ownership

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  • Patent pending files folder

    UK appeals court rules AI cannot be listed as a patent inventor

    by 
    Igor Bonifacic
    Igor Bonifacic
    09.23.2021

    Add the United Kingdom to the list of countries that says an artificial intelligence can’t be legally credited as an inventor.

  • Industrial technology concept. Factory automation. Smart factory. INDUSTRY 4.0

    AI can't be legally credited as an inventor, says USPTO

    by 
    Kris Holt
    Kris Holt
    04.29.2020

    Patent law only allows 'natural persons' to be credited, the agency determined.

  • Hulu

    Disney takes full control of Hulu in deal with Comcast

    by 
    Christine Fisher
    Christine Fisher
    05.14.2019

    When AT&T sold its shares of Hulu last month, Disney and Comcast were left as the company's sole owners. Today, Comcast relinquished its control, leaving Disney in charge of the streaming platform. This means, since its acquisition of Fox's 30 percent stake in 2017, Disney has slowly chipped away at its fellow Hulu owners.

  • The Daily Grind: What are your four pillars of MMO gaming?

    by 
    Bree Royce
    Bree Royce
    05.16.2014

    A few weeks ago, Massively's Star Wars: The Old Republic expert Larry Everett proposed that "ownership" or perhaps the broader term "immersion" should be considered one of the real four pillars of MMO gaming instead of the four that BioWare picked (combat, exploration, progression, and story). This sounds like a fun mind-challenge to me too because I don't think combat is actually essential to MMOs, I couldn't care less about stock progression, and I don't think any MMO can run a good story from the top down unless it's run by gamemasters. Surely we can come up with some better pillars. Stickiness would be my first pick; games need to keep people coming back because they want to come back, not because they feel they must. Community would make my list as something developers should develop intentionally rather than hope it happens offscreen. Setting to me is far more important than story since how seriously a studio takes its setting determines how invested players will be in their own stories. Customization would round out my quartet; our ability to take charge of our character's development, appearance, home, and activities is crucial to keeping us around. Taken together, those four echo Larry's column -- they're all about ownership in a game, something BioWare's pillars just don't address. What about you? If you were tasked with coming up with the four pillars of MMO gaming, what would they be? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Sprint stops being Clearwire's majority owner

    by 
    Daniel Cooper
    Daniel Cooper
    06.11.2012

    Sprint has declared that it's no longer Clearwire's majority owner in a move designed to shield the carrier should the worst happen to its troubled bedfellow. While Big Yellow is planning to supplement its own LTE network with Clearwire's TD-LTE backbone, it's looked to distance itself on the business side from a company that finds it very hard to make money -- requiring handouts from Sprint just to stay afloat.

  • Gadgets convicted of making us miserable, dodgy stats used as evidence

    by 
    Sharif Sakr
    Sharif Sakr
    05.26.2011

    Gadgets need to be rounded up and thrown in a cell right alongside meat glue, child pageants and other notorious public enemies. The crime? Stressing people out, according to researchers at Ipsos Mendelsohn. The evidence? A survey of affluent Americans with a household income over $100,000 who moaned that their lives are more "complicated" than they were a decade ago. Damningly, the vast majority of these respondents also admitted that their lives are more "technology-infused" than a decade ago. The researchers also highlighted evidence from a separate poll of affluents, showing the growing prevalence of certain gadgets that add to the "complex calculus" of our lives: E-reader ownership has doubled over the last eight months, smartphone ownership is up to 52 per cent, and a third of affluents either own a tablet or expect to buy one soon. Sufficient proof, it seems, to send these poor devices down for life -- especially if we disregard all the other things that have stressed out rich Americans over the past decade (recessions, deficits, bad TV serials) and the possibility that busier people might actually need more technology to help them cope.

  • The Lawbringer: Mailbag 3.0

    by 
    Mathew McCurley
    Mathew McCurley
    05.13.2011

    Pop law abounds in The Lawbringer, your weekly dose of WoW, the law, video games and the MMO genre. Running parallel to the games we love and enjoy is a world full of rules, regulations, pitfalls and traps. How about you hang out with us as we discuss some of the more esoteric aspects of the games we love to play? Since last weekend was my stepsister's bat mitzvah, I was incommunicado down in Florida celebrating with family, eating a ton of delicious food, and getting sunburned within 30 seconds of stepping into the punishing Florida sun. The emails to Lawbringer never stopped, however, and I picked my favorites to answer while lounging next to the pool, happily oblivious. A lot of people sent me emails about the Blizzard earnings call that has been making the rounds in the gaming news cycle this week, for a few specific reasons. First, Diablo III's beta is coming between August and September, which is super exciting to me because of how much I want to be playing that game again. BlizzCon was not enough. Friends at Blizzard, send all beta invites to mat@wowinsider.com. Second, Mike Morhaime revealed that World of Warcraft is currently boasting subscriber numbers mirroring pre-Cataclysm subscriptions. Subsequently, the internet went crazy and collectively, shall we say, made a mess in its pants about the state of WoW's prominence. Let's mailbag.

  • Study: we're keeping our mobiles longer, despite sinking prices

    by 
    Darren Murph
    Darren Murph
    09.27.2010

    Had your current cellphone for the better part of the this century? Turns out you aren't the only one -- according to new research gathered by J.D. Power and Associates, Americans are holding onto their mobiles for longer than ever these days. In fact, the study found that the length of time customers keep their traditional wireless cell phone has increased by 17 percent from 2009, with the average customer holding onto their phone for around 20.5 months. That's the longest period since this study began tracking the data in 1999, when the average was 17.3 months. Kirk Parsons, senior director of wireless services at the company, feels that the recent economic downturn has a lot to do with folks keeping their existing phones longer, while we're guessing that it has to do with existing phones simply being "good enough." Furthermore, anyone who is even remotely tuned into the mobile world knows that widespread 4G is just around the bend, giving folks reason to hold off on renewing their contract until WiMAX / LTE comes to their carrier of choice. Curiously, phone prices are lower than ever before, which should mean that it's even less expensive to upgrade now than in the past. Of course, none of that matters if your existing phone contract isn't up (or you aren't due for a discounted renewal), and the savings on the hardware is likely being devoured by the extra fees we're paying for messaging and data. So, are you in the "run it till it dies" camp, or are you wondering who on Earth this survey (shown in full after the break) is referring to?

  • Chat live during the iPad 3G release

    by 
    Erica Sadun
    Erica Sadun
    04.30.2010

    You waited, you waited, and you waited. And now some of you finally got your new iPad 3G. Sure, most of you had to remain patient while us Wi-Fi owners preened and showed off our new babies. And some of you are still waiting for the next ship date (the "arrives by" in May). For some of you, though, your "magical" treasure is now on hand. Whether you're waiting or a happy new owner, please join us to ask questions about your new iPad, or just share your iPad buying experience. This live TUAW community events will let you jumpstart your ownership experience and connect to other new 3G (and, yes, Wi-Fi) owners. Want to review the chat? Click the link below to read!

  • Who wants to buy a virtual spacestation?

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.08.2009

    You sir! Can I interest you in this pristine virtual space station? No? Ma'am! Over here ma'am! How would you like to live amongst the stars in a brand new virtual space station? If you think this post is a silly post, then think again. Planet Calypso (formerly Entropia Universe) really is auctioning off one of their virtual space stations to their players, making this the third time that a major piece of Calypso property has been auctioned off to a private party. This time it's the Crystal Palace Space Station that's up for auction, one of Calypso's long time prime off-world hunting grounds. What makes this auction so newsworthy is the fact that it will be conducted through Planet Calypso's auction systems using PED (Project Entropia Dollar), which basically makes the virtual space station worth real money, as the PED needs to be purchased by the player with real world currency.

  • Nielsen stats find 33% of U.S. households with at least one HDTV

    by 
    Richard Lawler
    Richard Lawler
    05.21.2009

    A good six months after the Leichtman Research group published figures pushing HDTV penetration over one third of the U.S., Nielsen's February survey has produced similar numbers, indicating a rise from the 23% it found prior to the holiday season. Whatever the cause for the jump and the discrepancy, there's plenty of numbers to digest, for those into that. Want to know how many televisions (including SD) the average HDTV owner has? 3. There's still a gap between those who have an HDTV, and the 28% actually able watch HDTV broadcasts, assumed to exist not only because of a lack of consumer education, but also that people are unwilling to add to their cable/satellite bill on a monthly basis to tune in to HD. Punch the read link for the full breakdown, we're sure there's an interesting factoid or trend buried in there somewhere.

  • Interplay between ownership and game mechanics in EVE Online

    by 
    James Egan
    James Egan
    11.01.2008

    The concept of ownership established in the real world doesn't always equate with 'reality' in the virtual. When someone robs a person in real life, we don't just hope that they will be punished for this, we expect it. We demand it. Theft runs counter to law. But within the virtual, what if theft of another's property falls within game mechanics? If something is a crime in the eyes of players but doesn't violate the EULA, and the crime is committed fully within permitted game mechanics in the virtual space -- the game world equivalent of 'law' -- can it even be called "crime" at all? An article at The West Georgian titled "A Nerdy Commentary on Governments, Games, and Property", written by Jacob Lovell, explores this interplay between real world concepts of ownership and the virtual world's crimes. To do so, Lovell looks back on what stands -- to this day -- as one of the most significant ways people pushed the boundaries of what's permissible in an MMO: the Guiding Hand Social Club's (GHSC) defining act of espionage in EVE Online from 2005. Most EVE players are quite familiar with the event, when the GHSC took a contract to bring down their 'client's' rival corporation, Ubiqua Seraph. Operatives in the Guiding Hand Social Club spent roughly one year infiltrating the target corporation, until the codeword 'Nicole' was called out. At that moment, operatives at all levels within the target corporation raided its assets. The heist coincided with an assassination of the Ubiqua Seraph CEO, by her own trusted lieutenant... also a GHSC operative who led her into the trap, followed by some excellent PR spin.

  • The Daily Grind: Can we solve problems intertwined with MMO economies?

    by 
    James Egan
    James Egan
    10.25.2008

    In-game economies can make MMOs more vibrant places to play, lending depth to these games that generally isn't found in regular PC or console titles. Then again, the perceived value attributed to virtual currency and items can lead to a slew of problems, not limited to acts of real world violence, the plague of gold spamming, and the slippery slope of ownership in the virtual space. At least one company out there is working with MMO publishers to create a regulated secondary market, the hope being that it's possible to reclaim the black and grey market commerce so often attached to massively multiplayer titles. Do you think this approach is a viable solution to some of the problems associated with MMO economies? What are your ideas on how these issues intertwined with virtual currency and items should be resolved? Is there even a solution at all?

  • The debatable concept of ownership in virtual spaces

    by 
    James Egan
    James Egan
    09.21.2008

    Game security news and analysis site PlayNoEvil recently looked at the concept of ownership in the virtual space, in an article called "The Quixotic Quest for Avatar Rights." It explores the question that's been around since the very beginning of virtual interactions: Does the player who invests his or her time into finding, creating, and using an item 'own' it, or is it really just server data that's company property? For most game and virtual world operations, there's little room for debate. They create the environment and everything in it, right down to a gamer's or user's avatar. However one view expressed at an Austin GDC panel is that while companies work to ensure their legal claim to virtual property, they also foster the illusion that the player has some degree of ownership. While the mindset of the industry isn't likely to change any time soon, there are those involved on the development and business end that would like to see changes regarding 'avatar rights.' Others are pushing for an improved EULA which would ensure the continued growth of virtual worlds, where users have greater control over their own created content. What's your view on this? Do companies have any responsibility to their subscribers or users to relinquish control over player-created content? Are gamers and virtual worlds users unreasonable in thinking the situation should change?

  • High-Def Digest, High Def Forum acquired by Internet Brands

    by 
    Darren Murph
    Darren Murph
    04.06.2008

    A couple of sites you probably frequent daily have just been scooped up by Internet Brands, Inc.: High-Def Digest and High Def Forum. Apparently neither site will undergo any major changes, as IB is enabling the pair to remain as standalone entities with new administration. In the coming weeks, both destinations will be migrated to speedier, more robust servers, and there's open threads established for avid users to discuss any questions they may have about the each acquisition.[Via Format War Central]Read - High-Def Digest's announcementRead - High Def Forum's announcement

  • FCC considering caps on cable ownership

    by 
    Erik Hanson
    Erik Hanson
    12.03.2007

    It's not all gifts for cable giant Comcast this holiday season, as the FCC is considering a new cap on cable ownership. FCC Chairman Kevin Martin and two of the Commissioners are set to support the cap plan, which would affect any company that controls over thirty percent of cable subscribers nationwide, while the remaining pair have not made their intentions public. The FCC has conducted additional market research to bolster their argument for limiting ownership, as a previous plan was rejected in 2004 by a federal judge. While the cable industry is sure to sue if the plan moves forward, perhaps Comcast should shore up any complaints on that pesky packet spoofing issue before this gets any uglier.

  • Imagined, but not owned

    by 
    Tateru Nino
    Tateru Nino
    10.23.2007

    Linden Lab has been overhauling its website and promotional material lately for the poorly understood virtual world Second Life. One of the key changes to be spotted is the alteration of the long-standing descriptor, "Second Life is a 3D online digital world imagined, created and owned by its residents", which now only reads, "Second Life is a 3D online digital world imagined, and created by its residents", and there's signs that the wording is still evolving a little. The unannounced change has caused a fair bit of speculation, especially among those who were never all that certain as to what the ownership consisted of in the first place. In fact, that seems to be at the heart of the reason for the change.

  • DigiPen students penning deal with the IP devil?

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    05.07.2007

    Here's a little tale of warning for all future attendees of "schools" like DigiPen: Read the fine print! As Kim Pallister, business developer for Microsoft Casual Games, was "shocked" to discover, the students who created Toblo don't actually own the rights to their intellectual property. Toblo, the 2007 Independent Games Festival Best Student Game winner, is actually the property of the DigiPen school business and games development apprenticeship institute. Well, ain't that just a kick in the junk?Steve Chiavelli, one of the creators of Toblo said in a post, "We knowingly (naively?) signed away the rights to everything we would make when entering DigiPen. Personally, it seemed like a good trade-off. I would be attending what I had researched to be arguably the best place for learning how to be a game programmer."We wonder if the other "school," Full Sail, has the same policy? Poor students, in the words of Ursula from The Little Mermaid, "You've got your looks, your pretty face and don't forget the importance of body language." 'Cause your brain, your brain belongs to DigiPen.[Via GameSetWatch]

  • Report: Sales data undersells true reach of games

    by 
    Kyle Orland
    Kyle Orland
    03.22.2007

    There seems to be a slight obsession with measuring the size of the video game market recently. First TV ratings experts Nielsen Media Research estimated nearly 46 million U.S. households have a game console. Then Scarborough Research ranked major U.S. cities based on console ownership. Now, Gameasure has issued a report saying simple sales metrics might be under-reporting the true reach of video games.The research group noted in a recent press release that video game sales don't take into account the true number of players created by "social game play, rental, used sales and pass-around." For example, while NPD estimates 2 million people bought Call of Duty 2 in North America, Gameasure estimates that 9 million North Americans have actually played the game. Such data is key to evaluating the effectiveness of in-game advertising, which cares more about individual eyeballs than game sales.While it's hard to know how reliable Gameasure's estimates are, it's nice to see somebody attempting to go past the sales numbers to estimate the true size of the game market.

  • Study: One third of American teens own iPods

    by 
    Erica Sadun
    Erica Sadun
    12.13.2006

    Teen iPod ownership is apparently way up from the 1% level reported in 2003. According to a recent study, one third of American teens aged 13 through 18 own an iPod. One can only presume that the other two thirds of American teens are ticked off with insane jealousy and/or hoping for an iPod under this year's Christmas tree. These numbers come from News.com's report on the findings of the Harrison Group's 2006 Teen Trends study. The article states, quite amusingly in my opinion, that "[The teen's] love of music is second only to their love of friends and even ahead of their love of family, according to the study." iPods: better love money can't buy.