copyright ownership
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Author(s):  
Rifiana Arief ◽  
Widyo Nugroho ◽  
Erlina Solihin

Due to Covid-19 pandemic, learning activities turn into online. Online learning requires a media that can maximize the delivery of material and thus students can understand independently. Teachers should improve their ability to use information technology and creativ to create a good learning video which is worth to upload and deserves copyright recognition. The method is to provide the mentorship. Mentorship purpose is to assist teachers to produce learning videos that are suitable being uploaded on YouTube and receive recognition of the copyrighted videos. As a result of these mentorships, the participants succeed in creating a learning video with a variety of material topics which can be uploaded in Youtube and receive recognition of copyright ownership. Thereafter, the school can manage independently and continue to enrich content of school's YouTube channel and increase the number of copyright for teacher's video works.  


2021 ◽  
Vol 7 (1) ◽  
pp. 45-49
Author(s):  
Benget Rumahorbo ◽  
◽  
Resianta Perangin-angin

Copyright is a serious problem in the digital world, the process of sending and distributing digital media is so easy nowadays, copyright in the digital world is very detrimental to those who feel that their digital rights are copied and pasted or taken without the consent of the creator. Therefore we need a way where when a digital file can be identified as original as a product, one of the right ways is to use a watermark technique. But often this watermark process can be lost or cannot be extracted because the digital file has gone through a compression process, duplicate, or something else. So in this study, it will be tried to increase the durability of a watermark in digital audio as a solution for identifying copyrighted digital works. Where the watermark process will use the RSA and MSB algorithms to enter information into a digital audio file, later this information can be extracted to view copyright ownership information from the digital audio. And it is hoped that this watermarking is resistant to various digital audio processes such as compression, duplication, and editing carried out on the file. the information that is inserted into is maintained without compromising the quality of the digital audio.


Author(s):  
James Macharia Tutu

Intellectual property poses a major challenge to digital libraries. This is because access to information in digital libraries is limited by laws, licenses and technology adopted by intellectual property owners. Similarly, intellectual property renders it difficult for digital libraries to make orphan works discoverable and accessible. Furthermore, intellectual property fragments copyright ownership, making it difficult for digital libraries to obtain the right clearance on content. To cope with these challenges, digital libraries have embraced the open access movement which allows reading, copying, downloading and sharing of digital content as long as the creators of the works are cited and acknowledged. Besides, digital libraries offer access to digital works produced under creative commons licenses. These licenses give the copyright owners the liberty to modify the copyright of their works to give room for sharing, use, and building upon the work.


2020 ◽  
Vol 3 (2) ◽  
pp. 138-146
Author(s):  
Danae Bacells Moline

The popular NBA 2K series include a facial recognition software that scans the user's face to generate a lookalike avatar. However, end user licence agreements provide for all intellectual property rights, including copyright, to be licensed or assigned to game publishers or developers. Consequently, the user may have no say whether an avatar with their facial features may be used, for instance in advertising for the game. In addition, the facial features stored in the game may be biometric data, and thus subject to strict data protection rules. This paper will analyse whether the avatar generated using a face scan is a copyrightable work of authorship. The analysis questions whether the face scan fits into different categories of works; photography, film and databases, including the sui generis photography and database rights. It concludes that copyright fails to protect the individual's facial features. Even so, the ownership clause in licence agreements on the one hand and the facial features as biometric data on the other further complicate the question of what the individual can assert as his own.


2020 ◽  
pp. 2740-2750
Author(s):  
Sarah H. Mnkash ◽  
Matheel E. Abdulmunem

The Internet is the hallmark of the age of technology and this technology is complemented by the presence of software which is one of the basic components of the operation of the network and it is used in almost all daily life aspects such as industry, commerce and others. Because the digital documents and objects can be easily replicated and distributed at an economically low cost and as the software is a type of digital object, the problem of software watermarking risen as related to how to protect data from piracy. Therefore, various techniques have been developed to protect codes from misusing and unauthorized alteration. Each of them is known as watermarking technology that protects data by inserting secret information into software, as an indicator of copyright ownership for this software. In this paper, the watermarked software will be explained in detail by defining the classification of watermarks software, models of attack, and methods used in software watermarking carried out by several researchers. It seems clearly that the method of ROP algorithm has given the highest accuracy results up to 100%


2020 ◽  
Vol 3 (1) ◽  
pp. 21-31
Author(s):  
Anthony Michael Catton

The previous article examined the issues surrounding the eligibility for in-game creations to be protected by copyright, and concluded that depending on the nature of the game and the type of creation that it could be protected by copyright. However, whilst an in-game creation could be copyrighted, it is unclear who actually owns it. In this second part of the article, the questions and issues surrounding the ownership of the in-game creation will be addressed. It will first examine following copyright rules on authorship whether players, game developers, or both parties could be considered authors and in turn owners of in-game creations. It will then assess and consider if End User License Agreements are valid contracts and whether assignment clauses which circumvent any copyright ownership which players might have are enforceable.


2020 ◽  
pp. 271-320
Author(s):  
Ian J. Lloyd

This chapter discusses protection under the law of copyright. Topics covered include copyright basics; obtaining copyright; forms of protected work; the requirement of originality; copyright ownership; copyright infringement; the nature of copying; other rights belonging to the copyright owner; the development of software copyright; and literal and non-literal copying. The law of copyright is perhaps the major branch of intellectual property law relevant to computer software. Virtually every piece of software will be protected by copyright. The main issue concerns the extent of the protection that is offered. Computer programs are generally protected as literary works. This was appropriate in the early days where computers performed essentially functional tasks – often associated with mathematical calculations. It is arguable that modern software, which often makes extensive use of graphical images, is more akin to an artistic work than a literary one. Regardless of categorization, the courts in the United Kingdom have applied a narrow interpretation of the scope of copyright. Reproduction of the underlying code will be unlawful but replication through independent work of the effects produced by the code (often referred to a non-literal copying) will not.


2020 ◽  
Vol 2020 (1) ◽  
pp. 83-87
Author(s):  
Jeremy D. Moore

With the potential of digitization as an alternative form of donation, institutions must more often weigh the importance of physically owning an object versus only digitally capturing that object. This post-custodial approach may run counter to some library donation prerequisites and traditional collection development policies, instead focusing on the cultural and intellectual benefits that such a compromise may bring. This approach is not without potential obstacles, including issues of copyright, ownership, and reproductions. However, this paper aims to reinforce the benefits of the post-custodial model through the evolution of the Odin Oyen digital collection – a collection comprised of physical materials owned by public and private entities reunited through digitization for the purpose of preserving local and cultural heritage.


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