange programme (NSP) and seeking support from informal sources such as coaches and online forums. The process of identifying risks and harms, adopting and modifying health-related strategies is similar to the methods of risk-management employed in other fields of human activity. This approach recognises the importance of the informal body of knowledge produced by decades of AAS-related folk-pharmacology and seeks to understand harm-reduction from the users’ perspective.Objectives: The primary objective of this thesis is to investigate the strategies adopted by people using AAS to prevent and treat AAS-HC. Secondary objectives include to explore the factors associated with the adoption of health strategies and the occurrence of AAS-HC, as well as the barriers and facilitators experienced by AAS users when accessing health services and other sources of support.Methods: To achieve the objectives above, three work packages (WP) were produced as part of a mixed-methods research design. WP1 is a systematic review and meta-analysis of the prevalence of AAS users seeking support from physicians. WP2 is a cross-sectional online survey that identified AAS-HC, risk factors and health-related strategies adopted by AAS users in the UK. WP3 is a qualitative study based on in-depth interviews to discuss the experiences of AAS users and their risk-management strategies (RMS).Results: The estimated overall prevalence of AAS users seeking support from physicians is 37.1%. Higher prevalence rates were observed in studies from Australia (67.3%) and amongst clients of the NSP (54.1%), whilst the lowest was observed among adolescents (17.3%). The health conditions most commonly reported by the 883 participants of the online survey were insomnia (33.3%) and anxiety (32.2%). Most participants adopted preventive strategies such as having blood tests in the last 12 months (86.2%) and seeking a GP to treat AAS-HC (55.0%). Those who sought a GP for AAS-related information were 76% less likely to report an AAS-HC in the last 12 months. The interviews described AAS users’ RMS as a continuous process of awareness and behavioural changes. Participants described an extensive use of private health services and other sources of support to bypass the barriers experienced by AAS users engaging with the public health system.Conclusion: A large number of AAS users refrain from seeking support from physicians. Health professionals should be trained to recognise and manage the most common AAS-HC and help users improve their RMS. Further studies should investigate the efficacy of AAS-related RMS and the subpopulations of AAS users more likely to experience AAS-HC and less likely to engage with health services.<br/

    Modern meat: the next generation of meat from cells

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    Modern Meat is the first textbook on cultivated meat, with contributions from over 100 experts within the cultivated meat community. The Sections of Modern Meat comprise 5 broad categories of cultivated meat: Context, Impact, Science, Society, and World. The 19 chapters of Modern Meat, spread across these 5 sections, provide detailed entries on cultivated meat. They extensively tour a range of topics including the impact of cultivated meat on humans and animals, the bioprocess of cultivated meat production, how cultivated meat may become a food option in Space and on Mars, and how cultivated meat may impact the economy, culture, and tradition of Asia

    Grounds for a Third Place : The Starbucks Experience, Sirens, and Space

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    My goal in this dissertation is to help demystify or “filter” the “Starbucks Experience” for a post-pandemic world, taking stock of how a multi-national company has long outgrown its humble beginnings as a wholesale coffee bean supplier to become a digitally-integrated and hypermodern café. I look at the role Starbucks plays within the larger cultural history of the coffee house and also consider how Starbucks has been idyllically described in corporate discourse as a comfortable and discursive “third place” for informal gathering, a term that also prescribes its own radical ethos as a globally recognized customer service platform. Attempting to square Starbucks’ iconography and rhetoric with a new critical methodology, in a series of interdisciplinary case studies, I examine the role Starbucks’ “third place” philosophy plays within larger conversations about urban space and commodity culture, analyze Starbucks advertising, architecture and art, and trace the mythical rise of the Starbucks Siren (and the reiterations and re-imaginings of the Starbucks Siren in art and media). While in corporate rhetoric Starbucks’ “third place” is depicted as an enthralling adventure, full of play, discovery, authenticity, or “romance,” I draw on critical theory to discuss how it operates today as a space of distraction, isolation, and loss

    Copyright as a constraint on creating technological value

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    Defence date: 8 January 2019Examining Board: Giovanni Sartor, EUI; Peter Drahos, EUI; Jane C. Ginsburg, Columbia Law School; Raquel Xalabarder, Universitat Oberta de Catalunya.How do we legislate for the unknown? This work tackles the question from the perspective of copyright, analysing the judicial practice emerging from case law on new uses of intellectual property resulting from technological change. Starting off by comparing results of actual innovation-related cases decided in jurisdictions with and without the fair use defence available, it delves deeper into the pathways of judicial reasoning and doctrinal debate arising in the two copyright realities, describing the dark sides of legal flexibility, the attempts to ‘bring order into chaos’ on one side and, on the other, the effort of judges actively looking for ways not to close the door on valuable innovation where inflexible legislation was about to become an impassable choke point. The analysis then moves away from the high-budget, large-scale innovation projects financed by the giants of the Internet era. Instead, building upon the findings of Yochai Benkler on the subject of networked creativity, it brings forth a type of innovation that brings together networked individuals, sharing and building upon each other’s results instead of competing, while often working for non-economic motivations. It is seemingly the same type of innovation, deeply rooted in the so-called ‘nerd culture’, that powered the early years of the 20th century digital revolution. As this culture was put on trial when Oracle famously sued Google for reuse of Java in the Android mobile operating system, the commentary emerging from the surrounding debate allowed to draw more general conclusions about what powers the digital evolution in a networked environment. Lastly, analysing the current trends in European cases, the analysis concludes by offering a rationale as to why a transformative use exception would allow courts to openly engage in the types of reasoning that seem to have become a necessity in cases on the fringes of copyright

    Security and Privacy of Resource Constrained Devices

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    The thesis aims to present a comprehensive and holistic overview on cybersecurity and privacy & data protection aspects related to IoT resource-constrained devices. Chapter 1 introduces the current technical landscape by providing a working definition and architecture taxonomy of ‘Internet of Things’ and ‘resource-constrained devices’, coupled with a threat landscape where each specific attack is linked to a layer of the taxonomy. Chapter 2 lays down the theoretical foundations for an interdisciplinary approach and a unified, holistic vision of cybersecurity, safety and privacy justified by the ‘IoT revolution’ through the so-called infraethical perspective. Chapter 3 investigates whether and to what extent the fast-evolving European cybersecurity regulatory framework addresses the security challenges brought about by the IoT by allocating legal responsibilities to the right parties. Chapters 4 and 5 focus, on the other hand, on ‘privacy’ understood by proxy as to include EU data protection. In particular, Chapter 4 addresses three legal challenges brought about by the ubiquitous IoT data and metadata processing to EU privacy and data protection legal frameworks i.e., the ePrivacy Directive and the GDPR. Chapter 5 casts light on the risk management tool enshrined in EU data protection law, that is, Data Protection Impact Assessment (DPIA) and proposes an original DPIA methodology for connected devices, building on the CNIL (French data protection authority) model
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