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Creative Industries

Project Based Coursework

Student: Francesco Frison ID: 08029929 Module: Creative Industries Module code: CUP126C Module Leader: Chris Dyson

Introduction
Just as the bridges, roads and railways built in the 19th century were the foundations of the Industrial Revolution that helped Britain to become the workshop of the world, so investment now in the information and communications industries can underpin our emergence from recession to recovery and cement the UK's position as a global economic powerhouse. Gordon Brown, 2009 The creative industries are become during the last decade a vital sector of the economy worldwide. In United Kingdom, which is one of the creative leader in the world, the creative industries have grown as twice as much as the rest of the economy and they deliver 4 times the output of agriculture, fisheries and forestry. It employs almost 2millions people in 157000 businesses and represent the 6.4% of the UK budget with 60 billions a year (DCMS, 2009, p.1 ) The aim of this report is to provide a critical analysis of the creative industries in the United Kingdom. In order to have a wide glance of the subject the report covers not only the creative industries but also creativity as a process itself. Further on, the creative industries are analysed in the relationship with business, technology, society and education. Afterward a comprehensive view of some legal issues to finally then reach the conclusions.

Creativity and Creative Industries


Definition of Creativity
Creativity is simply the act of making something new (Wikipedia Website ). Despite this simple statement is true could be not enough to explain what Creativity thoroughly is when referred to the creative industries. According to Chris Bilton (2007 ), director of the Centre for Cultural Policy Studies at the University of Warwick, the creativity process is not only about novelty or difference, but also imply that the new idea has to be valuable. John Howkins(2007 ) talks about three characteristics that have to be present in creativity which are personality, originality and meaning. Personality implies that a person is necessary (a person alone or even a group, as it is the sum of individual talents). Computers, no matter how intelligent they are, can only process information for us based on the inputs humans gave them, so for this reason they cannot be creative. However the new frontiers of semantic computing and the calculation potential of cloud computing could make this statement discernible in the next future. Originality is the capacity of creating something new from nothing or even giving new characters to something that already exists. Although the explanation is exhaustive, originality hides the more complex and relative question: Who is original? An Idea might be new to those who formulate it but it lost its originality if the same idea was discovered before by someone else. This is what Margaret Boden (1994 ) distinguishes when she talks about P-Creativity (the idea new to the individual) and H-Creativity (the idea new to the world). Meaning is what gives characters and identification to creativity itself. Without a meaning

the creativity process has no target. It is what Bilton (2007) defines as fitness of purpose, the ability of solving some kind of problem or situation. We can find the presence of the meaning even in the concept of Copyright, where a simple idea cannot be copyrighted and so protected, however the way the idea express itself can. The creative industries as well as the rest of the market have their whole systems to regulate who is the first to come up with an original idea and how new processes are entitled to have meaning or fitness of purpose. Those systems are better explained later on this report in the chapter Legal Issues. The Figure 1.1 shows the formula of creativity according to Howkins.

Definition of Creative Industries


those industries which have their origin in individual creativity, skill and talent and which have a potential for wealth and job creation through the generation and exploitation of intellectual property. DCMS 2001, p.4 The conceptual and practical convergence of the creative arts (individual talent) with the cultural industries (mass scale), in the context of new media technologies (information and communication technologies) within a new knowledge economy, for the use of newly interactive citizen-consumers John Hartley 2007, p.5 The sum total of four sectors: The copyright, the patent, trademark, and design industries together constitute the creative industries and the creative economy Howkins 2007, n.d. It is hard to find a definition for the creative industries that match all the aspects of this field. Of the three presented above the second one, from John Hartley, professor at the Queensland University of Technology, is probably the most exhaustive. It defines the intersection point between the creative piece of art of the individual and the mass scale industries, linking them together on the context of the new media technologies. Hartley (2007 ) also introduces in this few rows the concepts of citizen (expressing the desire of freedom in care of the governments on the form of social rights and welfare) and consumer (expressing the desire of comfort in care of the industries on the form of the industrial model of consumption). The Department for Culture Media and Sport also known as DCMS propose a quite similar definition, pointing the focus on the role which the Creative Industries do on the spawn of jobs opportunity and the development of intellectual property. A slightly different point of view comes

from Howkins (2007) who describes the Creative Industries as the association of four sectors. The definition itself could seem pour and not completely exhaustive as the four sectors are primarily related with nothing but juridical aspects. However, as better explained in the chapter Legal Issues of this report, where just the first three sectors are explained, the ownership of ideas and legal issues in general are one of the most discussed and important topic on the creative industries. Also where the definition from Howkins lacks on the creative side it easily points out that creativity itself is not enough.

Key Sectors of Creative Industries


List of the sectors
According with the Department for Culture Media and Sport the list of sectors regarding the Creative Industries is formed by 13 elements. Advertising Architecture Art and Antiques markets Computer and Video games Crafts Design Designer fashion Film and Video Music Performing arts Publishing Software Television and Radio DCMS Website Each sector is linked with the other by the basic idea of creativity even in those case where usually it is difficult to see a relationship. What sectors like Crafts or antiques Market find in common with Software Development has to be found on the concept of developing intellectual property. The list proposed by the Department for Culture Media and Sport has changed since the 2001 and although accurate it is not the only one. According to Howkins (2007 ) two sectors are missing: Research and Development and Toys and Games. Although each sector has its own characteristics, interesting to be analysed and explained, this report focuses only on the 5 directly related with the Multimedia which are: Advertising, Film and Video, Computer and Video games, Software and Television and Radio. The figures shown in this chapter about the value of each sector are dated 2005, they have been extracted, then converted in ( ) from the book of John Howkins, The creative Economy, how people make money from ideas. The latest report from DCMS of January 2009 provides more recent figures for the UK only. Although the focus of this report is pointed on the UK situation, it appears difficult to explain the value of the subject only related on the internal situation and for this reason they are shown here.

Total value of the Creative Industries in UK

Total value of the Media Sectors worldwide

Advertising
Since the advent of internet the advertising sector is exploring new markets, new medias and new technologies. Although the press publicity is still the main field in the UK, the new trends of sponsorship and internet are growing fast. Only the internet advertising has increased from 800millions in 1998 to the 19 billions in 2004 worldwide where in the UK has already overtaken the outdoor and radio advertisement fields in the 2005 (Howkins 2007 ). The countries leading the advertising business are in order the US, China, Japan, Germany and finally UK, where the main centres are New York followed by London, Tokyo, Frankfurt, Paris and Beijing. The figure below shows the estimate size of the business worldwide.

Value of Advertising sector worldwide

Film and Video


The film and video industry is composed by six different component parts: Development, Production, Facilities, Distribution, Exhibition and Export. Differently from other sectors where the work force is used to be stable and cooperate for more projects in the nature of the film industry companies are often set up only until a specific production is complete. This peculiar situation is a characteristic of other sectors of the creative industries. The two main trends are the growth of the home viewing (represented by DVD and pay-TV) and

the digital animation. This last, thanks to the improvement on computer graphics and investments, has moved from the simple children entertainment to a wider public with no age limits. Even Steve Jobs, the co-founder of Apple Computers, has invested in the animation industry becoming Chief Executive Officer of Pixar, a brilliant animation company sold in 2006 to Disney of which now Jobs is one of the board members (Corporate Disney website ). The UK market is worth more than 4 billions of which only 770millions spent at the box office, 2.7 billions on DVD and 600millions on pay-TV subscriptions. Around the 50% of the films are a completely UK production, the rest is either a completely American production or a mix of English and American. The figure below shows the estimate size of the business worldwide.

Value of Film and Video sector worldwide

Computer and Video games


Video games industry is composed by three main sectors: console-based games; computer-based games; and online games. The technology gap between console and computer for games purposes is narrowed so much in the last year to cause the decline of computer-based games due to problem of incompatibility of components and software. However the trend for the future is in the online games, the expansion of the broadband internet connection will not change so much the game experience itself but the number of services and the choice of games to play will be wider and at cheaper price. The Uk market has grown from 200millions in 1990 up to 2.4 billions in 2006 with the number of employees estimated around 300000 in 2007. Sony Entertainment says it has sold in the UK

more than 15millions Play Station consoles which is roughly one every two homes (2007 ). However the astonishing figures due to the incapacity of gaining enough money several game software houses are forced to sell out to America where the market is still more profitable. The figure below shows the estimate size of the business worldwide.

Value of Video games sector worldwide

Software
The software industry is one of the most important sectors, along with video games take almost 50% of the entire creative industries value. It has grown of 12.5% per year, twice as fast as the entire economy and it has a world value of 350 billions. In the UK the value is around 13 billions with more than 350000 people employed (2007 ). Since the beginning of the software industry in the 1960s the sector is grown everywhere, in any sector of the economy as well as in any part of our life. In some way it defines the creative industries itself. It is most because of software that the creative industries had (and still have) this exceptional growth in the last decade. The business is focused in 4 main categories: The horizontal software, meant for any kind of users; the vertical software intended for particular sectors of the economy; the unique software, where an application is created for a specific client or company; the last represents the major trend on those days, it is called Software as a Service (SaaS) and it is basically an application only accessible from the web. Part of this last category is the totality of the websites and web applications. What it is interesting is that the technology underling the web application phenomenon is not impressive at all, neither the code behind the applications. The explanation resides in the need to have simple

programs that use a low amount of computational power as they have to serve thousands or millions users. The figure below shows the estimate size of the business worldwide.

Value of Software sector worldwide

Television and Radio


The business of broadcasting technically consists of sending images and sounds through the air. During the years the channel of distribution is changed from analogue to digital, from terrestrial to satellite and finally through cable but the principle remains the same. Worldwide the TV revenues are worth 156 billions, coming from subscription, advertising, license fees, sponsorship and governmental grants. The UK market is worth 10.5 billions and 103000 people are employed in this sector. Technology changes in the last years have brought several innovations. The number of channels has increased with the digital Television creating a potential mismatch between the broadcasting time and the number of contents available. This mismatch has been resolved with the introduction of Time-shifted television that is a replication of the broadcast of a channel in another one with a differ in the broadcasting time (OFCOM website ). The trends for the future are on the improvement of High Definition TV and the switch from linear to on-demand television where the actual service of one-to-many is going to be substituted with a service one-to-one. The implementation of a service on-demand available on the entire country is strictly connected with the development of the broadband structure and will brought substantial changes on television funding such as advertisement and content payment (OFCOM website ).

The figure below shows the estimate size of the business worldwide.

Value of Tv and Radio sector worldwide

Creative Industries in the Business


The Creative Economy
Along with the evolution of the sectors of the creative industries a new brunch of the economy as born: the creative economy. John Howkins describes how the creative economy differs from the normal one on the generation of intangible goods and the management of them. He uses the formula CE = CP x T that states for the creative economy is equivalent to the value of creative products multiply by the number of transactions operated by the intangible good (Howkins 2007 ). The formula hides the two faces of the same coin: On one side it reveals that once a creative product is maiden, the cost of replication is insignificant but on the other side not achieving on selling a high amount of the product could cause the failure of the project.

Properties of Creative Economy


According to Caves (2001 ), creative economy is characterized by seven properties: Nobody Knows principle. The reaction of the users to a specific creative product is unpredictable. As the creative products are experience goods even spending the most

efforts in the production the user reaction will always be a subjective reaction. Art for art's sake. A creative worker does not only reefer to his work as the pay back he gets from it but also shows pride in and concern in what he is producing. The efforts engaged affects quality and quantity of the production. Motley crew principle. Many creative products require diverse specialized workers, and each of them have to perform his own job above some threshold level in order to reach a resulting product of an acceptable level. The incapacity of reaching the required threshold level of a single one of the workers could generate the failure of the final resulting product. Infinite variety. Creative products are a collection of various characteristics. For this reason two (or more) products could be sold at the same prize but they are not for this reason identical. According to the Nobody knows principle some people will chose one product some will chose the other. A list / B list. During the plan of making a creative product the choice of the workers involved in the process is determinate by skills, originality and proficiency. Those characteristics place the worker in one of those lists. The more workers are chose from list A the more the result of the product should be professional but also the more the production costs rise. On the other hand too many choices from the list B could make the product unsold. Time flies. In productions that involve complex teams it is necessary to coordinate all the activities and organize the production following the availability of the workers involved. As happens, especially on creative productions workers are used to follow more than a single project. The task of shooting a movie scene is the perfect example where the availability of the actors have to be organized and checked even months before the shooting itself. Ars longa. Many creative products are durable and long after their production the original creator can collect royalties for the sold or the rent of the product. The time for which the creator is entitled to this right changes depending from the nature of the good and it is determined by the laws of copyright (better explained further in the chapter Legal Issues).

The creative Wheel


The wheel of creativity shows the evolution of a creative process. The beginning of the wheel is the creative idea. In case the idea is innovative and is practically feasible it could be transformed on a creative product. Although at this stage we already can see the final product completed in order to transform the idea in a business it is necessary to put the product in production. This is one of the main obstacles of the creative process as many businesses are not able to pass this step for lack of workforce or funding and are obliged to sell the idea to the market, which may be profitable as well. During the production stage strategies are defined and partners found. Once those two last requirements are met the product can be widely distributed. Finally with the statistics and the feedback retrieved so far it is possible to draw conclusions and look in deep on the benefits and weakness of the idea which makes the circle start again from the beginning.

The creativity wheel

Creative Industries and Technology


Internet Technology on Society
Since 1950s, when computers where sized several rooms and accessible only to army and government, a lot about computers is changed. The size of them is shrink to desktop computers and most recently to laptops. Actually even laptops are becoming day by day obsolete since the new

generation of netbooks have shaped laptops in a A4 paper sheet with enough computational power for any office use. In future thanks to the shift from dual core processors to quad and then octal core we expect the size to shrink further and the computational power to rise (The Royal Institution 2008 ). Another trend for the future is on the ubiquitous computing, which are: a post-desktop model of human-computer interaction in which information processing has been thoroughly integrated into everyday objects and activities Wikipedia According to Xerox (Xerox Website ) this is also the expression of the third wave of computing where the the first wave is the mainframes (one computer shared by many people), the second is the personal computer (one computer each person). In this scenario the ubiquitous devices are a set of many computers for one person only. Effectively the ubiquitous devices are already there, it is easy to think about a person that is used to go to work with a mobile phone, a laptop, a digital clock, a PDA and a multimedia player. In the future the technology will be embodied also on some devices that where not meant for communication such curtains that will react to the forecast or a refrigerator that alert us about some common items missing (BBC News ) or even command an internet delivery on our behalf. It is a new way of living the technology and the web. The internet connection itself has shift from a consumer service to an essential service as the UK Prime Minister Gordon Brown said: a fast internet connection is now seen by most of the public as an essential service, as indispensable as electricity, gas and water Gordon Brown 2009

Internet Technology on Education


The many ways in which internet technology has changed the education in the last ten years are quite astonishing. Not even the science fiction movies were so far-seeing to predict some of them. The number of search engines available today on the internet permit a quick research on any subject in a couple of seconds. Some of them are generic like google ( ) with the aim of reaching any document on the web, others are more contextual like wikipedia ( ) where subject and categories are organized and then indexed in tags. However the main issue about the web search engines, especially when used for academic purposes, is that they lack on quantity (wikipedia) or quality (google) of the information they retrieve and so it is difficult to operate a deep research on a subject. The response at this will be in the next future represented by the semantic web, also well know as Web 3.0. Micheal Liebhold once said talking about web 3.0: I walk around and imagine that I can see the visible information attached to the world. I can see the labels naming every object, the information on where things were made, what the materials are[...]the help documents attached to things, the history of places [] cultural information, environmental information. The entire infrastructure becomes visible [] Micheal Liebhold & Laurie Freeman Rowell 2008 The advantages of a web where any piece of information is linked to a specific meaning are enormous especially when related to education. Another important event that see the connection between internet technology and education is the

ebook, the electronic format of the book. It is merely the re-adaptation of the old media on the new device and the trend of the spreading of the ebooks is growing faster. In the US the wholesale of ebooks has increased from 1.5millions of 2000 to 25.8millions of 2009 (International Digital Publishing Forum 2009 ). Even in this report the percentage of internet resources (ebooks and web pages) is massive compared with the paper printed materials (5 resources out of 38 are printed materials). Digital research, however, nowadays still suffer a certain lack of information compared with the old media. Generally a research on internet gives a good point of start of materials to be found on a furnished library due to the fact that not the totality of the publications are also released on the form of ebook. On the future, however, the ebook is expect to overtake the paper printed media, and it will happen as soon as the new generation of ebook-readers (hardware mainly composed by a special plastic layer that permit to load and read ebooks) will be released at a more accessible price. Another field of application comes from the interactivity that the new technologies brought. The flight simulators used now on flight schools are so realistic to permit students to learn in a safe environment before taking off a real plane. Practically any kind of plane is simulated in behaviour (the emulation has a reproduction of the chassis with the navigating instruments and the response to the pilot manoeuvres is extremely realistic) ( ) and in almost anyplace, thanks to the geomapping tools like googlemap ( ).

Legal Issues
The problem of how to protect the intellectual property of the creative products is grown along with the creative industries itself. The entire subject however is older then imagined. The very first patent is dated 1460, in the city of Venice in Italy, John of Speyer was possessing one of the new printing presses from Germany. The city council granted him the exclusive permission of printing books for 5 years. (Howkins 2007 ) The laws about patents and copyrights are well changed since then in quite all the countries in the world becoming often rather complicated due to the huge amount of cases existing. This report will analyse briefly only 4 of them: Patents, Copyright, Trademark and Copyleft. The first three are the most common one and the last is the newest and also the most controversial.

Patents
The term patent usually refers to a right granted to anyone who invents or discovers any new and useful process, machine, article of manufacture, or composition of matter, or any new and useful improvement thereof Wikipedia Website The centre of a patent is not the thing but how the thing works, what it does or how it does it. In order to obtain a patent the invention have to be described in a detailed application then measured against three tests: novelty, non-obviousness or inventiveness and usefulness. The date of the application is important as define who is the first to present the invention in case of dispute. Once a patent is awarded the owner is not obliged to do anything with the exception of paying the annual fees to maintain the ownership of the patent. The UK Patent Office charges for a patent is decreased during the past years but the costs necessary to prepare the application made private inventors and small companies reluctant (sometimes even

financially unable) to sustain such an expense. The software development has followed his own path on the history of patens. Since the early 1990s any piece of software was considered as literary work and so protected by copyright protection only (better explained later on this chapter). That was definitely not enough as the case of Apple against Micorsoft has demonstrated. In that occasion Microsoft used part of the code of the new invented Graphical User Interface of Apple to create its own commercial product Windows. The courts found in favour of Microsoft has they hadn't copied the code from Apple line-by-line(Richmond School of Law ). From that moment software companies started to patent their own software, were applicable and also were the application wasn't expected like when Amazon.com patented its way of shopping on line using only one click to confirm and place the order. The patent called I-click system let Amazon.com suit one of its competitors forcing it to change its ordering system (CNET News ).

Copyright
Copyright is a property right which subsists in accordance with this Part in the following description of work: Original literary, dramatic, musical or artistic work; Sound recording, films or broadcast, and; The typographical arrangement of published editions. In this Part 'copyright work' means a work of any of those descriptions in which copyright subsists. Copyright does not subsist in a work unless the requirement of this Part with respect to qualification for copyright protection are met [...] Copyright, Design & Patents Act 1988 The copyright is for sure the most common known of the Intellectual property. It differs from the patent for a lot of reasons. First of all the copyright it is not something that need to be acquired as it is valid for anything that fit on one of the three categories above stated in the law. The copyright protection is granted for more time, usually the lifetime of the author plus seventy years instead of the twenty years of a patent. Last the copyright doesn't protect the idea expressed in the work but only the work itself. The advent of Internet however has changed the way of looking at copyrights. The general idea of copying and reproducing has become much more easier thanks to the computers and also much more common between the users. The most famous example comes from Napster a file sharing program that from 1998 to 2000 allowed users to download music from each other. When Shawn Fanning, the developer of the program, were suited for the first time he stated that he actually produced an application to allow the file sharing and that he was not responsible for the behaviour of the users (wikipedia website ). The music majors had to invest many more resources to stop Napster only an year later, but the era of the peer-to-peer movement was began and with it other applications have started to share not only music but also videos and software. Nowadays the file sharing of illegal copyrighted material is still a fact, what is changing is the awareness of the majors of music and videos and the software houses about copyright in the internet era.

Copyleft
Copyleft is a general method for making a program or other work free, and requiring all modified and extended versions of the program to be free as well. GNU Operating System Website

The copyleft is indeed a special type of copyright license with the aim to make free the contents of the artistic work. It is grown along with the Open Source software movement and in the mater of software it express itself with the GNU General Public License (or simply GNU GPL). Software is not the only sector where the copyleft is applied, for any other form of creative work in the 2001 is born the Creative Commons (Creative Commons website ) project that starting from the GLP license has developed a set of copyright licenses to help people license their work freely for certain uses. The estimated number creative common licenses for the year 2008 is up to 130millions (Creative Commons website ) .

Trademarks
The essential function of a trademark is to exclusively identify the commercial source or origin of products or services, such that a trademark, properly called, indicates source or serves as a badge of origin. The use of a trademark in this way is known as trademark use. Certain exclusive rights attach to a registered mark, which can be enforced by way of an action for trademark infringement, while unregistered trademark rights may be enforced pursuant to the common law tort of passing off Wikipedia Website The trademark does not require an intellectual effort as the copyright does, or the novelty of an invention as the patent. It is any word, image or sound that identifies a good or a service and distinguishes itself from other of the same type. It is really a simple concept compared with others exposed on this report but not for this reason less important. A lot of businesses, creative and not, put an extreme effort and resources on the trademark of their logo or products. One of the best examples comes from Apple computers and its famous Ipod. Despite the features of the MP3 player part of the effort of Apple is in the sell of the brand itself and this is the reason why it is difficult for other corporations in the market have the same results selling a competitive physical product.

Conclusions
The United Kingdom creative industries have effectively achieved a dominant position in the world scenario. Fundamental key of this success has to be found on the huge number of talented people all around the nation and on the persistence on which the government has push creativity in the live of everyone with the result of engaging a virtue circle of growing creativity in the entire nation. The creative industries are not only the source of the main entertainment streams but they also employ a huge part of the population. In these days, with the economy struggling to survive, the solid position acquired, second only to the United States, will help those sectors of the economy that suffer most in order to balance the situation. For this reason the Creative Economy Program (DCMS Website ) and the Digital Britain Program (DCMS Website ) are doing an important job on one hand on the mixing of the creative ideas with the right industry environment and on the other hand in the organization of the next steps to permit the creative industries to work out alternatives that are necessary not only to fight the crisis but also to maintain the status achieved. The software sector has played its important role helping all the other sectors of the creative industries providing the instrument to create, manipulate and distribute the new generation of intangible goods. From one of the few sectors to still have growing figures this year the expectation

are to see an additional growth, especially in that part of the software industry most related to the web applications. The advent of semantic web and of the ubiquitous computing will push internet applications quite in every device powered with electricity. The expansion business is incalculable as well as the number of employees that will take part on it. For UK being already on the top is surely an advantage but it will be the way the Government invests on the sector that influences the result.

References
BBC News, The business of future gazing BBC News, Engaging with the Internet Chris Bilton , 2007, Management and Creativity, from creative industries to creative management, Wiley-Blackwell Publishing CNET News Amazon I-clicker Copyright, Design & Patents Act 1988 Corporate Disney website, Steve Jobs page Creative Commons Website Creative Commons Website, history page The Creative Economy Website DCMS 2001, Creative Industries Mapping Document 2001 (2 ed.) DCMS 2009, Creative Industries Economic Estimates Statistical Bulletin DCMS Website, creative Industries DCMS Website, Creative Economy Program DCMS Website, Digital Britain Program Free Software Foundation, GNU Operating System Website Google Inc, Website Google Inc., Google Maps website Gordon Brown 2009, The internet is as vital as water and gas, The Times Online, 16th June 2009 HM Tresury 2005, The Cox Review of Creativity on Business International Digital Publishing Forum 2009, global ebook sales figures Jim Hendler 2009, Web 3.0: Emerging. IEEE Computer Society. John Hartley 2007, Creative Industries, Blackwell Publishing, Oxford John Howkins 2007, The Creative Economy, How people make money from ideas, Penguin press Laurie Freeman Rowell 2008, In search of Web 3.0. NetWorker, New York. Margaret Boden 1994, The Creative Mind: Myths and Mechanisms. London Micheal Liebhold & Laurie Freeman Rowell 2008, In search of Web 3.0. NetWorker, New York OFCOM Website, Looking to the future of Public Service Television Broadcasting Richard Caves, 2001, Creative Industries: Contracts between Art and Commerce, Harvard University Press The Royal Institution of Great Britain 2008, Christmas Lectures 2008, Braking the speed limit, Cambridge Xerox Website, ubiquitous computing Victoria & Albert Museum 2008, Issue 1 Wikipedia Website, Wikipedia Foundation Inc. Wikipedia Website creativity page Wikipedia Website, patents page Richmond School of Law, Apple vs Micorsoft Wikipedia Website Napster page Wikipedia Website, ubiquitous computing Wikipedia Website, trademarks page

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