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Vocabulary practice flashcards generated from lecture notes covering legal, ethical, and societal issues in media, intellectual property types, digital divide, netiquette, ubiquitous learning, and people media concepts.
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Piracy
The unauthorized reproduction or use of a copyrighted book, recording, television program, patented invention, trademarked product, etc.
Intellectual Property
Creations of the mind, such as inventions, literary and artistic works, design and symbols, names and images used in a commerce, as defined by WIPO.
WIPO
World Intellectual Property Organization; the global forum for intellectual property services, policy, information, and cooperation.
Republic Act 8293
Also known as the Intellectual Property Code of the Philippines, an Act prescribing the Intellectual Property Code and establishing the Intellectual Property Office, which took effect on January 1, 1998.
Copyright
A legal term used to describe the rights that creators have over their literary and artistic works, valid for the lifetime of the author plus 50 years after death.
Patent
An exclusive right granted for an invention that provides the owner the right to decide how or whether it can be used by others, valid for 20 years from filing.
Trademark
A visible sign used to distinguish the goods or services of an individual or enterprises.
Industrial Design
The ornamental or aesthetic aspect of an article, consisting of three-dimensional features (shape or surface) or two-dimensional features (patterns, lines, or color).
Trade Secrets
Intellectual property rights on confidential information which may be sold or licensed, such as formulas, recipes, algorithms, and customer lists.
Plagiarism
Taking someone's words or ideas as if they were your own, or presenting copied work from someone else as your own work.
Digital Citizenship
The norms of appropriate, responsible technology use to help participants be safe, secure, smart, and effective in a digital world.
Digital Divide
The gap or inequality between demographics and regions regarding access to, knowledge of, and use of Information and Communication Technologies.
Digital Footprint
A trail of data created while using the Internet, including websites visited, emails sent, and information submitted online.
Netiquette
Network etiquette; a set of rules for behaving properly online.
Internet Addiction
A growing epidemic characterized by a compulsive desire to interact online through internet gaming, gambling, cyber activities, social networking, or compulsive web surfing.
Cyber Bullying
Posting, sending, or forwarding unkind, harmful, negative, or embarrassing images or texts on the internet, social networks, or cell phones.
Anti-Bullying Act of 2013 (RA 10627)
An act requiring all Elementary and Secondary Schools to adopt policies to prevent and address acts of bullying, including school-related and student-to-student bullying on social media.
Cybercrime Prevention Act of 2012 (RA 10175)
An Act defining cybercrime and providing for its prevention, investigation, suppression, and the imposition of penalties.
Social Presence
One of Kaplan and Haenlein's social media dimensions, defined as the type of sensorial interaction.
Media Richness
One of Kaplan and Haenlein's social media dimensions, defined as the amount of data transmitted in a time interval.
Self-presentation / Self-disclosure
One of Kaplan and Haenlein's social media dimensions, defined as the degree of freedom and control in creating one's personal cyber-identity.
Cybercrime
The use of a computer as an instrument to further illegal ends.
Massive Open Online Course (MOOC)
Free online courses offered to a massive number of people worldwide, designed after college and university courses for diverse learners.
Ubiquitous Learning
Learning at any time, at any place using a computer or desktop and the Internet.
Wearable Technology
Devices that connect people to technology to produce human-computer interaction facilitating mobility, connectivity, and multitasking.
3D Environment
Also known as interactive 3D or real-time 3D, a technology providing an environment where users can explore and interact with the digital world.
Holodeck
The heart of the ClassVR interface that showcases a futuristic virtual room with icons depicting classroom experiences and activities.
People Media
Persons involved in the use, analysis, evaluation, and production of media and information, serving as credible facilitators and sources of information.
Opinion Leaders
People who are highly exposed to and actively using media, acting as a source of viable message interpretation for lower-end media users.
Citizen Journalism
The practice where people without professional journalism training use modern technology and the internet to create, augment, or fact-check media.
Social Journalism
The practice where professional journalists use social media to make their content available to a broader audience.
Crowdsourcing
The practice of obtaining needed services, ideas, or content by soliciting contributions from a large group of people, especially from an online community.
People in Media
Media practitioners engaged in print, broadcast, film, new media, and gaming who provide facts through their expertise or firsthand experience.
Print Journalists
Media practitioners who utilize text to convey facts and information in mediums such as books, newspapers, and magazines.
Photojournalists
Journalists who focus on capturing images that tell a story rather than images that are purely aesthetic.
Broadcast Journalists
Journalists who disseminate information such as news, current events, and advertisements on television and radio.
Multimedia Journalist
Journalists in a fast-growing field who combine text, still photos, video, and audio across digital platforms such as blogs, websites, and social media.