Abstract The emergence of new technologies such as mp3 and music streaming, and the accompanying digital transformation of the music industry, have led to the shift and change of the entire music industry’s value chain. While music is increasingly being consumed through digital channels, the number of empirical studies, particularly in the field of music copyright in the digital music industry, is limited. Every year, rightsholders of musical works, valued 2.5 billion dollars, remain unknown. The objectives of this study are twofold: First to understand and describe the structure and process of the Dutch music copyright system including the most relevant actors within the system and their relations. Second to apply evolutionary economics approach and Values Sensitive Design method within the context of music copyright through positive-empirical perspective. For studies of technological change in existing markets, the evolutionary economics literature provides a coherent and evidence-based foundation. The actors are generally perceived as being different, for example with regard to their access to information, their ability to handle information, their capital and knowledge base (asymmetric information). Also their norms, values and roles can differ. Based on an analysis of documents and held expert interviews, we find that the collection and distribution of the music copyright money is still based on obsolete laws, neoclassical paradigm and legacy IT-system. Finally, we conclude that the rightsholders are heterogenous and have asymmetrical information and negotiating power. The outcomes of this study contribute to create a better understanding of impact of digitization of music copyright industry and empower the stakeholders to proceed from a more informed perspective on redesigning and applying the future music copyright system and pre-digital norms and values amongst actors.
In this short paper, we give an overview on how this major trend is unfolding and, specifically, how it affects cities. We take the following starting points: • Digitalization is a strong force that “happens” everywhere in the (urban) society. It has positive and negative effects – explored later in this paper –, which might be promoted or redressed by collective action or government intervention. Rejecting or denying it may come at high costs; • Digital technologies offer new tools and answers to address urban issues; • Digital technologies and their adoption bring a lot of new and unpredictable challenges; • Digital technologies raise several new ethical questions and dilemma’s regarding privacy, safety and security; • As in any other major societal transition, legal and institutional systems are not prepared for the digital age. Reality is always ahead of new regulation, resulting in constantly moving “grey areas” where it is unclear which rules (should) apply – think of how to deal with services like AirBnB or Uber.
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De digitale transformatie is al een flink aantal jaren aan de gang. Organisaties zien kansen om door digitalisering de dienstverlening efficiënter, goedkoper en voor de klant gemakkelijker te maken. Tot twee jaar geleden leek het tempo waarin deze transformatie plaatsvond, te stagneren, zeker bij publieke dienstverleners. Vervolgens kwam de coronacrisis en belandde de digital transformatie in een sneltreinvaart. Reden voor het lectoraat Marketing & Customer Experience van de Hogeschool Utrecht om te onderzoeken wat de impact is geweest van de coronacrisis op de digitale transformatie van publieke dienstverleners
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Within the film and theater world, special effects make-up is used to adapt the appearance of actors for visual storytelling. Currently the creation of special effects makeup is a time-consuming process which creates a lot of waste that doesn’t fit in with the goals of a sustainable industry. Combine with the trend of the digitization of the movie and theater industry which require faster and more iterative workflows, the current ways of creating special effects makeup requires changing. Within this project we would like to explore if the traditional way of working can be converted to a digital production process. Our research consists of three parts. Firstly, we would like to explore if a mobile face scanning rig can be used to create digital copies of actors, and such eliminate the need to creates molds. Secondly, we would like to see if digital sculpting can replace the traditional methods of sculpting molds, casts and prosthetics. Here we would like to compare both methods in terms of creativity and time consumption. The third part of our project will be to explore the use of 3D printing for the creation of molds and prosthetics.
Intelligent technology in automotive has a disrupting impact on the way modern automobiles are being developed. New technology not only has brought complexity to already existing information in the car (digitization of driver instruments) but also brings new external information to the driver on how to optimize the driving style amongst others from the perspective of communicating with infrastructures (Vehicle to Infrastructure communication (V2I)). The amount of information that a driver has to process in modern vehicles is increasing rapidly due to the introduction of multiple displays and new external information sources. An information overload lies awaiting, yet current Human Machine Interface (HMI) designs and the corresponding legal frameworks lag behind. Currently, many initiatives (Pratijkproef Amsterdam, Concorda) are being developed with respect to V2I, amongst others with Rijkswaterstaat, North Holland and Brabant. In these initiatives, SME’s, like V-Tron, focus on the development of specific V2I hardware. Yet in the field of HMI’s these SME’s need universities (HAN University of Applied Science, Rhine Waal University of Applied Science) and industrial designers (Yellow Chess) to help them with design guidelines and concept HMI’s. We propose to develop first guidelines on possible new human-machine interfaces. Additionally, we will show the advantages of HMI’s that go further than current legal requirements. Therefore, this research will focus on design guidelines averting the information overload. We show two HMI’s that combine regular driver information with V2I information of a Green Light Optimized Speed Advise (GLOSA) use case. The HMI’s will be evaluated on a high level (focus groups and a small simulator study). The KIEM results in two publications. In a plenary meeting with experts, the guidelines and the limitations of current legal requirements will be discussed. The KIEM will lead to a new consortium to extend the research.
The Next Tourism Generation Alliance (NTG) is the first European partnership for building and improving a collaborative relationship between education and industry with regard to skills development in the fields of digital, green, and social skills. The NTG Alliance will provide employees, employers, entrepreneurs, teachers, trainers and students with a set of core modules in digital, green and social skills.Project Scope:a) To establish a Blueprint Strategy for Sectoral Skills Development in Tourism to respond to the fast changing and increasing skills gaps in digital, green and social skills sets.b) To define a scalable mechanism and model for sustainable and digital curricula between the industry and education providers at regional, national and European level.c) To create transformative cooperation in five key tourism sub-sectors: hospitality, food and beverage operations, travel agencies and tour operators, visitor attractions and destination management.d) To develop, deliver and test Next Tourism Generation (NTG) Skills Products for professionals, trainers, students, university tourism departments, local authorities, companies to respond to the fast changing and increasing skills gaps in digital, green and social skills sets