Showing posts with label youth. Show all posts
Showing posts with label youth. Show all posts

24 June 2010

The Copyright Debate's Missing Element

There is certainly no lack of debate about copyright, and whether it promotes or hinders creativity. But in one important respect, that debate has been badly skewed, since it has largely discussed creativity in terms of pre-digital technologies. And even when digital methods are mentioned, there is precious little independent research to draw upon.

That makes the following particularly significant:

Doctoral research into media education and media literacy at the University of Leicester has highlighted how increased legislative control on use of digital content could stifle future creativity.

The Digital Economy Act 2010 alongside further domestic and global legislation, not least the ongoing ‘Anti-Counterfeiting Trade Agreement (ACTA)’, combines to constitute a very hard line against any form of perceived copyright infringement.

Research implies that these pieces of legislation could stifle the creative opportunities for youngsters with tough regulation on digital media restricting young peoples’ ability to transform copyrighted material for their own personal and, more importantly, educational uses.

The key phrase here is "young people", because they are using content, including copyrighted materials, in quite different ways from traditional creators. As the researcher commented:

“There is a growing risk that creativity in the form of mash-ups, remixes and parodies will be stifled by content producers. With no clear ‘fair use’ policy, even when it comes to educational media production we are in danger of tainting many young people’s initial encounters with the law."

The current approach, embodied in the Digital Economy Act and elsewhere, risks not only stifling the younger generation's creativity, but alienating them completely from any legislation that touches on it. (Via @Coadec.)

Follow me @glynmoody on Twitter or identi.ca.

28 December 2008

PC vs. Mobile

One thing that is evident is the continuing emergence of the mobile platform as a real alternative to the traditional PC. The iPhone and Android systems are the clearest manifestation of this. But here's another:

For many Japanese adolescents, cellphone is inseparable partner of their lives, you might have heard. Different from PC, kids can have their own (not-shared with your family/siblings, not filtered by home-broadband), can bring it with you to school, outside, anywhere (it is important when your writing back within 5 minutes to your friend’s mail is the only way to prove your true friendship). The largest Social Network Mixi already got more page views from cellphone than from PC (and #2 Mobage and #3 Gree are mainly on mobile).

Some are said to write their college reports by e-mail on cellphone. (*1) (*2) (*3)

For those cellphone-adapted youth, PC’s QWERTY keyboard does not necessary be the best input device. They had to use PC keyboard fewer times on their computer class, however, 0-to-9 number pads are more familiar, even faster way for them.

If number pads in cellphone order is more convenient, some youth feel easier to use it even for PC. Yes, there are some solutions.

Keiboard+IE is USB external keyboard having cellphone-keypads, mouse-like joy pad and many short cut buttons (for IE, as its name implies).

I do hope it's not *that* IE.....

23 January 2007

The BBC's Other Virtual World

You could argue that radio is already a particular kind of virtual world - one created by the wetware between your ears on the basis of the code downloaded by your radio (television clearly isn't a virtual world, because there's little processing or no degrees of freedom involved). But not content with that, the BBC is apparently launching another one:

A virtual world which children can inhabit and interact with is being planned by the BBC.

CBBC, the channel for 7-12 year olds, said it would allow digitally literate children the access to characters and resources they had come to expect.

Users would be able to build an online presence, known as an avatar, then create and share content.

The youth of today....