Biometric technologies In what follows there is a brief description of the principal biometric technologies, whose respective proponents - producers, research laboratories, think tanks - mostly tend to claim superiority over the others. A frequently used definition of "biometric" is that of a "unique, measurable characteristic or trait of a human being for automatically recognizing or verifying identity" ( All biometric technologies are made up of the same basic processes: 1. A sample of a biometric is first collected, then transformed into digital information and stored as the "biometric template" of the person in question. 2. At every new identification, a second sample is collected and its identity with the first one is examined. 3. If the two samples are identical, the persons identity is confirmed, i.e. the system knows who the person is. This means that access to the facility or resource can be granted or denied. It also means that information about the persons behaviour and movements has been collected. The system now knows who passed a certain identification point at which time, at what distance from the previous time, and it can combine these data with others, thereby appropriating an individual's data body. |
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Movies as a Propaganda- and Disinformation-Tool in World War I and II Movies produced in Hollywood in 1918/19 were mainly anti-German. They had some influence but the bigger effect was reached in World War II-movies. The first propaganda movie of World War II was British. At that time all films had to pass censoring. Most beloved were entertaining movies with propaganda messages. The enemy was shown as a beast, an animal-like creature, a brutal person without soul and as an idiot. Whereas the own people were the heroes. That was the new form of atrocity. U.S.-President In the late twenties, movies got more and more important, in the USSR, too, like |
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Total copyright industries The total copyright industries encompass the "core copyright industries" and portions of many other industries that either create, distribute, or depend upon copyrighted works. Examples include retail trade (a portion of which is sales of video, audio, software, and books, for example), the doll and toy industry, and computer manufacturing. |
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Time Warner The largest media and entertainment conglomerate in the world. The corporation resulted from the merger of the publisher Time Inc. and the media conglomerate Warner Communications Inc. in 1989. It acquired the Turner Broadcasting System, Inc. (TBS) in 1996. Time Warner Inc.'s products encompass magazines, hardcover books, comic books, recorded music, motion pictures, and broadcast and cable television programming and distribution. The company's headquarters are in New York City. In January 2000 Time Warner merged with AOL (America Online), which owns several online-services like Compuserve, Netscape and Netcenter in a US$ 243,3 billion deal. |
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