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ETCentricJanuary 22, 2020
A panel of six undergraduates from the USC Iovine and Young Academy and the USC Dornsife College of Letters, Arts and Sciences spent an hour answering questions about their media habits. The questions were asked by ETC member company executives at the December 12, 2019 All Members Meeting held in Burbank at Disney. Where do students get their media recommendations? What’s a good length for a viewing experience? What do they think about having their personal data gathered, and about data analytics in general? What do they pay to subscribe to? Watch this 9-minute highlight video to find out. Continue reading USC Students Respond to Media Questions at ETC Meeting
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ETCentricJanuary 16, 2020
A panel of six undergraduates from the USC Iovine and Young Academy and the USC Dornsife College of Letters, Arts and Sciences spent an hour answering questions about their media habits. The questions were asked by ETC member company executives at the December 12, 2019 All Members Meeting held in Burbank at Disney. Where do students get their media recommendations? What’s a good length for a viewing experience? What do they think about having their personal data gathered, and about data analytics in general? What do they pay to subscribe to? Watch this 9-minute highlight video to find out. Continue reading USC Students Respond to Media Questions at ETC Meeting
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Debra KaufmanNovember 27, 2019
Facebook, the University of Lorraine and the University College London published a paper that detailed how they researched a way to use artificial intelligence to create complex game worlds. Building video game environments has always been time-consuming, but this group’s approach — using content from the fantasy text-based multiplayer adventure “LIGHT” — demonstrated how machine learning algorithms can learn to “assemble different elements, arranging locations and populating them with characters and objects.” Continue reading Facebook and Academics Use AI to Generate Game Worlds
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Debra KaufmanNovember 26, 2019
Movies and TV shows have combined real and CG images for decades, for the purpose of entertainment. But we’re seeing the rise of deepfakes, which mix fake and real elements in still images or videos with a malignant or harmful aim. Many Big Tech companies that have benefited from letting users post and share photos are now turning their attention to battling deepfakes. According to cybersecurity startup Deeptrace, the number of deepfakes online has nearly doubled to 14,678 from December 2018 to August 2019. Continue reading Big Tech, DARPA Ramp Up Deepfake Research, Detection
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Rob ScottOctober 9, 2019
Gaming company Activision Blizzard suspended an eSports player who, during a live broadcast, expressed his support for the pro-democracy protest movement in Hong Kong. Professional “Hearthstone” player Chung Ng Wai has been suspended for a year and forced to give up $10,000 in prize money. The move led to a significant backlash from gamers and politicians via social media and online forums. The public relations dilemma is similar to what played out this week following NBA commissioner Adam Silver’s support of free speech, which led to the decision by China’s state-run television not to broadcast two NBA games. Continue reading Blizzard Suspends Pro eSports Player for His Political Stance
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Ken WilliamsOctober 2, 2019
The U.S. Court of Appeals for the District of Columbia Circuit yesterday upheld the federal government’s repeal of net neutrality in the latest ruling that impacts how companies connect people to the Internet. However, the appeals court also ruled that the FCC had overstepped in its decision to prevent state and local governments from establishing their own related rules. The mixed ruling will likely lead to continued debate over net neutrality regulation, especially on the state level. It is also seen as a victory for the Trump administration, which has supported deregulation, and FCC chair Ajit Pai, who believes the repeal is good for the economy and fosters innovation. Continue reading Federal Appeals Court Offers Mixed Ruling on Net Neutrality
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Debra KaufmanJune 20, 2019
For 10+ years, video game developers have given up 30 percent of their revenue from digital stores run by Apple, Google, Microsoft, Sony and Valve, which also take a percentage of in-game purchases via a revenue-sharing model that has become the industry standard. Now, Epic Games founder/chief executive Tim Sweeney, whose company put out the immensely popular “Fortnite,” opened a digital store that collects only 12 percent of sales. Sensor Tower reports that an average of $114.5 million was spent between the combined top game publishers in Android and Apple stores last quarter. Continue reading Epic Opens Digital Store with Favorable Split for Publishers
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Debra KaufmanMarch 20, 2019
Myspace, which introduced Internet users to social networking, faded from view with the advent of Facebook. Still, Myspace endured as a popular music platform, in part because it drew credibility from having helped launch artists such as Arctic Monkeys, Panic! At The Disco, Sean Kingston and Kate Nash. Musicians and other Myspace users were dismayed to read a banner on the site proclaiming that, due to a server migration, files loaded more than three years ago will “no longer be available on or from Myspace.” Continue reading Myspace Accidentally Loses All Music Posted Prior to 2016
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Debra KaufmanDecember 3, 2018
YouTube expanded its Stories to more than 100,000 subscribers in its Partner Program, meaning they will appear more often in mobile users’ homepages. The trial for Stories began earlier this year with only a few channels. YouTube Stories last for seven days, appear for subscribers and non-subscribers, and allow creators to interact with fans that can leave comments or ask questions. First announced in November 2017, YouTube Stories appears to target channel promotion and community engagement rather than day-to-day updates. Continue reading YouTube Expands its 7-Day Stories Feature to More Creators
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Debra KaufmanOctober 25, 2018
Patreon, the membership platform for independent creators, just revealed that it is integrating with Reddit, with the aim of bringing its artists closer to its fan base. Patreon boasts 100,000 creators and two million patrons (i.e., subscribers), many of whom already have a presence on Reddit. On Reddit, many fans have created subreddits to discuss the work of Patreon creators, such as podcast Chapo Trap House. This new relationship adds to other ways Patreon has helped creators earn revenue from their fans. Continue reading Patreon, Reddit Linkage Aims to Bring Artists Closer to Fans
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Debra KaufmanOctober 22, 2018
Professional sports are often the first to embrace new technology because their fans demand the best experiences available. That’s why the professional sports arena is now integrating immersive technologies including augmented reality, virtual reality and the Internet of Things. The Sacramento Kings use Reddit, Facebook Live, video streaming, virtual reality and bitcoin to immerse their fans in an interactive world. Meanwhile, Los Angeles Clippers chief executive Steve Ballmer is launching CourtVision to offer more interactivity for fans. Continue reading Pro Sports Teams Offer Immersive, Interactive Experiences
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Rob ScottAugust 21, 2018
While Netflix bingers may be accustomed to the occasional “Are you still watching?” interruption, some subscribers are now experiencing 10- to 20-second promotional videos, and complaints have suggested that the videos cannot be skipped or muted. Similar to traditional commercials, the videos appear between episodes, reminding users about various series available on the streaming service. The company explained on Sunday that it is merely testing the promotional videos and they can actually be skipped. Netflix did not indicate how many of its more than 100 million subscribers are experiencing the tests. Continue reading Netflix Is Testing Promotional Videos That Play During Binges
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Debra KaufmanAugust 1, 2018
According to Apptopia, Epic Games’ free game “Fortnite” can now count 100 million downloads on the Apple iOS platform in 138 days, or less than five months, earning $160 million in iOS in-app purchases. Counting versions for the PC, PlayStation 4, Xbox One and Nintendo Switch, “Fortnite” has posted $1 billion in revenue since its “Battle Royale” version was introduced in September 2017. That compares with “Super Mario Run” (100 million downloads in 68 days) and “Pokémon Go” (100 million iOS downloads in 71 days). Continue reading Popular Game ‘Fortnite’ Racks Up 100 Million iOS Downloads
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Debra KaufmanJuly 9, 2018
In the battle between media outlets that want control over how their content is distributed and shared online and the tech companies that don’t want the Internet to be regulated, the tech companies won a recent skirmish in Europe. The European Union wants to expand on its recent regulatory victory, with the just-implemented GDPR (General Data Protection Regulation), slapping companies with antitrust fines and scrutinizing their privacy policies. But the tech behemoths, including Facebook, Google, Reddit and Wikipedia, are fighting back. Continue reading Tech Giants Defeat Strict Copyright Law Proposal in Europe
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Debra KaufmanJune 4, 2018
A Pew Research Center survey revealed that Facebook no longer rules the social media landscape among U.S. teens aged 13 to 17. Although 51 percent of teens do use Facebook, that number is lower than those who use YouTube, Instagram and Snapchat. The Pew Research Center’s last survey on teens and technology was in 2014-2015. Since that earlier survey, now 95 percent of teens own smartphones, or have access to one and 45 percent report being online nearly constantly. The survey was conducted March 7 – April 10 this year. Continue reading Pew Research Reports on Teens and Social Media Platforms