STORY TABLE

Brand Owner (click to sort) Address Description
THE STORYTABLE Stichting De Waag Maatschappij voor Oude en Nieuwe Media Nieuwmarkt 4 Amsterdam 1012 CR Netherlands THE STORY TABLE;Furniture;
THE STORYTABLE Stichting De Waag Maatschappij voor Oude en Nieuwe Media Nieuwmarkt 4 Amsterdam 1012 CR Netherlands THE STORY TABLE;Providing temporary use of on-line non-downloadable software for viewing electronic files and sending electronic mail; computer service, namely, acting as an application service provider in the field of knowledge management to host computer application software for the collection, editing, organizing, modifying, transmission, and storage of data and information; technical support services, namely, troubleshooting of computer hardware and software problems; computer consultancy services; computer project management services; design and development of computer systems and software; computer software consultation; computer consultation; technical consultation in the field of telecommunications equipment, namely, real-time reconfigurable wireless communication handsets and network equipment for use in wideband communications; computer consultation, namely, consultation in the field of use of the Internet and online services; computer software development; development in the area of telecommunication and data communication services, namely, database development services; development of information systems, namely, database development services; licensing of intellectual property; design of furniture for others; updating of computer software for others; maintenance of computer software for others; computer programming for others, namely, computer programming in the field of electronic data processing; research and development of new products for others; data conversion of computer program data or information;
 

Where the owner name is not linked, that owner no longer owns the brand

   
Technical Examples
  1. A game for stimulating interest in reading has a game board with coded spaces arranged in a circular path and a written story with consecutive portions. Players are given a fixed number of points and read a first portion of the story. They roll dice to determine the number of spaces they advance from a starting point on the circular path. Each player makes a prediction as to what occurs next in the story if the player lands on a space that instructs the player to make a prediction. One or more players making a wrong prediction lose a point (game card). The process is repeated for each portion of the story until the story is completely read, wherein the winner of the game is the player having the most points (game cards).