Conferences related to Intellectual Property

Back to Top

2013 9th International Conference on Wireless Communications, Networking and Mobile Computing (WiCOM)

All areas related to wireless communications, network technologies, and mobile computing systems.


2013 Eleventh IEEE/ACM International Conference on Formal Methods and Models for Codesign (MEMOCODE 2013)

The MEMOCODE conference attracts researchers and practitioners who create methods, tools, and architectures for the design of hardware/software systems. These systems face increasing design complexity including tighter constraints on timing, power, costs, and reliability. MEMOCODE features research papers that present novel formal methods and design techniques addressing these issues to create, refine, and verify hardware/software systems. We also invite application-oriented papers, and especially encourage submissions that highlight the design perspective of formal methods and models, including success stories and demonstrations of hardware/software codesign. Furthermore, we invite poster presentations describing ongoing work with promising preliminary results.

  • 2012 10th IEEE/ACM International Conference on Formal Methods and Models for Codesign (MEMOCODE 2012)

    The tenth MEMOCODE conference will attract researchers and practitioners who create methods, tools, and architectures for the design of hardware/software systems. These systems face increasing design complexity including tighter constraints on timing, power, costs, and reliability. MEMOCODE seeks submissions that present novel formal methods and design techniques addressing these issues to create, refine, and verify hardware/software systems. We also invite application-oriented papers, and especially encourage submissions that highlight the design perspective of formal methods and models, including success stories and demonstrations of hardware/software codesign. Furthermore, we invite poster presentations describing ongoing work with promising preliminary results.

  • 2011 9th IEEE/ACM International Conference on Formal Methods and Models for Codesign (MEMOCODE 2011)

    The goal of MEMOCODE 2011, the ninth in a series of successful international conferences, is to gather researchers and practitioners in the field of the design of modern hardware and software system to explore ways in which future design methods can benefit from new results on formal methods.

  • 2010 8th IEEE/ACM International Conference on Formal Methods and Models for Codesign (MEMOCODE 2010)

    The MEMOCODE conference will gather researchers and practitioners who create methods, tools, and architectures for hardware/software systems. Modern design faces increased design complexities in combination with tightening implementation constraints. This requires new techniques to create, refine, and verify hardware/software systems. MEMOCODE seeks submissions that present novel formal methods and design techniques to address this design problem. We also invite application-oriented papers

  • 2009 7th IEEE/ACM International Conference on Formal Methods and Models for Codesign (MEMOCODE 2009)

    The seventh MEMOCODE conference will gather researchers and practitioners who create methods, tools, and architectures for hardware/software systems. Modern design faces increased design complexities in combination with tightening implementation constraints. This requires new techniques to create, refine, and verify hardware/software systems. MEMOCODE seeks submissions that present novel formal methods and design techniques to address this design problem. We also invite application-oriented papers

  • 2008 6th IEEE/ACM International Conference on Formal Methods and Models for Codesign (MEMOCODE 2008)

    The goal of MEMOCODE'08, the sixth in a series of successful international conferences, is to gather together researchers and practitioners in the field of the design of modern hardware and software systems to explore ways in which future design methods can benefit from new results on formal methods.

  • 2007 5th IEEE/ACM International Conference on Formal Methods and Models for Codesign (MEMOCODE 2007)

    The goal of MEMOCODE 2007 is to gather experts in the field of modern hardware/software system design, to explore how future design methods can benefit from formal approaches. Many mathematical models, specification languages, and advanced analysis techniques produced by research on formal methods already provide sound methodological basis for this, with a growing focus on adapting and integrating former existing components to meet new evolving requirements.

  • 2006 4th IEEE/ACM International Conference on Formal Methods and Models for Codesign (MEMOCODE 2006)


2012 IEEE International Conference on Automation, Quality and Testing, Robotics (AQTR 2012)

AQTR 2012 is intended to be an international forum for researchers in the field of automation, quality, testing and robotics. It will bring together equipment manufacturers, software developers and end-users to discuss the current trends and future directions of control and testing technologies and their industrial and social applications in the private and the public sectors. Active participation of students and graduate students is strongly encouraged.

  • 2010 IEEE International Conference on Automation, Quality and Testing, Robotics (AQTR 2010)

    AQTR 2010 is intended to be an international forum for researchers in the field of automation, quality, testing and robotics. It will bring together equipment manufacturers, software developers and end-users to discuss the current trends and future directions of control and testing technologies and their industrial and social applications in the private and the public sectors. Active participation of students and graduate students is strongly encouraged.


2012 International Conference on Management and Service Science (MASS 2012)

Enterprise Management, Engineering Management, Service Science, Financial Management, Knowledge Management


2012 Portland International Conference on Management of Engineering & Technology (PICMET)

PICMET's focus is on bringing together the experts on technology management to address the issues involved in managing current and emerging technologies.


More Conferences

Periodicals related to Intellectual Property

Back to Top

IT Professional

This IEEE Computer Society periodical covers the many rapidly emerging issues facing information technology professionals, developers, and managers of enterprise information systems. IT Professional's coverage areas include: Web services, Internet security, data management; enterprise architectures and infrastructures; organizing and utilizing data; instituting cross-functional systems; using IT for competitive breakthroughs; integrating systems and capitalizing on IT advances; emerging technologies like electronic ...


Potentials, IEEE

This award-winning magazine for technology professionals explores career strategies, the latest research and important technical developments. IEEE Potentials covers theories to practical applications and highlights technology's global impact.


Technology and Society Magazine, IEEE

The impact of technology (as embodied by the fields of interest in IEEE) on society, the impact of society on the engineering profession, the history of the societal aspects of electrotechnology, and professional, social, and economic responsibility in the practice of engineering and its related technology.




Xplore Articles related to Intellectual Property

Back to Top

VARIAZIONI: Collaborative Authoring of Localized Cultural Heritage Contents over the Next Generation of Mashup Web Services

Carlos A. Iglesias; Marta Sanchez; Francesco Spadoni Automated Production of Cross Media Content for Multi-Channel Distribution, 2007. AXMEDIS '07. Third International Conference on, 2007

This paper presents developments and results from the VARIAZIONI project, funded by the Commission of the European Union under the eContentPlus program. The project aims to develop and validate an open collaborative infrastructure and methodology for authoring, distribution and delivery of European Musical Contents. VARIAZIONI approach encompasses the development of a collaborative platform where non technical users from cultural institutions ...


Preserving Patent and Trade Secret Rights for Motion-Picture Special Effects

Jeffrey J. Blatt SMPTE Journal, 1995

This article describes some of the legal issues surrounding the protection of inventions created in the course of motion-picture production. Its purpose is to provide readers with a basic understanding of patent and trade-secret rights, and to explain how these two sources of intellectual property rights apply within the specialized area of special effects development for motion pictures.


Optimum Detection for Spread-Spectrum Watermarking That Employs Self-Masking

Wei Liu; Lina Dong; Wenjun Zeng IEEE Transactions on Information Forensics and Security, 2007

Digital watermarking is an efficient and promising approach to protect intellectual property rights of digital media. Spread spectrum (SS) is one of the most widely used image watermarking schemes because of its robustness against attacks and its support for the exploitation of the properties of the human visual system (HVS). To maximize the watermark strength without introducing visual artifacts, in ...


Patents, trademarks, copyrights and trade secrets: what are they and how do they help attract investors?

J. S. Iandiorio Electro/94 International. Conference Proceedings. Combined Volumes., 1994

Patents, trademarks, copyrights and trade secrets attract investors not just because they represent real assets of the business, but also because they define the product, the market and the technology of the business and focus its mission. An understanding of each of these types of protection and how they are obtained aids the entrepreneur or small business in attracting the ...


Design and Implementation of the TPM Chip J3210

Huanguo Zhang; Zhongping Qin; Qi Yang 2008 Third Asia-Pacific Trusted Infrastructure Technologies Conference, 2008

During these years, computer security is in expeditious progressing. With the serious risk of security, the idea of Trusted Computing was introduced to the Information Technology industry. Trusted Computing has to ensure the computing is on the trusted platforms, so the technology of Trusted Computing Platform (TCP) was developed. In the specification of Trusted Computing Group (TCG), Trusted Platform Module ...


More Xplore Articles

Educational Resources on Intellectual Property

Back to Top

eLearning

VARIAZIONI: Collaborative Authoring of Localized Cultural Heritage Contents over the Next Generation of Mashup Web Services

Carlos A. Iglesias; Marta Sanchez; Francesco Spadoni Automated Production of Cross Media Content for Multi-Channel Distribution, 2007. AXMEDIS '07. Third International Conference on, 2007

This paper presents developments and results from the VARIAZIONI project, funded by the Commission of the European Union under the eContentPlus program. The project aims to develop and validate an open collaborative infrastructure and methodology for authoring, distribution and delivery of European Musical Contents. VARIAZIONI approach encompasses the development of a collaborative platform where non technical users from cultural institutions ...


Preserving Patent and Trade Secret Rights for Motion-Picture Special Effects

Jeffrey J. Blatt SMPTE Journal, 1995

This article describes some of the legal issues surrounding the protection of inventions created in the course of motion-picture production. Its purpose is to provide readers with a basic understanding of patent and trade-secret rights, and to explain how these two sources of intellectual property rights apply within the specialized area of special effects development for motion pictures.


Optimum Detection for Spread-Spectrum Watermarking That Employs Self-Masking

Wei Liu; Lina Dong; Wenjun Zeng IEEE Transactions on Information Forensics and Security, 2007

Digital watermarking is an efficient and promising approach to protect intellectual property rights of digital media. Spread spectrum (SS) is one of the most widely used image watermarking schemes because of its robustness against attacks and its support for the exploitation of the properties of the human visual system (HVS). To maximize the watermark strength without introducing visual artifacts, in ...


Patents, trademarks, copyrights and trade secrets: what are they and how do they help attract investors?

J. S. Iandiorio Electro/94 International. Conference Proceedings. Combined Volumes., 1994

Patents, trademarks, copyrights and trade secrets attract investors not just because they represent real assets of the business, but also because they define the product, the market and the technology of the business and focus its mission. An understanding of each of these types of protection and how they are obtained aids the entrepreneur or small business in attracting the ...


Design and Implementation of the TPM Chip J3210

Huanguo Zhang; Zhongping Qin; Qi Yang 2008 Third Asia-Pacific Trusted Infrastructure Technologies Conference, 2008

During these years, computer security is in expeditious progressing. With the serious risk of security, the idea of Trusted Computing was introduced to the Information Technology industry. Trusted Computing has to ensure the computing is on the trusted platforms, so the technology of Trusted Computing Platform (TCP) was developed. In the specification of Trusted Computing Group (TCG), Trusted Platform Module ...


More eLearning Resources

IEEE-USA E-Books

  • Intellectual Property

    This chapter contains sections titled: What Is Intellectual Property?, Copyright, Trademarks, Patents, Other IP Rights, When Did IP Law Start?, IP and Video Games, IP in Video Games in the Twenty-First Century, Notes, Works Cited

  • Glossary

    A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources--including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves--to offer a broad overview of the history, theory, and production practice of video game audio. Game Sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry. She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property (particularly popular music and films) in games; and explores the function of audio in games in theoretical terms. Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music.

  • Remembering ENIAC

    This chapter contains sections titled: ENIAC as Textbook Computer, ENIAC as Iconic Yardstick, ENIAC as an Information Age Relic, ENIAC as Valuable Intellectual Property, ENIAC and the Historians, ENIAC as Civic and National Heritage, ENIAC as Team Mascot, The ENIAC of Women

  • Neoliberal Networks at the Periphery

    In Networking Peripheries, Anita Chan shows how digital cultures flourish beyond Silicon Valley and other celebrated centers of technological innovation and entrepreneurship. The evolving digital cultures in the Global South vividly demonstrate that there are more ways than one to imagine what digital practice and global connection could look like. To explore these alternative developments, Chan investigates the diverse initiatives being undertaken to "network" the nation in contemporary Peru, from attempts to promote the intellectual property of indigenous artisans to the national distribution of digital education technologies to open technology activism in rural and urban zones.Drawing on ethnographic accounts from government planners, regional free-software advocates, traditional artisans, rural educators, and others, Chan demonstrates how such developments unsettle dominant conceptions of information classes and innovations zones. Government efforts to turn rural artisans into a new creative class progress alongside technology activists' efforts to promote indigenous rights through information tactics; plans pressing for the state wide adoption of open source--based technologies advance while the One Laptop Per Child initiative aims to network rural classrooms by distributing laptops. As these cases show, the digital cultures and network politics emerging on the periphery do more than replicate the technological future imagined as universal from the center.

  • Contributors

    Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to "debug" the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon -- from "Amusement Arcade" to "Embodiment" and "Game Art" to "Simulation" and "World Building." Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical "takes" on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simu ation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology -- there is an analysis of game design, and a discussion of intellectual property -- but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. **Contributors**Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas urewal, Rene?? H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinba??, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

  • No title

    This lecture book is an introduction to project management. It will be of use for engineering students working on project design in all engineering disciplines and will also be of high value to practicing engineers in the work force. Few engineering programs prepare students in methods of project design and configuration management used within industry and government. This book emphasizes teams throughout and includes coverage of an introduction to projectmanagement, project definition, researching intellectual property (patent search), project scope, idealizing and conceptualizing a design, converting product requirements to engineering specifications, project integration, project communicationsmanagement, and conducting design reviews. The overall objectives of the book are for the readers to understand and manage their project by employing the good engineering practice used by medical and other industries in design and development of medical devices, engineered products and systems The goal is for the engineer and student to work well on large projects requiring a team environment, and to effectively communicate technical matters in both written documents and oral presentations.

  • Government

    This chapter contains sections titled: Intellectual Property, Regulation, Research and Education, Research and Discussion Issues, Further Reading

  • References

    A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources--including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves--to offer a broad overview of the history, theory, and production practice of video game audio. Game Sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry. She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property (particularly popular music and films) in games; and explores the function of audio in games in theoretical terms. Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music.

  • Claims of a Patent Application

    In this chapter, we shall discuss the historical origin of the draft application, an explanation of what patent claims are, different types of claims, and most importantly, a short guide on how to read and understand the claims your patent attorney has drafted to cover your invention.

  • Issues and Controversies

    This chapter contains sections titled: Drop-Out Rates, Who Are MOOCs Educating?, Credit for MOOCs, Level of Demand, Security--Cheating on MOOCs, Intellectual Property, Openness, What Are Colleges Selling?



Standards related to Intellectual Property

Back to Top

Standard for IP-XACT, Standard Structure for Packaging, Integrating and Re-using IP within Tool-flows

This standard describes an XML Schema for meta-data documenting Intellectual Property (IP) used in the development, implementation and verification of electronic systems and an Application Programming Interface (API) to provide tool access to the meta-data. This schema provides a standard method to document IP that is compatible with automated integration techniques. The API provides a standard method for linking tools ...


Standard for Quality of Electronic and Software Intellectual Property used in System and System on Chip (SoC) Designs

This specification defines a standard XML format for representing electronic IP quality information, based on an information model for electronic IP quality measurement. It includes a schema and the terms that are relevant for measuring electronic IP quality, including software that executes on the system. The schema and information model can be focused to represent particular categories of interest to ...