Download Copyright and Multimedia Products: A Comparative Analysis by Irini A. Stamatoudi PDF

By Irini A. Stamatoudi

Multimedia items became hugely profitable. but they can be inadequately secure by means of latest nationwide and foreign copyright schemes. This learn is without doubt one of the first finished, comparative analyses of multimedia works and copyright safety. Stamatoudi considers the character of the multimedia paintings, and present laws, in addition to collections and compilations, databases, audiovisual works and desktop courses. ultimately, she bargains a version for a ecu legislative answer. Her paintings will curiosity teachers and scholars, in addition to attorneys and copyright coverage makers.

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2) The rightholders of the works of the authors mentioned in the first category. Rightholders of the works which form the contents of a multimedia product can be any natural or legal persons. Usually rightholders are publishers, producers of phonograms and audiovisual works (generally employers), collecting societies, and so on. If holders of the rights to a certain work are not the authors themselves but other parties, these other parties do not possess all the rights to a work. They possess the economic rights to the work or a part of it.

The scope of multimedia works (2) (3) (4) (5) 22 23 23 are used to translate the information from its conventional form into a digital format (‘repurpose’ it), store it and create the capacity to retrieve and manipulate it. The digital language is a uniform language which can be comprehended only by computers. Its transmission, distribution or presentation is, of course, due to the other mediums’ compatibility with the particular primary computer that has stored this information in its memory. 22 Digital technology offers information which can be accessed worldwide (borderlessly) easily, quickly, accurately and with stability.

Virtual reality is a 3-D multimedia product or service. e. gloves, helmets, glasses, etc. A computer is used to map their body and senses directly into the digital world. Virtual reality, though still at a primitive stage, presents the most advanced form of multimedia applications and is used in entertainment, health and science. 12 Virtual reality requires immensely fast and powerful computing and apparently also poses metaphysical questions in addition to questions of technology and law. Hypertext is an underlying structure in multimedia design.

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