“The law has not caught up with technology, but it will.” These words were said by Dr. Lentz during a lecture, that she probably doesn't remember, in the Fall of 2012. However, an argument can be made against these wise words that the law has already begun to catch up with technology. Technology law is becoming a fast growing area of legal study and practice in this country. There are multiple cases pertaining to this area, such as Brown vs. E.M.A. and PSINet Inc. vs. Chapman, and mountains of legislation, both federal and state. Many of technology law issues affect not only average ordinary citizens, but also the “deviant” subcultures that have emerged as a result of the electronic age in which we live. In these subcultures things like high speed Internet connectivity and the ability to host large amounts of data are prized. In the pirate and hacker subcultures there is a hierarchy that is based on the level of technical skill and the amount of files that are shared. Those with a high level of technical skill, who readily break copyright law and share files and provide file sharing services are given a high level of respect. Those individuals are called “citizens” by the rest of the community because they disseminate pirated materials to the rest of the community and work to better the community as a whole instead of focusing on their own desires. At the bottom of the hierarchy are “leeches,” those who just leech off of the pirated materials provided by a “citizen” and do little to augment the pirate community. (Holt & Copes, 2010) Many pirate communities use a file sharing technology called bittorenting. “This technology involves the simultaneous upload (sending files to others—called ‘‘seeding’’) and download (receiving files f...
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Steinmetz, K. F., & Tunnell, K. D. (2012). Under the pixelated jolly roger: A study of on-line pirates. Deviant Behavior, 34(1), 53-67. doi: 10.1080/01639625.2012.707536
Stohr, G. (2011, June 28). Court strikes down violent video game law in u.s,. The Calgary Herald. Retrieved from http://wx2mz2qh4l.search.serialssolutions.com/? ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&rfr_id=info:sid/summon.Serialssol utions.com&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Court strikes down violent video game law in U.S&rft.jtitle=Calgary Herald&rft.au=Greg Stohr&rft.date=2011-06-28&rft.pub=Infomart, a division of Postmedia Network Inc&rft.issn=0828-1815&rft.spage=D.7&rft.externalDocID=2388714461¶mdict=en-US
This is a written report where my partner on the topic and I presented a ten minute oral summary of our chosen research topic on Technicolor. We chose Technicolor as we felt it had most to say to us, threw the progression of the technology the problems threw out the years of perfecting the technology, to the ultimate glory of the Technicolor experience.
Paulson, Ken. “How obscene is video game violence?” USA Today. USA Today, 2 November 2010. Web. 24 October 2011.
The four central factors that contribute to law lag occurs when the law of copyright responds to the new technology. Firstly, the creation of rules takes time and the complex lawmaking process involves various procedural safeguards. Secondly, the unpredictable and dynamic nature of the technological innovations becomes difficult to predict or anticipate future inventions therefore it is difficult to reduce delay by writing laws to anticipate coming trends. This statement complicates any efforts to reduce law lag, acting proactively. Third, is the unpredictability of the necessitates regarding the deployment of open standards in copyright law. Finally, the indistinctness as to the potential economic and social implications of novel technology is the fourth contributing factor to law lag in copyright. To visualise the uncertainty, Figure 1 displays an overview of ten major innovative breakthroughs that gave significant rise to the copyright issues. It can be analysed that the average time that it takes to ascertain an innovation’s copyright status is predicted as seven years and two months. A contributing reason for lags in the Australian copyright law is heavily influenced by underlying technology. By awaiting developments in the law, the legal system loses the opportunity to intervene and reduce socially desired effects. Therefore, early intervention might affect the
Much of Rose's argument for the retention of current copyright laws stems from the faulty belief that copyright infringement will remain much of an underground practice. In his article Rose asserts that "Net users who aren't at least mildly familiar with the [file-sharing] underworld will never even hear about such systems before they are dismembered" [1]. While file-sharing might not have been an important issue in 1995, the word "underworld" does not accurately describe the flourishing file sharing situation today.
This high-profile Australian lawsuit involves an Oscar-winning film, six internet service providers, Piracy investigation experts, Peer-to-peer sharing sites, Federal court and 4726 Australian account holders. The case created uproar across the world because till date internet users thought there is no consequences to download pirated material. There is no precedent case for online movie piracy because of the complexity and ambiguity to declare the level of infringement if you only download the available
“Annual trends in video game sales for the past 33 years were unrelated to violent crime in both concurrently in up to 4 years later, unexpectedly monthly sales of video game were related to concurrent decreases in aggravated assaults and even more so to homicides. Searches for a violent videogame walkthroughs and guides were also related to decreases in aggravated assaults and homicides 2 months later. Finally homicides tended to decrease in the months following the release of popular M rated violent video games.”
Costikyan, Greg. “The Problem of Video Game Violence is Exaggerated.” Video Games. Detroit: Greenhaven, 2003. Opposing Viewpoints Resource Center. Web. 5 Nov. 2005.
Wood, R. (2009). Violent video games: more ink spilled than blood - an analysis of the 9th circuit decision in video software dealers association v. schwarzenegger. Texas Review of Entertainment and Sports Law, 10, 103-121. Retrieved September 22, 2014
“Contrary to the claims that violent video games are linked to aggressive assaults and homicides, no evidence was found to suggest that this medium was a major (or minor) contributing cause of violence in the United States.” (Markey, 290)
Although violent video games are thought to encourage real world violence, they actually help to prevent it. I am focusing on violent video games and how they affect juveniles because I feel that this issue needs to be looked at in the criminal justice community. It is an unnecessary distraction to blame the actions of a disturbed youth on a form of entertainment that has been used by millions of people without incident. A review article published in The Psychiatric Quarterly found that many studies which claim to indicate an increase in aggression due to video games are, in fact, biased! Once the bias is taken into account, the studies no longer find any correlation between youths who play violent video games and youths who demonstate aggression and violent behavior. (Ferguson, 2014)
"One must look at a display screen," he said, "as a window through which one beholds a virtual world. The challenge to computer graphics is to make the picture in the window look real, sound real and the objects act real."
Digital art is all around us in our everyday lives. Cell phones are increasing the use of digital technology for better programs, applications, and games. All of these rely on attractive graphics, spunky features, and colorful choices for the user to apply. Although these
Video games have been a rapidly expanding industry since their inception in the 1970s. Along with their growth have come concerns about violent video games and their effects on aggression and violence in young people. The endless numbers of school shootings have pushed this issue to the forefront. These events brought about the question: do violent video games induce aggression in youth? That’s the question I set out to answer by looking at research. The research shows that there is a link between playing video games and increases in aggression in adolescents. What implications does this fact have ethically? It means that video game producers and distributors need to be held responsible for their releases and the way they end up in the hands of kids.
Piracy of digital information today is a huge problem. However, an even bigger problem is the way that the government and private companies react to it. Private companies make the problem even worse by making over-protective software secutiy systems that also limit our freedom. The government even takes these laws so seriously as to arrest innocent people. Piracy itself is a problem, but even worse is the way it is being handled.
Title: Compare and contrast the presentation of visual information in two different types of media today, focusing on how effectively the information is communicated.