120 research outputs found

    The Legal Status of Software, 23 J. Marshall J. Computer & Info. L. 711 (2005)

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    This article by cyberlaw specialist Daniel B. Garrie is intended to serve as a guide for judges to ensure that judicial decisions reflect an understanding of software’s multiple facets and its relation to the boundaries of the law. The article is designed to provide a high-level overview of software and then examine software in greater depth for specific legal areas likely to spawn legal disputes directly involving software. Included within the article are a brief overview of the current legal framework evolving with respect to software development (including an examination of the 2005 Supreme Court case Metro-Goldwyn-Mayer Studios, Inc. v. Grokster, Ltd.), a broad overview of software, and a series of tutorials on the cutting-edge technology that will likely be subject to litigation in the future

    Android Game HUPROSED (Human Reproductive System and Sex Education) as Learning Media on Human Reproductive System Topic

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    The topic of the Human Reproductive System integrated with comprehensive sex education was selected for this research because the concept of the human reproductive system is highly related to daily life. This study aims to develop an Android game application named "HUPROSED" for learning media on human reproductive system topics integrated with sex education. The DDD-E model used as the research method consists of deciding, designing, developing, and evaluating. The deciding stage begins with analyzing content and software. The designing stage consists of making a game hierarchy and storyboard. Then, the application was developed based on the previous stage. The last stage is evaluating, which involves three expert judges, three science teachers, and forty-six students chosen to review the application by purposive sampling. The total average results from the expert judgment show a score of 3.37. The results from teachers and students conduct a score of 3.23 and 3.25. It can be concluded that the development of the game "HUPROSED" using Unity 2019 is categorized as "good" for learning media on the human reproductive system topic

    The New Innovation Frontier? Intellectual Property and the European Court of Human Rights

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    This article provides the first comprehensive analysis of the intellectual property case law of the European Court of Human Rights ( ECHR ). Within the last three years, the ECHR has issued a trio of intellectual property rulings interpreting the right of property protected by the European Convention on Human Rights. These decisions, which view intellectual property through the lens of fundamental rights, have important consequences for the region\u27s innovation and creativity policies. The cases are also emblematic of a growing number of controversies in domestic and international law over the intersection of human rights, property rights, and intellectual property. The article analyzes this trend and uses it to develop three distinct paradigms to identify the proper place of intellectual property issues in the European human rights system. It concludes that the ECHR should find a violation of the right of property in intellectual property disputes only in cases of arbitrary government conduct

    An electronic storage and access system for special education legislation

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    In the field of education, instructional leaders must know the regulations governing the assessment, curriculum, and instruction of all students. An area of special concern is the regulations governing programs for students with disabilities. Although the average population of students with disabilities may represent less than 10% of the total student body, the school administrator is responsible for maintaining access to the most current regulations, for accurately interpreting, and effectively implementing federal and state mandates to ensure that the due process rights of the students with disabilities are upheld. Yet the laws and regulations governing special education programs are continually changing. Having immediate and accurate access to the most current regulations are critical problems for administrators of special education programs.;One means of providing the regulations is the computer. With the use of hypertext-based software, computers are presently and successfully being used in business and medicine for training and reference storage. Therefore, SpeciaLink was developed to serve as a prototypical system for the delivery of the regulations governing special education programs.;To evaluate SpeciaLink, an experiment was conducted to test the effectiveness and efficiency of manipulating and extracting the stored regulations. A controlled experiment involving the use of hypertext programming was conducted in Virginia school districts. The research project used a random sample of secondary school administrators from 15 school districts. The sample frame participants were given a survey to identify their knowledge of the Virginia Regulations Governing Special Education Programs for Children with Disabilities, 1994. For a trial period of two months, the experimental group was given the software, SpeciaLink, that allowed them to electronically access the regulations. After the trial, the entire sample frame was re-surveyed.;Following the pilot program, statistical interpretation of the results revealed that a hypertext-based system is an effective and efficient tool for manipulating and extracting information from the regulations governing special education programs. Because the hypertext-based software promises to be so useful in special education, future research should examine the possibilities of expanding the use of electronically storing local mandates and court litigation that pertain to special education programming

    A goal-oriented user interface for personalized semantic search

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, February 2006.Includes bibliographical references (v. 2, leaves 280-288).Users have high-level goals when they browse the Web or perform searches. However, the two primary user interfaces positioned between users and the Web, Web browsers and search engines, have very little interest in users' goals. Present-day Web browsers provide only a thin interface between users and the Web, and present-day search engines rely solely on keyword matching. This thesis leverages large knowledge bases of semantic information to provide users with a goal-oriented Web browsing experience. By understanding the meaning of Web pages and search queries, this thesis demonstrates how Web browsers and search engines can proactively suggest content and services to users that are both contextually relevant and personalized. This thesis presents (1) Creo, a Programming by Example system that allows users to teach their computers how to automate interactions with their favorite Web sites by providing a single demonstration, (2) Miro, a Data Detector that matches the content of a Web page to high-level user goals, and allows users to perform semantic searches, and (3) Adeo, an application that streamlines browsing the Web on mobile devices, allowing users to complete actions with a minimal amount of input and output.(cont.) An evaluation with 34 subjects found that they were more effective at completing tasks when using these applications, and that the subjects would use these applications if they had access to them. Beyond these three user interfaces, this thesis also explores a number of underlying issues, including (1) automatically providing semantics to unstructured text, (2) building robust applications on top of messy knowledge bases, (3) leveraging surrounding context to disambiguate concepts that have multiple meanings, and (4) learning new knowledge by reading the Web.by Alexander James Faaborg.S.M

    An Investigation of Students' Learning of Integral Calculus with Maple Software and Paper-Pencil Strategies in the Western Region of Ghana.

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    The goal of the research was to look into the impact of Maple software instruction on senior high school students' understanding of integral calculus. The study adopted a mixed-method design comprising qualitative and quantitative research designs. The researcher used both purposive and simple random sampling techniques to select one hundred (100) participants: fifty (50) participants for the control group and fifty (50) participants for the experimental group. The data collection instruments used in the study were an interview, pre-test and post-test. Data analysis was carried out using descriptive statistics and an Independent Samples t-test. The study found that 7(7%) participants found it difficult to execute correct substitution of the lower and upper limits of definite integral questions. Moreover, most of the participants, 35(35%), omitted the constant of integration after responding to the indefinite integral test item of the pre-test. It was noted that 18(18%) of the participants could not correctly integrate the polynomial or quadratic function administered to them. The independent samples t-test analysis of the post-test scores for the experimental and control groups revealed a statistically significant difference between the experimental group (M = 24.80; SD = 9.48) and the control group (M = 20.65; SD = 7.67). The estimated t-statistic was (t = 2.986; p = 0.005). This shows that Maple Software's experimental group outperformed the control group using the paper and pencil strategy. The analysis of the interview data indicated that Maple Software has contributed to the success of students’ achievement in the integral calculus by arousing and sustaining the student’s interest. The Maple Software also made it easier for students to follow the calculus instruction. The findings recommended that technology and mathematical software should be used in the teaching and learning of integration at schools
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