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Halt and Catch Fire

By amjadkdr on April 21, 2015

I recently came across a new series on Netflix, “Halt and Catch Fire.” Seems to consider a lot of the themes we spoke about during our class.

 

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Randomizing Someone Else’s Creativity as a Form of Creativity

By Ryan Vogt on April 16, 2015

A few nights ago, I saw a friend of mine from Utah, USA, whom I know from a previous video game charity event (Darkwing_Duck_SDA on Twitter), playing a randomized version of The Legend of Zelda.

For those of you who haven’t played the original Zelda for NES (I hope I’m not aging myself too badly as the resident LAW 423 geezer): the basic idea of the game is that you search a large (for the era) world for eight dungeons. In each dungeon, there is an item that helps you progress in that dungeon and future dungeons, as well as a boss monster guarding a magical artefact. Collect all eight artefacts, and you can enter the final (ninth) dungeon, beat the final bad guy, and save the princess.

The randomization project has a lot of customization options. But, the craziest preset option is one called “Pandemonium Mode”. All the dungeon locations are randomized (so what may previously have been an entrance to a medicine shop is now the entrance to a dungeon — which one, who knows?). Which items are located where in which dungeon? Randomized. The layout of the rooms in each dungeon? Randomized. Which enemies are in which locations? Randomized. The location of the artefact and items in each dungeon? Randomized.

While randomization per se isn’t difficult, randomizing the game in such a way that it can still be completed is very difficult. For example, in the original version of the game, you need the raft from one dungeon to sail across a narrow strait to reach the next dungeon. It would really stink if, in a randomized version, the entrance to dungeon N were put across that narrow strait, and the raft were located in dungeon N — oops, the game now can no longer be completed.

Take a look at all the constraints that the team who made the randomizer had to come up with to make the game as random as possible, while still guaranteeing that any given randomization (while potentially as frustrating as possibly imaginable) is still completable.

To me, that speaks to the designers imbuing this randomizer with an incredible amount of their own creativity. And, what can this randomizer do for Nintendo except attract a fresh set of eyes to an old game? To me, this is an amazing expression of fan-creativity in the video game / online world.

But, what do you think?

Cheers!

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Class 13 Slides; April 7, 2015

By Jon Festinger on April 14, 2015

Our last set of slides for the semester.  So many of they that they had to be split in half (even after using PowerPoint’s compression utility). So the first deck is on surveillance. The second is a stand-alone final review of the course memes.

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jon

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News of the Week Top 5; April 8, 2015

By Jon Festinger on April 14, 2015

1. The cost of silence: mass surveillance & self-censorship

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2.  DDoS attacks that crippled GitHub linked to Great Firewall of China: Whitehat hacker’s traceroute wizzardry pinpoints origin of denial-of-service code.

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3. The Internet of Kafkaesque Things (Jay Stanley)

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4. How the DMCA’s Online Copyright Safe Harbor Failed (Eric Goldman)

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5. Taking Down Bigots With Their Own Weapons Is Sweet, Satisfying — And Very, Very Wrong: Actually, it’s about ethics in doxxing.

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jon

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Game of Thrones Piracy

By Ryan Vogt on April 13, 2015

The first four episodes of Season 5 of Game of Thrones were leaked early online.  Interestingly, Time Warner CEO Jeff Bewkes has stated:

“Our experience is [piracy] leads to more penetration, more paying subs, more health for HBO, less reliance on having to do paid advertising… If you go around the world, I think you’re right, Game of Thrones is the most pirated show in the world. Well, you know, that’s better than an Emmy.”

Interestingly, the thesis seems to be that more exposure means more financial success, even where the exposure itself is not the exposure that the content creator intended.

It’s not immediately obvious from where the copies originated, though initial suspicion seems to centre on the copies having been leaked by some unknown reviewer.  Reviewers received the first four episodes in advance of the season premier.

Interestingly, the unknown source is not a difficult problem to sort-of solve* in advance of distributing the copies.  Steganography could be used to embed a symmetrically encrypted fingerprint (a secret value unique to each episode-reviewer 2-tuple) in each copy given out.

*Note: I said “sort-of” solve the problem.  A reviewer could just re-encode the copy to muddle or strip the fingerprint.  However, assume that reviewers were given digital copies (as opposed to physical copies that must be re-encoded before they can be distributed).  In this case, I theorize that most people wouldn’t bother to re-encode the copy before leaking it (human nature being what it is — path of least resistance, and all that).

Cheers!

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Online Shaming or Sadistic Trolling

By Ryan Vogt on April 12, 2015

There was an article in the Globe and Mail earlier this week about online shaming, including a discussion of sadism as an inherent character trail. I thought it tied in well to some of our discussions in class; plus, it’s an interesting read as a study break 🙂

Cheers!

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Nintendo and We Play videos

By Alex B on April 7, 2015

Great interview with Elena Iosef by Amanda Lang about copyright and gameplay:

http://www.cbc.ca/news/technology/youtube-gaming-stars-blindsided-by-nintendo-s-ad-revenue-grab-1.3010550

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John Oliver with Edward Snowden

By Ryan Vogt on April 7, 2015

Here is the John Oliver interview with Edward Snowden that was mentioned in class today. Hilarious, sad, and insightful — all in one.

 

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Tuesday’s Class Presentation

By Jon Festinger on April 5, 2015

Amanda has asked me to post the following  readings for Tuesday. Please be forewarned that the second link is graphic in text and video. The irony of this warning given the context of the course will of course not be lost on anyone….

Why hasn’t Japan banned child-porn comics?

http://www.bbc.com/news/magazine-30698640

The 10 Most Disturbing Scenes in Anime History

http://www.therichest.com/rich-list/most-shocking/the-10-most-disturbing-scenes-in-anime-history/?view=all

jon

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News of the Week Top 5; April 1, 2015

By Jon Festinger on April 5, 2015

1. China Uses Unencrypted Websites to Hijack Browsers in GitHub Attack

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2. Ellen Pao’s Statement On Losing The Kleiner Perkins Case: “The Battle Was Worth It”

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3. How C-51 undermines privacy (Lisa M. Austin, Benjamin J. Goold, Avner Levin and Andrea Slane)

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4. Facebook tracks logged-out users in ‘violation’ of EU law, study says

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5. Bell censorship: the status quo can’t endure

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jon

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Check out the UBC Video Game Law Course
LEGAL CONSTRAINTS ON (DIGITAL) CREATIVITY: The Course
This is the website for the course "Legal Constraints on Digital Creativity" being offered at the Allard School of Law, UBC. Among the purposes of this website is near real-time engagement with and about course materials. As well as to solicit additional comments, reactions and thoughts from students as well as academic and creative colleagues regarding the content, pedagogy and delivery of the course. The course is a cousin to Video Game Law which has recently completed its 8th academic year. That course examines how legal constructs apply to a particular advanced form of interactive media. This course is not fixed on any one digital form. It asks how law is altering, circumscribing and entwining our creative instincts and powers. The course description reads: This course examines the implications to the human creative process engendered by law and legalities. The invention of digital worlds has resulted in changes and advancements that could scarcely be imagined, with much more still to come. As significant as was the coming of the Internet, the development of software languages, and the growth of social media, they are only part of the story. Among the most profound changes is a fundamental shift in our conception and understanding of what “creativity” means and how it manifests. With today’s tools it is clearer than ever that everyone is a content creator. It is particularly in this light of the democratization of creativity that this course seeks to understand the content realms. Today many legal perspectives are rights based. Rather than another dialectic on rights, we will catalogue and debate the myriad ways creativity is in fact restrained, shaped, and altered even while “freedom of speech/expression” is acknowledged. Above all we will seek to specifically identify the roles of law & regulation in this process. In so doing we will deepen our understanding of censorship, its conventions and guises. We will travel with the creator on the journey their content traverses. In particular we will focus on how intended and received meanings are altered as a consequence of the constraints we identify. We will in every class proceed from the inside out, from the creation of an idea through stages of gestation, fixation, distribution, communication, reception, comprehension, interpretation, and understanding. Our classes will examine different levels of creative constraint, as well as cataloguing their consequences to creators, the creative process, and democracy itself. We will, employing various methods, survey the following layers of control, moving from purely private to state sponsored: a. Creative Models & Community Constraints (extra-legal) b. Technological & Structural Constraints c. Copyright, Remixing & Modding d. Trademarks, Patents & the IP Business (including "IP trolling”) e. Contractual Constraints (EULA’s, ToS’ and the “Post IP World”) f. Privacy, Defamation, & Personality Rights  g. Industry & Medium Regulation in a Digital Age (net neutrality, neg regulation & the future of “Broadcasting”) h. Consumer Protection (“Big Data” as well as psychological manipulations or “brain-gaming”) i. Criminal/Obscenity/Taxation/Currency/Gambling Law & Regulation j. Internet Governance & Surveillance (and the meanings of “Hacking”) On the site you will find sections for the Syllabus and for the materials. Both are, of necessity in this fast moving digital world, always works in progress. jon


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CONSTRAINTS RELATED TO THIS WEBSITE

You agree that the comments you contribute to this website may find their way into the course, other iterations of the course, other courses, lectures, books, or anywhere at all, without any acknowledgment or obligation to you. That said, you are legally responsible for your comments you make to this site under all applicable laws. This site is not intended and must not be used as a source of legal advice. Please see the Terms of Use referenced at the bottom of the page for additional constraints. As well you will find a version of these words on the submission forms (unless you are a student in the course, in which case you will have full authorship privileges).  And no, the irony of this disclaimer having regard to the subject matter of this website and the course to which it relates, is not lost on the writer.

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