This document discusses copyright relinquishment and dedicating works to the public domain. It provides examples of terminology used, laws from different countries regarding relinquishing copyright and waiving moral rights, and how Creative Commons licenses can be used to dedicate works. Specifically, it outlines what Creative Commons licenses allow, how the CC0 license can dedicate works to the public domain while also acting as a license, and examples of organizations that have adopted CC0 like the British Library, CERN and the US government.
This document discusses several legal and ethical issues related to privacy, copyright, and appropriate use of information in modern systems. It defines privacy policies and how they disclose personal information use and access. It also outlines copyright law and the Digital Millennium Copyright Act, explaining ownership rights and limitations under the fair use principle. Finally, it discusses computer ethics laws aimed at regulating online behavior and potential penalties for violations.
This document summarizes Justice Potter Stewart's statement regarding his definition of obscenity in the 1964 Supreme Court case Jacobellis v. Ohio. In the ruling, Justice Stewart said he could not explicitly define what constitutes obscenity but would know it if he saw it, implying the definition is subjective.
Copyright, Open Science, and Challenges for Research LibrariesAndres Guadamuz
This document discusses open science and challenges for research libraries. It summarizes views from the European Commission and White House supporting open access to publicly funded research to benefit the economy and innovation. It also outlines recent legal developments regarding orphan works, open licensing like CC 4.0, and cases establishing that open licensing and self-archiving can preempt copyright disputes. Data mining and ensuring open repository policies and APIs were discussed as ongoing issues.
Pokémon Go, Augmented Reality and privacy in Virtual SpacesAndres Guadamuz
This document discusses privacy issues arising from the popularity of augmented reality games like Pokémon Go. It describes several instances where Pokéstops and gyms were placed on private property without permission, disrupting residents. This has led to nuisance lawsuits against the game's developer, Niantic. The document argues that augmented reality poses broader privacy risks as more personal data is collected, and proposes extending data protection laws to virtual spaces to give people more control over personal data associated with real-world locations.
Regional Conference on Intellectual Property (IP) in the Digital Economy for Small and Medium-sized Enterprises (SMEs), Bucharest, April 18 and 19, 2016
This document discusses issues around copyright and artificial intelligence as it relates to machine-generated art. It provides background on AI art created by computers through techniques like neural networks and deep dreaming. It examines debates around whether AI art is truly creative or merely imitative. It also analyzes legal options for copyrighting AI art under laws in the UK, US and Europe, including whether the programmer could get copyright or if new AI rights need to be established.
This document discusses copyright and ethics in the digital age. It notes that technologies have changed how we interact with and produce cultural works. Where the 20th century model focused on consumers, the digital age allows everyone to be both consumers and producers. However, this has led to tensions between a culture of freely shared ideas versus intellectual property. The document also provides an overview of copyright law and discusses how digital technologies have enabled a "read-write-rip-burn culture" that the legal system has not fully addressed yet.
This document discusses copyright relinquishment and dedicating works to the public domain. It provides examples of terminology used, laws from different countries regarding relinquishing copyright and waiving moral rights, and how Creative Commons licenses can be used to dedicate works. Specifically, it outlines what Creative Commons licenses allow, how the CC0 license can dedicate works to the public domain while also acting as a license, and examples of organizations that have adopted CC0 like the British Library, CERN and the US government.
This document discusses several legal and ethical issues related to privacy, copyright, and appropriate use of information in modern systems. It defines privacy policies and how they disclose personal information use and access. It also outlines copyright law and the Digital Millennium Copyright Act, explaining ownership rights and limitations under the fair use principle. Finally, it discusses computer ethics laws aimed at regulating online behavior and potential penalties for violations.
This document summarizes Justice Potter Stewart's statement regarding his definition of obscenity in the 1964 Supreme Court case Jacobellis v. Ohio. In the ruling, Justice Stewart said he could not explicitly define what constitutes obscenity but would know it if he saw it, implying the definition is subjective.
Copyright, Open Science, and Challenges for Research LibrariesAndres Guadamuz
This document discusses open science and challenges for research libraries. It summarizes views from the European Commission and White House supporting open access to publicly funded research to benefit the economy and innovation. It also outlines recent legal developments regarding orphan works, open licensing like CC 4.0, and cases establishing that open licensing and self-archiving can preempt copyright disputes. Data mining and ensuring open repository policies and APIs were discussed as ongoing issues.
Pokémon Go, Augmented Reality and privacy in Virtual SpacesAndres Guadamuz
This document discusses privacy issues arising from the popularity of augmented reality games like Pokémon Go. It describes several instances where Pokéstops and gyms were placed on private property without permission, disrupting residents. This has led to nuisance lawsuits against the game's developer, Niantic. The document argues that augmented reality poses broader privacy risks as more personal data is collected, and proposes extending data protection laws to virtual spaces to give people more control over personal data associated with real-world locations.
Regional Conference on Intellectual Property (IP) in the Digital Economy for Small and Medium-sized Enterprises (SMEs), Bucharest, April 18 and 19, 2016
This document discusses issues around copyright and artificial intelligence as it relates to machine-generated art. It provides background on AI art created by computers through techniques like neural networks and deep dreaming. It examines debates around whether AI art is truly creative or merely imitative. It also analyzes legal options for copyrighting AI art under laws in the UK, US and Europe, including whether the programmer could get copyright or if new AI rights need to be established.
This document discusses copyright and ethics in the digital age. It notes that technologies have changed how we interact with and produce cultural works. Where the 20th century model focused on consumers, the digital age allows everyone to be both consumers and producers. However, this has led to tensions between a culture of freely shared ideas versus intellectual property. The document also provides an overview of copyright law and discusses how digital technologies have enabled a "read-write-rip-burn culture" that the legal system has not fully addressed yet.
This document discusses several issues around artificial intelligence and copyright law. It addresses whether AI-generated works can be copyrighted (authorship question), if training models with copyrighted works violates copyright (input question), and if AI outputs infringe on copyright of the training data (output question). Regarding authorship, different jurisdictions have taken different approaches, with some granting copyright to the user or programmer. The input question involves analyzing exceptions for temporary copies and text/data mining. The output question depends on how similar the outputs are to the original works. The document argues these issues need revisiting to account for advances in AI.
The document discusses a distinctive test. It appears to be focused on evaluating something unique or special, though no other details are provided within the limited one-word title. The summary is unable to convey any high-level ideas or essential information due to the brevity of the original document.
This document discusses copyright issues related to artificial intelligence (AI) generated works. It covers two main types of creative AI - transformative AI that transforms existing works, and generative AI that generates new works. Countries take different approaches to copyright of computer-generated works, with the UK and China providing copyright but requiring arrangements by a human, while Australia and parts of Europe and the US consider such works to be in the public domain due to lacking human authorship. There are open questions around who owns the copyright for AI works and how to balance protection of human authors with enabling the AI revolution.
This document discusses regulatory issues surrounding the emerging concept of the "metaverse". It begins by defining the metaverse as a persistent virtual 3D space that allows people to interact, noting this concept has existed since the 1990s. It then examines existing virtual spaces and business models. Key legal and regulatory issues discussed include ownership of virtual items, personality rights, and the regulatory status of digital assets and non-fungible tokens. The document predicts the metaverse will likely emerge but regulatory approaches may not need to change significantly from existing online regulation.
The document discusses the concept of the metaverse through the lens of a fictional story about recurring ages. It describes:
1) The Age of Legends, a utopian virtual society that later fractured due to issues like regulation attempts and the rise of walled gardens.
2) The current broken state of the internet with problems like fake news and privacy issues.
3) Potential futures for the metaverse including private tech-company controlled worlds, open standards-based worlds, and blockchain-based worlds, each with their own regulatory challenges.
4) A prediction that the metaverse will still face similar issues around control and regulation as the current internet, and may experience its own recurring cycles of development
This document provides an overview of non-fungible tokens (NFTs) and discusses some associated copyright issues. It defines NFTs as digital assets on a blockchain that represent real-world objects like art, music, in-game items and videos. While NFTs claim to transfer ownership, they do not necessarily confer copyright ownership. Issues discussed include authorship problems with user-generated content, the transfer of rights, licence terms, platform enforcement over infringing content, and implications for an artist's moral rights.
This document provides an overview of non-fungible tokens (NFTs). It explains that NFTs are digital assets stored on a blockchain that represent ownership of unique items like art, collectibles, real estate, and more. The document discusses different NFT standards, how NFTs are created by uploading a digital work and then minting a token on a blockchain platform, and some statistics about NFT trading. However, it also notes several open copyright issues regarding NFTs, including questions around what rights are transferred with an NFT, licensing, and platforms' role in policing potential infringement.
Ceci n’est pas une pipe: Adventures in NFT-landAndres Guadamuz
This document provides a humorous summary of the author's adventures and misadventures in the world of NFTs. It describes the author becoming obsessed with NFTs and digital artworks, making various purchases and attempts to sell their own art and tweets as NFTs. However, the author struggles with high gas fees and transaction costs. They meet a character called TechnoLlama who provides advice but the author continues to experience ups and downs as they try to understand and participate in the emerging NFT market.
Contratos inteligentes en las industrias creativasAndres Guadamuz
Este documento describe los contratos inteligentes y su aplicación en las industrias creativas. Explica que un contrato inteligente es código que automatiza las condiciones de un acuerdo y puede implementarse en blockchain para realizar pagos y transacciones de forma inmutable. También describe los tokens no fungibles (NFT) que representan activos únicos en blockchain y su uso para gestionar derechos de propiedad intelectual. El documento analiza cuestiones legales sobre la titularidad y protección de derechos con los NFT.
This document discusses issues around artificial intelligence and copyright. It covers topics like generative AI art and music created by systems like GANs, as well as legal cases around copyright of computer-generated works. The document examines perspectives from different jurisdictions and considers options for how AI creativity could be protected, such as public domain status, no protection, or sui generis rights. It raises questions about the purpose of copyright and how it may need to adapt for works without a human author.
The document discusses the concept of a digital after-life and fake realities existing online after death. It mentions topics like fake news, two competing realities, and the idea of after-life superusers and copyright in a digital context.
The document discusses copyright issues related to artificial intelligence-generated works from an international perspective. It notes that European law looks at originality and personality as factors for copyright, while UK law designates the person who arranges the work's creation as the author. The document also mentions that a Chinese court recently ruled that an AI-generated article has copyright and its owner is the company that created the AI. The document concludes by questioning definitions of art and whether originality alone could determine copyright for AI works instead of requiring a human author.
This document discusses issues around copyright and artificial intelligence. It explores whether AI-generated works can be eligible for copyright protection and who would own that copyright - the programmer, user, or no one. Different jurisdictions take varying approaches, with the UK currently granting copyright to the programmer. However, many argue true creativity requires human intellect and originality, suggesting AI works should instead have limited sui generis rights or enter the public domain. The document examines options and open questions on developing policies for AI authorship.
This document provides an overview of copyright and artistic works. It discusses different types of intellectual property, basics of copyright including rights and exceptions, requirements for copyright protection of artistic works, and challenges around copyright enforcement both legally and online. Key topics covered include economic and moral rights, copyright infringement tests, the definition of an artistic work, requirements for copyright in artistic works, and resale rights for artworks.
Cyber-dystopianism: The Internet seen through the lens of nightmaresAndres Guadamuz
The document discusses cyber-utopianism and how views have shifted to cyber-dystopianism. It outlines how early visions of the internet empowering people through open sharing of information have been replaced by fears of dystopian outcomes that mirror science fiction warnings. These include environmental damage from data usage, loss of privacy and autonomy to mass surveillance and centralized control, and the rise of intelligent machines that could surpass and threaten humanity. The document suggests we are living in a "Black Mirror world" and outlines how different dystopian scenarios from science fiction are playing out in reality through current internet and technology trends.
All watched over machines of loving grace amsterdamAndres Guadamuz
This document provides a critical look at smart contracts from Drandres Guadamuz, University of Sussex. It begins with an overview of smart contracts and blockchains, explaining how blockchains use cryptography and distributed networks to create immutable and tamper-free ledgers. It then discusses characteristics of blockchains like proof of work, and issues around decentralization. The document analyzes smart contracts, how they are written in code and deployed, and outlines some intended and unintended consequences. It concludes by discussing several problems with smart contracts, such as irreversible errors, attacks on decentralization, and lack of remedies when issues arise.
This document provides a critical look at smart contracts from Drandres Guadamuz at the University of Sussex. It begins with an introduction to smart contracts and blockchains. Smart contracts are programs that automatically execute transactions recorded on a blockchain. Blockchains provide an open, decentralized ledger to reliably record transactions. However, blockchains are heavy, expensive, and present challenges like immutability. The document then discusses challenges with smart contracts like bugs that are difficult to fix and the lack of remedies when things go wrong. It analyzes some uses cases and laws around smart contracts but notes open questions remain around their legal status and how to address issues like errors.
Ready player cat: Internet regulation in the OASISAndres Guadamuz
The document summarizes the plot and key aspects of the virtual reality environment known as the OASIS in Ernest Cline's novel Ready Player One. The OASIS allows users to interact in an immersive virtual world through avatars and contains references to pop culture of the 1980s. Upon his death, the creator of the OASIS hid Easter eggs in the virtual world and promised control of the OASIS to whoever found them first, launching a contest that forms the basis of the story. The OASIS becomes the dominant online platform and raises issues around governance, intellectual property, and decentralization versus central control.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
This document discusses several issues around artificial intelligence and copyright law. It addresses whether AI-generated works can be copyrighted (authorship question), if training models with copyrighted works violates copyright (input question), and if AI outputs infringe on copyright of the training data (output question). Regarding authorship, different jurisdictions have taken different approaches, with some granting copyright to the user or programmer. The input question involves analyzing exceptions for temporary copies and text/data mining. The output question depends on how similar the outputs are to the original works. The document argues these issues need revisiting to account for advances in AI.
The document discusses a distinctive test. It appears to be focused on evaluating something unique or special, though no other details are provided within the limited one-word title. The summary is unable to convey any high-level ideas or essential information due to the brevity of the original document.
This document discusses copyright issues related to artificial intelligence (AI) generated works. It covers two main types of creative AI - transformative AI that transforms existing works, and generative AI that generates new works. Countries take different approaches to copyright of computer-generated works, with the UK and China providing copyright but requiring arrangements by a human, while Australia and parts of Europe and the US consider such works to be in the public domain due to lacking human authorship. There are open questions around who owns the copyright for AI works and how to balance protection of human authors with enabling the AI revolution.
This document discusses regulatory issues surrounding the emerging concept of the "metaverse". It begins by defining the metaverse as a persistent virtual 3D space that allows people to interact, noting this concept has existed since the 1990s. It then examines existing virtual spaces and business models. Key legal and regulatory issues discussed include ownership of virtual items, personality rights, and the regulatory status of digital assets and non-fungible tokens. The document predicts the metaverse will likely emerge but regulatory approaches may not need to change significantly from existing online regulation.
The document discusses the concept of the metaverse through the lens of a fictional story about recurring ages. It describes:
1) The Age of Legends, a utopian virtual society that later fractured due to issues like regulation attempts and the rise of walled gardens.
2) The current broken state of the internet with problems like fake news and privacy issues.
3) Potential futures for the metaverse including private tech-company controlled worlds, open standards-based worlds, and blockchain-based worlds, each with their own regulatory challenges.
4) A prediction that the metaverse will still face similar issues around control and regulation as the current internet, and may experience its own recurring cycles of development
This document provides an overview of non-fungible tokens (NFTs) and discusses some associated copyright issues. It defines NFTs as digital assets on a blockchain that represent real-world objects like art, music, in-game items and videos. While NFTs claim to transfer ownership, they do not necessarily confer copyright ownership. Issues discussed include authorship problems with user-generated content, the transfer of rights, licence terms, platform enforcement over infringing content, and implications for an artist's moral rights.
This document provides an overview of non-fungible tokens (NFTs). It explains that NFTs are digital assets stored on a blockchain that represent ownership of unique items like art, collectibles, real estate, and more. The document discusses different NFT standards, how NFTs are created by uploading a digital work and then minting a token on a blockchain platform, and some statistics about NFT trading. However, it also notes several open copyright issues regarding NFTs, including questions around what rights are transferred with an NFT, licensing, and platforms' role in policing potential infringement.
Ceci n’est pas une pipe: Adventures in NFT-landAndres Guadamuz
This document provides a humorous summary of the author's adventures and misadventures in the world of NFTs. It describes the author becoming obsessed with NFTs and digital artworks, making various purchases and attempts to sell their own art and tweets as NFTs. However, the author struggles with high gas fees and transaction costs. They meet a character called TechnoLlama who provides advice but the author continues to experience ups and downs as they try to understand and participate in the emerging NFT market.
Contratos inteligentes en las industrias creativasAndres Guadamuz
Este documento describe los contratos inteligentes y su aplicación en las industrias creativas. Explica que un contrato inteligente es código que automatiza las condiciones de un acuerdo y puede implementarse en blockchain para realizar pagos y transacciones de forma inmutable. También describe los tokens no fungibles (NFT) que representan activos únicos en blockchain y su uso para gestionar derechos de propiedad intelectual. El documento analiza cuestiones legales sobre la titularidad y protección de derechos con los NFT.
This document discusses issues around artificial intelligence and copyright. It covers topics like generative AI art and music created by systems like GANs, as well as legal cases around copyright of computer-generated works. The document examines perspectives from different jurisdictions and considers options for how AI creativity could be protected, such as public domain status, no protection, or sui generis rights. It raises questions about the purpose of copyright and how it may need to adapt for works without a human author.
The document discusses the concept of a digital after-life and fake realities existing online after death. It mentions topics like fake news, two competing realities, and the idea of after-life superusers and copyright in a digital context.
The document discusses copyright issues related to artificial intelligence-generated works from an international perspective. It notes that European law looks at originality and personality as factors for copyright, while UK law designates the person who arranges the work's creation as the author. The document also mentions that a Chinese court recently ruled that an AI-generated article has copyright and its owner is the company that created the AI. The document concludes by questioning definitions of art and whether originality alone could determine copyright for AI works instead of requiring a human author.
This document discusses issues around copyright and artificial intelligence. It explores whether AI-generated works can be eligible for copyright protection and who would own that copyright - the programmer, user, or no one. Different jurisdictions take varying approaches, with the UK currently granting copyright to the programmer. However, many argue true creativity requires human intellect and originality, suggesting AI works should instead have limited sui generis rights or enter the public domain. The document examines options and open questions on developing policies for AI authorship.
This document provides an overview of copyright and artistic works. It discusses different types of intellectual property, basics of copyright including rights and exceptions, requirements for copyright protection of artistic works, and challenges around copyright enforcement both legally and online. Key topics covered include economic and moral rights, copyright infringement tests, the definition of an artistic work, requirements for copyright in artistic works, and resale rights for artworks.
Cyber-dystopianism: The Internet seen through the lens of nightmaresAndres Guadamuz
The document discusses cyber-utopianism and how views have shifted to cyber-dystopianism. It outlines how early visions of the internet empowering people through open sharing of information have been replaced by fears of dystopian outcomes that mirror science fiction warnings. These include environmental damage from data usage, loss of privacy and autonomy to mass surveillance and centralized control, and the rise of intelligent machines that could surpass and threaten humanity. The document suggests we are living in a "Black Mirror world" and outlines how different dystopian scenarios from science fiction are playing out in reality through current internet and technology trends.
All watched over machines of loving grace amsterdamAndres Guadamuz
This document provides a critical look at smart contracts from Drandres Guadamuz, University of Sussex. It begins with an overview of smart contracts and blockchains, explaining how blockchains use cryptography and distributed networks to create immutable and tamper-free ledgers. It then discusses characteristics of blockchains like proof of work, and issues around decentralization. The document analyzes smart contracts, how they are written in code and deployed, and outlines some intended and unintended consequences. It concludes by discussing several problems with smart contracts, such as irreversible errors, attacks on decentralization, and lack of remedies when issues arise.
This document provides a critical look at smart contracts from Drandres Guadamuz at the University of Sussex. It begins with an introduction to smart contracts and blockchains. Smart contracts are programs that automatically execute transactions recorded on a blockchain. Blockchains provide an open, decentralized ledger to reliably record transactions. However, blockchains are heavy, expensive, and present challenges like immutability. The document then discusses challenges with smart contracts like bugs that are difficult to fix and the lack of remedies when things go wrong. It analyzes some uses cases and laws around smart contracts but notes open questions remain around their legal status and how to address issues like errors.
Ready player cat: Internet regulation in the OASISAndres Guadamuz
The document summarizes the plot and key aspects of the virtual reality environment known as the OASIS in Ernest Cline's novel Ready Player One. The OASIS allows users to interact in an immersive virtual world through avatars and contains references to pop culture of the 1980s. Upon his death, the creator of the OASIS hid Easter eggs in the virtual world and promised control of the OASIS to whoever found them first, launching a contest that forms the basis of the story. The OASIS becomes the dominant online platform and raises issues around governance, intellectual property, and decentralization versus central control.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.