9 research outputs found

    The riots in Ferguson, Missouri as a sequel of the movie ‘The Purge’ - Freedom of Speech in the Age of New Media

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    In the wake of the Supreme Court decisions in Stevenes v. US and Brown v. Entertainment, shielding animals cruelty depictions and violent video games under the freedom of speech, an invisible and dangerous line has been crossed. This paper will argue that these decisions and the violent message they carry with them, seeps under the surface of the American society fabric - conscious and unconscious - causing unprecedented consequences. These consequences can be seen in the movie the Purge, the riots in Ferguson and the events that caused them and even in the academic discourse as it unfolds in the media ecology association list serve

    Linked Democracy 3.0 - Global machine translated legislation and compliance in the age of artificial intelligence

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    This paper outlines the efforts made by Global-Regulation, a world legislation search engine, to engage artificial intelligence in two ways: (i) employing machine translation to translate the world’s legislation to English and, (ii) creating an automated system to identify compliance clauses and extract penalties from legislation. This paper describes Global- Regulation’s vision and technology in the context of linked democracy and the democratization of artificial intelligence

    Changing the (video) game: Innovation, user satisfaction and copyrights in network market competition

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    This paper explores the emerging trend of user-generated content and innovation in the development of new products and ideas, breaking the traditional producer-consumer paradigm that once dominated the marketplace. In particular, the paper evaluates and compares the relationship between innovation and user satisfaction within the video game industry. To do so, the paper assesses data collected from the online communities of two very different games, Minecraft and Call of Duty in order to determine if there is a link between user-innovation and user-satisfaction in a product. The authors predict that more innovation in a game leads to more user satisfaction. The results of the research do not support this prediction. As observed in the online communities of the two games, there is no clear connection between high levels of innovation with higher user satisfaction. In fact, there is no direct connection between innovation and user satisfaction. However, Minecraft was found to be the more innovative game of the two and did have an overall higher level of user satisfaction than compared to Call of Duty. The data also suggests that Minecraft players experience a greater fluctuation in their enjoyment of the game compared to the players of the game with less innovation, Call of Duty. Finally, “radical innovation” was only found in Minecraft and not in the game with less player-control. This paper then goes on to discuss the role of innovation and user-generated digital content within the realm of intellectual property law and the resulting copyright implications for video game producers and players alike

    Enhancing regulatory compliance by using artificial intelligence text mining to identify penalty clauses in legislation

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    As regulatory compliance (or compliance governance) becomes ever more challenging, attempts to engage IT solutions and especially artificial intelligence (AI) are on the rise. This paper suggest that regulatory compliance can be enhanced by employing an AI model trained to identify penalty clauses in the regulations. The paper provides the theoretical basis of machine learning for text classification and presents a two stage experiment of (1) training multiple models and selecting the best one; and (2) employing a sliding window detection in order to identify penalty clauses in regulation. Results benchmarked using an algorithm based penalties API suggests further development is needed

    Rethinking Global-Regulation: world’s law meets artificial intelligence

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    This article takes a critical look at Machine Translation of legal text, especially global legislation, through the discussion of Global-Regulation, a state of the art online search engine of the world’s legislation in English. Part 2 explains the rationale for an online platform such as Global-Regulation. Part 3 provides a brief account of the history of the development of machine translation, and it describes some of the limits of the use of statistical machine translation for translating legal texts. Part 4 describes Neural Machine Translation (NMT), which is a new generation of machine translation systems. Finally, Parts 5 and 6 outline the ‘big sky’ thoughts on future directions for Global-Regulation

    Gaming the law: Adolescents and the Harmful Digital Communication Act - employing an educational approach

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    In 2015, the Parliament of New Zealand enacted the Harmful Digital Communication Act (HDCA) with the aim of eliminating harm caused by digital communications. After a year of HDCA’s partial enforcement, a relatively large number of cases under Section 22, which concerns harm caused by posting digital communication, have been filed. Under this section, anyone over the age of fourteen can potentially face sanctions, and the first person to be convicted under the Act was an eighteen-year-old. This article highlights the legal rights and obligations that adolescents need be aware of. It also presents an online game, “Privacy Games” at www.privacygame.com, which uses intuitive and image-based online scenarios to teach adolescents about online privacy and safety
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