Sunday, February 25, 2007

Who Owns Culture? Authorship and Property Online (pt.3)

Marsha Hairston
Theory of Internet Writing
February 25, 2007
Dr. Lisa Maruca &
Dr. Caroline Maun


Free Culture
Puzzles



Puzzles or puzzling are the issues surrounding copyright laws, or what is “fair use” in this advance technological society. Protecting the right of the original creator and the individual that wants to build on the creation, seems to be very complex. Determining who is entitled to monetary gains as well as getting permission from the creator or owner of the product, seems quite challenging also.

The issue of file sharing has become increasingly complicated over the years. Lessig states that p2p file sharing is like ‘chimera”. Chimera is when an identical twin has two sets of DNA. This is somewhat puzzling. Lessig raises a question as to what laws or rule should govern file sharing or chimera? Determining whether a lawsuit should be filed when an individual shares a file with someone seems somewhat harsh. There are two schools of thought regarding file sharing, one is to legalize it and the other is to treat it like a felony. As Lessig pointed out in his writing, to make it zero tolerance would cause many innocent people to unknowingly become criminals, as well as hinder their creativity.

The issues surrounding “property”, “fair use”, who is entitled to what, getting permission from the originator before building on the creator’s idea, and file sharing is very convoluted. So much so, it is easy to understand how one could unknowingly be at risk of violating the law. Unfortunately, as innocent as the violation seems, it can cost an individual a lot, such as the case with the twelve (12) year old girl and the seventy-one (71) year old man.




Lawrence Lessig; Fair Use

Friday, February 23, 2007

Marsha Hairston
The Theory of Internet Writing
February 22, 2007
Instructor: Dr. Lisa Maracu
& Dr. Caroline Maun


Free Culture
Property



Lessig states “A copyright is a kind of property. It can be owned and sold, the law protects it from theft.” Although, the concept of copyrights being viewed as a kind of property is new to me, it is clear to me why. When I think of property, I think of ownership or possession.

The copyright law has changed tremendously since 1790 and it is largely attributed to the advancement in technology. The copyright law first protected the right to make copies and now in this technological age the law regulates many things such as various forms of media and inventions. Lessig states the regulation of copyright will have an impact on creativity in its effort to protect the owner of the product or creation.

Lessig quotes Thomas Jefferson, “He who receives an idea from me, receives instruction himself without lessening mine; as he who lights his taper at mine; receives light without darkening mine.” What this quote means to me is, we learn from other people’s ideas, and what we learn we practice in some form, and this does not take way from the individual from whom we got the idea.

In the movie the pursuit of happyness, which was inspired by a true story about the struggles of a man named Christopher Gardner, Christopher would quote passage from the Thomas Jefferson regarding the “pursuit of happiness”. Christopher stated that Thomas Jefferson put in Declaration of Independence “the pursuit of happiness” because Jefferson knew that it would be something people would always be trying to obtain. This illustrates that Christopher is indirectly receiving instruction from Jefferson’s idea and further supports that it does not take anything away from Thomas Jefferson or what he intended.


Lessig states, “The property right that is copyright is no longer the balance right that it was, or was intended to be.” And “The opportunity to create and transform becomes weakened in a world in which creation requires permission and creativity requires permission and creativity must check with a lawyer”. Things regarding copyrights and patents are becoming very complicated as well as sophisticated. It even appears to me that we are in much more threat of plagiarizing (of course innocently) than before.



[1]
[1] Free Culture; Lawrence Lessig,

Sunday, February 18, 2007

Marsha Hairston
Internet Writing-Theory and Practice
February 16, 2007
Dr, Lisa Maruca
Dr. Caroline Maun


Who Owns Culture? Authorship and Property Online (pt. 1)


Lawrence Lessig, Free Culture raises the issue of who owns culture? Lessig states, “Free Culture is a balance between anarchy and control. The opposite of a free culture is a permission culture. A culture in which creators get to create only with permission of the powerful or the creators of the past”.[1]

It is clear to me from Lessig’s writing that the issue of how much right does the creator have in being creative, when the creation could be based on the foundation of another creator’s work. The theory of evolution comes to mind on how something can evolve and become greater or different. But what is important to note is there was a beginning. This beginning is what sparked new ideas. Although, it is important to protect the right of the creator, we must be careful not to stifle the creative energy of an individual that would like to expand the creator’s creation. Also as pointed out by Lessig, individuals that are not creators, or directly or indirectly involved in the creation have rights too. This was conveyed in the story about the invention of airplane by the Wright brothers and Causby a farmer who wanted to stop airplanes from flying over his land because his chickens were being killed.

The invention of the airplane raised the issue of do airplanes have the right to fly over land owner’s property without permission. Also, the question was raised who owned the airways or the territory in the sky. The Supreme Court ruled in 1945 in favor of technology. Airplanes had the right to fly over land owners’ property without obtaining permission. This was a loss for the farmers.

Technology is rapidly changing and evolving. The rapid change is most likely the results of building off of a concept from the past. Should permission be required to protect the creator or should an individual have the right to build or expand on another creator’s property is difficult and complex question for me to answer.




[1] Lessig, Lawrence; Free Culture

Thursday, February 8, 2007

GAM3R 7H3ORY


The Cave (TM) , is a video game where gamers spends a great deal of time playing video games and the real world becomes more of the second world. The name or title The Cave (TM) is interesting, because to me it is stating that the gamer is secluded in his own world. The gamer's world is dim without much light, with exception of what he receives from the video game. And his contact is limited with the real world because he has developed contacts inside the The Cave (TM). In the reading it also stated that when the gamer takes a break from The Cave (TM), and returns to the real world that the light and people are often bothersome.

In the reading "005" it states that "The real world appears as a video arcadia divided into many and varied games. Work is a rat race. Politics is a horse race. The economy is a casino." Based on the perception of the real world, it is easy to understand why one would want to stay hibernated in The Cave (TM).

Again, as with many of the video games, The Cave (TM) seems to entice many individuals to spend countless hours in the virtual world. In general, most of the "second world" games seem to have the same affect on people. That is, people take on a role or character that is is typically different from their own, and they become very entangled in their new role as well as "second world". It doesn't matter if it is the game of Second Life, WoW, Arcaneum, or Surviving Halo.


Wark, McKenzie, GAM3R 7h30ry





What Video Games Have to Teach Us About Learning and Literacy

In the excerpt from James Paul Gee, What Video Games Have to Teach Us About Learning and Literacy, he states that video games are effective in helping children to learn. Additionally video games help to develop character such as strength, dexterity, intelligence and so forth.

This reading shared a slightly different perspective from most of the other readings regarding gaming, because it seems to address the benefits of learning from playing video games . Most other games tend to focus on the ability to join the "second world" and play a character or become a character that you would not be in the "real world", or to posess things that you wouldn't normally possess. Although, James Paul Gee does state in his article that part of the learning experience is the ability to be able to switch characters and act out that character while demonstrating or executing various skills, the main theme is learning.

I found this reading quite insightful, because often it is stated that the younger generation that grew up with the computer, and played video games, posess various skills that the older generation does not. This is truly apparent in the workplace when you observe the older generation such as the "Baby Boomer" compared to "Generation X". The older generation (not all) tend to shy away from computers and video games while the younger generation embraces the computer.

This reading also help me to be more objective regarding gaming. I can truly relate to the statement that playing video games help to build dexterity as well as other skills. Learning is essential in ones growth and gaming may be effective in helping many individuals to learn.



Gee, James Paul, What Video Games have to Teach Us About Learning and Literacy

Thursday, February 1, 2007

Marsha Hairston
February 1, 2007
Internet Writing-Theory and Practice
Instructors: Dr Lisa Maruca and Caroline Maun




WORLD OF WARCRAFT
by
Soul Kerfuffle




Gaming, should an individual’s time be spent in cyberspace playing games although the games may be strategic when we are faced with so many issues in the real world today. The writer presents some interesting perspectives on why he chose to play games via the “Web”, versus playing a computer game or video and his rational as to why he felt the time spent was of value to him. Computer games and video games were not stimulating for the writer so therefore we would quit, often without finishing the game. Friends introduced the writer to the game World of Warcraft (WoW). The writer stated that the game of WoW gave him an opportunity to use the skills and knowledge that we had acquired through his college education and experience to help make the guild (comprised of four people) work better. This is true with many games that we play whether it is a computer game, video, or a cardboard game. As I reflect on his statements, I can see how games sharpened our skills whether they are good or bad. I considered the children today as they play games via Xbox, Play Station, and VSmile. Their skills are much sharper when they are introduced to the computer compared to someone that has never maneuvered a mouse or keyboard. The writer states that he sharpened his skills as they related to clear communication and how to lead the people in his guild. The strategic nature of the game also help him to use more compassion, execute tough love, and balance. It was also a form or entertainment as he enjoyed it.

A few readers responded to his article and challenged the fact that the writer sought fulfillment in resolving issues in the virtual community opposed to the real community. As I reflect on the reader’s comment, I considered the affects that many video games have on children and youth play in the virtual community have impact on our children and youth and influence how they react in the real world.

Both the writer and readers have the valid viewpoints. As for me cyberspace means outer space and it still hard for me digest the concept of spending so much time on the web no matter what the reason. But I realize that if I am going to be around awhile and hope that I am, that I need to get adjusted to the virtual community in cyberspace.
Marsha Hairston
February 1, 2007
Internet Writing-Theory and Practice
Instructors: Dr Lisa Maruca and Caroline Maun

WORLD OF WARCRAFT
by
Soul Kerfuffle



Gaming, should an individual’s time be spent in cyberspace playing games although the games may be strategic when we are faced with so many issues in the real world today. The writer presents some interesting perspectives on why he chose to play games via the “Web”, versus playing a computer game or video and his rational as to why he felt the time spent was of value to him. Computer games and video games were not stimulating for the writer so therefore we would quit, often without finishing the game. Friends introduced the writer to the game World of Warcraft (WoW). The writer stated that the game of WoW gave him an opportunity to use the skills and knowledge that we had acquired through his college education and experience to help make the guild (comprised of four people) work better. This is true with many games that we play whether it is a computer game, video, or a cardboard game. As I reflect on his statements, I can see how games sharpened our skills whether they are good or bad. I considered the children today as they play games via Xbox, Play Station, and VSmile. Their skills are much sharper when they are introduced to the computer compared to someone that has never maneuvered a mouse or keyboard. The writer states that he sharpened his skills as they related to clear communication and how to lead the people in his guild. The strategic nature of the game also help him to use more compassion, execute tough love, and balance. It was also a form or entertainment as he enjoyed it.

A few readers responded to his article and challenged the fact that the writer sought fulfillment in resolving issues in the virtual community opposed to the real community. As I reflect on the reader’s comment, I considered the affects that many video games that children and youth play in the virtual community have impact on our children and youth and influence how they react in the real world.

Both the writer and readers have the valid viewpoints. As for me cyberspace means outer space and it still hard for me digest the concept of spending so much time on the web no matter what the reason. But I realize that if I am going to be around awhile and hope that I am, that I need to get adjusted to the virtual community in cyberspace.