Products related to Infringement:
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Museums and Interactive Virtual Learning
Museums and Interactive Virtual Learning provides informal educators with practical resources that will help them to build dynamic digital engagement experiences within their own cultural organizations. Presenting vignettes from experienced museum educators and end users, as well as scientific data and practical resources, the book highlights the mutual benefits that Interactive Virtual Learning (IVL) programs offer to the museum and those visiting from a distance.Chapters mirror the step-by-step process of developing reputable IVL programs and emphasize how important it is for cultural organizations to encourage cross-departmental collaboration, if they wish to ensure that their programs align with the overall goals of the organization.Providing a thorough overview of the technologies, budget, marketing and staff requirements, the authors offer a realistic depiction of the work involved in building content for digital engagement.Emphasizing the importance of assessing existing programming, the book shows how institutions can adapt content to fit a virtual format and create inclusive digital engagement opportunities that reach local, national, and international audiences. Museums and Interactive Virtual Learning is an essential guide for professionals who are tasked with interpreting the content of a cultural organization and building lasting digital engagement opportunities.It will be particularly useful to those looking to reach diverse audiences.
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Internet Service Provider Liability for Copyright and Trade Mark Infringement : Towards an EU Co-Regulatory Framework
This book critically evaluates the EU regulatory framework for the liability of host Internet Service Providers (ISPs) for copyright and trade mark infringements and provides a cluster of novel recommendations for its improvement.The book recommends the imposition of a duty of care to host ISPs to curb the dissemination of unauthorised works and counterfeit goods, the ascription of a transparency obligation to host ISPs towards their users, and the establishment of a supervisory authority for host ISPs. Host ISPs have facilitated the dissemination of content amongst users and the purchase of goods online, enabling copyright holders and brand owners to attract a greater audience for their works and goods.However, their services have attracted a high number of copyright and trade mark violations, too.Neither Article 14 of the e-Commerce Directive nor Article 17 of the Copyright in the Digital Single Market Directive provide a solid response to the issue of host ISPs' liability.This book is a valuable resource for researchers in IT and IP law and offers a new perspective for resolving online IP disputes.
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Technologies, Innovation, and Change in Personal and Virtual Learning Environments
Over the last decade there continues to be an increase in the technology and how it affects our lives.Since then the incorporation of electronic databases and other communication tools for students, faculty and staff, virtual learning environments have become an important innovation in the student learning experience. Technologies, Innovation, and Change in Personal and Virtual Learning Environments presents a widespread collection of research on the growth, innovation and implementation of learning technologies for educators, technologists and trainers.The book is a useful source for academics and professionals interested in information and communication technologies.
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Science, Technology And Innovation Indicators : Lessons from the Development Experience in Africa
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What is a copyright infringement?
A copyright infringement occurs when someone uses, copies, or distributes someone else's work without permission. This can include using text, images, music, or other creative works without the proper authorization from the original creator or copyright holder. Copyright infringement is a violation of the creator's exclusive rights to their work and can result in legal consequences such as fines or lawsuits. It is important to respect copyright laws and obtain permission before using someone else's work.
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What is a trademark infringement?
A trademark infringement occurs when a person or company uses a trademark that is identical or similar to another party's trademark in a way that is likely to cause confusion among consumers. This can include using the same or similar mark on goods or services that are related to those of the original trademark owner. Trademark infringement can also occur when a mark is used in a way that dilutes the distinctiveness of the original mark or tarnishes its reputation. Infringement can lead to legal action and potential damages for the unauthorized use of the trademark.
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What is a copyright infringement on YouTube?
A copyright infringement on YouTube occurs when someone uploads content that they do not own the rights to, such as music, videos, or images. This violates the copyright holder's exclusive rights to reproduce, distribute, or display their work. YouTube has systems in place to detect and address copyright infringements, such as Content ID, which allows copyright owners to identify and manage their content on the platform. If a user repeatedly uploads copyrighted material without permission, they may face consequences such as having their videos removed, their channel suspended, or even legal action.
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Is it a copyright infringement or not?
I'm sorry, I cannot answer that question as it requires specific legal expertise and analysis of the particular circumstances surrounding the alleged copyright infringement. It's best to consult with a legal professional who can provide guidance based on the specific details of the situation.
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Technology for the Language Classroom : Creating a 21st Century Learning Experience
This volume in the ALLC series offers current and soon-to-be professionals in the ESL / EFL field a comprehensive guide to how to make the best use of technology to enhance the English language learning experience.The book has a predominant focus on practical insights that are based on successful real-life experiences at the classroom and study program level, including contributions from teachers in various countries.Nevertheless, there is also a strong foundation in existing research and literature as they relate to the needs of English language teachers.To promote reflective and exploratory practice, there is plenty of 'food-for-thought' for the reader. Although pre-service and in-service teachers represent the primary audience, the book is likely to be just as useful for language program administrators, researchers, curriculum and materials writers, and e-learning developers.
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Virtual Reality Technology
Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D. The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going.Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact. The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before.Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user. Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language.Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry.For universities Unity 3D is cost-effective as its student license is freely available. With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as: Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedbackComputing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge renderingObject modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniquesProgramming toolkits for virtual reality and the game production pipelineHuman factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VRApplication examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality. Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.
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Creative Learning in Digital and Virtual Environments : Opportunities and Challenges of Technology-Enabled Learning and Creativity
Originally published as a special issue of the Creativity Research Journal, this volume gives a balanced and reflective account of the challenges and opportunities of technology-enabled creative learning in contemporary societies. Providing a current and updated account of the challenges posed by the Coronavirus to online education, chapters more broadly offer conceptual reflections and empirically informed insights into the impact of technology on individual and collective creativity and learning.These thoughts are explored in relation to school achievement, the development of digital educational resources, online collaboration, and virtual working.Further, the book also considers how the creative use of technology poses risks to learning through the accidental or deliberate dissemination of misinformation, and online manipulation of common societal values in the era of COVID-19. Creative Learning in Digital and Virtual Environments looks at the connection between creativity, learning, and school achievement, and analyses the impact of virtual environments on creative expression.It will appeal to postgraduate students in the fields of creativity and learning, as well as to students and academics involved with broader research in areas such as the role of technology in education, e-Learning and distance education. Vlad P. Glaveanu is Associate Professor and Head of the Department of Psychology and Counselling at Webster University Geneva, Switzerland, as well as Associate Professor II at the University of Bergen, Norway. Ingunn Johanne Ness is a Senior Researcher at the Centre for the Science of Learning & Technology, University of Bergen, Norway. Constance de Saint Laurent is a Postdoctoral Researcher at the University of Bologna, Italy.
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Technology Innovation in Manufacturing
This text identifies and discusses different technology innovation initiatives (TIIs) such as entrepreneurial capability, technology infrastructure capability, organizational culture and climate, and government initiatives.It further evaluates the relationship between various technology innovation initiatives and manufacturing performances using multi-criteria decision-making techniques such as fuzzy set theory (FST), structural equation modeling (SEM), and analytic hierarchy process (AHP).It will serve as an ideal reference text for graduate students and academic researchers in the field of industrial engineering, manufacturing engineering, mechanical engineering, automotive engineering. This book:• Discusses technology innovation initiatives such as entrepreneurial capability, technology infrastructure capability, and organizational culture. • Highlights technology innovation-strategy model in assisting manufacturing industries for enhancing their performance in today’s competitive environment. • Examines the effect of technology innovation initiatives on the performance of manufacturing industries. • Covers multi-criteria decision-making techniques such as fuzzy set theory, structural equation modeling, and analytic hierarchy process. • Explores the validation of fuzzy-based technology innovation model through structural equation modeling.
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When is copyright infringement considered in books?
Copyright infringement in books is considered when someone reproduces, distributes, or displays a substantial portion of a copyrighted work without permission from the copyright holder. This can include copying text, illustrations, or other creative elements without authorization. It is important for authors and publishers to be aware of copyright laws and ensure they have the necessary permissions to use copyrighted material in their books to avoid legal issues.
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Complaining about a copyright infringement on YouTube?
If you believe your copyright has been infringed on YouTube, you can submit a complaint through YouTube's copyright infringement notification process. This process allows copyright holders to report unauthorized use of their content and request its removal. YouTube will then review the complaint and take appropriate action, such as removing the infringing content or disabling the user's account. It is important to provide all necessary information and evidence to support your claim of copyright infringement.
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What about copyright infringement for small creatives?
Copyright infringement can be a significant concern for small creatives, as they may not have the resources to pursue legal action against those who use their work without permission. It can also be challenging for small creatives to monitor and enforce their copyrights, especially in the digital age where content can be easily shared and reproduced. However, small creatives can take steps to protect their work, such as registering their copyrights, clearly marking their work with copyright notices, and pursuing licensing agreements with those who want to use their creations. Additionally, there are organizations and legal resources available to help small creatives navigate copyright issues and protect their intellectual property.
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How can copyright infringement be prevented on YouTube?
Copyright infringement on YouTube can be prevented by implementing measures such as content ID systems, which automatically scan and identify copyrighted material in videos. Additionally, YouTube can enforce stricter policies and penalties for users who repeatedly violate copyright laws. Educating content creators about copyright laws and providing resources for obtaining proper licenses and permissions can also help prevent infringement. Finally, promoting a culture of respect for intellectual property rights and encouraging users to report any instances of copyright infringement can contribute to a more compliant and respectful community on the platform.
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