Corporate surveillance

Corporate surveillance

Corporate surveillance describes the practice of businesses monitoring and extracting information from their users, clients, or staff. This information may consist of online browsing history, email correspondence, phone calls, location data, and other private details. Acts of corporate surveillance frequently look to boost results, detect potential security problems, or adjust advertising strategies. These practices have been criticized for violating ethical standards and invading personal privacy. Critics and privacy activists have called for businesses to incorporate rules and transparency surrounding their monitoring methods to ensure they are not misusing their position of authority or breaching regulatory standards. Monitoring can feel intrusive and give the impression that the business does not promote ethical behavior among its personnel. Staff satisfaction, productivity, and staff turnover may all suffer as a result of the invasion of privacy. == Monitoring methods == Employers may be authorized to gather information through keystroke logging and mouse tracking, which involves recording the keys individuals interact with and cursor position on computers. In cases where employment contracts permit it, they may also monitor webcam activity on company-provided computers. Employers may be able to view the emails sent from business accounts and may be able to see the websites visited when using a corporate internet connection. The screenshot capability is another tool that enables companies to see what remote workers are doing. This feature, which can be found in tracking software, takes screenshots throughout the day at predetermined or arbitrary intervals. Additionally, people who don't work in offices are observed. For instance, it has been claimed that Amazon has incorporated tracking technology to monitor warehouse staff and delivery drivers. == Use of collected information == Information collected by corporations can be used for a variety of uses including marketing research, targeting advertising, fraud detection and prevention, ensuring policy adherence, preventing lawsuits, and safeguarding records and company assets. == Privacy concerns == Concerns over corporate privacy have become more important due to companies collection and manipulation of personal data. Since these practices have been recognized there has been a rising concern about both the security and the possible mishandling of the data accumulated. Social Media data collection and monitoring has been one of the most concerned areas regarding corporate surveillance. Recently, many employers on CareerBuilder have checked their potential candidates' social media activities before the hiring process. This approach can be excusable since it is important to be aware of a future employee or applicant's online presence, and how it might affect the company's reputation in the future. This is crucial since employers are often made legally responsible for their worker's digital actions. These data can also be used to enact political gains. The Facebook-Cambridge Analytica data scandal in 2018 revealed that its British branch to have surreptitiously sold American psychological data to the Trump campaign. This information was supposed to be private, but Facebook's inability to protect user information had reportedly not been a top priority of the company at the time. == Laws and regulations == The National Labor and Relations Act (NLRA) safeguards workplace democracy by giving workers in the private sector the basic freedom to demand better working conditions and choice of representation without fear of retaliation. General Data Protection Regulation (GDPR) outlines the broad responsibilities of data controllers and the "processors" that handle personal data on their behalf. They must adopt the necessary security measures in accordance with the risk involved in the data processing operations they carry out.[1] Electronics Communication Privacy Act (ECPA), as amended, provides protection for electronic, oral, and wire communications while they are being created, while they are being sent, and while they are being stored on computers. Email, phone calls, and electronically stored data are covered by the Act. == Sale of customer data == If it is business intelligence, data collected on individuals and groups can be sold to other corporations, so that they can use it for the aforementioned purpose. It can be used for direct marketing purposes, such as targeted advertisements on Google and Yahoo. These ads are tailored to the individual user of the search engine by analyzing their search history and emails (if they use free webmail services). For example, the world's most popular web search engine stores identifying information for each web search. Google stores an IP address and the search phrase used in a database for up to 2 years. Google also scans the content of emails of users of its Gmail webmail service, in order to create targeted advertising based on what people are talking about in their personal email correspondences. Google is, by far, the largest web advertising agency. Their revenue model is based on receiving payments from advertisers for each page-visit resulting from a visitor clicking on a Google AdWords ad, hosted either on a Google service or a third-party website. Millions of sites place Google's advertising banners and links on their websites, in order to share this profit from visitors who click on the ads. Each page containing Google advertisements adds, reads, and modifies cookies on each visitor's computer. These cookies track the user across all of these sites, and gather information about their web surfing habits, keeping track of which sites they visit, and what they do when they are on these sites. This information, along with the information from their email accounts, and search engine histories, is stored by Google to use for building a profile of the user to deliver better-targeted advertising. == Surveillance of workers == In 1993, David Steingard and Dale Fitzgibbons argued that modern management, far from empowering workers, had features of neo-Taylorism, where teamwork perpetuated surveillance and control. They argued that employees had become their own "thought police" and the team gaze was the equivalent of Bentham's panopticon guard tower. A critical evaluation of the Hawthorne Plant experiments has in turn given rise to the notion of a Hawthorne effect, where workers increase their productivity in response to their awareness of being observed or because they are gratified for being chosen to participate in a project. According to the American Management Association and the ePolicy Institute, who undertook a quantitative survey in 2007 about electronic monitoring and surveillance with approximately 300 US companies, "more than one fourth of employers have fired workers for misusing email and nearly one third have fired employees for misusing the Internet." Furthermore, about 30 percent of the companies had also fired employees for usage of "inappropriate or offensive language" and "viewing, downloading, or uploading inappropriate/offensive content." More than 40 percent of the companies monitor email traffic of their workers, and 66 percent of corporations monitor Internet connections. In addition, most companies use software to block websites such as sites with games, social networking, entertainment, shopping, and sports. The American Management Association and the ePolicy Institute also stress that companies track content that is being written about them, for example by monitoring blogs and social media, and scanning all files that are stored in a filesystem. == Government use of corporate surveillance data == The United States government often gains access to corporate databases, either by producing a warrant for it, or by asking. The Department of Homeland Security has openly stated that it uses data collected from consumer credit and direct marketing agencies—such as Google—for augmenting the profiles of individuals that it is monitoring. The US government has gathered information from grocery store discount card programs, which track customers' shopping patterns and store them in databases, in order to look for terrorists by analyzing shoppers' buying patterns. == Corporate surveillance of citizens == According to Dennis Broeders, "Big Brother is joined by big business". He argues that corporations are in any event interested in data on their potential customers and that placing some forms of surveillance in the hands of companies, results in companies owning video surveillance data for stores and public places. The commercial availability of surveillance systems has led to their rapid spread. Therefore it is almost impossible for citizens to maintain their anonymity. When businesses can monitor their customers, such customers run the risk of facing prejudice when applying for housing, loans, jobs, and other economic opportun

Biometric device

A biometric device is a security identification and authentication device. Such devices use automated methods of verifying or recognising the identity of a living person based on a physiological or behavioral characteristic. These characteristics include fingerprints, facial images, iris and voice recognition. == History == Biometric devices have been in use for thousands of years. Non-automated biometric devices have been in use since 500 BC, when ancient Babylonians would sign their business transactions by pressing their fingertips into clay tablets. Automation in biometric devices was first seen in the 1960s. The Federal Bureau of Investigation (FBI) in the 1960s, introduced the Indentimat, which started checking for fingerprints to maintain criminal records. The first systems measured the shape of the hand and the length of the fingers. Although discontinued in the 1980s, the system set a precedent for future Biometric Devices. == Subgroups == The characteristic of the human body is used to access information by the users. According to these characteristics, the sub-divided groups are Chemical biometric devices: Analyses the segments of the DNA to grant access to the users. Visual biometric devices: Analyses the visual features of the humans to grant access which includes iris recognition, face recognition, Finger recognition, and Retina Recognition. Behavioral biometric devices: Analyses the Walking Ability and Signatures (velocity of sign, width of sign, pressure of sign) distinct to every human. Olfactory biometric devices: Analyses the odor to distinguish between varied users. Auditory biometric devices: Analyses the voice to determine the identity of a speaker for accessing control. == Uses == === Workplace === Biometrics are being used to establish better and accessible records of the hour's employee's work. With the increase in "Buddy Punching" (a case where employees clocked out coworkers and fraudulently inflated their work hours) employers have looked towards new technology like fingerprint recognition to reduce such fraud. Additionally, employers are also faced with the task of proper collection of data such as entry and exit times. Biometric devices make for largely fool proof and reliable ways of enabling to collect data as employees have to be present to enter biometric details which are unique to them. === Immigration === As the demand for air travel grows and more people travel, modern-day airports have to implement technology in such a way that there are no long queues. Biometrics are being implemented in more and more airports as they enable quick recognition of passengers and hence lead to lower volume of people standing in queues. One such example is of the Dubai International Airport which plans to make immigration counters a relic of the past as they implement IRIS on the move technology (IOM) which should help the seamless departures and arrivals of passengers at the airport. === Handheld and personal devices === Fingerprint sensors can be found on mobile devices. The fingerprint sensor is used to unlock the device and authorize actions, like money and file transfers, for example. It can be used to prevent a device from being used by an unauthorized person. It is also used in attendance in number of colleges and universities. == Present day biometric devices == === Personal signature verification systems === This is one of the most highly recognised and acceptable biometrics in corporate surroundings. This verification has been taken one step further by capturing the signature while taking into account many parameters revolving around this like the pressure applied while signing, the speed of the hand movement and the angle made between the surface and the pen used to make the signature. This system also has the ability to learn from users as signature styles vary for the same user. Hence by taking a sample of data, this system is able to increase its own accuracy. === Iris recognition system === Iris recognition involves the device scanning the pupil of the subject and then cross referencing that to data stored on the database. It is one of the most secure forms of authentication, as while fingerprints can be left behind on surfaces, iris prints are extremely hard to be stolen. Iris recognition is widely applied by organisations dealing with the masses, one being the Aadhaar identification system issued by the Government of India to keep records of its population. The reason for this is that iris recognition makes use of iris prints of humans, which change little over the course of one's lifetime. == Problems with present day biometric devices == === Biometric spoofing === Biometric spoofing is a method of fooling a biometric identification management system, where a counterfeit mold is presented in front of the biometric scanner. This counterfeit mold emulates the unique biometric attributes of an individual so as to confuse the system between the artifact and the real biological target and gain access to sensitive data/materials. One such high-profile case of Biometric spoofing came to the limelight when it was found that German Defence Minister, Ursula von der Leyen's fingerprint had been successfully replicated by Chaos Computer Club. The group used high quality camera lenses and shot images from 6 feet away. They used a professional finger software and mapped the contours of the Ministers thumbprint. Although progress has been made to stop spoofing. Using the principle of pulse oximetry — the liveliness of the test subject is taken into account by measure of blood oxygenation and the heart rate. This reduces attacks like the ones mentioned above, although these methods aren't commercially applicable as costs of implementation are high. This reduces their real world application and hence makes biometrics insecure until these methods are commercially viable. === Accuracy === Accuracy is a major issue with biometric recognition. Passwords are still extremely popular, because a password is static in nature, while biometric data can be subject to change (such as one's voice becoming heavier due to puberty, or an accident to the face, which could lead to improper reading of facial scan data). When testing voice recognition as a substitute to PIN-based systems, Barclays reported that their voice recognition system is 95 percent accurate. This statistic means that many of its customers' voices might still not be recognised even when correct. This uncertainty revolving around the system could lead to slower adoption of biometric devices, continuing the reliance of traditional password-based methods. == Benefits of biometric devices over traditional methods of authentication == Biometric data cannot be lent and hacking of Biometric data is complicated hence it makes it safer to use than traditional methods of authentication like passwords which can be lent and shared. Passwords do not have the ability to judge the user but rely only on the data provided by the user, which can easily be stolen while Biometrics work on the uniqueness of each individual. Passwords can be forgotten and recovering them can take time, whereas Biometric devices rely on biometric data which tends to be unique to a person, hence there is no risk of forgetting the authentication data. A study conducted among Yahoo! users found that at least 1.5 percent of Yahoo users forgot their passwords every month, hence this makes accessing services more lengthy for consumers as the process of recovering passwords is lengthy. These shortcomings make Biometric devices more efficient and reduces effort for the end user. == Future == Researchers are targeting the drawbacks of present-day biometric devices and developing to reduce problems like biometric spoofing and inaccurate intake of data. Technologies which are being developed are- The United States Military Academy are developing an algorithm that allows identification through the ways each individual interacts with their own computers; this algorithm considers unique traits like typing speed, rhythm of writing and common spelling mistakes. This data allows the algorithm to create a unique profile for each user by combining their multiple behavioral and stylometric information. This can be very difficult to replicate collectively. A recent innovation by Kenneth Okereafor and, presented an optimized and secure design of applying biometric liveness detection technique using a trait randomization approach. This novel concept potentially opens up new ways of mitigating biometric spoofing more accurately, and making impostor predictions intractable or very difficult in future biometric devices. A simulation of Kenneth Okereafor's biometric liveness detection algorithm using a 3D multi-biometric framework consisting of 15 liveness parameters from facial print, finger print and iris pattern traits resulted in a system efficiency of the 99.2% over a cardinality of 125 distinct randomization combinat

Digital inclusion

Digital inclusion involves the activities necessary to ensure equitable access to and use of information and communications technologies for participation in social and economic life including for education, social services, health, social, and community participation. Digital inclusion includes access to affordable broadband Internet services, Internet-enabled devices, access to digital literacy training, quality technical support, and applications and online content designed to enable and encourage self-sufficiency, participation, and collaboration. Related concepts include digital divide, digital exclusion and digital inequality, however digital inclusion focuses more on the strategies, policies, and programs required to address the digital divide. As many services have moved online and with the increasing use of telehealth to deliver primary care, particularly during the COVID-19 pandemic in 2020, digital inclusion, including digital literacy and internet access is increasingly regarded as a social determinant of health. Accessibility, relevance, and impact have been identified as essential elements of digital inclusion as it pertains to health information systems. "Digital inclusion is broadly defined as different strategies designed to ensure that all people have equal access, opportunities and skills to benefit from digital technologies and systems" (ITU, 2019, as cited in Carmi and Yates, 2020). Since 2020, there have been many technology companies that have begun implementing different features or roles within their companies to support breaking down the digital divide. For example, HP has announced the digital divide accelerator. This accelerator will support nonprofits in Greece, Indonesia, Nigeria, and Spain. The goal for this role is to help equip children and other people within the community to understand the skills needed to become a part of the digital community. == Background == With the increasing use of computers and the Internet in the 1990s and early 2000s concerns rose around digital equality, however this primarily focused on the physical access to technology. This gave rise to the concept of the digital divide which was originally developed to describe the growing disparity in Internet access between rural and urban areas of the United States of America. This gradually expanded to considerations of digital access between countries in what is termed the global digital divide, which mirrors many of the disparities seen within countries but on an international scale. However, with the adoption of digital technologies across most sectors of society, and the increasing diversity of technologies and programs, access and use of ICT became more complex and essential for many aspects of daily life. This led to new terminology and a second wave of research on digital inequality which has been identified as the (1) usage gap, (2) second level digital divide, (3) emerging digital differentiation, and (4) digital inclusion. == Strategies for digital inclusion == A review of the literature in 2019 found that while physical access to digital technologies and the internet continues to be a barrier to digital inclusion, digital ability and attitude were also potential barriers. Key strategies identified for improving digital inclusion are social support, direct user experience and collaborative learning/design. Education is a key aspect of digital inclusion as digital technologies have become a key means of engaging with all levels of the education system, requiring levels of digital competence for successful engagement with the curriculum. In addition lifelong learning is required as technologies, services and systems are changing constantly. Public libraries and community service providers play a key role in supporting digital inclusion through access to computers, internet connection and expertise and training. Designing for digital inclusion may also help with poor written literacy, which remains a barrier for 10% of the world's population. UNESCO has developed Guidelines for designing digital technologies in ways that could assist those who are illiterate. == Indigenous digital inclusion == Digital inclusion is a critical issue for many Indigenous communities across the globe, many of whom lack access to adequate resources. The Australian Government has set a National Closing the Gap target for Aboriginal and Torres Strait Islander people to have equal levels of digital inclusion by 2026. Many people on tribal land and in Native Hawaiian land struggle with the technology gap. The Native Entities Capacity and Planning Grant Program has $45.3 million available to help address these challenges and empower Indian Tribes, Alaska Native entities, and Native Hawaiian organizations. Some of the impacts so far are in the education and workforce development and healthcare access through telehealth.[13] == Measuring digital inclusion == The Australian Digital Inclusion Index (ADII) is a research project which has been tracking digital inclusion throughout Australia since 2016. It uses survey data to measure digital inclusion across three dimensions of access, affordability and digital ability. == The Future of Digital Inclusion == On February 16, 2021, a global dialogue within the United Nations (UN) took a look at the future of digital inclusion. Through the adoption of the 2030 UN Agenda for Sustainable Development, Member States made a commitment. They pledged to "leave no one behind." By 2030, the UN's goal is to close the digital divide by providing access to the Internet and mobile technologies for all nations and peoples and for all segments of society. The UN sees the crisis of too many people in our global society still living unconnected and how the digital divide remains a challenge that must be addressed. == Gaming == The Xbox Adaptive Controller is a groundbreaking example of digital inclusion, designed to make gaming more accessible to people with limited mobility. Developed by Microsoft, it features large programmable buttons and ports that connect to a wide range of external devices like switches, joysticks, and mounts, allowing users to customize their gaming experience based on their unique needs. By removing traditional physical barriers to gameplay, the Xbox Adaptive Controller empowers more people to participate in digital entertainment, promotes equal access to technology, and fosters a more inclusive gaming community. == Digital inclusion advocacy groups == Australian Digital Inclusion Alliance National Digital Inclusion Alliance (US)

Digital zombie

A digital zombie is a person so engaged with digital technology or social media they are unable to separate themselves from a persistent online presence. Writing in 2017, University of Sydney researcher Andrew Campbell expressed concerns over whether or not the individual can truly live a full and healthy life while they are preoccupied with the digital world. Other individuals have also begun referencing certain types of behaviour with being a digital zombie. Stefanie Valentic, managing editor of EHS Today, refers to it as people hunting digital creatures through their smartphones in public spaces, always fixed on their phones. The University of Warwick has used the term to argue that further research needs to be done with people who exist in digital form after death to help people grieve their loss. == Modern applications == === Distracted walking === The term digital zombie can refer to a person performing distracted walking, which has been labelled dangerous by the American Academy of Orthopaedic Surgeons. They created the "Digital Deadwalkers" campaign after physicians became aware of the risks associated with walking across intersections and sidewalks while paying attention only to smartphones and not one's surroundings. Also stating that the name is derived from the fact that "they're oblivious to everyone else, so it's like they're dead-walking, sleepwalking." === Living through media === The Department of Sociology, University of Warwick has also identified the term, digital zombie, to refer to an individual who has died but is digitally resurrected, reanimated and socially active. These digital zombies do things in death they did not do when they were alive as they "live" again through a digital self on a digital medium. Dead celebrities sometimes become digital zombies when they are reanimated to appear in commercial advertisements (such as Audrey Hepburn and Bob Monkhouse). Other accidental digital zombies include Tupac Shakur and Michael Jackson who were both digitally resurrected and recreated to perform "live" on stage years after their death. Researchers at the University of Warwick have carried out research into the area of human-computer interaction. in an effort to understand the affect these digital zombies have on grief and bereavement. === Mobile gaming === Writer for EHS Today, Stefanie Valentic, has made observations with the mobile phone video game Pokémon Go, which offers players the experience to hunt and collect digital creatures called Pokémon through their smartphone in real world. Players can be observed simultaneously gazing at their phone while also obliviously walking around their environments looking for Pokémon. Stefanie references these individuals as "digital zombies" since they walk around with no cognition of their surroundings while engaged with their phone. == Health risks == === Heavy use of technology === Research by the University of Sydney has begun looking at how new technology such as digital media and smartphones impact our lives and questioning whether they can create new compulsions and obsessions. The research demonstrates that increased heavy technological use can have negative health consequences similar to drugs, smoking, and alcohol. Marcel O'Gorman, an associate professor of English at the University of Waterloo, has commented on the body of research examining how technology impacts cognition, stating currently that there is no empirical evidence to support any theories that suggest that technology can damage memory and attention span. === Heightened risk to children === Manfred Spitzer, a German psychiatrist, has raised concerns with providing digital devices to children. During the early childhood stage while their brains are rapidly growing, increased exposure to digital devices may deprive them of necessary development required to facilitate brain growth. These concerns are also shared by Korean doctors who believe giving digital devices, like smartphones to children, limits their cognitive development.

Digital goods

Digital goods or e-goods are intangible goods that exist in digital form. Examples are Wikipedia articles; digital media, such as e-books, downloadable music, internet radio, internet television and streaming media; fonts, logos, photos and graphics; digital subscriptions; online ads (as purchased by the advertiser); internet coupons; electronic tickets; electronically treated documentation in many different fields; downloadable software (Digital Distribution) and mobile apps; cloud-based applications and online games; virtual goods used within the virtual economies of online games and communities; community access; workbooks; worksheets; planners; e-learning (online courses); webinars, video tutorials, blog posts; cards; patterns; website themes and templates. == Legal concerns about digital goods == Special legal concerns regarding digital goods include copyright infringement and taxation. Also the question of the ownership (versus licensed use or service only) of purely digital goods is not finally resolved. For instance, the software installers of the digital software distributor gog.com are technically independent to the account but are still subject to the EULA, where a "licensed, not sold" formulation is used. Therefore, it is not clear if the software can be legally used after a hypothetical loss of the account; a question which was also raised before in practice for the similar service Steam. In July 2012, the European Court of Justice ruled in the case UsedSoft GMbH v. Oracle International Corp. that the sale of a software product, either through a physical support or download, constituted a transfer of ownership in EU law, thus the first sale doctrine applies; the ruling thereby breaks the "licensed, not sold" legal theory, but leaves open numerous questions. Therefore, it is also permissible to resell software licenses even if the digital good has been downloaded directly from the Internet, as the first-sale doctrine applied whenever software was originally sold to a customer for an unlimited amount of time, thus prohibiting any software maker from preventing the resale of their software by any of their legitimate owners. The court requires that the previous owner must no longer be able to use the licensed software after the resale, but finds that the practical difficulties in enforcing this clause should not be an obstacle to authorizing resale, as they are also present for software which can be installed from physical supports, where the first-sale doctrine is in force. In several cases, content providers have faced criticism for revoking access to digital goods due to expired licenses or the discontinuation of a product, such as ebooks (which resulted in a lawsuit against Amazon.com, Inc.), digital video (with Sony Interactive Entertainment revoking access to purchased StudioCanal content from its now-defunct PlayStation video store; a similar move involving Warner Bros. Discovery content was averted by an updated license agreement), and video games (such as Ubisoft discontinuing and revoking access to its game The Crew without providing refunds or the ability to redownload the game) In September 2024, the U.S. state of California implemented a consumer protection law that prohibits the use of terms such as "buy" or "purchase" during transactions involving digital goods if there is no way to obtain the purchases in a manner that cannot be revoked by the seller (such as allowing it to be downloaded for permanent, offline access), and requires a disclaimer to be displayed to the customer at the time of purchase.

Data-centric AI

Data-centric AI is an approach within artificial intelligence that emphasizes on improving the quality, consistency and representativeness of the data used to train machine learning models, rather than focusing primarily on optimizing model architectures or algorithms. This idea has gained traction as researchers and practitioners have come to believe that many performance limitations of machine learning systems stem from issues such as noisy labels, biased datasets, and lack of coverage in the data. Data-centric AI involves disciplined approach to data cleaning, augmentation, labeling, and governance that improves model performance and reliability in applications such as computer vision, natural language processing, and further.

DiscoVision

DiscoVision is the name of several things related to the video LaserDisc format. It was the original name of the "Reflective Optical Videodisc System" format later known as "LaserVision" or LaserDisc. == Description == MCA DiscoVision, Inc. was a division of entertainment giant MCA (Music Corporation of America), established in 1969 to develop and sell an optical videodisc system. MCA released discs pressed in Carson and Costa Mesa, California on the DiscoVision label from the format's Atlanta, Georgia launch in 1978 to 1982 and the release of the film The Four Seasons. DiscoVision titles included films from Universal Pictures, Paramount Pictures, Warner Bros. Pictures, and Disney content. Agreements were made with Columbia Pictures and United Artists, though no discs were released on the DiscoVision label from either studio. Most of these companies later established their own labels for the format, the first being Paramount with a dozen movies released on the Paramount Home Video label in the summer of 1981. The successor to MCA DiscoVision, DiscoVision Associates (DVA), was the result of a partnership between IBM and MCA. It was hoped that the merger would provide the basis for improvement of the quality of DiscoVision pressings, but no appreciable improvement ever took hold. In 1981, responsibility for the laser videodisc was sold to Pioneer Electronic Corporation, after MCA Discovision had previously started a partnership in 1977 with Pioneer, Universal Pioneer, to produce the Pioneer PR-7820 player (the first industrial model of DiscoVision player from 1978), as well as establishing disc pressing plants in Japan. As part of the partnership, Pioneer, in association with MCA, had a disc replication facility in Kofu, Japan that produced discs. Some of the last DiscoVision label discs were manufactured by Pioneer in Japan. In the same year, MCA discontinued their DiscoVision branding, due to the sale of the technology to Pioneer (who then rebranded the format as LaserDisc) and in turn rebranded their laserdisc releases, now fabricated by Pioneer, under the MCA Videodisc banner; this was changed to the "MCA Home Video" name for both its VHS and videodisc releases. Some of DiscoVision's technical staff went on to form MCA Video Games, in an effort to produce video game cartridges. DiscoVision Associates later evolved into a patent holding company which manages and licenses intellectual property related to LaserDisc, Compact Disc, and optical disc technologies, as well as other non-disc related fields. In 1989, Pioneer acquired DiscoVision Associates where it continues to license its technologies independently. As the portfolio of patent expired, the presence of DiscoVision became less visible. However, it established the success of a patent holding company, which other companies are stimulated to generate royalty income from their own patent portfolio.