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Showing posts from October, 2020

7. Impact of copyleft on license choice

Copyright and copyleft Copyright exist to protect authors of intellectual property from unauthorized copying and/or selling of their work. Copyleft makes it possible to modify and distribute software or documentation to the community, but only on the condition that modified software remains Libre*.  *This means that the product is free and cannot be commercialized. There are several types of copyleft licenses that vary in strength. We will give an example of Strong, Medium, Weak and Free license. • One of the strongest licenses is GNU APGL . The product can be redistributed for free, it can be used an unlimited number of times, the product must be open source, and this license must be extended to all derivative modifications of the product.  This license is used by programs such as MediaGoblin  and  CKAN • When it comes to licenses of "medium" strength, the license first comes to mind is GNU GPL . This license is very similar to the GNU AGPL, but if the program provides onlin

6. A Constructive Proposal For Copyright Reform

Nowadays most of the business is based on the concept of "intellectual property", so the book "The case for Copyright Reform" is now more relevant than ever. Some solutions are good, some are bad, but I want to highlight the two most interesting points. • Free Non-Commercial Sharing I think this is one of the most controversial points in the second chapter.  This rule can indirectly bring significant losses to both large companies and relatively small ones. For example, If you want to share a disc of a game / music / movie with a friend so that he / she also downloads a copy, it will be a potential loss for the company that created this game, because she will lose one potential buyer.  This case is controlled by current rules, but if this rule is abolished, then this can lead to uncontrolled "multiplication" of copies of one object.  So it's worth saying that even non-commercial distribution of games / movies / music / books etc. on a non-commercial b

5.Tarzan suurlinnas.

 5. Näe võrgus hea välja. I spend a lot of time in games, so I can say, that rule number 5 is very important. For example, I would like to tell about my experience of Internet communication in many online games. After a long time communicating with people, I noticed that regardless of the game, whether it is competitive (CS: GO, Dota2, League of Legends, Rainbow Six) or not (World of Warcraft, Minecraft, Sea of ​​Thieves) many players prefer to play with a polite player, rather than with a "skilled" player. This may seem odd at first glance, especially for competitive games, since usually the goal of any game is to reach the peak of skills or progress. But at such moments people forget the main goal of games - to have fun.  A similar situation happened with me and my friends in game "Rainbow six siege".  We all played for about the same time, but some played well, and some played badly. I was the player, who had lower skill than others. I thought that due to the fac

4. Vision of the future from the past.

 Competent government always trying to not only influence the present, but also predict the future. This was done by the Estonian Ministry of Economic Affairs and Communications in 2013, when the forecast of "tech society in 2020" was made. Due to their nature, forecasts may be inaccurate, because of this reason I want to highlight the most accurate prediction, and prediction that did not happen. This topic "inimeste parem elu" was the most accurate, because any Estonian citizen have freedom of speech on the Internet, and the Internet is not limited in any legal terms. Every Estonian citizen have guaranteed the privacy of their personal data.  Also, people have become "smart consumers", furthermore, Estonia have the highest increase of online shopping for the last 10 years among European countries. You can even make an appointment with a doctor or book a time to apply for a passport using the internet ! We also have a great example of an Estonian applicat