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91
Blog / Article 11 draft proposed amendments (Sept 2018)
« Last post by kat on September 11, 2018, 07:31:44 PM »
Amendments up for vote Sept 2018 (ostensibly removes 'digital' distinction - treats offline/online the same)
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Article 11

Protection of press publications

1. Member States shall provide publishers of press publications with the rights provided for in Article 2 and Article 3(2) of Directive 2001/29/EC for the use of their press publications.

1a. ibid.

2. ibid.

2 a. The rights to referred in paragraph 1 shall not extend to acts of hyperlinking as they do not constitute communication to the public.

3. ibid.

4. ibid.

4 a. Member States should ensure that a fair share of the revenue derived from the uses of the press publishers rights is attributed to journalists.
92
Blog / Article 13 draft proposed amendments (Sept 2018)
« Last post by kat on September 11, 2018, 06:43:05 PM »
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Article 13

Use of protected content by online content sharing service providers

-1. Without prejudice to Article 3(1) and (2) of Directive 2001/29/EC, online content sharing service providers perform an act of communication to the public and shall conclude fair and appropriate licensing agreements with rightholders, unless the rightholder does not wish to grant a license or licenses are not available. Licensing agreements concluded by the online content sharing service providers with rightholders shall cover the liability for works uploaded by the users of their services in line with terms and conditions set out in the licensing agreement, provided that those users do not act for commercial purposes or are not the rightholder or his representative.

1. Online content sharing service providers referred to in paragraph -1 shall, in cooperation with rightholders, take appropriate and proportionate measures to ensure the functioning of licensing agreements where concluded with rightholders for the use of their works or other subject-matter on those services.

In the absence of licensing agreements with rightholders online content sharing service providers shall take, in cooperation with rightholders, appropriate and proportionate measures leading to the non-availability on those services of works or other subject matter infringing copyright or related-rights, while non-infringing works and other subject matter shall remain available.

1a. Member States shall ensure that the online content sharing service providers referred to in paragraph -1 shall apply the measures referred to in paragraph 1 based on the relevant information provided by rightholders.

The online content sharing service providers shall be transparent towards rightholders and shall inform rightholders of the measures employed, their implementation, as well as when relevant, shall periodically report on the use of the works and other subject-matter.

1b. Members States shall ensure that the implementation of such measures shall be proportionate and strike a balance between the fundamental rights of users and rightholders and shall in accordance with Article 15 of Directive 2000/31/EC, where applicable, not impose a general obligation on online content sharing service providers to monitor the information which they transmit or store.

2. To prevent misuses or limitations in the exercise of exceptions and limitations to copyright, Member States shall ensure that the service providers referred to in paragraph 1 put in place effective and expeditious complaints and redress mechanisms that are available to users in case of disputes over the application of the measures referred to in paragraph 1. Any complaint filed under such mechanisms shall be processed without undue delay. The rightholders shall reasonably justify their decisions to avoid arbitrary dismissal of complaints.

Moreover, in accordance with Regulation (UE) 2016/679 and Directive 2002/58/EC, the measures referred to in paragraph 1 shall not require the identification of individual users and the processing of their personal data.

Member States shall also ensure that, in the context of the application of the measures referred to in paragraph 1, users have access to a court or other relevant judicial authority to assert the use of an exception or limitation to copyright.

3. Member States shall facilitate, where appropriate, the cooperation between the online content sharing service providers, users and rightholders through stakeholder dialogues to define best practices for the implementation of the measures referred to in paragraph 1 in a manner that is proportionate and efficient, taking into account, among others, the nature of the services, the availability of technologies and their effectiveness in light of technological developments.


Article 13a

Member States shall provide that disputes between successors in title and information society services regarding the application of Article 13(1) may be subject to an alternative dispute resolution system.

Member States shall establish or designate an impartial body with the necessary expertise, with the aim of helping the parties to settle their disputes under this system.

The Member States shall inform the Commission of the establishment of this body no later than (date mentioned in Article 21(1)).


Article 13b

Use of protected content by information society services providing automated image referencing

Member States shall ensure that information society service providers that automatically reproduce or refer to significant amounts of copyright-protected visual works and make them available to the public for the purpose of indexing and referencing conclude fair and balanced licensing agreements with any requesting rightholders in order to ensure their fair remuneration. Such remuneration may be managed by the collective management organisation of the rightholders concerned.


Article 13c

Principle of fair and proportionate remuneration

1. Member States shall ensure that authors and performers receive fair and proportionate remuneration for the exploitation of their works and other subject matter, including for their online exploitation. This may be achieved in each sector through a combination of agreements, including collective bargaining agreements, and statutory remuneration mechanisms.

2. Paragraph 1 shall not apply where an author or performer grants a non-exclusive usage right for the benefit of all users free of charge.

3. Member States shall take account of the specificities of each sector in encouraging the proportionate remuneration for rights granted by authors and performers.

4. Contracts shall specify the remuneration applicable to each mode of exploitation.
[source - DRAFT EUROPEAN PARLIAMENT LEGISLATIVE RESOLUTION on the proposal for a directive of the European Parliament and of the Council on copyright in the Digital Single Market]
93
Blog / Re: Article 13 of the EU Copyright Directive
« Last post by kat on September 11, 2018, 06:28:17 PM »
The amendment vote is tomorrow (Wednesday). Latest version of the legislation here (original proposed version).

To be clear, the vote isn't so much about establishing a protection of copy Rights, but granting the authority to oversee European wide enforcement to EU legislators, the legislation is a move by the EU to solidify the European Union using copyright issues as a 'issue' cover towards this aim.
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The proposal is based on Article 114 TFEU. This Article confers on the EU the power to adopt measures which have as their object the establishment and functioning of the internal market. Since exceptions and  limitations to copyright and related rights are harmonised at EU level, the margin of manoeuver of Member States in creating or adapting them is limited. In addition, intervention at national level would not be sufficient in view of the cross-border nature of the identified issues. EU intervention is therefore needed to achieve full legal certainty as regards cross-border uses in the fields of research, education and cultural heritage.
What this does in a general sense is establish final authority over Copyright in the EU and its legal systems rather than the Courts and jurisdictions of member States; essentially the European Parliament/Union claims a superior jurisdiction over member states (member States and their Citizens are/would be subservient to the European Parliament [in matters of Copyright]) - an infringement claim argued between two countries, say the UK and France, would be determined in Brussels rather than the primary jurisdiction of the claimants (as is the case now).

In other words, the legislative proposals don't necessarily define mechanisms of arbitration rather they establish and authoritative jurisdiction - it's possible to cede non-legislative, non-formalised, authority to third parties through good-faith agreement between all concerned, what arbitration is in es essence. Ceding such legal authority is troubling.

In a nut shell it doesn't matter what the fineries of the Bill are because the issue actually being discussed is not about Copyright per se, rather the European Parliament claiming jurisdiction over copyright Europe-wide in a way that it supersedes individual State Sovereignty.
94
Blog / Re: Fact-check: Valve will no longer police Steam Store
« Last post by kat on September 06, 2018, 05:44:00 PM »
Follow-up on this issues from Valve, particularly in regards to 'trolling'.
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You're a denizen of the internet so you know that trolls come in all forms. On Steam, some are simply trying to rile people up with something we call "a game shaped object" (ie: a crudely made piece of software that technically and just barely passes our bar as a functioning video game but isn't what 99.9% of folks would say is "good"). Some trolls are trying to scam folks out of their Steam inventory items, others are looking for a way to generate a small amount of money off Steam through a series of schemes that revolve around how we let developers use Steam keys. Others are just trying to incite and sow discord. Trolls are figuring out new ways to be loathsome as we write this. But the thing these folks have in common is that they aren't actually interested in good faith efforts to make and sell games to you or anyone. When a developer's motives aren't that, they're probably a troll.
95
Blog / The mediating effects of violent video games on violent individuals
« Last post by kat on August 29, 2018, 04:18:07 AM »
[image courtesy EAsports]

It's inevitable that after another mass-casualty event press coverage would once again question the role violent video games play in causing young men to commit egregious acts of violence[1]. Jacksonville is proving a slightly more different sell than previous events because the game front and centre was from an atypical genre, competitive sports, rather than the more than expected first/third person shooter.

Interestingly, whilst this might disparity seem at first incongruous, the odd man out, the fact this is the case provides a clue as to the role violent games might play in the lives of these young men, not causative as media hopes but instead as one that perhaps acts to mediate otherwise negative behaviour.

Looking at the general profile of mass-shooting perpetrators they are typically loners, those few quiet individuals who keep to themselves, have few if any friends, say very little or rarely interact or engage with others. They frequently have difficulty expressing emotion, often appearing detached, uninvolved or completely disinterested in their environment, or when they do express its often volatile, explosive and uncontrolled. There is often a history of mental illness or at least some degree of clinical intervention or involvement in their lives, which may or may not result in the use of medication - anti-depressants, mood regulators, etc. They often come from broken homes, and are frequently subject to emotional or physical abuse.

The hypothesis; the type of person being described here could be said to have a severely impaired psyche, their emotions appear not to function within a range normally expected of a healthy, well adjusted, individual. To cope, the confluence of their circumstances might then dictate they gravitate towards, and fixate on, controllable sources of stimuli, or those they find reliable or relatable, able to provide a suitable degree of connection to their emotions (however conscious they might be of any of this).
 
This might then mean the playing of violent games is not specifically because they seek violence in the normal sense that might be understood, or that they want to be violent, or that violent games might make them violent, rather the opposite, violent video games may mediate the broken personhood by providing a degree of what would otherwise be heightened stimulation, enough to keep them grounded, being the only 'thing' to which they can associate.

Needless to say, the limitations of such a relationship is tenuous at best, break the connection and the result is catastrophic.

So, whilst anti-violent video game research, the literature on the subject, salacious media coverage, disingenuous politicians and talking-point activists argue the banning of violent video games and other violent media, or that violent games make people violent so something must be done about it, they may in fact all be missing the point entirely here, in this very specific context violent video games may be mediating the potential of violent individuals because they are the only medium speaking a compatible language, able to reach them.

If this is the case violent video games ironically could be used as tools to develop and foster home and/or educational programs and interventions that reach troubled individuals using a language they speak. Demonising and/or banning violent video games could very well be a colossal missed opportunity.

Further Reading
- Boom Headshot, perpetuating the 'murder-simulator' narrative through bad science.
- Dumb things pop-culture critics say: video games cause violence.
- Digital Self-Harm Among Adolescents, a new phenomena.
- Men harassed online more but like, seriously, it's not about them - Pew 2017.
- Moral Combat: Why the War on Violent Video Games is Wrong.
- Kicking ass and chewing bubblegum.
- Assassination Generation: Video Games, Aggression, and the Psychology of Killing.
- Virtual Reality Assault and Developer Responsibilities.
- Normalising/desensitising violence in games. An (initial) study.
- How social context influences violence-aggression relationship.
- Violence against males in games doesn't count... another study that 'proves' it.



Footnotes:
[1] Almost without exception the vast majority of mass-shooters are male, typically boys and young men, almost exclusively teens upwards to early twenties.And whilst most are 'white' (Caucasian), the numbers appear to reflect their racial distribution within the general population.
96
IMVU Content Creating / Re: [IMVU] Composite Skins
« Last post by EdieMaye on August 12, 2018, 11:02:57 PM »
Happy to help.
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IMVU Content Creating / Re: [IMVU] Composite Skins
« Last post by kat on August 12, 2018, 01:03:16 PM »
Thanks for that additional info. Not being a clothing mesher composites have always been rather confusing, heh!
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IMVU Content Creating / Re: [IMVU] Composite Skins
« Last post by EdieMaye on August 12, 2018, 03:09:50 AM »
Thank you for the compliment, Kat.

And, as far as Skin Composites go. They are not simply limited to just skin tight meshes. You can make anything a Skin Composite as long as you have something under material slot 7 (Body) or Material slot 2 (Head) as a skin template. I originally tested with a circular disk floating in front of my avatar's torso. Mapped it to the skin template. It helped me understand the concept, but it sure wasn't anything pretty. Proper mapping to the skin template is key here.


You can actually take any article of clothing on IMVU and switch anything other than the skin tight layer to Skin Composite, add a black opacity, and see how funny it looks. If there isn't anything for the create mode to detect within the slots 2, 0r 7. It'll just give you a white diffusion as I have seen in the past for accessories, and for clothing they just vanish.

And, to better answer your foofy top idea. You'd create the skin composite first under material slot 0, Mesh ID 2. Then once you have confirmed it works properly import your next mesh for the foofy top assigned a material slot other than 0, 7, or 2 (2 Only if you are using a head skin composite.) Assign it a Mesh ID exceeding all the ones used for the body itself, (0-9 I believe.) So let's say use slot 23 for it. Then use your gray opacity for said mesh, but instead of selecting Skin Composite for this mesh. You select Use Blending.

Using the method you suggested would only work for something skin tight. (Image: A black material diffusion with a gray opacity map causes the diffusion to overlap with the composite.)


Otherwise it will map the entire outfit in a gray wash of your skin. (Image: A white diffusion with the same gray opacity map applied to the clothing while selecting skin composite rather than Use Blending.)


I hope this helps clarify for you.
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IMVU Content Creating / Re: [IMVU] Composite Skins
« Last post by kat on August 12, 2018, 12:18:34 AM »
Oh wow, was not expecting that much info, excellent!

Questions: the difference between Skin Composites and normal clothing in a general is that the latter (clothing meshes) do not reveal the underlying avatar mesh unless it's included in the export from Blender (which then means the Users 'skin' doesn't work on those bits that are included)?

So if you wanted to create a foofy top that was transparent so the Users avatar could be seen underneath you'd mesh the top in Blender as normal, export, then once imported into IMVU, enable "Skin Composite" - with an appropriate grey-scale material mask image assigned to the mesh - to see the effect? In other words, Skin Composites are not just limited to skin-tight meshes?

Clothing starter file is available here.
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IMVU Content Creating / Re: [IMVU] Composite Skins
« Last post by EdieMaye on August 11, 2018, 11:19:59 PM »
Here's a breakdown of my process:

I decided to make a simple top for my first attempt at a body mesh. Using the base avatar body is a great template, but be weary of the armpits, elbows, and shoulders when it comes to posing and clothing later. These may need to be edited if you demand better flexibility. I learned that the hard way. Also make sure the ends of the mesh meeting the head, hands, and pelvis remain unedited. Otherwise you can get gaps, and mismatching garments when you use your mesh with other products.


I replaced the skin material on the torso/arms mesh with a body 0 material. This will be what becomes your skin composite later.


Replace the skin texture with a new one. I simply made an image named Body to help reduce confusion on my part. Just un-check skin. Do not delete! Make sure your Dimensions match the skin's dimensions. (X=256 Y=512)


Double check your UV map. One should already be provided if you are using Kat's Clothing blender file.


This is an example of what all the pros on the forums mean when they say, "Map your mesh to the skin." (Sorry, but I mixed up the arms. They're actually opposite to what I have typed in this image.)


Once it all checks out and you are happy with your body's shape select the mesh first then hold shift and select the armature rig. Make sure you are in Object mode for both rig and mesh.


Export as usual. Make sure you check Selected objects under, "Main." Deselect Apply Modifiers under, "Geometries." Deselect Add Leaf Bones under, "Armatures." And, if you don't have any animations you desire just simply un-check the Baked Animation box under, "Animation."

I open IMVU and select Derive new product. I use the top mesh 167. The Yellow Baby Tee.


This Derivable Female top provides a skin template under the slot numbered seven which is what IMVU protocol utilizes when you make a skin composite.


Make sure when you import your mesh that you replace the torso of the avatar, "Mesh ID 2," with your own version. Also make sure your, "Apply Scale," setting is set to .01 otherwise you will have some massive proportion issues.


If you are replacing more parts than just the torso make sure to hide them using the configuration menu before you import anything to help reduce on complications during importation.


Once your preparations are finished import the mesh. It should look something like this on your avatar. The color matches whatever you had for your diffuse color within Blender for the mesh.


Lastly be sure to check the box for Skin Composite underneath the material tab matching your mesh's material number slot 0. It is extremely important you use the blackest of black opacities you can muster otherwise your diffuse color from blender will have a faint appearance over the skin composite.


If everything imported correctly your end result should look something like this.


This is only one method and I know there are more out there, but this should be a great way to get you started on your journey of Blender meets body meshing. To add clothing you will have to make each piece with a material slot in sequential order starting after 0, but DO NOT replace the skin material slot in 7. Also the Mesh IDs of the clothing when imported can not match any part of the body. (So use any number exceeding 15 or so to be safe.)
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