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13767850 submission

オリンパス 銀塩ハーフサイズカメラPENシリーズの販売台数を修正

タレコミ by Anonymous Coward
あるAnonymous Coward 曰く、
13767808 feed

Slashdot: Couple Who Ran ROM Site To Pay Nintendo $12 Million

フィード by slashdotorg-feed
An anonymous reader quotes a report from Motherboard: Nintendo has won a lawsuit seeking to take two large retro-game ROM sites offline, on charges of copyright infringement. The judgement, made public today, ruled in Nintendo's favor and states that the owners of the sites LoveROMS.com and LoveRETRO.co, will have to pay a total settlement of $12 million to Nintendo. The complaint was originally filed by the company in an Arizona federal court in July, and has since lead to a swift purge of self-censorship by popular retro and emulator ROM sites, who have feared they may be sued by Nintendo as well. LoveROMS.com and LoveRETRO.co were the joint property of couple Jacob and Cristian Mathias, before Nintendo sued them for what they have called "brazen and mass-scale infringement of Nintendo's intellectual property rights." The suit never went to court; instead, the couple sought to settle after accepting the charge of direct and indirect copyright infringement. TorrentFreak reports that a permanent injunction, prohibiting them from using, sharing, or distributing Nintendo ROMs or other materials again in the future, has been included in the settlement. Additionally all games, game files, and emulators previously on the site and in their custody must be handed over to the Japanese game developer, along with a $12.23 million settlement figure. It is unlikely, as TorrentFreak have reported, that the couple will be obligated to pay the full figure; a smaller settlement has likely been negotiated in private.

Read more of this story at Slashdot.

13767701 submission


タレコミ by Anonymous Coward
あるAnonymous Coward 曰く、

13767692 submission


タレコミ by headless
headless 曰く、
Amazonは13日、北米第2本部(HQ2)の建設地がニューヨーク市のロングアイランドシティとワシントン首都圏バージニア州アーリントン郡のナショナルランディング(National Landing)に決定したことを発表した(Amazonのブログ記事NPRの記事The Vergeの記事VentureBeatの記事)。



13767688 feed

Slashdot: Can AIs Create True Art?

フィード by slashdotorg-feed
An anonymous reader shares an analysis: Last month, AI-generated art arrived on the world auction stage under the auspices of Christie's, proving that artificial intelligence can not only be creative but also produce world class works of art -- another profound AI milestone blurring the line between human and machine. Naturally, the news sparked debates about whether the work produced by Paris-based art collective Obvious could really be called art at all. Popular opinion among creatives is that art is a process by which human beings express some idea or emotion, filter it through personal experience and set it against a broader cultural context -- suggesting then that what AI generates at the behest of computer scientists is definitely not art, or at all creative. The story raised additional questions about ownership. In this circumstance, who can really be named as author? The algorithm itself or the team behind it? Given that AI is taught and programmed by humans, has the human creative process really been identically replicated or are we still the ultimate masters? At GumGum, an AI company that focuses on computer vision, we wanted to explore the intersection of AI and art by devising a Turing Test of our own in association with Rutgers University's Art and Artificial Intelligence Lab and Cloudpainter, an artificially intelligent painting robot. We were keen to see whether AI can, in fact, replicate the intent and imagination of traditional artists, and we wanted to explore the potential impact of AI on the creative sector. [...] Intriguingly, while at face value the AI artwork was indistinguishable from that of the more traditional artists, the test highlighted that the creative spark and ultimate agency behind creating a work of art is still very much human. Even though the Cloudpainter machine has evolved over time to become a highly intelligent system capable of making creative decisions of its own accord, the final piece of work could only be described as a collaboration between human and machine. Van Arman served as more of an "art director" for the painting. Although Cloudpainter made all of the aesthetic decisions independently, the machine was given parameters to meet and was programed to refine its results in order to deliver the desired outcome. This was not too dissimilar to the process used by Obvious and their GAN AI tool.

Read more of this story at Slashdot.

13767620 submission

ドコモのオンラインショップを狙った不正アクセスでiPhone Xを不正購入したとして4人が逮捕される

タレコミ by hylom
hylom 曰く、
今年8月、NTTドコモのオンラインショップへの不正アクセスで約1000台のiPhone Xが不正に購入される事件があったが、この事件に関わったとされる中国籍の男性4人が逮捕されたことが報じられている(朝日新聞 産経新聞)。

逮捕された4人は不正購入されたiPhoneをコンビニエンスストアで受け取っていたという。罪状は窃盗容疑となっている。逮捕された4人のうち3人は中身は知らなかったなどとして容疑を否認しているという。4人が受け取ったとされているのは不正に購入されたiPhone Xのうち165台と見られている。
13767615 submission


タレコミ by hylom
hylom 曰く、

13767621 feed

Slashdot: A Look at How One of the Largest Record Companies in the World Once Owned Rockst

フィード by slashdotorg-feed
Question: what is entertainment's highest-grossing weekend debut of all time? Hint: It only took place two weeks ago. From a report: It was claimed by a Western-themed video game called Red Dead Redemption 2 -- the second in a series dubbed 'Grand Theft Auto on horseback' -- which generated over $725m in just three days. The wording above ('highest-grossing weekend debut') has been carefully chosen. Because the highest-grossing entertainment launch of all time actually kicked off on a Tuesday, in September, 2013. That launch was Grand Theft Auto V, another video game, which grossed more than $1bn during its opening 72 hours on sale. Both Red Dead Redemption and Grand Theft Auto are made by Rockstar Games -- a New York-HQ'd interactive entertainment company famed for its ability to bring filmic sophistication to the world of PlayStations and Xboxes, and for its ability to generate billions upon billions of dollars by doing so. Ready for this? The Grand Theft Auto franchise, and the core team behind Rockstar's success, were, unbelievably, both once part of the music business. They were allowed to leave 20 years ago. For an absolute pittance. Let's rewind. Back in 1990, London-born Sam Houser, aged 19, landed a dream first job -- working in the post-room at BMG's UK HQ. Houser then supplemented his university studies by continuing to work at BMG for the next four years, focusing on pop music videos and VHS releases. By 1994, he'd graduated, and took a full-time role within BMG's new interactive entertainment division. Houser, it turned out, had a natural talent for 'A&R'ing' video games -- spotting titles that would sell big and signing them up as a label would an artist -- and, by 1996, he was named Head of Development at BMG Interactive in the UK. Got your palm located somewhere roughly near your forehead? Good. Prepare for the two to forcibly meet. Interactive released Grand Theft Auto, a 2D action-adventure game, which saw players fulfilling the objectives of criminal overlords across three cities. The title was a commercial smash in the US and Europe -- yet it emerged amid serious corporate turbulence. In March 1998, convinced that its foray into video games had been a waste of time and money, BMG -- under the instruction of owner Bertelsmann -- agreed to sell off BMG Interactive. According to Sam Houser, BMG let the company go, to New York-based Take Two Interactive, for a total consideration of $9m. (For those who can see where this narrative is going: Red Dead Redemption 2 generated that $9m back within an hour of going on sale last month.) The story doesn't end there.

Read more of this story at Slashdot.

13767609 submission


タレコミ by hylom
hylom 曰く、

13767607 submission


タレコミ by Anonymous Coward
あるAnonymous Coward 曰く、

さらにユーザーのプロフィール欄のフォロー・フォロワーの数字のフォントサイズを大きくしたのも間違いだったとし、私はプラットフォーム上での意味のある会話こそが重要だ。あなたはTwitterでどれくらい返信をしていますか? と語った。同氏は好き嫌いやリツイート数に焦点が当たることもTwitterにとって健全なことではないとしている。こうした考えはドーシー氏だけではないという。共同経営者であるエヴァン・ウィリアムズ氏も別のイベントで、振り返ってみると「おすすめユーザー機能」も失敗だったと語っている。


私はプログラマです。1040 formに私の職業としてそう書いています -- Ken Thompson