Centralization of the Content Industry Following the 1980s a sweeping restructuring of commercial media power has happened. While some firms have grown through expansion others extended through mergers and acquisitions. Examples are In recent years those developments have led to the rise of transnational media giants, resulting in the domination of the global media system by about ten huge conglomerates. These have interests in numerous media industries, ranging from film production, magazines, newspapers, book publishing and recorded music to TV and radio channels and networks, but also include retail stores, amusement parks and digital media products. Behind these firms are about three or four dozen smaller media companies, which primarily engage in local, national or niche markets. In short, the overwhelming majority of the world's content production facilities and distribution channels lies in the hands of approximately fifty enterprises. |
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The 19th Century: Machine-Assisted Manufacturing Eli Whitney's proposal for a simplification and standardization of component parts marked a further milestone in the advance of the By the middle of the 19th century the general concepts of |
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body and mind as defects In an increasingly technisised world where technology has also become a determinant of value-free values, mind and body are increasingly considered as "imperfect" compared to the brilliant designs of technology. While for centuries the "weakness" of the human flesh has been the object of lamentations, the 21st century seems set to transform the genre of tragedy into a sober technological project of improvement. Within this project, men and women receive the status of "risk factor" which potentially destabilises technological systems, a circumstance which calls for correction and control measures. Two main ways of checking the risk of "human error", as well as inefficiency, irrationality, selfishness, emotional turbulence, and other weaknesses of human beings: by minimizing human participation in technological processes, and, to an increasing extent, by technically eliminating such risk factors in human beings themselves. Human beings, once considering themselves as the "crown of creation" or the "masters of the world" are reducing themselves to the "human factor" in globally networked technical systems, that factor which still escapes reliable calculation and which, when interacting with fast and potent technical environments, is a source of imperfection. For the human mind and body to perfect itself - to adapt itself to the horizon of perfection of science and technology - takes long time periods of discipline, learning, even biological evolution. In the calculating thinking required in highly technisised context, mind and body inevitably appear as deficient compared to a technology which, unlike the human organism, has the potential of fast and controlled "improvement". Surely, the human organism has always been prey to defects, to "illnesses" and "disablement". Disease has therefore been one of the main motivations behind the development of Bio-ITs: Bio-ITs are being developed to help the blind get their eyesight back, the deaf to hear, the lame to walk, the depressed to be happy. Such medical applications of Bio-ITs are nothing essentially new: Captain Silver's crunch, the wheelchair, a tooth filling save the same basic purpose of correcting a physical deficiency. But there is a much wider scope to this new development, in which the "normal" biological condition of a human being, such as proneness to death, forgetfulness, aging, inefficiency, solitude, or boredom are understood as defects which can and should be corrected. The use of ITs to overcome such "biological" constraints is often seen as the "ultimate" technological advance, even if the history of utopian visions connected to technological innovation is as old as it is rife with surprise, disappointment, and disaster. |
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Technological measures As laid down in the proposed EU Directive on copyright and related |
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Intellectual property Intellectual property, very generally, relates to the output that result from intellectual activity in the industrial, scientific, literary and artistic fields. Traditionally intellectual property is divided into two branches: 1) industrial property ( |
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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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Microsoft Corporation Founded by Bill Gates and Paul Allen and headquartered in Redmond, USA, Microsoft Corporation is today's world-leading developer of personal-computer software systems and applications. As MS-DOS, the first operating system released by Microsoft, before, Windows, its successor, has become the de-facto standard operating system for personal computer. According to critics and following a recent court ruling this is due to unfair competition. For more detailed information see the Encyclopaedia Britannica: |
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