Summary

This document provides a review of intellectual property concepts, including copyright, patent, trademarks, and industrial design. It also discusses various types of plagiarism.

Full Transcript

**Intellectual property (IP)** - Intellectual property (IP) refers to creations of the mind, such as inventions; literary and artistic works; designs; and symbols, names and images used in commerce. And it is protected in LAW under Republic Act 8293 Intellectual Property Code of the Phillipines....

**Intellectual property (IP)** - Intellectual property (IP) refers to creations of the mind, such as inventions; literary and artistic works; designs; and symbols, names and images used in commerce. And it is protected in LAW under Republic Act 8293 Intellectual Property Code of the Phillipines. **COPYRIGHT** **VALIDITY** --------------------- ---------------------------------------------------------------- Literary Work During the lifetime of the Author plus 50 years after death Art/Applied Works 25 years from the date of creation Photograpic Work 50 years from publication Audio-Visual Work 50 years from publication Sound Recording 50 years from the year recording took place Broadcast Recording 20 years from date of broadcast Trademark Valid for 10 years and may be renewed for a period of 10 years Invention Patent Valid for 20 years from filing date application **PATENT** - A patent is an exclusive right granted for an invention. Generally speaking, a patent provides the patent owner with the right to decide how - or whether - the invention can be used by others. In exchange for this right, the patent owner makes technical information about the invention publicly available in the published patent document. **TRADEMARKS** - A trademark is a sign capable of distinguishing the goods or services of one enterprise from those of other enterprises. Trademarks date back to ancient times when artisans used to put their signature or \"mark\" on their products. **INDUSTRIAL DESIGN** - An industrial design constitutes the ornamental or aesthetic aspect of an article. A design may consist of three-dimensional features, such as the shape or surface of an article, or of two-dimensional features, such as patterns, lines or color. **GEOGRAPHICAL INDICATIONS AND APELLATIONS OF ORIGIN** -- Signs used on goods that have specific geographical origin and possess qualities, a reputation or characteristics that are essentially attributable to that place of origin. Most commonly includes the name of the place of the origin of the goods. **FAIR USE** -- means you can used copyrighted material without a license only for certain purposes. These includes: commentary, criticism, reporting, research and teaching. **Netiquette** - set of rules for behaving properly online. respecting other users' views and displaying common courtesy when posting your views to online discussion groups. **Digital Literacy** - is an individual\'s ability to find, evaluate, and communicate information using typing or digital media platforms. **Digital Citizenship** - is the norms of appropriate, responsible technology use. a holistic and positive approach to helping children learn how to be safe and secure, as well as smart and effective participants in a digital world **Digital Etiquette** - is the basic rules of conduct users of technology should follow in order to be responsible citizens online.  **Digital Access** - is the ability to fully participate in digital society.  **Digital Law** - is defined as electronic responsibility for actions and deeds.  **Digital Literacy** - is an individual\'s ability to find, evaluate, and communicate information using typing or digital media platforms. **Digital Communication** - is the electronic exchange of information, data, or messages. **Digital Commerce** - is the buying and selling of goods and services electronically over digital platforms. **Digital Rights and Responsibility** - is having the right and freedom to use all types of digital technology while using the technology in an acceptable and appropriate manner. **Digital Safety** - is all about looking out for your well-being in the online world. **Digital Health and Welfare** - the application of digital technologies and tools in healthcare and social welfare to improve the delivery of services, enhance accessibility, and promote overall well-being. **Digital Footprint** - is a trail of data you create while using the Internet. **Plagiarism** - the act of using another person\'s words or ideas without giving credit to that person. The practice of taking someone else\'s work or ideas and passing them off as one\'s own. **TYPES OF PLAGIARISM (Sources Not Cited)** 1. **The Ghost Writer** - The writer turns in another's work, word-for-word, as his or her own. 2. **The Photocopy** - The writer copies significant portions of text straight from a single source, without alteration. 3. **The Potluck Paper** - The writer copies from several different sources, tweaking the sentences to make them fit together while retaining most of the original phrasing. 4. **The Poor Disguise** - The writer has altered the paper's appearance slightly by changing key words and phrases. 5. **The Labor of Laziness** - The writer takes the time to paraphrase most of the paper from other sources and make it all fit together. 6. **The Self-Stealer** - The writer "borrows" generously from his or her previous work. TYPES OF PLAGIARISM (Sources Cited but still Plagiarized) 1. **The Forgotten Footnote** - The writer mentions an author's name for a source, but neglects to include specific information on the location of the material referenced. 2. **The Misinformer** - The writer provides inaccurate information regarding the sources, making it impossible to find them. 3. **The Too-Perfect Paraphrase** - The writer properly cites a source, but neglects to put in quotation marks on text that has been copied word-for-word, or close to it. 4. **The Resourceful Citer** - The writer properly cites all sources, paraphrasing and using quotations appropriately. The catch? The paper contains almost no original work! 5. **The Perfect Crime** - The writer properly quotes and cites sources in some places, but goes on to paraphrase other arguments from those sources without citation. **Without receiving proper permission or providing appropriate citation, the following are considered plagiarism:** - Copying media (especially images) from other websites to paste them into your own papers or websites. - Making a video using footage from others' videos or using copyrighted music as part of the soundtrack. - Performing another person's copyrighted music (i.e., playing a cover). - Composing a piece of music that borrows heavily from another composition. Net Compulsions -- Internet addiction involves virtual activities that are financially and socially damaging. Cybercrime - the use of a computer as an instrument to further illegal ends. criminal activity or a crime that involves the Internet, a computer system, or computer technology. Republic Act No. 10175 is also known as Cybercrime Prevention Act of 2012. Media -- means of communication or communication tools like newspapers, magazines, TV, radio and internet that reach or influence people widely. - -the main means of mass communication (broadcasting, publishing, and the internet) regarded collectively. - Communication channels through which news, entertainment, education, data, or promotional messages are disseminated. - Media includes every broadcasting and narrowcasting medium such as newspapers, magazines, TV, radio, billboards, direct mail, telephone fax and internet. Media is the plural of medium. Social Media -- consists of web-based tools, platforms which main focus is for the users to engage, collaborate, create and share contents over the internet. **Ubiquitous Learning** - learning at any time, at any place. **Characteristics of Ubiquitous Learning:** - **Permanency**: Learning materials are always available unless purposely deleted. - **Accessibility**: Access from everywhere as personally required - **Immediacy**: Wherever a student is, he/she can immediately access learning materials. - **Interactivity**: Online collaboration with teachers and/or peers (chat/blogs/forums) - **Situated instructional Activities**: Learning in context (on-site). cooperative activities where they are challenged to use their critical thinking and kinesthetic abilities. - **Adaptability**: Getting the right information at the right place for the right. **Massive Open Online Course (MOOC)** - is a model for delivering learning content online to any person who wants to take a course, with no limit on attendance. **Prototype** - the original model of something from which later forms are developed. an original model on which something is patterned **The Design Thinking Process** 1. **Empathize** -- Learn about the audience for whom you are designing, by observation and interview. Who is my user? What matters to this person? 2. **Define** -- Create a point of view that is based on user needs and insights. What are their needs? 3. **Ideate** -- brainstorm and come up with as many creative solutions aspossible. Wild ideas encouraged! 4. **Prototype** -- Build a representation of one or more of your ideas to show to others. How can I show my idea? Remember: A prototype is just a rough draft! 5. **Test** -- share your prototyped idea with your original user for feedback. What worked? What didn't? **People Media** -- refers to persons that are involved in the used, analysis, evaluation and production of media and information. - People in Media and People as Media. **People as Media** -- People who are well-oriented to media sources and messages and able to provide information as accurate and reliable as possible. **People in Media** -- Media Practitioners who provide information coming from their expert knowledge or first-hand experience of event. **People as media** - Opinion Leaders **Opinion Leaders** -- Highly exposed to and actively using media. - Source of viable interpretation of messages for lower-end media users. - Opinons are accepted by a group **Citizen Journalism** -- People without professional journalism training can use the tools of modern technology and internet to create, augment or fact-check media on their own or in collaboration with others. **Social Journalism** -- Journalists are using social media to make their content available to more people. **Crowdsourcing** -- the practice of obtaining needed service es, ideas or content by soliciting contributions from a large group of people and especially from the online community. **People in Media** -- Media practitioners. - Provide information coming from their expert knowledge or first-hand experience of events. **Summary:** - **People in Media** -- Media practitioners, experts and provides information to media users. - **People as Media** -- Media users, well-oriented to media sources and messages and intermediaries, provide information to lower-end media users. - **Lower-end Media Users** -- people with limited access to media and information. **Visual Design Principles** 1. **CONSISTENCY - [ ]**Consistency of margins, typeface, typestyle, and colors is necessary, especially in slide presentations or documents that are more than one page. 2. **CENTER OF INTEREST -** an area that first attracts attention in a composition. Important objects or elements in a composition. Can be achieved by contrast of values, more colors, and placement 3. **BALANCE -** visual equality in shape, form, value, color, etc. Can be symmetrical and evenly balanced, or asymmetrical and unevenly balanced 4. **HARMONY -** brings together a composition with similar units. Notice how similar harmony is to unity (some sources list both terms) 5. **CONTRAST -** offers some change in value creating a visual discord in a composition. Shows the difference between shapes and can be used as a background to bring objects out and forward in a design. Can also be used to create an area of emphasis 6. **DIRECTIONAL MOVEMENT -** a visual flow through the composition. Can be the suggestion of motion in a design as you move from object to object by way of placement and position 7. **RHYTHM -** a movement in which some elements recur regularly. Like a dance, it will have a flow of objects that will seem to be like the beat of music 8. **PERSPECTIVE -** created through the arrangement of objects in two dimensional space to look like they appear in real life. Learned meaning of the relationship between different objects seen in space 9. **DOMINANCE -** gives interest, counteracting confusion and monotony. Can be applied to one or more of the elements to give emphasis **Design Principles and Elements of Text Media** 1. **Emphasis** - importance or value given to a part of the text-based content. Make the text bold, *Italicized,* have a heavier weight, darkened or lightened and enlarged. 2. **Appropriateness** - how fitting or suitable the text is used for a specific audience, purpose or event. Times New Roman, Arial, Aharoni, Rockwell, Edwardian Script and Jokerman. 3. **Proximity** - how near or how far the text elements from each other. When two things are closely related, bring them close together. 4. **Alignment** - how the text is positioned in the page. Left, center, right, or justified 5. **Organization** - conscious effort to organize the different text elements in a page. Ensures that while some text elements are separated from each other, they are still somehow connected with the rest of the elements in the page. Refers to how a text is structured to help readers understand the information presented. It includes both the physical organization of a text, such as headings and the location of the main idea, as well as less visible text structures.  6. **Repetition** - consistency of elements, unity of the entire design and repeating some typefaces within the page 7. **Contrast** - creates visual interest and two elements are different from each other. white text on a dark background, large font with a small font, serif and sans serif, thin elements with wide elements, cool color and warm color **Text** - a simple and flexible format of presenting information or conveying ideas whether hand-written, printed or displayed on-screen. Any ''human-readable sequence of characters'' that can form intelligible words. **Visual Media** -- Refers to the building blocks or basic units in the construction of a visual image. **Value** -- It's the contrast between black and white and all the tones in between in a design. **Texture** -- it is the illusion of the surfaces peaks and valleys, resulting in a feeling of smoothness or roughness in objects. **Form** -- refers to figure having volume and thickness.

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