124,410 research outputs found
CREATe 2012-2016: Impact on society, industry and policy through research excellence and knowledge exchange
On the eve of the CREATe Festival May 2016, the Centre published this legacy report (edited by Kerry Patterson & Sukhpreet Singh with contributions from consortium researchers)
The Information Commons: a public policy report
This report describes the history of the information commons, presents examples of online commons that provide new ways to store and deliver information, and concludes with policy recommendations. Available in PDF and HTML versions.BRENNAN CENTER FOR JUSTICE at NYU SCHOOL OF LAW
Democracy Program, Free Expression Policy Project
161 Avenue of the Americas, 12th floor New York NY 10013
Phone: (212) 998-6730 Web site: www.brennancenter.org
Free Expression Policy Project: www.fepproject.or
Clipping Our Own Wings: Copyright and Creativity in Communication Research
Presents survey findings on how knowledge of copyright issues affects communication scholars' research decisions, access, and publication. Recommends developing best practices standards for the U.S. doctrine of fair use to expand creative options
The Information Commons: a public policy report
This report describes the history of the information commons, presents examples of online commons that provide new ways to store and deliver information, and concludes with policy recommendations. Available in PDF and HTML versions.BRENNAN CENTER FOR JUSTICE at NYU SCHOOL OF LAW
Democracy Program, Free Expression Policy Project
161 Avenue of the Americas, 12th floor New York NY 10013
Phone: (212) 998-6730 Web site: www.brennancenter.org
Free Expression Policy Project: www.fepproject.or
Our Space: Being a Responsible Citizen of the Digital World
Our Space is a set of curricular materials designed to encourage high school students to reflect on the ethical dimensions of their participation in new media environments. Through role-playing activities and reflective exercises, students are asked to consider the ethical responsibilities of other people, and whether and how they behave ethically themselves online. These issues are raised in relation to five core themes that are highly relevant online: identity, privacy, authorship and ownership, credibility, and participation.Our Space was co-developed by The Good Play Project and Project New Media Literacies (established at MIT and now housed at University of Southern California's Annenberg School for Communications and Journalism). The Our Space collaboration grew out of a shared interest in fostering ethical thinking and conduct among young people when exercising new media skills
Fair Use Challenges in Academic and Research Libraries
Summarizes findings from a survey of librarians on the application of fair use in copyright practice to fulfill libraries' missions of teaching and learning support, scholarship support preservation, exhibition, and public outreach
Code of Best Practices in Fair Use for Poetry
Outlines best practices created by the poetry community for using copyrighted materials in parody and satire; "remixed" new works; education; criticism, comment, or illustration; poetry online; and literary performance. Lists principles and limitations
Playing outside the box:transformative works and computer games as participatory culture
The main purpose of this study is to examine the creative fan community as a paradigm of participatory culture, from a computer games perspective. A review of relevant literature is used to examine transformative works and the related subculture in its many diverse forms. The produced discussion seeks to respond to a number of questions, such as: What exactly constitutes transformative work, what is the legal status of such work, and how can it be improved? To what extent do transformative works constitute a part of the play experience and enjoyment of games? Does participation in associated creative activities influence, shape or redefine the aforementioned experience? Can transformative works be appreciated as valuable artistic pieces on their own merits, outside the communities in which they are produced? Does the existence of the transformative work benefit the wider gaming culture from an artistic, financial or other point of view
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