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Lázeňství v České republice. Se zaměřením na lázně Jeseník, Luhačovice, Třeboň a Františkovy Lázně / Spa in the Czech Republic. With a focus on spa Jeseník, Luhačovice, Třeboň and Františkovy LázněNěmčík, Lukáš January 2011 (has links)
Spa in the Czech Republic With a focus on spa Jeseník, Luhačovice, Třeboň and Františkovy Lázně As the subject of my work I chose the Czech Republic spa. I look at the spa environment as a social phenomenon that affects many areas of social life and has a great tradition in Czech culture. With its unique atmosphere and the composition of the clients who visit them, they are more than just popular places by tourists or health facilities but they have also influence on the life of the living there and spa visitors. The work is intended to serve as a general base that could be suitable for further exploration of this area, and therefore tries to cover as many areas of the issue as possible. I try to work with examples from history to point out the role of the spa in the past and how they gradually transformed into what they are today. I also look at services that are offered at the spa and the structure of clients who come to the spa. My field of interest was also the formation of spa towns and life in them. This area is distinguished from others for a large number of changing spa clients. In my work I also did a probe between clients and employees of spa Jeseník, Luhačovice, Třeboň and Františkovy Lázně. With it, I was able to outline some of the differences between the various spas. Spas in the...
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Multimediální přehrávač pro Android / Multimedia Player for AndroidBenedikt, Jan January 2019 (has links)
This thesis aims to create an advanced multimedia player with support of an adaptive stream, securing of the multimedia content and support for playing advertisement. The first part explains the used technologies followed by an analysis of available solutions and the comparison between the two. The theoretical framework is then used to create a player library and a testing application. The player library is based on the framework of ExoPlayer application. Whole application is created in Java for the operation system Android OS.
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數位權利管理(DRM)系統可行性研究-從技術、法律和管理三面向剖析 / A Study on the Feasibility of Digital Rights Management (DRM) Systems-From Technological, Legal and Management Aspects郭祝熒, Kuo,Melody C.Y. Unknown Date (has links)
在數位內容下載市場蓬勃發展的同時,非法傳輸的流量亦不惶多讓,是以DRM機制成為了著作權利人進入網路世界的絕佳後盾,以DRM提高複製的門檻,並據以實施其商業模式,故於各數位內容核心產業皆可見DRM應用之蹤跡,卻同時引發了究竟DRM是Digital “Rights” Management 亦或Digital “Restriction” Management的爭議。是天使?或是惡魔?便形成了人們對於DRM的不同觀感。
本研究係從技術、法律以及管理三個面向分別切入,由技術面看DRM保護著作物之極限何在,由法律面看相關科技保護措施之立法造成何種影響,合理使用的空間是否因DRM之實施而造成限縮,接著由管理面向看DRM在數位內容產業價值鏈中所扮演之角色及其與價值鏈上各端權力角力衝突之關係,最後由標準面看目前DRM相關標準的運作以及互通性標準的發展趨勢。並從個案研究觀察DRM在不同產業情境中的應用。
本研究認為,DRM技術本身是中性的,其關鍵在於商業設計運用。而在盜版問題無法完全根絕之情況下,以DRM作為因應之道將使得受限內容之經濟價值不若自由流通之內容,因為內容產業的發展關鍵在於「人氣」,而盜版永遠無法取代創意與使用者對於內容之需求。因此,既然無法防堵非法傳輸之現象,則不妨與之直接面對面進行作戰,權利人既掌握了關鍵的內容,則可以針對盜版的弱點提供更優質的服務。就我國目前數位內容產業發展之情境來看,現階段或許有採取DRM進行保護的必要性,以便在推動合法消費市場之際,平衡兼顧保護著作權人以及著作利用人之權益。然而,在虛擬世界中欲全面防堵非法散佈有其技術上之侷限性,消費者亦多半養成了免費取得之使用模式與心態,因此長期而言,或許應設法從創新的商業模式來扭轉此態勢。 / Though the use of digital rights management (DRM) has been controversial, it is still widely used in the digital world. Advocates think of DRM as an indispensable way to prevent unauthorized duplication and dissemination of copyrighted works while opponents often suggest that the term “rights” should be replaced by “restriction” to best describe how DRM works.
This thesis aims to analyze the issues of DRM from three perspectives. First starting with the technical point of view to see how DRM works and found out that DRM technology does have its limitation for copyright protection. That’s the reason why treaties and legislations such as the WCT, WPPT, and DMCA are needed to build the last ditch in the war with piracy. However, the attempt backfired as companies other than rights holders used it as a way to prevent market competition. As the rights holders can effectively control the access of their work with DRM, there comes another dispute about the “Paracopyright” effect. Most important of all, the use of DRM divests the users of the rights they had in the analog world, such as simply lending a book to a friend. From the perspective of management, a cost benefit analysis indicates that the benefit of using DRM to prevent unauthorized duplication obviously overwhelms by its cost and risk. In the context where the content providers, service providers, and device manufacturers all attempt to dominate the whole value chain, DRM also became one of the most powerful instruments for that purpose. Closed ecosystems are built one after another especially in the online music industry in order to bundle the consumers with specific players and music services and thus caused the antitrust issue.
The online music industry and the e-book industry were chosen as case studies in the fourth chapter of the thesis. Based on different industry context, DRM strategy and its impact would differ and therefore results in a variety of business models. For example, the consumers in the US are relatively more aware of the use of DRM and are more willing to pay for authorized content. In contrast, the awareness of DRM of consumers in Taiwan is much lower and the price they are willing to pay is also far lower than what the music labels can accept. As a result, the streaming model prevails over pay-per-download model in the online music market of Taiwan. And the feasibility and necessity of DRM also varies in different industries. Before the digitalization of books, authors already had libraries providing free copies as piracy do today, and the prevalence of scanning machines and copy machines makes it even harder to prevent illegal file sharing. Accordingly, there is far less reason to use DRM in the e-book industry than in the online music industry.
DRM technology is neutral in itself, and the key point is how it is designed based on different business models. The defect of DRM is neither a technical nor a legal issue, but rather a business issue. As piracy can never be eradicated, coping it with DRM would only make the value of restricted contents much less than freely distributed contents. Popularity is what really matters in the content industry. DRM has its technical limit and causes so many legal issues accompanied with the cost and risk of maintaining such fragile systems. What rights holders have in hand are the creativity and the market’s need for new content, which could never be replaced by piracy. So why not fight it face to face?
Digital content industry is considered one of the most promising industries in Taiwan. However, local consumers have entrenched mindset of “free” contents. In present context, DRM is somehow needed while promoting the growth of legal market, in order to provide sufficient incentive to enrich the society with more and more creativity, and fairly protect both the rights of content providers and content users. But in the long run, a more creative or even subversive business model should be the solution to meet the trend of digital convergence.
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Intervenció per a la promoció de la esportivitat en el futbol cadet a MallorcaBorràs Rotger, Pere Antoni 11 February 2005 (has links)
La present tesi exposa una investigació amb l'objectiu de dissenyar un protocol de intervenció per a promoure la esportivitat i el fai play en futbolistes cadets de Mallorca, revisats els principals estudis que situen l'objecte d'estudi en la promoció de la esportivitat mitjançant intervención es planteja una intervenció bassada en l'assessorament a entrenadors, jugadors i pares de jugadors de futbol cadets, els instruments utilitzats son el SVQ, per mesurar valors, el EAF per mesurar actituds i el IOFF per mesurar comportaments.Els principals resultats de la investigació son que la intervenció dissenyada ha estat efectiva per a millorar les comportaments relacionats amb el fairplay, no així per les actituds i consegueix que els valors es considerin com a més importants.La principla conclusió és que l'esport en edat escolar és un contexte obert que la seva connotació educativa depen de la intencionalitat de l'acció i de que sence una intervenció específica per a millorar la esportivitat aquesta millora no es produeix per si mateixa. / This Thesis presents an investigation with the objective of designing a educational intervention for promoting sportpersonship amogn young soccer players in Mallorca, once reviewed the principla investigations in interventions to promote sportpersonship amd fairplay there is the design of an intervention in coaches, players and their parents. The investigation tools were SVQ for measuring values, EAF for measuring attitudes and IOFF for measuring behaviours. Main results show that the intervention was positive among the behaviours, nor for the attitudes and the values are measured as more importants. The main conclusion show that sport in young ages is an open context and the educational value of the sport depens on the intention of the action and without an specific intervention to promote sportpersonship there are no evident results.
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Support consumers' rights in DRM : a secure and fair solution to digital license reselling over the InternetGaber, Tarek January 2012 (has links)
Consumers of digital contents are empowered with numerous technologies allowing them to produce perfect copies of these contents and distribute them around the world with little or no cost. To prevent illegal copying and distribution, a technology called Digital Rights Management (DRM) is developed. With this technology, consumers are allowed to access digital contents only if they have purchased the corresponding licenses from license issuers. The problem, however, is that those consumers are not allowed to resell their own licenses- a restriction that goes against the first-sale doctrine. Enabling a consumer to buy a digital license directly from another consumer and allowing the two consumers to fairly exchange the license for a payment are still an open issue in DRM research area. This thesis investigates existing security solutions for achieving digital license reselling and analyses their strengths and weaknesses. The thesis then proposes a novel Reselling Deal Signing (RDS) protocol to achieve fairness in a license reselling. The idea of the protocol is to integrate the features of the concurrent signature scheme with functionalities of a License Issuer (LI). The security properties of this protocol is informally analysed and then formally verified using ATL logic and the model checker MOCHA. To assess its performance, a prototype of the RDS protocol has been developed and a comparison with related protocols has been conducted. The thesis also introduces two novel digital tokens a Reselling Permission (RP) token and a Multiple Reselling Permission (MRP) token. The RP and MRP tokens are used to show whether a given license is single and multiple resalable, respectively. Moreover, the thesis proposes two novel methods supporting fair and secure digital license reselling. The first method is the Reselling Deal (RD) method which allows a license to be resold once. This method makes use of the existing distribution infrastructure, RP, License Revocation List (LRL), and three protocols: RDS protocol RD Activation (RDA) protocol, and RD Completion (RDC) protocol. The second method is a Multiple License Reselling (MLR) method enabling one license to be resold N times by N consumers. The thesis presents two variants of the MLR method: RRP-MR (Repeated RP-based Multi-Reselling) and HC-MR (Hash Chain-based Multi-Reselling). The RRP-MR method is designed such that a buyer can choose to either continue or stop a multi-reselling of a license. Like the RD method, the RRP-MR method makes use of RP, LI, LRL, and the RDS, RDA, and RDC protocols to achieve fair and secure reselling. The HC-MR method allows multiple resellings while keeping the overhead on LI at a minimum level and enable a buyer to check how many times a license can be further resold. To do so, the HC-MR utilises MRP and the hash chain cryptographic primitive along with LRL, LI and the RDS, RDA and RDC protocols. The analysis and the evaluation of these three methods have been conducted. While supporting the license reselling, the two methods are designed to prevent a reseller from (1) continuing using a resold license, (2) reselling a non-resalable license, and (3) reselling one license a unauthorised number of times. In addition, they enable content owners of resold contents to trace a buyer who has violated any of the usage rights of a license bought from a reseller. Moreover, the methods enable a buyer to verify whether a license he is about to buy is legitimate for re-sale. Furthermore, the two methods support market power where a reseller can maximise his profit and a buyer can minimise his cost in a reselling process. In comparison with related works, our solution does not make use of any trusted hardware device, thus it is more cost-effective, while satisfying the interests of both resellers and buyers, and protecting the content owner's rights.
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