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Sunday, March 20, 2011

Module 2.2 Don’t touch that! Copyright, ownership and institutional control


Reading and audio summary:

Collins, S. (2008). Recovering fair use. M/C Media Culture, 11(6).  Retrieved from http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/105

  • The article highlights ‘Fair Use’, especially when it comes to the Internet and use of digital media.
  • Collins argues that ‘Fair Use’ is vital to ensure cultural creativity.
  • Copyright dates back to the 18th century. During this time period copyright was not that restrictive than today.
  • In 1740, Justice Storey brought forth ‘Fair Use’ principles. He is seen as the pioneer in the doctrine of ‘Fair Use’.
  • People have to adhere to the Copyright Act of 1976.
  • Collins (2008) implies that within the Copyright Act of 1976, the ‘Fair Use’ clause provides leniency towards creative works.
  • Web 2.0 technologies brought forth an enormous amount of public creativity. Many of these public creations are in the form of mashups (taken from copyrighted material).  
  • It is mentioned that owners of copyright should be more lenient towards ‘Fair Use’, and they should introduce “a good faith belief”.
  • I have to agree with Lessig, McLeod and Vaidhyanthan (as cited in Collins, 2008) that “Free culture proponents warn that an overly strict copyright regime unbalanced by an equally prevalent fair use doctrine is dangerous to creativity, innovation, culture and democracy”. 
Lessig, L. (2007, November). Laws that choke creativity [Video file]. Retrieved from
http://www.ted.com/talks/larry_lessig_says_the_law_is_strangling_creativity.html
  • The video focuses on user-based content and how it is used and created (remixed) in today’s society.
  • I have to agree with Lessig, the current laws inhibit the public from creating their own unique material or media.  
  • I have found the John Philip Suza’s (1906) example in regard to the “talking machines” [infernal machines] very interesting. People were afraid of new technologies and the consequences thereof. Suza argued that the “talking machines” would impact the voice of the people.
  • During the 20th century the read-write culture shifted to a read only culture. 
  • Lessig’s second example of Lord Gladstone’s (1945) principle about land ownership was also fascinating. Back then people did not only owned the land they lived on, but also part of the sky.
  • People began to argue that aircraft can be seen as trespassers when they fly over their property. The court ruled out that “common sense” should prevail. The sky does not belong to the landowner.
  • The third example Lessig talks about is broadcasting. The broadcasting of popular music was controlled by ASCAP in the 1930s.
  • However, the broadcasters all came together and decided that ASCAP’s control should be stopped.
  • In 1939, Sydney Kaye started the company BMI (Broadcast Music Incorporated), which provided music for free to their subscribers.
  • Ironically, when ASCAP decided to increase their rates in 1940, most of their subscribers joined BMI. As a result, ASCAP no longer had the sole ownership of music broadcasting.
  • I have to add that the Internet has changed the way people perceive and create culture.  
  • Lessig shows examples were youth created and/or remixed their own cultures; changing the meaning of the original media.
  • In my opinion, the George Bush and Tony Blair remix was an excellent example of media being changed to become something else!
  • When it comes to copyright and the creation of new media, Lessig (2007) argues that “common sense” are not prevailing, e.g. the Law of the World and the ‘Fair Use’ of the material.
  • Lessig (2007) argues that authors should make their material more freely available, e.g. material should be made available for personal use without restrictions.
  • Without a doubt, creative commons is a step into the right direction.
Identify any problems about copyright that you are likely to encounter in your remediation assignment. Assume the text that you will remediate is the text you chose as a favourite in your first entry.

  • It is true that there will be copyright issues when you divert someone else’s media into another media format.
  • However, in my view, it is important to acknowledge the authors’ material.
  • To avoid any copyright issues, I will be in contact (via email) with the owner of the production. Permission to use material will be sought.
  • I am thinking of doing a PowerPoint presentation that will include music. To ensure that music is downloaded legally, I will buy the music from iTunes, instead of downloading it freely from the Internet.
  • When creating my media text, ‘Fair Use’ will apply. Arguably, the media will be created for study purposes, and will not be used for commercial use
  • I will also have to think about any legal implications, e.g. prosecution if work is used without acknowledgement.
  • In my view, Creative Commons licenses can be the answer to copyright issues. Because under the six licenses, there are guidelines for people to remix or change media in a legal manner.

Monday, March 7, 2011

Module 1.2 The Medium is the Message? When the media converge


Readings and audio summary:

Lessig, L. (2006). Four puzzles from cyber space. In L. Lessig, Code version 2.0 (pp. 9-30). New York: Basic Books. Retrieved from http://www.socialtext.net/codev2/index.cgi?four_puzzles_from_cyberspace
  • Lessig’s (2006) text focuses on four distinct examples that relate to cyberspace, namely “borders, governors, Jake’s communities and Worms that sniff”. All the latter examples possess some contradictions over real-life and virtual life practices, as well as ethical issues.
  • The real-life case study between two neighbours arguing about poisonous flowers and a dog dying thereof have controversial implications. Lessig (2006) argues that in virtual worlds people can change the outcome of the situation. In other words, people can decide how they want the situation to end, e.g.  A person has the “choice about whether the dog would “suffer” when it “dies” in a virtual world (p. 13).
  • Lessig (2006, p. 12) distinguishes between borders; real (offline) life and cyberspace (virtual world). The author also refers to the space in between the neighbours properties as the virtual space.
  • “Massively multiplayer online games (MMOG)” enable users to come together to interact in a virtual space and be in control of your own space (Lessig, 2006, p. 11).
  • People engage in online gaming communities, such as Second Life where they can create their own avatars. The person becomes a different person in cyberspace than in real-life.
  • Online gambling is more acceptable and unregulated than real-life gaming. People can engage in online gaming without being convicted in their own real-life town or city. According to Lessig (2006, p. 16), “Access doesn’t depend on geography”.
  • In Jake Baker’s case study, it shows that authors can write about violence and sexual exploitation online without getting prosecuted in real-life. So, authors and creators of these highly exploited media can ‘get away’ easier online than in real-life.
  • It is also clear, that the people reading Jake’s stories are keen followers or true fans. To accentuate, “Jake’s readership was potentially millions, stretching across country and continent, across culture and taste” (Lessig, 2006, p. 19).
  • Computer monitoring/surveillance are not easily detected online as in the case with real life. Arguably, if this unknown personal surveillance happened in real life, this behaviour would have been unacceptable. Invasion of privacy can lead to legal prosecution. 
  • Lessig's text introduced me to several case studies that focus on ethical issues, such as online gaming and Jake Baker's explicit writings on violence, rape and sex. It is clear to me, what is acceptable online is not necessary acceptable in real life.

Jenkins, H. (2009). Great Video w/ Henry Jenkins on Participatory Culture & How Media is changing [Video file]. Retrieved from http://cinematech.blogspot.com/2009/05/great-video-w-henry-jenkins-on.html

  • Jenkins (2009) differentiates between old media and new media, stating that an “old media system is dying and a new media system is being born”.
  • People are moving into a more participatory culture, where media and technology are shared and/or changed.
  • In a participatory culture people can tell their own stories; they have control over their own media creations.
  • However, people in the digital age are changing originally published media without considering copyright and owners’ permission.
  • I have to agree with Jenkins’ (2009) statement that media and storytelling have always been part of people’s history and upbringing. However, it is media companies that have taken media into their own hands.
  • Wikipedia allows collective intelligence, which again enables users to edit information at any time. To me, Wikipedia is an excellent example of participatory culture where people can interact and change information.
  • New media has also made it possible for people to become online journalists. For example, people use their mobile devices and cameras to make their own media.
  • Social networking platforms are becoming increasingly popular to get messages/viewpoints across, e.g. Obama campaign. 
Favourite media text:

CTN Digital Publication. (2009). CTN Green [Magazine]. Retrieved from http://ctngreen.com/2009/jun/ 
  • High-quality graphics, clipart and artwork.
  • The text is educational. Every page provides useful information about the environment.
  • The cover is beautiful and lures the reader to explore the text more. Overall, the colours of the magazine bend in with the theme it is trying to portray.
  • When I opened this magazine, I felt intrigued to read more.
  • The main audience of the magazine is environmentalists and general public interested in the environment and saving the planet from pollution.
  • On the index page, there are quick links to get to different pages.
  • There is a search textbox people can use to find pages easily
  • There are interesting video segments embedded within the text.
  • Yann Arthus-Bertrand (2009) video clip is amazing - he talks about pollution, our world and states that "we don't want to believe what we know". People are destroying the world due to pollution and over fishing.
  • Raphael Mazzucco photographs are exquisite. His photographs are inspired by the environment.
  • The navigation on this page is really easy to understand.
Reference

Arthus-Bertrand, Y. (2009). Believe what you know [Video file]. Retrieved from http://ctngreen.com/2009/jun/

Discussion Board:


Smith, L. (2011, March 8). The medium is the message? Message posted to http://lms.curtin.edu.au/

Trevor Birch (as cited in Smith, 2011) made a valid point in regard to online regulation by code stating that, “The Internet is already regulated through code”.  In a "massively multiplayer online games" (MMOG) space, users can regulate the codes to suite them.

Saturday, March 5, 2011

Module 1.1 Introduction: How does the media engage you? How do you engage with the media?

Reading and audio summary: 

Jenkins, H. (2009). Critical Information studies for a participatory culture (pt 2) [Web log post]. Retrieved from http://henryjenkins.org/2009/04/what_went_wrong_with_web_20_cr_1.html
  • Jenkins provides feedback on a Conference held in Virginia, focussing on current media, and media created in a participatory culture.
  • Current media is created by means of politically and financially involvement, whilst media created within participatory cultures is created by the public.
  • People fear 'cultural change', which can restrict user participation, e.g. fears around cyber safety and personal safety can restrict school students’ online participation.  
  • There are “social, cultural, and educational concerns which block full participation” (Jenkins, 2009)
  • Libraries and schools should reconsider the importance of online participation, and learning outcomes for students.
  • Web 2.0 technologies should be promoted because it instigates collective intelligence and public engagement. I have to agree with the author, social networking platforms should be vividly promoted in schools and libraries.
  • Most importantly, online users should be made aware of Copyright issues, 'Fair Use' and ownership of materials.
  • American media industries are declining due to financial constraints. Consequently, people are becoming online journalists themselves. In a way, people are acting as ‘gatekeepers’ to media and information.
  • Social networking platforms encourage people to come together online to interact with people sharing similar values, cultures, ideas and experiences.  
  • Social networking applications can also be utilised to share media internationally. Yet, in many countries access to media is restricted due to political issues.
xplanevisualthinking. (2009, September 14). Did you know 4.0 [Video file]. Retrieved from http://www.youtube.com/watch?v=6ILQrUrEWe8
  • This video (published in 2009) provides valuable insight into the advancement of media and technology.
  • Digital media is replacing analogue or traditional media formats.
  • There is a rapid decline in newspapers, TV, radio and magazines. For example, people are going online to read online newspapers, as well as downloading more songs from the Internet.
  • However, with the advent of digital technology, piracy of music has rapidly escalated on the Internet. In 2008, 95% of songs downloaded that year were not purchased. This figure shocked me; I could not believe that so many people are downloading music freely.   
  • Social media, such as Twitter, MySpace, YouTube and Wikipedia attract billions of users per month. Wikipedia has more than 13 million articles in more than 200 languages.
  • I have to agree that social networking media is becoming more and more popular than traditional media formats, e.g. Facebook attracts more that 500 million online users.
  • Twitter has played an enormous role in the Obama campaign, as well as in the Iranian elections in 2009 to get their political views across to the nation.
  • People are using more digital devices, such as their mobiles to communicate with other people. Nokia in the United States of America (USA) sell 13 mobile phones every second. The video claims that in the USA, 93% of the population owns a mobile phone. This figure also amazed me, and shows how popular mobile phones really have become.
  • It is believed that in 2020, the mobile phone will be the most important method of communication and connection device to the Internet. It can be argued that desktop computers will be less used in the future if mobile devices become the norm.