Sharing in the context of "SoundCloud"

Play Trivia Questions online!

or

Skip to study material about Sharing in the context of "SoundCloud"

Ad spacer

⭐ Core Definition: Sharing

Sharing is the joint use of a resource or space. It is also the process of dividing and distributing. In its narrow sense, it refers to joint or alternating use of inherently finite goods, such as a common pasture or a shared residence. Still more loosely, "sharing" can actually mean giving something as an outright gift: for example, to "share" one's food really means to give some of it as a gift. Sharing is a basic component of human interaction, and is responsible for strengthening social ties and ensuring a person’s well-being.

Apart from obvious instances, which can be observed in human activity, many examples can be found in nature. When an organism takes in nutrition or oxygen, for instance, its internal organs are designed to divide and distribute the energy taken in, to supply parts of its body that need it. Flowers divide and distribute their seeds. In a broader sense, it can also include free granting of use rights to goods that can be treated as nonrival goods, such as information.

↓ Menu

>>>PUT SHARE BUTTONS HERE<<<

πŸ‘‰ Sharing in the context of SoundCloud

SoundCloud is a German audio streaming service owned and operated by SoundCloud Global Limited & Co. KG. The service allows its users to upload, promote, and share audio. Founded in 2007 by Alexander Ljung and Eric Wahlforss, SoundCloud is one of the largest music streaming services in the world and is available in 190 countries and territories. The service has upwards of 76 million active monthly users and over 200 million audio tracks as of November 2021. SoundCloud offers both free and paid memberships on the platform, available for mobile, desktop and Xbox devices. SoundCloud has evolved from a traditional online streaming platform to an entertainment company.

↓ Explore More Topics
In this Dossier

Sharing in the context of Circular economy

A circular economy (CE), also referred to as circularity, is a model of resource production and consumption in any economy that involves sharing, leasing, reusing, repairing, refurbishing, and recycling existing materials and products for as long as possible. The concept aims to tackle global challenges such as climate change, biodiversity loss, waste, and pollution by emphasizing the design-based implementation of the three base principles of the model. The main three principles required for the transformation to a circular economy are: designing out waste and pollution, keeping products and materials in use, and regenerating natural systems. Circular economy is defined in contradistinction to the traditional linear economy.

The idea and concepts of a circular economy have been studied extensively in academia, business, and government over the past ten years. It has been gaining popularity because it can help to minimize carbon emissions and the consumption of raw materials, open up new market prospects, and, principally, increase the sustainability of consumption. At a government level, a circular economy is viewed as a method of combating global warming, as well as a facilitator of long-term growth. Circular economy may geographically connect actors and resources to stop material loops at the regional level. In its core principle, the European Parliament defines the circular economy as "a model of production and consumption that involves sharing, leasing, reusing, repairing, refurbishing, and recycling existing materials and products as long as possible. In this way, the life cycle of products is extended." Global implementation of circular economy can reduce global emissions by 22.8 billion tons, equivalent to 39% of global emissions produced in 2019. By implementing circular economy strategies in five sectors alone: cement, aluminum, steel, plastics, and food, 9.3 billion metric tons of CO2 equivalent (equal to all current emissions from transportation) can be reduced.

↑ Return to Menu

Sharing in the context of DLNA

Digital Living Network Alliance (DLNA) is a set of interoperability standards for sharing home digital media among multimedia devices. It allows users to share or stream stored media files to various certified devices on the same network like PCs, smartphones, TV sets, game consoles, stereo systems, and NASs. DLNA incorporates several existing public standards, including Universal Plug and Play (UPnP) for media management and device discovery and control, wired and wireless networking standards, and widely used digital media formats. Many routers and network attached storage (NAS) devices have built-in DLNA support, as well as software applications like Windows Media Player.

DLNA was created by Sony and Intel and the consortium soon included various PC and consumer electronics companies, publishing its first set of guidelines in June 2004. The Digital Living Network Alliance developed and promoted it under the auspices of a certification standard, with a claimed membership of "more than 200 companies" before dissolving in 2017. By September 2014 over 25,000 device models had obtained "DLNA Certified" status, indicated by a logo on their packaging and confirming their interoperability with other devices.

↑ Return to Menu

Sharing in the context of Artificial scarcity

Artificial scarcity is scarcity of items despite the technology for production or the sufficient capacity for sharing. The most common causes are monopoly pricing structures, such as those enabled by laws that restrict competition or by high fixed costs in a particular marketplace. The inefficiency associated with artificial scarcity is formally known as a deadweight loss.

↑ Return to Menu