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Digital markets act: Adoption in plenary

Ve stručnosti 29-06-2022

In December 2020, the European Commission published a proposal for a regulation on contestable and fair markets in the digital sector, otherwise referred to as the digital markets act (DMA). During its July 2022 plenary session, Parliament is set to vote on the political agreement reached with the Council by its negotiators.

Adopting the digital services act

Ve stručnosti 29-06-2022

In December 2020, the European Commission published a proposal for a digital services act (DSA) designed to revamp EU content moderation rules and promote a transparent and safer online environment. Parliament is set to vote during its July 2022 plenary session on the political agreement reached with the Council.

One of the most talked about concepts in modern technology, the metaverse can be described as an immersive and constant virtual 3D world where people interact by means of an avatar to carry out a wide range of activities. Such activities can range from leisure and gaming to professional and commercial interactions, financial transactions or even health interventions such as surgery. While the exact scope and impact of the metaverse on society and on the economy is still unknown, it can already be ...

This study examines the problem of Missing Trader Intra-Community (MTIC) Fraud, the nature and scale of its impact on the EU’s finances, and potential solutions. The solutions that are assessed are: Split Payment Methods, Electronic Clearance Procedure (a digital solution), Real-Time Reporting (and TX++), VAT Coin, and the Definitive VAT system (and proposed amendments). Recommendations are made regarding the most appropriate solution.

This research paper provides insight into GovTech and innovation in the context of public procurement. It examines the possibilities for developing an EU GovTech Platform with the aim of supporting the modernisation of the public sector; the further development of the European GovTech market; and engagement with citizens and businesses. This document was provided by the Policy Department for Economic, Scientific and Quality of Life Policies at the request of the committee on Internal Market and ...

The latest demographic data show that existing demographic tendencies, such as increasing median age, declining fertility rates and a shrinking working age population, continue to prevail. However, it is also becoming clear that the influence of the pandemic in 2021 was more significant than during the previous year – for instance, 'excess mortality' increased even further, while life expectancy decreased in many Member States. The pandemic also accelerated another phenomenon, present in our lives ...

This study focuses on options for regulating the use of AI enabled and algorithmic management systems in the world of work under EU law. The first part describes how these technologies are already being deployed, particularly in recruitment, staff appraisal, task distribution and disciplinary procedures. It discusses some near-term potential development prospects and presents an impact assessment, highlighting some of these technologies' most significant implications. The second part addresses the ...

This At a glance note summarises the study on Artificial Intelligence and the fisheries sector

KEY FINDINGS This Policy Recommendation Briefing is based on the study on “Esports - Background Analysis”. • A suitable and functioning strategy requires a shared understanding/definition of what esports is. It is important to differentiate esports from traditional sports. This can have an impact on the system of traditional sports as well. • Esports is constantly and rapidly evolving, making it necessary to address it as soon as possible. Creating a working group regarding a holistic esports ...

Esports has become an integral part of the digital society. Esports is a fast paced and heterogenic phenomenon and a cross-sectional topic linking gaming, entertainment and media, culture and art, education, business, diversity and inclusion, and sports. In this background analysis, the authors explain what esports is, what the different ecosystems look like and what the opportunities and challenges are. Esports can be utilised as an integral tool to shape the modern digital society and act as ...