862 resultados para Digital Technology


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The purpose of the article is to provide first a doctrinal summary of the concept, rules and policy of exhaustion, first, on the international and EU level, and, later, under the law of the United States. Based upon this introduction, the paper turns to the analysis of the doctrine by the pioneer court decisions handed over in the UsedSoft, ReDigi, the German e-book/audio book cases, and the pending Tom Kabinet case from the Netherlands. Questions related to the licence versus sale dichotomy; the so-called umbrella solution; the “new copy theory”, migration of digital copies via the internet; the forward-and-delete technology; the issue of lex specialis and the theory of functional equivalence are covered later on. The author of the present article stresses that the answers given by the respective judges of the referred cases are not the final stop in the discussion. The UsedSoft preliminary ruling and the subsequent German domestic decisions highlight a special treatment for computer programs. On the other hand, the refusal of digital exhaustion in the ReDigi and the audio book/e-book cases might be in accordance with the present wording of copyright law; however, they do not necessarily reflect the proper trends of our ages. The paper takes the position that the need for digital exhaustion is constantly growing in society and amongst businesses. Indeed, there are reasonable arguments in favour of equalizing the resale of works sold in tangible and intangible format. Consequently, the paper urges the reconsideration of the norms on exhaustion on the international and EU level.

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Digitization, sophisticated fiber-optic networks and the resultant convergence of the media, communications and information technology industries have completely transformed the communications ecosystem in the last couple of decades. New contingent business and social models were created that have been mirrored in the amended communications regimes. Yet, despite an overhaul of the communications regulation paradigm, the status of and the rules on universal service have remained surprisingly intact, both during and after the liberalization exercise. The present paper looks into this paradox and examines the sustainability of the existing concept of universal service. It suggests that there is a need for a novel concept of universal service in the digital networked communications environment, whose objectives go beyond the conventional internalizing and redistributional rationales and concentrate on communication and information networks as a public good, where not only access to infrastructure but also access to content may be essential.

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This chapter explores cultural protectionism 2.0, i.e. the normative dimensions of cultural diversity policies in the global digital space, asking what adjustments are needed and in fact, how feasible the entire project of diversity regulation in this environment may be. The complexities of the shift from offline to online and from analogue to digital, and the inherent policy challenges are illustrated with some (positive and negative) instances of existing media initiatives. Taking into account the specificities of cyberspace and in a forward-looking manner, the chapter suggests some adjustments to current media policy practices in order to better serve the goal of sustainably diverse cultural environment.

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The article seeks a re-conceptualization of the global digital divide debate. It critically explores the predominant notion, its evolution and measurement, as well as the policies that have been advanced to bridge the digital divide. Acknowledging the complexity of this inequality, the article aims at analyzing the disparities beyond the connectivity and skills barriers. Without understating the first two digital divides, it is argued that as the Internet becomes more sophisticated and more integrated into economic, social, and cultural processes, a “third” generation of divides becomes critical. These divides are drawn not at the entry to the net but within the net itself, and limit access to content. The increasing barriers to content, though of a diverse nature, all relate to some governance characteristics inherent in cyberspace, such as global spillover of local decisions, regulation through code, and proliferation of self- and co-regulatory models. It is maintained that as the practice of intervention intensifies in cyberspace, multiple and far-reaching points of control outside formal legal institutions are created, threatening the availability of public goods and making the pursuit of public objectives difficult. This is an aspect that is rarely addressed in the global digital divide discussions, even in comprehensive analyses and political initiatives such as the World Summit on the Information Society. Yet, the conceptualization of the digital divide as impeded access to content may be key in terms of ensuring real participation and catering for the long-term implications of digital technologies.

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OBJECTIVES The aim of this case series was to introduce a complete digital workflow for the production of monolithic implant crowns. MATERIAL AND METHODS Six patients were treated with implant-supported crowns made of resin nano ceramic (RNC). Starting with an intraoral optical scan (IOS), and following a CAD/CAM process, the monolithic crowns were bonded either to a novel prefabricated titanium abutment base (group A) or to a CAD/CAM-generated individualized titanium abutment (group B) in premolar or molar sites on a soft tissue level dental implant. Economic analyses included clinical and laboratory steps. An esthetic evaluation was performed to compare the two abutment-crown combinations. RESULTS None of the digitally constructed RNC crowns required any clinical adaptation. Overall mean work time calculations revealed obvious differences for group A (65.3 min) compared with group B (86.5 min). Esthetic analysis demonstrated a more favorable outcome for the prefabricated bonding bases. CONCLUSIONS Prefabricated or individualized abutments on monolithic RNC crowns using CAD/CAM technology in a model-free workflow seem to provide a feasible and streamlined treatment approach for single-edentulous space rehabilitation in the posterior region. However, RNC as full-contour material has to be considered experimental, and further large-scale clinical investigations with long-term follow-up observation are necessary.

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PURPOSE To compare time-efficiency in the production of implant crowns using a digital workflow versus the conventional pathway. MATERIALS AND METHODS This prospective clinical study used a crossover design that included 20 study participants receiving single-tooth replacements in posterior sites. Each patient received a customized titanium abutment plus a computer-aided design/computer-assisted manufacture (CAD/CAM) zirconia suprastructure (for those in the test group, using digital workflow) and a standardized titanium abutment plus a porcelain-fused-to-metal crown (for those in the control group, using a conventional pathway). The start of the implant prosthetic treatment was established as the baseline. Time-efficiency analysis was defined as the primary outcome, and was measured for every single clinical and laboratory work step in minutes. Statistical analysis was calculated with the Wilcoxon rank sum test. RESULTS All crowns could be provided within two clinical appointments, independent of the manufacturing process. The mean total production time, as the sum of clinical plus laboratory work steps, was significantly different. The mean ± standard deviation (SD) time was 185.4 ± 17.9 minutes for the digital workflow process and 223.0 ± 26.2 minutes for the conventional pathway (P = .0001). Therefore, digital processing for overall treatment was 16% faster. Detailed analysis for the clinical treatment revealed a significantly reduced mean ± SD chair time of 27.3 ± 3.4 minutes for the test group compared with 33.2 ± 4.9 minutes for the control group (P = .0001). Similar results were found for the mean laboratory work time, with a significant decrease of 158.1 ± 17.2 minutes for the test group vs 189.8 ± 25.3 minutes for the control group (P = .0001). CONCLUSION Only a few studies have investigated efficiency parameters of digital workflows compared with conventional pathways in implant dental medicine. This investigation shows that the digital workflow seems to be more time-efficient than the established conventional production pathway for fixed implant-supported crowns. Both clinical chair time and laboratory manufacturing steps could be effectively shortened with the digital process of intraoral scanning plus CAD/CAM technology.

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Technology advances in hardware, software and IP-networks such as the Internet or peer-to-peer file sharing systems are threatening the music business. The result has been an increasing amount of illegal copies available on-line as well as off-line. With the emergence of digital rights management systems (DRMS), the music industry seems to have found the appropriate tool to simultaneously fight piracy and to monetize their assets. Although these systems are very powerful and include multiple technologies to prevent piracy, it is as of yet unknown to what extent such systems are currently being used by content providers. We provide empirical analyses, results, and conclusions related to digital rights management systems and the protection of digital content in the music industry. It shows that most content providers are protecting their digital content through a variety of technologies such as passwords or encryption. However, each protection technology has its own specific goal, and not all prevent piracy. The majority of the respondents are satisfied with their current protection but want to reinforce it for the future, due to fear of increasing piracy. Surprisingly, although encryption is seen as the core DRM technology, only few companies are currently using it. Finally, half of the respondents do not believe in the success of DRMS and their ability to reduce piracy.

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Este artículo presenta los avances de un trabajo de tesis de Magister en Tecnología Informática Aplicada en Educación de la Facultad de Informática de la UNLP, cuyo tema es “Accesibilidad digital para usuarios con limitaciones visuales y su relación con espacios virtuales de aprendizaje". 2 Aborda el tema de accesibilidad digital desde el marco teórico seleccionado y se mencionan los ejes de análisis dentro del marco del uso de las tecnologías como herramientas que favorecen la cognición. Se enuncia la propuesta de tesis y los primeros resultados. Se realiza una primera comparación donde se discuten las ventajas y desventajas de los espacios digitales al acceder mediante los lectores de pantalla, permitiendo establecer líneas de trabajo futuro.

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Technological and environmental problems related to ore processing are a serious limitation for sustainable development of mineral resources, particularly for countries / companies rich in ores, but with little access to sophisticated technology, e.g. in Latin America. Digital image analysis (DIA) can provide a simple, unexpensive and broadly applicable methodology to assess these problems, but this methodology has to be carefully defined, to produce reproducible and relevant information.

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La señalización digital o digital signage es una tecnología de comunicaciones digital que se está usando en los últimos años para reemplazar a la antigua publicidad impresa. Esta tecnología mejora la presentación y promoción de los productos anunciados, así como facilita el intercambio de información gracias a su colocación en lugares públicos o al aire libre. Las aplicaciones con las que cuenta este nuevo método de publicidad son muy variadas, ya que pueden variar desde ambientes privados en empresas, hasta lugares públicos como centros comerciales. Aunque la primera y principal utilidad de la señalización digital es la publicidad para que el usuario sienta una necesidad de adquirir productos, también la posibilidad de ofrecer más información sobre determinados artículos a través de las nuevas tecnologías es muy importante en este campo. La aplicación realizada en este proyecto es el desarrollo de un programa en Adobe Flash a través de lenguaje de programación XML. A través de una pantalla táctil, el usuario de un museo puede interactivamente acceder a un menú en el que aparecen los diferentes estilos de arte en un determinado tiempo de la historia. A través de una línea de tiempo se puede acceder a información sobre cada objeto que esté expuesto en la exhibición. Además se pueden observar imágenes de los detalles más importantes del objeto que no pueden ser vistos a simple vista, ya que no está permitido manipularlos. El empleo de la pantalla interactiva sirve para el usuario de la exhibición como una herramienta extra para recabar información sobre lo que está viendo, a través de una tecnología nueva y fácil de usar para todo el mundo, ya que solo se necesita usar las propias manos. La facilidad de manejo en aplicaciones como estas es muy importante, ya que el usuario final puede no tener conocimientos tecnológicos por lo que la información debe darse claramente. Como conclusión, se puede decir que digital signage es un mercado que está en expansión y que las empresas deben invertir en el desarrollo de contenidos, ya que las tecnologías avanzan aunque el digital signage no lo haga, y este sector podría ser muy útil en un futuro no muy lejano, ya que la información que es capaz de transmitir al espectador en todos los lugares es mucho más válida y útil que la proporcionada por un simple póster impreso en una valla publicitaria. Abstract The Digital signage is a digital communications technology being used in recent years to replace the old advertising printed. This technology improves the presentation and promotion of the advertised products, and makes easy the exchange of information with its placement in public places or outdoors. The applications that account this new method of advertising are several; they can range from private rooms in companies, to public places like malls. Although the first major utility of Digital signage is the advertising that makes the user feel and need of purchasing products. In addition, the chance of providing more information about certain items through new technologies is very important in this field. The application made in this project is the development of a program in Adobe Flash via XML programming language. Through a touch-screen, a museum user can interactively access a menu in which different styles of art in a particular time in history appears. Through a timeline you can access to information about each object that is exposed on display. Also you can see pictures of the most important details of the object that can not be seen with the naked eye, since it is not allowed to manipulate it. The use of the interactive screen serves to the user exhibition as an extra tool to gather information about what is seeing through a new technology and easy to use for everyone, since only need to use one’s own hands. The ease of handling in applications such as this is very important as the end user may not have expertise technology so the information should be clearly. As conclusion, one can say digital signage is an expansion market and companies must invest in content development, as although digital technologies advance digital signage does not, and this sector could be very useful in a near future, because information that is able of transmitting the everywhere viewer is much more valid and useful than that provided by a simple printed poster on a billboard.

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This article presents a solution to the problem of strong authentication, portable and expandable using a combination of Java technology and storage of X.509 digital certificate in Java cards to access services offered by an institution, in this case, the technology of the University of Panama, ensuring the authenticity, confidentiality, integrity and non repudiation.

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A new method to obtain digital chaos synchronization between two systems is reported. It is based on the use of Optically Programmable Logic Cells as chaos generators. When these cells are feedbacked, periodic and chaotic behaviours are obtained. They depend on the ratio between internal and external delay times. Chaos synchronization is obtained if a common driving signal feeds both systems. A control to impose the same boundary conditions to both systems is added to the emitter. New techniques to analyse digital chaos are presented. The main application of these structures is to obtain secure communications in optical networks.

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MPEG-M is a suite of ISO/IEC standards (ISO/IEC 23006) that has been developed under the auspices of Moving Picture Experts Group (MPEG). MPEG-M, also known as Multimedia Service Platform Technologies (MSPT), facilitates a collection of multimedia middleware APIs and elementary services as well as service aggregation so that service providers can offer users a plethora of innovative services by extending current IPTV technology toward the seamless integration of personal content creation and distribution, e-commerce, social networks and Internet distribution of digital media.

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FTTH (fibra hasta el hogar) es actualmente, junto con la banda ancha móvil, la principal evolución tecnológica en Redes y Servicios de Telecomunicaciones. Se prevé que en los próximos años, el despliegue de las redes FTTH se vea incrementado de manera significativa, gracias al interés creciente tanto de Operadores de Telecomunicaciones como de Organismos Gubernamentales. Este despliegue (que en el año 2013 ya se está haciendo realidad) llevará servicios de muy alta velocidad (superiores a 100 Mbps, incluso 1 Gbps) de manera masiva a los hogares, exigiendo nuevos requisitos y prestaciones en la red del hogar de los clientes. Se abre aquí, por tanto, un campo de exploración novedoso, incipiente y de requerimientos cada vez más exigentes. De hecho, sin duda, la red del hogar es uno de los elementos fundamentales para el éxito de las redes y servicios en FTTH. Debido a todo lo anterior, se convierte en una necesidad para el sector de las Telecomunicaciones el encontrar soluciones a los problemas anteriormente mencionados. Con objeto de contribuir al análisis de soluciones, este proyecto se enfoca en dos temas, ambos relacionados con la problemática ya mencionada en la red del hogar:  Prospección e identificación de soluciones tecnológicas avanzadas para la red del hogar. Descrito en capítulos 2, 3 y 4. En ellos se realiza un estudio detallado de la situación actual y tendencias futuras de los dispositivos utilizados en la red del hogar. Este estudio está enfocado en la distribución de señales de muy alto ancho de banda (en torno a los 100 Mbps por segundo) en el hogar.  Diseño y desarrollo de una aplicación que permita determinar la calidad de experiencia de cliente (QoE) de un servicio de televisión IP (IPTV). Descrito en capítulos 5 y 6. Se ha seleccionado este tipo de servicios debido a que son los que requieren mayores prestaciones tanto de la red de transporte como de la red del hogar y, al mismo tiempo, son los más complicados de medir debido a la fuerte componente de subjetividad del usuario final. Una red del hogar correctamente diseñada debe cumplir de manera equilibrada los requisitos demandados tanto por el operador como por el cliente o usuario final del servicio. Los requisitos del operador se centran principalmente en el control de la inversión (CAPEX) y del gasto de mantenimiento de la red del hogar (OPEX). El usuario, por otra parte, requiere sencillez en la instalación y mínimo número de elementos a instalar (cero intrusismo, ausencia de cableado). Para adaptarse a estos requerimientos, existe una serie de dispositivos y tecnologías que buscan encontrar el punto de equilibrio entre necesidades de operadores y de clientes finales. Las soluciones actualmente utilizadas pueden dividirse en soluciones cableadas e inalámbricas. También existen soluciones híbridas. Todas ellas se describen en detalle en los capítulos 3 y 4. Al final del estudio se concluye que, con la tecnología actual, es preferible el uso de soluciones cableadas tipo Ethernet o POF. Es recomendable no usar soluciones PLC de manera extensiva (G.hn puede ser una alternativa a futuro) y, en caso de no requerir cableado, utilizar WiFi 11n con frecuencias de 5 GHz, así como sus evoluciones, WiFi 11ac y 11ad. La aplicación desarrollada, explicada en los capítulos 5 y 6, permite capturar y medir en tiempo real la señal de televisión IP que se entrega al usuario. Esta aplicación estimará, a partir de dichas medidas, la calidad de la señal entregada. Para ello tendrá en cuenta el tipo de descodificador utilizado por el usuario así como la red empleada (red FTTH de Telefónica). Esta aplicación podría ser utilizada en los centros de atención técnica de las operadoras de telecomunicaciones, determinando así la relación existente entre reclamaciones recibidas y calidad de servicio medida por la aplicación. Asimismo, aparte de realizar medidas en tiempo real, la aplicación vuelca las medidas realizadas y alarmas detectadas en ficheros log, facilitando el análisis técnico de los problemas e incidencias registrados por dichos centros técnicos. Igualmente, esta aplicación puede ser utilizada para el proceso de certificación de equipamiento de red del hogar o incluso como herramienta para profundizar en parámetros teóricos y criterios de medida de calidad de servicio en IPTV. ABSTRACT. FTTH (Fiber To The Home) and mobile broadband are currently the main technological trend in the Network and Telecommunications Services area. In the next few years, the deployment of FTTH networks will experiment a significant increase, due to the growing interest of both telecommunications operators and government agencies. This deployment (that is becoming a reality) which will massively carry high-speed services to households (speeds of more than 100 Mbps, even 1 Gbps) will demand new requirements and features in the customer’s home network. It can be found here a new and emerging field of exploration, with increasingly demanding requirements. In fact, the home network is one of the key elements for the success of FTTH network and services. Due to the aforementioned, it is a necessity for the telecommunications industry to find solutions to these problems. In order to contribute into the solution analysis, this project focuses on two subjects, both related to the problems of home networking:  Exploratory research and identification of advanced technology solutions for the home network. Described in chapters 2, 3 and 4. These chapters show a detailed study of the current situation and future trends of the devices used at the home network. It focuses on the distribution of very high bandwidth signals (around 100 Mbps per second) in the customer’s home.  Design and development of an application to evaluate customer’s quality of experience (QoE) of an IP television service (IPTV). Described in chapters 5 and 6. IPTV service has been selected because it requires higher performance both from the transport and the home networks and, at the same time, it is the most difficult to measure due to the strong component of subjectivity of the end user. A correct design of the home network must meet the requirements demanded both by the network operator and the customer (end user of the service). Network operator requirements mainly focus on reduced capital expenditures (CAPEX) and operational expenditures (OPEX). Additionally, the final user requires a simple and easy installation and also the minimum number of items to install (zero intrusion, lack of wiring, etc.). Different devices and technologies seek to find a balance between these two requirements (network operators and final users requirements). Solutions available in the market can be divided into wired and wireless. There are also hybrid solutions. All of them are described thoroughly in the first part of the project. The conclusion at the end of the study recommends the use of wired technologies like Ethernet or POF. Additionally, the use of PLC is not advised (G.hn can be an alternative in the future) and, in the case of not requiring wiring, the use of 11ac and 11ad WiFi is advised. The application developed in the second part of the project allows capturing and measuring the real-time IPTV signal delivered to the user. This application will estimate the delivered signal quality from the captured measurements. For this purpose, it will also consider the type of decoder installed on the customer’s premises and the transport network (Telefonica’s FTTH network). This application could be used at the operator’s technical service centres, determining in this way the relationship between user’s complaints and the quality of service measured. Additionally, this application can write all the measurements and alarms in log files, making easier the technical analysis of problems and impairments recorded by the technical centres. Finally, the application can also be used for the certification process of home networking equipment (i.e. decoders) or even as a tool to deepen theoretical parameters and measuring criteria of quality of service in IPTV.

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Este Proyecto Final de Carrera se centra principalmente en el estudio de las tecnologías aplicadas al Hogar Digital (HD) y así poder desarrollar nuevas herramientas aplicadas a este Sector. La primera tecnología estudiada es LonWorks que se escogió porque en la EUITT se cuenta con un entorno domótico donde se aplica esta tecnología, materializado como una maqueta de una instalación LonWorks en un HD. Sobre este entorno se ha desarrollado una nueva forma de gestionar y controlar los elementos de una Red LonWorks mediante la tecnología Universal Plug & Play (UPnP). Los dispositivos LonWorks han sido recubiertos con una capa con la que se consigue tratar los elementos LonWorks como dispositivos UPnP, pudiendo de esta manera trabajar bajo un mismo formato de dispositivo. Este formato está definido por un documento denominado Descripción del Dispositivo UPnP. Por tanto, no es necesario conocer el estado de los dispositivos de la Red LonWorks, sino únicamente trabajar bajo una Red UPnP, creando nuevos dispositivos UPnP, puntos de Control y servicios a partir de los elementos LonWorks. Una vez realizado el recubrimiento del sistema LonWorks con UPnP, se ha definido y desarrollado una aplicación para Android que, permite controlar los elementos de la maqueta del HD desde un Smartphone o una Tablet. El acceso a la Red LonWorks de la maqueta del HD se hace a través de la interfaz Web Services SOAP/XML del dispositivo iLON100. ABSTRACT. This Final Degree Project is mainly focused on the study of the technologies applied to Digital Home and thus be able to develop new tools applied to this area. The first study is LonWorks technology which was chosen because the EUITT has a domotic environment where this technology is applied, materialized as a demonstrator of a LonWorks installation in HD. With this environment has developed a new way to manage and control the elements of a LonWorks network through technology by Universal Plug & Play (UPnP). LonWorks devices are covered with a layer and it is achieved LonWorks elements treat as UPnP devices. In this way the LonWorks elements can work under one device format. This format is defined by a document called UPnP Device Description. Therefore, it isn't necessary to know the state of the LonWorks network devices, but only work under an UPnP network, creating new UPnP devices, control points and services from LonWorks elements. After backfill of LonWorks system with UPnP, have being defined and developed an Android application that allow controlling the elements of the mockup of HD from Smartphone or a Tablet. The LonWorks network Access of the mockup of HD is done through the Web Interface Services SOAP / XML iLON100 device.