New Media and Convergence • • New media can be defined as interactive forms of communication that use the Internet, including podcasts, blogs, vlogs, social networks, text messaging, wikis, virtual worlds and all other computer aided communication formats available online. New media requires a computer or mobile device with Internet access. An interactive, digital and time-space independent communication medium that enables any kind of content sharing on cyberspace. Characteristics of New Media • • • • • • • • • • • • Capacity to overcomes the lack of time and space Flexibility Immediate communication Multimediality Interactivity Digital Hypertext Virtual Network New Way To Represent The World New Relation With Consumers Information Age Computer Mediated Communication • • • • • • • • CMC is communication that takes places between human beings via the instrumentality of computer. It occurs when learner use the computer to communicate with each other or even with the native speakers. That communication takes place through different ways in the following elements: Timing Number of participants and Medium For all of the CMC system you need a computer network connection. For audio conferencing we need a microphone. For video conferencing we need a video camera. • • • • • Computer- Mediated Communication: (CMC) is any form of communication between two or more individuals who interact and/ or influence each other via separate computers through the Internet, or a network connection - using software. CMC does not include the methods by which two computers communicate, but rather how people communicate via computers. The process by which people create, exchange, and perceive information using networked telecommunications systems that facilitate encoding, transmitting, and decoding messages. Jones (1995): It is the space within which the relations occur and the tool that individuals use to enter that space. Shaft, Mar tin, and Gay (2001): CMC is human-to-human communication using networked computer environments to facilitate interaction. It is an umbrella term for all kinds of interpersonal (private and public) communication carried out on the Internet by e-mail, instant messaging systems, mailing lists, newsgroups, web discussion boards, Internet Chat, and web chat channels. Network Society • • The concept of the network society is closely associated with interpretation of the social implications of globalisation and the role of electronic communications technologies in society. The definition of a network society given by the foremost theorist of the concept, Manuel Castells (2004 p. 3) is that it is 'a society whose social structure is made up of networks powered by micro-electronics-based information and communications technologies.' Network society is the expression coined in 1991 related to the social, political, economic and cultural changes caused by the spread of networked, digital information and communications technologies. The intellectual origins of the idea can be traced back to the work of early social theorists such as Georg Simmel who analyzed the effect of modernization and industrial capitalism on complex patterns of affiliation, organization, production and experience. • • • • • A term used to characterize the changes in a society brought about by the Internet communication technologies and in which individuals and groups organised around digital information networks. A network society is a conception of society based on advanced networking capability to support anytime, anywhere, life-long engagement where all members of society have access to high-quality content. “A society in which a combination of social and media networks shapes its prime mode of organization and most important structures at all levels (individual, organizational and societal)” (Van Dijk, 2005). It is a society which the structure of social, political, economic, and cultural have changed by the spread of networked, digitalization and communication systems. The current configuration of society in which human activities, experiences and power are affected by the network nature of the Internet. • Van Dijk has defined the idea "network society" as a form of society increasingly organizing its relationships in media networks gradually replacing or complementing the social networks of face-to-face communication. Personal and social-network communication is supported by digital technology. This means that social and media networks are shaping the prime mode of organization and most important structures of modern society. Characteristics of Network Society • • • • • • • Characteristics of the Network Society An informational economy in which sources of productivity and competitiveness for firms, regions, countries depend, more than ever, on knowledge, information and the technology of their processing, including the technology of management and the management of technology. A global economy that is not the same as a world economy, and is a new reality. At its core it has strategically dominant activities which have the potential of working as a unit in real time on a planetary scale. National, regional and local economies depend ultimately on the dynamics of the global economy to which they are connected through networks and markets. The network enterprise is a new form of organisation characteristic of economic activity, but gradually extending its logic to other domains and organisations. The transformation of work and employment; the flexi-workers. There is no major surge in unemployment (except in Western Europe) but there is great anxiety and discontent about work. Power relations have shifted in favour of capital with much downsizing, subcontracting and networking of labour, inducing flexibility and individualisation of contractual arrangements. There is a growth of self employment, temporary work, and part-time, particularly for women. Social polarisation and social exclusion – processes of globalisation, business networking and individualisation of labour all weaken social organisations and institutions that represented/ protected workers in the information age, particularly labour unions and the welfare state. • • • • The culture of real virtuality – the emergence of a similar pattern of networking, flexibility and ephemeral symbolic communication in a culture organised around the electronic media. The media are extremely diverse and send targeted messages to specific segments of audiences and to specific moods of audiences. They form a culture of real virtuality in which our symbolic environment is, by and large, structured in an inclusive, flexible, diversified hypertext, in which we navigate every day. The virtuality of this test is in fact our reality, the symbols from which we live and communicate. The enclosure of communication in the space of flexible media and the media become the essential space of politics. Politics now needs to occupy media space if actors and ideas are not to be marginalised. The media has become the essential space of politics, particularly television. Media politics needs to simplify the message; the simplest message is an image; the simplest image is a person; the most effective political weapons are negative messages; the most effective negative message is character assassination of opponents’ personalities; the politics of scandal and spin; political marketing, PR and corruption; crisis of political legitimacy. Timeless time – time and space are related in society as is nature and their meanings and manifestations in social practice evolve throughout histories and across cultures. The network society is organised around new forms of time and space: timeless time and the space of flows. The space of flows is the material organisation of time-sharing social practices that work through flows. The space of places continues to be the predominant space of experience. In the Network Society a fundamental form of social domination is the prevalence of the logic of the space of flows over the space of places and induces a metropolitan dualism and a form of social/territorial exclusion which bypasses and marginalises people and places. A new spatial dynamics is resisted/ opposed by new social movements that appropriate technologies and penetrate segments of the space of flows with forces of resistance and expressions of personal experience. Online Communities • • • A virtual community or online community is a group of people that may or may not primarily or initially communicate or interact via the Internet. Online communities have also become a supplemental form of communication between people who know each other in real life. The dawn of the information age found groups communicating electronically rather than face to face. A Computer-mediated community (CMC) uses social software to regulate the activities of participants. An online community such as one responsible for collaboratively producing open source software is sometimes called a development community. Significant socio-technical change has resulted from the proliferation of Internetbased social networks. A virtual place where people with similar characteristics meet on a regular basis. online space where groups of people share words & ideas using web-based technology • A group of individuals with common interests who interact with one another on the Internet. • An online space in which members of the community interact with each other and share at least one common belief, aim or concern. • An online community is a group of people with common interests, and who use the Internet tools and spaces (e.g., blogs, websites, and email) to communicate, create something together, and pursue common interests over time. According to Weber (1963) , the community to which people belong nowadays is no longer the community of place, but a community of interest which, within a freely communicating society, needs not to be spatially determined, as individuals are able to interact with each other wherever they are located. A community whose members conduct its communications and activities over a computer network. • • A community that exists online, mainly on the Internet, where its members with similar interests, experience, or shared values take part in social interactions such as share information, knowledge, and experience with other members. • A collective of individuals who engage in mutually-supportive activities using information and communication technologies such as the Web. Members of an online community may be located in the same place or not, but they communicate primarily electronically. • A community of people sharing common interests, ideas, and feelings over the Internet or other collaborative networks. • Community exists within cyberspace but is also interconnected with off-line reality. Included are any communities in cyberspace that interplay with off-line reality through off-line communication components, such as face-to-face meetings, off-line flash gatherings, or any forms of off-line activity. Types of online communities 1. 2. 3. Social networks and communities Professional or work-based communities Project and interest based communities • • Social networks and communities A social networking site encourages members to share interests, stories, thoughts, photos & videos with other members of the community. Users are able to post personal information, photos, videos, etc. Primary objective is socialising. Most content generated doesn’t add to knowledge bank of internet. No real governance over what they post into these communities. Personal Profile Sites personal profile sites allow users to create: Profile page which includes the wall, information, photos & videos. Egs. Of are Facebook, Google wave, Myspace • Professional or work-based communities Eg, websites, discussion areas, mailing lists Clear purpose Established to facilitate learning & discussion kept to on topic Membership is often closed & requiring verification to access Usernames reflect real names and don’t hide behind avatars Rely on quality content and regular participation from members to drive the community • Project and interest based communities Created by enthusiastic individuals and often managed by volunteers Open to the public Have free m/ship Encourage the exchange of ideas through tutorials, advice, etc. Eg. clubs, eg. Morris Minor Car Club; project-based communities, Handmade Help blog Internet and its Beginnings • • The Internet is a vast network that connects computers all over the world. Through the Internet, people can share information and communicate from anywhere with an Internet connection. The Internet consists of technologies developed by different individuals and organizations. Important figures include Robert W. Taylor, who led the development of the ARPANET (an early prototype of the Internet), and Vinton Cerf and Robert Kahn, who developed the Transmission Control Protocol/Internet Protocol (TCP/IP) technologies. How does the Internet work? • • • The Internet works through a series of networks that connect devices around the world through telephone lines. Users are provided access to the Internet by Internet service providers. The widespread use of mobile broadband and Wi-Fi in the 21st century has allowed this connection to be wireless. What is the Dark Web? The Dark Web refers to a series of Web sites that require special decryption and configuration tools to access. It is most commonly used for purposes that require strict anonymity, including illegal sales (e.g., of weapons and drugs), political dissent in countries with heavy censorship, and whistle blowing. Web 2.0 • • • Social media uses Web 2.0 applications of the internet. Web 2.0 refers to the second generation of the World Wide Web which allows people to interact with each other. Web 2.0 has changed the one way communication approach of internet and made possible of multi-way communication among the users. Social media is based on user generated content which means the users themselves develop the content on the social media platforms. For instance, social media users can post any update in Facebook, upload video in YouTube and also create your own blogs. Therefore, it allows more participation and freedom of expression for the users in comparison to the conventional mass media such as television, radio, newspaper, etc. It is because; in social media your content is not filtered by any gatekeepers unlike the other forms of media. Web 2.0 technology of internet, it was Web 1.0 which only allowed one dimensional communication process. It was the first stage of evolution of World Wide Web when only static HTML was possible. People could not take part in content development. This disadvantageous feature of Web 1.0 resulted in this second generation of World Wide Web called Web 2.0. The term Web 2.0 was coined by Darcy DiNucci in 1999 in the article entitled “Fragmented Future”. • • This new technology has enhanced the communication process by allowing people to participate in creating web content and also information sharing. In other words, we can say that it began with just reading the content on websites but now users give their input and increase the scope of the content. The different kinds of these applications are forums, blogs, bookmarks, social networks, Wikipedia, etc. The difference between traditional Web and Web 2.0 is that the communication between the users of internet and the supplier of content is much faster. Elements of Web 2.0 • • • User generated content: Web 2.0 enables users to generate contents as well as facilitates collaboration in developing web content. Ajax (Asynchronous JavaScript and XML): User generated content in Web 2.0 is possible through the method called Ajax i.e. Asynchronous JavaScript and XML. Ajax is the combination of different programming tools including JavaScript, dynamic HTML (DHTML), Extensible Markup Language (XML), cascading style sheets (CSS), the Document Object Model (DOM), and the , XML Http Request, etc. Ajax makes a web page dynamic and it automatically updates the users’ action on the web page and makes it interactive through processing the command. Wiki software: It is a type of collaborative software which allows users to develop content on the website, edit the content and also collaborate with multiple users. An example of website using wiki software is Wikipedia, where you can write and also edit the content available in the website. It is based on computer language called markup language which uses tag to develop content in the website. Tags in markup language indicates what should be displayed on the screen when the page loads, e.g. . Examples of markup languages are HTML (hypertext markup language) and XML (Extensible Markup Language). • • Mash-up: Mash-ups are web page or applications which combine the elements from more than one source. It means this application uses information from different sources and integrates the same in one particular page. You have heard about mash-up songs; similarly mash-up in webpage mixes contents from different sources to create a new and unique content. Trendsmap.com is an example of such website using mash-up application integrating location specific trending twitters with google map. Social Networking: It is a significant element of Web 2.0 which enables users to establish contacts with people from different parts of the world. Facebook, Twitter, LinkedIn are examples of social networking sites which help the users to establish connections in multiple ways. What is alternative journalism? • • • • • According to the Oxford English Dictionary alternative (in this context) means available as another possibility or different from what is usual or traditional. alternative media is ‘another possibility to the mainstream media’. Alternative media can be any medium - newspaper, magazine, newsletter, radio, TV, films, new media, wall paintings, graffiti, street art which provides an alternative to the mainstream media. In other words we can say when the mainstream media creates discontent and dissatisfaction; the audience look for alternative sources of information (media) which provides them relevant information and different interpretation. They either become the producer or the consumer of the alternative media. The rise of smart phones Public becoming reporters Changing media landscape Alternative Media in India • Folk Media • Small Scale Newspapers • Community Media (Newspapers, Radio) • Citizen Journalism NEW MEDIA AND ALTERNATIVE MEDIA • • • • Alternative media very much involves the various mass media forms; it reaches the masses and generate asymmetrical interaction. Whereas the content of the alternative media is ‘deprofessional’; it is not presented professionally as it is in mass media. The mainstream media is run by highly skilled professionals whereas alternative media lacks skilled professionals. Independent News Websites Social Media as Alternative Media UGC- User Generated Content • • • • • • • • • • User generated content is essentially any content created by unpaid contributors. It can include anything from pictures, videos, and blog posts to testimonials and discussion boards. User generated content is typically created or uploaded online, where it is easily shared. User-generated content (UGC) refers to any digital content that is produced and shared by end users of an online service or website. This includes any content that is shared or produced by users that are members or subscribers of the service, but it is not produced by the website or service itself. Some forms of UGC include: Images Videos Status updates/tweets Infographics Comments Blogs Online ads • Content • • • • • • • marketers are increasingly incorporating UGC campaigns as part of their content marketing strategy due to the benefits UGC provides. These include: increasing sales building customer trust strengthening brand/customer relationships increasing social followers expanding social reach boosting authenticity/credibility building SEO value Advantages of User Generated Content • • • • • • Cost/resource savings: UGC can save your organization time and financial resources by outsourcing content creation to users. Content Curation: UGC falls within the content curation family. Content curation involves sourcing, annotating, and sharing the best and most relevant third-party content with your audience. Social Media Reach and Growth: Social media platforms work great for UGC campaigns, given both are typically based on dialogue. So executing a UGC campaign on social channels such as Facebook and Twitter is an excellent strategy to strengthen brand/customer relationships. SEO Perks: Positive customer reviews can raise your SEO ranking. And analyzing the most frequently used words and phrases your audience uses can improve your keyword optimization research. Audience Insights :This advantage of UGC is often overlooked. You can gain key insights by analyzing the content your audience shares. This helps you better understand your audience and what they find engaging. Unique Content: Your audience will produce (often markedly) different content from your marketing team. This is a significant advantage. What Is Media Ecology? (Neil Postman) • Media ecology looks into the matter of how media of communication affect human perception, understanding, feeling, and value; and how our interaction with media facilitates or impedes our chances of survival. • The word ecology implies the study of environments: their structure, content, and impact on people. • An environment is, after all, a complex message system which imposes on human beings certain ways of thinking, feeling, and behaving. • • • It structures what we can see and say and, therefore, do. It assigns roles to us and insists on our playing them. It specifies what we are permitted to do and what we are not. Sometimes, as in the case of a courtroom, or classroom, or business office, the specifications are explicit and formal. • The Media Ecology Theor y is commonly known as the Medium Theory • Its defined by “the study of media as environments” or how the media directly effects society • The idea or phrase “media ecology” was introduced by Neil Postman in 1960 • Then proposed by the for theorist Mcluhan for big emphasis on how electronic technology effects society at 1964 • • • • Media Ecology is often defined as the both the study of media as environments and the study of environments- like situation or contexts- as media. Marshall McLuhan, Walter Ong, Neil Postman and Joshua Meyrowitz are media ecology foundation theorists. Media as environment is the idea that technology and techniques, modes of information and codes of communication play a leading role in human affairs. Media ecology tries to uncover the implicit intrinsic structures of different media and their impact on human perception, understanding, and feeling. McLuhan also looks at the influence that numbers, games and money can have on society. Marshall McLuhan- Canadian Scientist • • • • • Media Ecology theory is best known by McLuhan’s catchphrase the Medium is the message. A message affects our conscious state, it is the medium that largely affects our unconscious state. McLuhan describes the Hot Media as high definition communication that demands little involvement from a viewer, listener or reader as the meaning is already provided by the medium. Ex. Film, Radio, Digital Photographs. Cool media requires a high degree of participation, they are low definition. Little is provided by the medium, so much has to be filled in by the audience. Cool media require audiences to create meaning through sensory and imaginative involvement. Ex. Seminar, conferences, cartoons. Media enhance or amplify the society. Like the telephone enhanced the spoken word. Radio amplified the voice across distance. Television amplified the word and visual across continents. • • According to McLuhan the media with and through which we interact with the world around us are in extensions of our sensory apparatus. From this perspective, the study of media is therefore the study of our extensions. Films, telescope, and the microscope enable us to see things in many ways that our naked eyes cannot. The radio, dvd players allows us to experience sounds, in ways that our ears cannot provide. Joshua Meyrowitz • • Every media has a unique set of symbolic forms, features, or characteristics for encoding, representing, and or decoding content. Meyrowitz calls this media grammar. Media literacy tries to understand the production values of different media. According to him, television has caused the blurring of boundaries between private and public and even male and female roles. Political figures are also brought much closer home. He argues space is not just physical. Neil Postman • • He first used the term Media Ecology. He introduced the term Technopoly. It is a society where culture seeks its authorization in technology, finds its satisfactions in technology, and takes its orders from technology. Technology leads to context-free information. It is one in which the tie between information and human purpose has been cut off. Information appears indiscriminately, directed at no one in particular. Technology negatively changes the fabric of society. Walter Ong • • • • • Walter Ong’s Orality and Literacy explores differences between oral and literate societies in terms of communication and cognition. The discovery of writing and the word helped humans develop a sense of individuality and interpersonal communication. The Telephone: Speech without walls The photograph: museum without walls The electric light: space without walls The movie, radio and TV: classroom without walls. • • • Transmedia is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies. Transmedia engages the audiences on multiple platform and are synchronized to enhance the story experience. In transmedia, elements of a story are disper sed systematically across multiple media platforms, each making their own unique contribution to the whole. Transmedia storytelling • Jeff Gomez “ The art of conveying a rich message, theme or storyline to a mass audience using multiple media platforms, such as ads, books, videogames, comics and movies” • Henry Jenkins “Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience” • Tstoryteller.com “In transmedia storytelling, engagement with each successive media heightens the audience’ understanding, enjoyment and affection for the story” The Matrix is a great example of transmedia. The series of Animatrix animas greatly enhanced the world and fleshing out characters. Enter the Matrix allows the player to play as side characters which play very small role in the movie, but important parts. The Matrix online allows the players to immerse into the world of the Matrix We tell stories to entertain, to persuade and to explain. Our minds do not like random facts or objects and so they create their own stories to make sense of otherwise discrete, isolated events and items. We naturally and often subconsciousl y connect the dots. And dots connected in a stimulating way we call great stories. Great stories win hearts and minds. • • • We tell stories across multiple media because no single media satisfies our curiosity or our lifestyle. We are surrounded by an unprecedented ocean of content, products and leisure opportunities. The people we wish to tell our stories to have the technology to navigate the ocean and can choose to sail on by or stop and listen. Technology and free markets have allowed unprecedented levels of customization, personalization and responsiveness such that a policy of “one size fits all” is no longer expected or acceptable. 8 Elements of Transmedia Telling a story • • Using a variety of story forms • Across multiple media platforms • Within a unified story world • Encourages audience participation • Embedded game mechanics • A social experience • Designed for multiple levels of engagement Telling a story • This means we need a beginning, middle and end in a transmedia project. It is this overarching narrative that provides the engine or drive to the experience. Without an overall narrative that signals the start and end of the project, we risk having a conglomeration of story fragments that may be thematically resonant, but do not give our audience the satisfaction that we get from following a true dramatic arc replete with set-ups, conflict, dramatic tension and a final payoff. Using a variety of story forms • A variety of story forms means using different ways to tell a story. For example, we can use anything, including still and moving images, audio, digital and printed text, live performances… pretty much anything we can use to tell a story is fair game in transmedia. Across multiple media platforms • These platforms can include film, television, the internet, mobile devices, radio, games, and when we say games that could include console games, social games, casual games. Transmedia encompasses the entire spectrum of media platforms as well as live events and installations. Within a unified story world • A unified story world is what really makes the difference between a story that is simply cut up and put on different platforms and a story that is designed from the inception to work across multiple media platforms in a way that respects the conventions of each platform. In a truly unified storyworld, the stories that play out across each platform are ‘woven’ together using hooks really brings the story together and incentivizes fluid movement by the audience from one platform to the next. Encourages audience participation • When we design a transmedia concept, instead of defining the total experience from start to finish, we design a storyworld framework. I like to think of it kind of like a house where we can leave the door open and invite the audience inside, where our story takes place, to participate in the story and potentially influence its outcome. Different types of engagement include : voting, comments, UGC, collaborative problem solving and taking part in social activism. Embedded game mechanics • It’s not enough simply to provide opportunities for the audience to participate, we also need game mechanics to incentivize and reward participation in the story world. Examples of game mechanics include points, prizes, social status, solving a mystery, learning a new skill, and gaining power and privileges within the story world. A social experience • Making transmedia a social experience means we need to give our audience ways to meet with, connect with, and interact with other members of the audience who are also participating in that story experience. An obvious way to do this is by linking in with existing social media platforms such as Facebook and Twitter and also by tapping into locally-oriented and interest-specific platforms that may be even more relevant to our story participants. Designed for multiple levels of engagement • Designing for multiple levels of participation means that all members of our audience do not necessarily have to be deeply involved in the story to enjoy the transmedia experience. Some portion of our audience might want to passively sit back and watch the story unfold, whereas others might want to be challenged by our story, and participate in a hands-on way. By giving those people who want to be deeply involved something to do, we gain an incredibly loyal audience who are typically the people who will go out and become the word-of-mouth army for our transmedia experience. Digital Storytelling • Digital storytelling is a form of entertainment in which game includes a dramatic storyline through actions, either by the storys protagonist, or other characters in the narrative. • Connecting stories through the multiple mediums of digital imagery, text, voice, sound, music and animation in games. Game is “an interactive structure of endogenous meaning that requires players to struggle toward a goal” Elements • • • • • • • A Point of View A Dramatic Question Emotional Content The Voice Soundtrack Balance Pacing A Point of View • All stories are told to make a point. • The designer, need to figure out what you intend the viewer to “get.” What message are you trying to convey? In other words, what is the theme? A Dramatic Question • A good story has a “hook” that will hold the attention of the audience until the story is over. Emotional Content • A story that deals with our emotions, (such as loss, love, loneliness, courage, acceptance, rejection, hardship, etc.) will help the audience maintain their attention. The Voice • The way narrator use the voice can impact the story. – Tone of Voice: Slow, Fast, Loud, Soft (The tone of the storyteller’s voice provides the drama and sets the mood, while engaging the reader. It draws the reader into the plot development through the use of story elements.) Soundtrack • • • • Music sets the mood. The goal is to match the music to the story. Instrumental music, without words, works the best to create an appropriate mood. The focus should be the narration and the music should support and enhance the storytelling. Balance • • The selection of pictures and drawings should illustrate the theme without becoming a distraction. Too many images tend to confuse the audience. • Use the least amount of images required to tell the story. Digital Games • • • • • • • • • A digital game is an interactive program for one or more players, meant to provide entertainment at the least, and quite possibly more. An adaptation of 'traditional' game systems, with rules, player representation, and environment managed through electronic means. Any game that involves electronics in some way. A digital game is any game played on a digital device. digital game: any type of electronic environment that can be controlled or manipulated by a human user for entertainment purposes A digital game is a set of rules and goal(s) abstracted by a digital medium. A digital game is a compelling user controlled experience on a microprocessor controlled device. A digital game is played on an electronic device and is rule-governed and goal-driven. A digital game is a piece of software, embedded or otherwise, meant to entertain its users by presenting some challenge to overcome. • • • • • • • • • Digital game - a game that can be played and is interactive on electronic devices such as consoles and computers. Digital games is a bad term, because digital really means "of or relating to digits" which includes number, fingers, toes, etc. Digital games are any sort of interface designed to be fun that is controlled by a computer processor. A digital game doesn't necessarily have to be interactive, but it helps. A digital game is any game (where a game is something fun) played on a digital device such as a computer or a cellphone. A digital game is a system that enables a human and a computer to interact according to set of both implicit and explicit rules, in an electronically powered domain for the purpose of recreation or instruction. A digital game is a game played using digital technology. A digital game is an electronic stimulation for educational or entertainment purposes. A digital game is any form of electronically mediated game. A game is a form of entertainment with competitive or role-playing elements. An activity that is not interactive and doesn't have a goal cannot be defined as a game. A digital game is any game that is mediated by an electronic form - a PC, a console, a cell phone, etc. An interactive electronic media with a set goal(s) or intent(s) for users to attempt to accomplish. Online Games • • • Online games refer to games that are played over some form of computer network, most often the Internet. Online games can range from simple textbased games to games incorporating complex graphics and virtual worlds populated by many players simultaneously. Internet games (also known as online games) are games that are played online via the Internet. They are distinct from video and computer games in that they are normally platform independent, relying solely on client-side technologies. Normally all that is required to play Internet games are a Web browser and the appropriate “plug-in.” There are many ways for users to play games online. This includes free games found on the internet, games on smartphones, tablets and handheld consoles, as well as downloadable and boxed games on PCs and consoles such as the PlayStation, Nintendo Wii or Xbox. Here are some of the most common devices on which online games are played. • • • • Consoles: These games are played on home entertainment consoles designed to work with a TV. Consoles are capable of connecting to the internet via a home network just like other devices. This allows users to purchase and download games, purchase additional content for games (eg extra levels, characters, features) as well as playing online, although a subscription may be required to use a particular gaming network. The main manufacturers (Nintendo, Sony and Microsoft) include parental controls in their consoles that are linked to age ratings systems. Mobile App Games: Mobile games can be free or chargeable and are downloadable through app stores like Google Play or Apple App Store. There may be costs associated with mobile gaming as within some games, even free ones, there are opportunities to purchase added functionality such as ‘in-app’ purchases. However, these functions can be deactivated, either through settings on a device or via settings on an account used to access the app store. Handheld Games: Handheld games are played on small portable consoles. As with other devices, handheld games are also internet enabled. This allows gamers to download games, purchase additional content, get new features and play and chat to other gamers. Web Games: Some games are accessed through unique websites hosting hundreds of different games. Many of these games are free of charge online, although some may have paid-for components. These sites have become hugely popular with many young people as they often offer a creative element which allows a user to create their own games. • • • PC Games: These games are played on a computer the same way as other software programmes. There are also a large number of ‘free games’ available to download and play that offer limited features with an option to buy extra features or unlock all features via a monthly subscription. Many PC games make use of the internet, and many ‘Massively Multiplayer Online’ (MMO) games, where gamers interact together in virtual spaces, are PC games. Augmented Reality (AR): This is an element of games where a live view of the real-world environment is altered to include moveable graphics allowing players to experience digital game play in the real world. It is usually achieved by using the camera on a mobile device and can be seen in games like Pokémon Go where Pokémons appear to be actually stood in front of you. Virtual Reality (VR): This is immersive wearable technology which creates environments and allows you to explore them as if you are actually there. Experiences can vary but most contain sensors which allow you to mimic your movements in the virtual world. This is usually achieved through wearing headsets, which range in terms of price and experience. Inexpensive cardboard structures have also been developed which allow you to turn your smart phone into a VR headset by downloading an app. Manufacturers are currently recommending that under 12s are to be supervised by an adult when using a VR headset. Online gaming, the risks • • • Content: inappropriate material is available to children online. The quality of graphics in many games is very sophisticated and realistic. Some games might not be suitable for your child’s age as they might contain violent or sexually-explicit content or scenes intended to invoke horror or fear. Contact: potential contact from someone online who may wish to bully or abuse them. If your child takes part in multiplayer games on the internet (where they play against other people, potentially from all around the world) they might be at risk of hearing offensive language from other players, being bullied, or making themselves vulnerable to contact by those with a sexual interest in children if they give out their personal details. Bullying on games is known as ‘griefing’. This is when players single out others specifically to make their gaming experience less enjoyable by sending hurtful messages or destroying parts of their gaming world. Conduct: children may be at risk because of their own and others’ online behaviour, such as the personal information they make public. Specific conduct risks for gamers include excessive gaming use to the detriment of other aspects of their lives. This is sometimes referred to as ‘addiction’. Some websites might not have the game owner’s permission to offer a game as a download i.e. copyright infringement, the same as for music and film, and by downloading it the user might be breaking the law. • Commercialism: young people’s privacy can be invaded by aggressive advertising and marketing schemes. Children and young people can get themselves into difficulty by inadvertently running up bills when playing games online. Some online games offer enticing ‘in app’ purchases, eg buying more lives or gems to complete a level. New Media Art • • New Media Art is a comprehensive term that encompasses art forms that are either produced, modified, and transmitted by means of new media/ digital technologies or, in a broader sense, make use of “new” and emerging technologies that originate from a scientific, military, or industrial context. Along with its emphasis on the “new,” New Media Art signifies an explicit difference—or différance—with art practices that make use of traditional, in other words, “old,” visual media. Hence, much of New Media Art indicates a concern with and reflection of new media and its ever-changing, complex modes of expression. A list of genres that are related to New Media Art showcases the large spectrum of this term—among others, it (commonly) includes virtual art, software art, Internet art, game art, glitch art, telematic art, software art, bio art, computer animation, interactive art, and computer graphics, as well as practices in the field of art and activism, such as hacktivism and tactical media. • New media art refers to all forms of contemporary art made, altered, or transmitted using new forms of media technology. This includes digital art, interactive art, internet art, and virtual art, as well as works of art made using robotics, video games, biotechnology, 3D printing, and computer animation. New media art is a category that defies static categorization as the form continues to expand and new media technologies are invented and explored by artists. • • • • • • • • • • • • • • New Media Art Art which uses digital tools Multimedia Art- Art which uses digital versions of traditional media Non-Linear Editing- Art of filmmaking using digital video Digital Painting Art of painting using digital tools (e.g. photoshop) Web Design Art of graphic design using web page as canvas Interface Design Art of graphic design to create software interfaces Computer Graphics Art using computer modeling and rendering to create virtual scenes Interactive Art - Art involving human-interaction Indirect Interactive Art in which cameras and detectors passively record human motion Directly Interactive Art in which direct manipulation is required of the viewer Video Games Art which is bi-directional, narrative and exploratory. Internet Art Art using the internet, or web site, as medium Information Art Art using databases and social or statistical information as a source. Algorithmic Art Art using a mathematical formula or algorithm as the source of form or structure. Characteristics of New Media Art • • • • • New media art is a very broad term that encapsulates many kinds of art forms. Some of its defining artistic practices include: Digital technologies: New media art often takes advantage of digital technologies, such as computer graphics, artificial intelligence, or virtual reality. Multimedia: A common tactic of new media artists is to combine different types of media in one art piece. Interactivity: Digital media forms, such as virtual reality, social media, and video games, allow viewers to interact with the artwork directly. Digital culture: Many new media artworks engage with digital culture, questioning how we interact online and the way that new media increasingly shapes our everyday lives. Characteristics of New Media Art • • • • • New media art is a very broad term that encapsulates many kinds of art forms. Some of its defining artistic practices include: Digital technologies: New media art often takes advantage of digital technologies, such as computer graphics, artificial intelligence, or virtual reality. Multimedia: A common tactic of new media artists is to combine different types of media in one art piece. Interactivity: Digital media forms, such as virtual reality, social media, and video games, allow viewers to interact with the artwork directly. Digital culture: Many new media artworks engage with digital culture, questioning how we interact online and the way that new media increasingly shapes our everyday lives. CYBER CRIME • • Digital Crime is any illegal activity involving an information technology infrastructure, including: unauthorized or illegal access, interception (by technical means of transmissions of computer data to, from or within a computer system), data interference (unauthorized damaging, deletion, deterioration, alteration or suppression of computer data), systems interference (interfering with the functioning of a computer system by inputting, transmitting, damaging, deleting, deteriorating, altering or suppressing computer data). Definition of Cyber Crime as per IT ACT 2000 - Cyber crime refers to all the activities done with criminal intent in cyber space or using the medium of Internet. These could be either the criminal activities in the conventional sense or activities, newly evolved with growth of the new medium. Any activity, which basically offends human sensibilities, can be included in the ambit of Cyber Crime. TYPES OF CYBER CRIME • • HACKING :- Hacking in simple terms means an illegal intrusion into a computer system and/or network . It is also known as CRACKING. Government websites are the hot target of the hackers due to the press coverage, it receives. Hackers enjoy the media coverage. Motive behind the crime called HACKERS Motive behind the crime called hacking greed power, publicity, revenge, adventure desire to access forbidden information destructive mindset wants to sell n/w security services. CHILD PORNOGRAPHY : The Internet is being highly used by its abusers to reach and abuse children sexually, worldwide. As more homes have access to internet, more children would be using the internet and more are the chances of falling victim to the aggression of Pedophiles. How Do They Operate : How do they operate Pedophiles use false identity to trap the children , Pedophiles connect children in various chat rooms which are used by children to interact with other children. CYBER CRIME • DENIAL OF SERVICE ATTACKS : This is an act by the criminals • • who floods the bandwidth of the victims network or fills his Email box with spam mail depriving him of the service he is entitled to access or provide. Many DOS attacks, such as the ping of death and Tear drop attacks. VIRUS DISSEMINATION : Malicious software that attaches itself to other software. VIRUS , WORMS, TROJAN HORSE ,WEB JACKING, E-MAIL BOMBING etc. COMPUTER VANDALISM : Damaging or destroying data rather than stealing or misusing them is called cyber vandalism. These are program that attach themselves to a file and then circulate. • CYBER TERRORISM : Terrorist attacks on the Internet is by • distributed denial of service attacks, hate websites and hate E-mails , attacks on service network etc. SOFTWARE PIRACY : Theft of software through the illegal copying of genuine programs or the counterfeiting and distribution of products intended to pass for the original. Some Examples of Cyber Crime • • • • • • • • • • • • • • E-mail Account Hacking E-mail Spoofing E-mail Bombing Cyber Stalking Cyber Defamation Online Gambling Credit Card Fraud Online Share Trading Fraud Source Code Theft Tax Evasion & Money Laundering (- to transfer illegal money online) Theft of Confidential Info. Pornography Online Sale of Illegal Articles Usenet Newsgroup (Forums) • • • • • • • • • • • • • • • • Virus Dissemination Web Defacement Web Jacking Email Frauds Software Piracy Music Piracy Intellectual Property Crimes Drug Trafficking Proxy Scan Cyber Terrorism Social Engineering Scams Forgery Data Diddling (altering the raw data) Denial of Service Attack Salami Attacks Trojans & Key loggers Tools and Techniques used to Commit Cyber Crimes • Cyber Crimes make use of various tools and techniques and many of these tools are used for the commission of the cybercrimes and are installed on the victim’s systems through exploitation of the vulnerabilities in the systems / networks or by surreptitiously gaining access to the victim’s systems which may include physical access or by making use of the intermediary systems or by deceiving the victim to allow access to his system or by gathering the victim information. • • • • Buffer Overflow: The condition when a program or process tries to store more data in a buffer (temporary data storage area) than it was intended to hold. Since buffers are created to contain a finite amount of data, the extra information - which has to go somewhere - can overflow into adjacent buffers, corrupting or overwriting the valid data held in them. Cracking: Cracking is breaking into someone else’s computer system, often on a network; bypassing passwords or licenses in computer programs; or in other ways intentionally breaches computer security. A cracker can be doing this either for profit, or maliciously, or for some purpose or cause. Data Didling: Involves altering the raw data just before a computer processes it and then changing it back after processing is completed. Malware: A program that is inserted into a system, usually covertly, with the intent of compromising the confidentiality, integrity, or availability of the victim’s data, applications, or operating system or of otherwise annoying or disrupting the victim. • • • • Phishing: Using spoof E-mails or directing the people to fake web sites to deceive them into divulging personal financial details so that criminals can access their accounts. Rootkit: A set of tools that enables continued privileged access to a computer, while actively hiding its presence from the administrator. Typically, a cracker installs a rootkit on a computer after first obtaining user-level access, either by exploiting a known vulnerability or cracking a password. Once the rootkit is installed, it allows the attacker to mask intrusion and gain root or privileged access to the computer and, possibly, other machines on the network Salami Attack: A programmed attack which is implemented in small (meant to be unnoticeable) increments. This attack involves making alteration so insignificant that it is easily concealed and would go completely unnoticed. Attacks are used for commission of financial crimes. Sniffer: A program and/or device that monitors data traveling over a network. Sniffers can be used both for legitimate network management functions and for stealing information off a network. Unauthorized sniffers can be extremely dangerous to a network’s security because they are virtually impossible to detect and can be inserted almost anywhere. • • • • Social Engineering: A hacker term which involves non-technical intrusion for deceiving or manipulating unwitting people into giving out information about a network or how to access it. Spoofing: Refers to a situation in which the incoming information from an attacker is masked as one that appears to come from a trusted source to the recipient or to the recipient network. Often the messages from the fraudster appearing to be from a genuine source (like bank), seeks personally identifiable information to perpetrate fraud on the victim Spyware: It is a type of malware that is secretly or surreptitiously installed into an information system to gather information on individuals or organisations without their knowledge; a type of malicious code. Steganography: The art and science of writing hidden messages in such a way that no one, apart from the sender and intended recipient, suspects the existence of the message. An image file may contain hidden messages between terror groups, which will be known only to the intended recipient and the sender. • • Trojan: A malicious program that masquerades as a benign application and can take complete control of the victim’s computer system. Virus: A self-replicating program that runs and spreads by modifying other programs or files. A self-replicating, selfpropagating, self-contained program that uses networking mechanisms to spread itself. A program that is installed on a system to cause it to attack other systems. Assignment Search for the 5 famous cyber crimes Cyber Terrorism definitions • Cyberterrorism is the premeditated, politically motivated attack against information, computer systems, computer programs, and data which result in violence against noncombatant targets by sub-national groups or clandestine agents. - by TechTarget • Cyberterrorism is the convergence of cyberspace and terrorism. It refers to unlawful attacks and threats of attacks against computers, networks and the information stored therein when done to intimidate or coerce a government or its people in furtherance of political or social objectives. - by Gabriel Weiman in United Institute of Peace report. • The premeditated use of disruptive activities, or the threat thereof, against computers and/or networks, with the intention to cause harm or further social, ideological, religious, political or similar objectives. Or to intimidate any person in furtherance of such objectives. - Wikipedia • Cyber Terrorism • Significant economic damage • Disruptions to communications • Disruptions in supply lines • General degradation of the national infrastructure • All possible via the Internet Economic Attacks • Cyber attacks cause economic damage: • Lost files and records • Destroyed data • Stolen credit cards • Money stolen from accounts • Time the IT staff spends cleaning up Motivations of Cyber-Terrorists There are various reasons why cyber attacks are an attractive choice for terrorists. Few of them are: • No need to cross physical barrier. • Identity is kept a secret. • Easy to attack. • Fast flow of information. • Little or no regulation. • Huge audience. Cyber hacking • • • • • The Process of attempting to gain or successfully gaining, unauthorized access to computer resources is called Hacking. In the computer security context, a hacker is someone who seeks and exploits weaknesses in a computer system or computer network. The term hacker is reclaimed by computer programmers who argue that someone breaking into computers is better called a cracker. Hacking is the gaining of access(wanted or unwanted) to a computer and viewing, copying, or creating data(leaving a trace) without the intention of destroying data or maliciously harming the computer. Hacking is a broad term used to describe many complex activities wherein the end goal is typically to obtain access to a computer system's servers, database(s), or stored files. This access may be any combination or desired or undesired, and legal or illegal. Why do hackers hack ? • • • • • • Just for fun. Show off. Hack other systems secretly. Notify Steal many people their thought. important information. Destroy enemy’s computer network during the war. Types of hacker • Hackers are of three types: • White hat hacker • Gray hat hacker • Black hat hacker Types of Hacking • • • • • • • Website Hacking Network Hacking Ethical Hacking Email Hacking Password Hacking Online Banking Hacking Computer Hacking Website Hacking • • • • Hacking a website means taking control from the website owner to a person who hacks the website. Network Hacking- Network Hacking is generally means gathering information about domain by using tools like Telnet, Ns look UP, Ping, Tracert, Netstat, etc… over the network. Ethical Hacking - Ethical hacking is where a person hacks to find weaknesses in a system and then usually patches them. Email Hacking - Email hacking is illicit access to an email account or email correspondence. • • • Password Hacking -Password Hacking Password cracking is the process of recovering secret passwords from data that has been stored in or transmitted by a computer system. Online Banking Hacking - Online banking Hacking Unauthorized accessing bank accounts without knowing the password or without permission of account holder is known as Online banking hacking. Computer Hacking - Computer Hacking is when files on your computer are viewed, created, or edited without your authorization. HACKING TECHNIQUES: • • • KEYLOGGER: KEYLOGGER IS A SIMPLE SOFTWARE THAT RECORDS THE KEY SEQUENCE AND STROKES OF YOUR KEYBOARD INTO A LOG FILE ON YOUR MACHINE. THESE LOG FILES MIGHT EVEN CONTAIN YOUR PERSONAL EMAIL IDS AND PASSWORDS. KEYLOGGER IS ONE OF THE MAIN REASONS WHY ONLINE BANKING SITES GIVE YOU AN OPTION TO USE THEIR VIRTUAL KEYBOARDS. • • • DENIAL OF SERVICE ATTACK: A DENIAL OF SERVICE ATTACK IS A HACKING TECHNIQUE TO TAKE DOWN A SITE OR SERVER BY FLOODING THAT SITE OR SERVER WITH A LOT OF TRAFFIC THAT THE SERVER IS UNABLE TO PROCESS ALL THE REQUESTS IN THE REAL TIME AND FINALLY CRASHES DOWN. FOR DDOS ATTACKS, HACKERS OFTEN DEPLOY BOTNETS OR ZOMBIE COMPUTERS WHICH HAVE GOT THE ONLY WORK TO FLOOD YOUR SYSTEM WITH REQUEST PACKETS. • • • • WATERHOLE ATTACKS: IF YOU ARE A BIG FAN OF DISCOVERY OR NATIONAL GEOGRAPHIC CHANNELS, YOU COULD RELATE EASILY WITH THE WATERHOLE ATTACKS. TO POISON A PLACE, IN THIS CASE, THE HACKER HITS THE MOST ACCESSIBLE PHYSICAL POINT OF THE VICTIM. FOR EXAMPLE, IF THE SOURCE OF A RIVER IS POISONED, IT WILL HIT THE ENTIRE STRETCH OF ANIMALS DURING SUMMER. IN THE SAME WAY, HACKERS TARGET THE MOST ACCESSED PHYSICAL LOCATION TO ATTACK THE VICTIM. THAT POINT COULD BE A COFFEE SHOP, A CAFETERIA ETC. ONCE HACKERS ARE AWARE OF YOUR TIMINGS, THEY MIGHT CREATE A FAKE WI-FI ACCESS POINT AND MODIFY YOUR MOST VISITED WEBSITE TO REDIRECT THEM TO YOU TO GET YOUR PERSONAL INFORMATION. • FAKE WAP: • EVEN JUST FOR FUN, A HACKER CAN USE SOFTWARE • TO FAKE A WIRELESS ACCESS POINT. THIS WAP CONNECTS TO THE OFFICIAL PUBLIC PLACE WAP. ONCE YOU GET CONNECTED THE FAKE WAP, A HACKER CAN ACCESS YOUR DATA, JUST LIKE IN THE ABOVE CASE. EX: TOOL: WI-FI PUMPKIN • • • EAVESDROPPING (PASSIVE ATTACKS): UNLIKE OTHER ATTACKS WHICH ARE ACTIVE IN NATURE, USING A PASSIVE ATTACK, A HACKER JUST MONITORS THE COMPUTER SYSTEMS AND NETWORKS TO GAIN SOME UNWANTED INFORMATION. THE MOTIVE BEHIND EAVESDROPPING IS NOT TO HARM THE SYSTEM BUT TO GET SOME INFORMATION WITHOUT BEING IDENTIFIED. • Cyber crimes punishable by law • Hacking • Unauthorised attempts to bypass the security • mechanisms of an information system to gain access to programmes, data and network resources. Punishment under IT (Amendment) Act, 2008: imprisonment upto three years or fine, upto five lakh rupees or both. • Hacking earlier used to refer to a crime under section 43 of the IT Act but at the same time, ethical hacking or better known as white collar hacking was considered legal. Ethical hacking is also being taught by various professionals at schools and colleges. So a need was felt to differentiate between good and bad hacking. Under the amendment IT Act in 2008, the word ‘hacker was removed from the act. The reason for the same was that ethical hacking is taught by a lot of professionals at various schools and colleges, and colleges cannot teach anything illegal. So the same word should not be used. The amendment rephrased section 66 and section 43 by removing the word hacking from the Act. Hacker Vs Cracker • • • • There is a very slight line of demarcation drawn between the two words- hacking and cracking after the amendment of the IT act in 2008. Hackers are those people who are very good at computer programming and use their skills in a constructive way to help the government and various other organizations to protect their important information and company secrets. They try to discover loopholes in the software and find reasons for the same. They constantly try to improve the programs to improve the programming. They never intentionally damage the data. Whereas cracker id the one who intentionally breaks into the computer programs of others without having the authority to do so and has a malicious intention to harm the network security. However, there is a huge misconception about the two and both the terms are used interchangeably in today’s context even when they mean different. • • • Chapter XI Section 66 of IT Act, 2000 particularly deals with the act of hacking. Section 66(1) defines a hack as, any person, dishonestly or fraudulently, does any act referred to in Section 43 is called hacking, and Section 66(2) prescribes the punishment for it. Hacking is a punishable offense in India with imprisonment up to 3 years, or with fine up to two lakh rupees, or with both. Chapter IX Section 43 of IT act, 2000 prescribes a penalty for the damage to computer or computer system. It is a common thing which happens whenever a computer system is hacked. Black hats damage the system that they hack and steal the information. This enumerative provision includes a lot of activities. Chapter XI Section 65 of the said act makes tampering with computer source documents an offense. Section 72 of the same chapter makes the breach of confidentiality and privacy, a punishable offense. This is the most common aftermath of hacking. The liability of the cracker • Civil liability • Section 43A of the IT Act deals with the civil liability of cyber offenders. The section deals with the compensation that should be made for failure of protection of the data. This was introduced under the amendment of the act in 2008. The corporate responsibility for data protection is greatly emphasized by inserting Section 43A whereby corporate are under an obligation to ensure adoption of reasonable security practices. Further, what is sensitive personal data has since been clarified by the central government vide its Notification dated 11 April 2011 giving the list of all such data which includes password, details of bank accounts or card details, medical records, etc. Penal liability • Penal liability of cracking arises when the intention or the liability of the cracker to harm the system or steal any important information gets established. If the cracker only trespasses the system without any intention to harm, it only remains a form of civil liability under section 43A. The criminal trespass can also result in other penal activities punishable under Indian Penal Code like cyber theft that can be punishable under section 378 of Indian Penal Code. Laws on hacking in India • Section 43 and section 66 of the IT Act cover the civil and • criminal offenses of data theft or hacking respectively. Under section 43, a simple civil offense where a person without permission of the owner accesses the computer and extracts any data or damages the data contained therein will come under civil liability. The cracker shall be liable to pay compensation to the affected people. Under the ITA 2000, the maximum cap for compensation was fine at Rs. One crore. However in the amendment made in 2008, this ceiling was removed. Section 43A was added in the amendment in 2008 to include corporate shed where the employees stole information from the secret files of the company. • • Section 66B covers punishment for receiving stolen computer resource or information. The punishment includes imprisonment for one year or a fine of rupees one lakh or both. Mens rea is an important ingredient under section 66A. Intention or the knowledge to cause wrongful loss to others i.e. the existence of criminal intention and the evil mind i.e. concept of mens era, destruction, deletion, alteration or diminishing in value or utility of data are all the major ingredients to bring any act under this Section.2 .The jurisdiction of the case in cyber laws is mostly disputed. Cyber crime does not happen in a particular territory. It is geography less and borderless. So it gets very difficult to determine the jurisdiction under which the case has to be filed. Suppose a person works from multiple places and his data gets stolen from a city while he resides in someother city, there will be a dispute as to where the complaint should be filed. Authorship • • • The author in copyright history, especially before the Statute of Anne , had been regarded as a separate entity from the printer or publisher of a work. The distinguishable rights of a book owner over the manuscript as a physical object made out of ink and parchment from the rights of an author over the text itself indicated an early separation between the person who created the work and the person who invested in publishing it. In fact, early forms of copyright practiced by the book trade showed more of an economic interest by the book sellers in the physical embodiment of a text rather than the text itself . Printing privileges that were given to printers in the year 1400s allowed books to be printed in large quantities and distributed. This encouraged a capitalistic enterprise in the form of the book trade to develop though not creative endeavors through autonomous authorship. Authors were given separate privileges but it appeared from the privileges granted to authors, editors, translators and printers that even in fifteenth century Venice, a fusion of authorship and the print business existed. • • • • • • • • • • The provisions of acquiring copyright ownership are defined under Section 17 of the Act. According to which, the first owner of copyright is defined as under: Subject to the provisions of this Act, the author of a work shall be the owner of copyright therein. Section 17 statutorily recognizes the author of the work to be the first owner of the copyright. The author is defined under the Act for various works, which come under the law of copyright. Section 2(d) defines author, it says “Author” means, – In relation to a literary or dramatic work, the author of the work; In relation to a music work, the composer; In relation to artistic work other than a photograph, the artist; In relation to photograph, the person taking the photograph, the artist; In relation to a cinematograph film or sound recording, the producer; and In relation to any literary, dramatic, musical or artistic work which is computergenerated, the person who causes the work to be created However, this provision is subject to certain exceptions. • Section17 (a) provides that where a work is made by the author in the course of his employment by the proprietor of a newspaper, magazine or a periodical under a contract of service or apprenticeship for the purpose of publication in a newspaper, magazine or periodical, the said proprietor, in the absence of any agreement to the contrary will be the first owner of the copyright in the work in so far as it relates to the publication of the work in any newspaper, magazine or similar periodical or to the publication of the work for the purpose of being so published. Except in such cases, the author will be the first owner of the copyright in the work • • Section 17(b) provides that where a photograph is taken or a painting or a portrait drawn, or an engraving or a cinematograph film made, for valuable consideration at the instance of any person, such person, in the absence of any agreement to the contrary, shall, be the first owner of the copyright therein. Section 17 (c) provides that in the case of work made in course of the author’s employment under a contract of service or apprenticeship, to which clause (a) or clause (b) does not apply, the employer shall, in the absence of any agreement to the contrary, be the first owner of the copyright therein. An author may create a work independently, or he may create a work under a contract of service or contract for service. Copyright Act • • • • • • • • its an exclusive right of the copyright holder. its a right to copy or reproduce the work for which the author has got the copyright. its a right to do or authorizing others to do certain acts . its a product of human skill & his mental capacity to do something creative. cinematography artistic works dramatic works musical works literary sound recording computer programs .etc • • after independence Indian government passed the Copyright act in the year 1957 . subsequently this act was amended many times due the influence of many international treaties for which India was a signatory . The treaties which has influenced the change in the above act is : 1.The Berne convention 1886. 2.The Universal Copyrights convention 1940 . 3.The WIPO Copyright treaty .etc Copyright : copyright has its origin in the 20th century . copyright is a form of intellectual property, which deals with protecting the rights of a copyright holder. just like other intellectual properties even copyright can be sold, mortgaged, leased etc . Objectives of copyright act • • • • • Its main objective is to encourage the authors, music composers ,singers to create their original piece of works by granting them exclusive rights . to stop the misuse of copyrights . it helps in protecting the rights of the person who holds the copyright. the copyright holder is give both the civil remedies and the criminal remedies in case of infringement . further it provides methods of acquiring the copyrights. the copyright protection is given for a longer period of time . Copyleft • Copyleft is a strategy of utilizing copyright law to pursue the policy goal of fostering and encouraging the equal and inalienable right to copy, share, modify and improve creative works of authorship. Copyleft (as a general term) describes any method that utilizes the copyright system to achieve the aforementioned goal. Copyleft as a concept is usually implemented in the details of a specific copyright license, such as the GNU General Public License (GPL) and the Creative Commons Attribution Share Alike License. Copyright holders of creative works can unilaterally choose these licenses for their own works to build communities that collaboratively share and improve those copylefted creative works. Open Source • • • • • • • In production and development, open source is a philosophy, or a methodology that promotes free redistribution and access to products design or ideas and implementation details. open as in free open as in access open as in over time open as in not closed open as in reuse and change open as in any place and for anyone • • • • View/Modify the source code of an application or software. Open source software is released to the development community and undergoes a secondary phase of evolution, but closed source software is developed in isolation with a small team of developers. Developer support and large community to help. Open Source is more secure and bugs and vulnerabilities are fixed often. ADVANTAGES OF OPEN SOURCE • • • • • • • • • Availability of source code Source code to understand and learn from Do not have to re-invent the wheel Free as in “freedom” Does not depend on vendor Can choose additional support Can fix bugs and adapt to change in requirements as well as technology Quality and Customizability in open source is better. Costs much less than proprietary counterparts. DISADVANTAGES OF OPEN SOURCE • • • • • Not generally straightforward to use and requires a certain learning curve to use and get accustomed. Incompatibility issue with software and hardware. (3rd party drivers) Bad Codes, and some unqualified people who uses it. Software quality assurance process is widely not transparent No financial incentive. Headlines for the web • • • • • • • • Make the reader want to find out more by reading the article Create curiosity Promise answers to a questions or solutions to a problem Include a key benefit Use present tense , Wildcats defeat Tigers Use active verbs O Survey reveals students fed up Don’t use “be” verbs Leave out articles (a, an, the) Use comma in place of and Keep all parts of a verb on one line O Winning students to travel to moon Headlines for the web • Keep adjectives and the nouns they modify on the same • • line. O Avoid double meanings Use plain, simple words , Avoid names Be active, not passive, Lines should be the same length O Use downstyle--only capitalize the first word and proper Steps for writing headlines: • • • • • • • READ the article; identify the underlying theme. Express the theme in an active voice using as few words as possible Active verbs lend immediacy to a story Active verbs attract readers Keep the headline in present tense Keep it simple. Provide enough information to give the reader an impression of the entire story Basics of Online Reporting • Multimedia • Open Ended Styles of online reporting 1. Open source reporting: where a reporter announces the topic, inviting readers to submit leads, tips, sources and ideas. In the end, the reporter will sift through all the information provided and come up with the final story. 2. Distributed news reporting: This is Open source reporting 2.0. Here the readers in the community write the stories themselves, adding to a varied and multi-faceted body of work, often covering all the sides of the story. 3. Traditional Reporting done online: Using the traditional journalist's process - A. Interviews B. Observation C. Looking through documents D. Reading Online - offering opinion E. Reading Online - aggregating opinion. Through digital Story Development, various skill sets are practiced by the story developers. These include the following (Saponaro, 2014): a) Research: Story developers do extensive research on the selected topics of interest so as to reach the target audience. b) Resource Selection: Story developers select the most appropriate content, images, video-clips and the best media for presentation. c) Script-Writing: Story developers work on the script writing skill sets to improve them drastically. d) Voice-overs: Story developers select the best voiceover for narration of the script which in turn adds authenticity to the videos. e) Technical Skill Development: Story developers work much on their technical skills by spending many hours on editing videos, selecting the best image, adding voiceovers and much more. This in turn helps them to create the best videos that develop the interest of the target audience. f) Collaboration: Story Development is a gradual learning process for all developers wherein they get the opportunity to practice various social skills. Various other skills also include content management and organization of new ideas from time to time. g) Presentation: Story developers present their stories to the real target audience in various forms such as podcasts, films, e-portfolios and much more. All the aspects and parameters related to Story Development are exercised to the best of potential and capabilities. h) Creativity Expression: As mentioned before, creative use of digital media is the most interesting aspect of Story Development in this era of advanced technology • • • • • Linear stories. Linear storytelling is the most widely used and accepted format in animation. It develops with a beginning, progresses into a middle and then goes off to a resolution at the end. At the beginning a situation is shown along with a problem arising in the middle of the story and it ends with a resolution or a solution to the story. Linear stories can also work in reverse as seen in Piet Kroon’s short film T.R.A.N.S.I.T. The movie begins as a man is moving away to Argentina after a murder. The movie then goes into a flashback showing the interconnections in the characters’ past and how this situation was inevitable and unavoidable. Non Linear stories. Whereas non-linear movies aren’t based on structural outlines, they’re based on setting a mood or an effect. Non linear movies basically consist of experimental short films. Waking Life is a rare example of a full fledged feature film of a non linear pattern. The story revolves around dreamy logic and it builds up over time. Instead of being a carefully assembled narrative. However both of these type of stories will require extensive pre-production work. Although non linear stories might not need character development as much as linear stories to attains it’s desired effects. If you’re wanting to create a non linear film, you must concentrate on the moods, effects and emotions. Try out different artistic styles, color, sound, music and effects that will impact the audiences in the required and necessary manner. • • Linear writing tends to be the more standard approach to novel-writing. It tends to be more organized than non-linear writing and will create a finished product in less time. Because it forces the writer to figure out all the ins and outs of their story as they go, there tends to be less massive revision and changes. However, since the writer needs to work where they are and not skip ahead, when inspiration strikes for a different scene they tend to wait until they get there to write it. Non-linear writing is a slave to inspiration. This is when the writer gets a brilliant idea for a scene and writes it and then has to build a story around it. Writing when fueled with inspiration lends itself to awesome prose and satisfying creative experiences. However, a non-linear writer will shy away from scenes that they don’t feel the inspiration to write and stick to the ones they are passionate about. When it comes time to assemble these scenes into a story there tends to be a disconnect between them and it takes lots of hard work to bring the story to completion. • • Contextual stories tend to focus on the big picture, providing context for other news. If the conventional story is a well-cropped, tightly focused shot, the contextual story uses a wide-angle lens. It is often explanatory in nature, sometimes appearing beside conventional stories to complement the dry, ‘just the facts’ versions of that day’s events. Sometimes, newspapers label contextual stories ‘news analysis’, as if to head off anticipated criticism that these stories mix interpretation with facts. Contextual stories are often written in the present tense, since they describe processes and activities that are ongoing rather than events that have been both initiated and completed in the preceding hours or days. Alternatively, they may be written in the past tense, if their purpose is to give historical context. Contextual stories are not all alike. They may be explanatory stories that help readers better understand complicated issues. They may be trend stories, using numerical data that show change over time on matters of public interest like high school graduation rates, population growth or unemployment. Trend articles in the later years of our sample often included charts or graphs. • • Contextual journalism refers to providing ‘relevant’ background, perspectives, depth and hindsight for audience to better understand news. Context in news reporting is the trend in today’s dynamic, sophisticated world with evolving stories that resonate across the globe. News context could apply to both local and international stories. Context makes it easier for the audience to understand the news better, not based on the incident that happened but on the circumstances that led to the incident. It is the little more information needed to make a story more meaningful to the audience. Context is the background narrative necessary for the audience to better understand the news. You might say contextual journalism is another name for interpretative reporting, indepth reporting, or just providing background to a story. Well, even if you don’t do outright interpretation, the extra facts create context for the audience members to do the interpretation by themselves. Context provides relevance to a story, depending on the subject. Terry Heaton, in an article, described context as the new flavor in journalism. • contextual journalism is still very relevant to make sense out of complex and evolving news breaks in modern society. News context tries to provide an atmosphere of understanding for the story, such as what led up to it, what could happen as a result, or similar events. Contextual journalism can, when dealing with technical fields, attempt to simplify concepts for the average viewer. It makes the audience ‘informable’ as it gives them background or basis to form opinion on an incident. Much as contextual journalism could lead to bias, fact-checking by journalists to present relevant build up to an incident is very essential in modern journalism. Factors that could influence news context • • Much as journalism preaches objectivity and professionalism, certain covert factors could influence news context. Context could be based on such factors as media ownership, philosophy, political or ideological affiliation. This is primarily why context for BBC, CNN and Sky News could be different on certain news stories. While the CNN which is seen to be objective towards activities of Donald Trump for instance, might condemn him for what they feel he has not done right, BBC (which is owned by an allied nation that wants to maintain a good relationship with Trump) night be careful with the context provided on that same story. Sky News is also a British company which might have a different context for CNN. Basically the difference in context between media houses could be dependent on the difference in ideology of the channels, the way they perceive an issue, their attachment to the key players in the story (for International news) and probably to an extent, the philosophy of the station, that is, what they believe is the best way to practice journalism. Difference in context has little to do with professionalism in journalism (especially on international news involving political issues). It is more of ideological leaning. But when talking about non-political news, professionalism plays a role in news context because it is only a well-informed, well-trained journalist that will understand the value of contextual journalism and provide the most appropriate background foundation for audience to understand an incident. Video conferencing • • • Video conferencing Video conferencing in its most basic form is the transmission of image (video) and speech (audio) back and forth between two or more physically separate locations.” It is simply a vehicle for interactive communication, enables one set of people to see and hear people in a different location, in its most basic form is the transmission of image (video) and speech (audio) back and forth between two or more physically separate locations. Video Conferencing is using a computer, video camera, and network such as the Internet, to conduct a live conference between two or more people. Video conferencing in its most basic form is the transmission of image (video) and speech (audio) back and forth between two or more physically separate locations. FEATURES • Very straightforward approach. • Calls can be made locally, nationally or across the world. VIDEO CONFERENCING COMPONENTS • Camera • Microphone • Speakers • TV or Monitor VIDEOCONFERENCING TYPES • • • • • Point-to-point- A videoconference that connects two locations. Each site sees and hears the other sites at all times. Multi-point- A videoconference that connects to more than two sites through the use of a multi-point control unit( MCU ) or video hub. Participants at all sites can hear one another at all times and see the site that is currently speaking. ( Voice activated switching) This is a bridge that interconnects calls from several sources. SKYPE • • • • • Skype, A free software program that you can download from Skype.com that allows you to make free calls over the Internet to other Skype users over the world, through VoIP. Skype is a fantastic free tool for online instant communication with friends, family, and coworkers. It’s the number one online communication tool in the world. Keeping in touch with people Develop a closer relationships with your friends or your coworkers Educational purposes What is IPTV (Internet Protocol television)? • • • The term IP stands for Internet Protocol, hence, the IPTV full form is Internet Protocol Television. Therefore, when someone mentions IPTV to you, it simply means a TV that can operate with the help of the internet. Naturally, you will need to have a fast broadband connection to ensure that your IPTV is operating properly. IPTV is quite different from the normal TVs that you can get from the stores. It sets itself aside from the traditional satellite TV or cable TV that you have come across while growing up. By providing a constant streaming service, IPTV has created a new genre of a TV all by itself. Therefore, everything that you see is either happening live or on demand. You could say there are a lot of similarities between an IPTV and YouTube or Netflix. However, at the same time, there are differences between the two which helps in clearer differentiation. How does IPTV (Internet Protocol television) work? • • • • • • These TVs with the help of a broadband connection. Although it will work on traditional cable networks, it is advisable to watch IPTV with the help of fiber broadband. Why? A Fiber broadband connection is the best option, if you want to watch IPTV – the constant connectivity, great speed and low downtime does help to amp up your entertainment needs. Types of IPTV There are three different types of an IPTV: Video on demand – With these devices, you go to the website of a streaming service, pay for the specific movie or TV show, and enjoy! Time-shifted – These IPTVs are based on time, and you can enjoy the content on them, anytime you want. It enables you to watch regular broadcasts at a time of your convenience. Live – This is the form of IPTV that broadcasts programs as and when they are happening.