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Re: Ripped meshes - How do we responsibl y report MP breaches?
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Reply to Pamela Galli - view message
03-03-2012 04:17 PM
Pamela Galli wrote:LL told me they would only remove things from her inventory if I knew what she had named them. I provided a list of what I called them, and UUIDs for each one (and photographs) but this was insufficient.
Just curious. Again. It seems to me that anything she had that you had had identified specifically enough, either by name, UUID, or description, for LL to identify it could and should be removed. I can't see a reason for not doing that, and for not removing all copies in the malefactor's inventory. Why not?
OTOH, if she had stolen items in her inventory that were not copies of (her) items the you had specifically identified, how could LL identify them?
Re: Ripped meshes - How do we responsibl y report MP breaches?
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Reply to Jennifer Boyle - view message
03-04-2012 06:08 AM
Jennifer Boyle wrote:
OTOH, if she had stolen items in her inventory that were not copies of (her) items the you had specifically identified, how could LL identify them?
That's exactly the point. You can't expect LL to go through someones entire inventory to compare the items to the original ones. They can (and I suppose will) act as soon as they have the UUID or name of the duplicate. Then they can simply look for that specific file and remove it.
Confucius
Re: Ripped meshes - How do we responsibl y report MP breaches?
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Reply to Jennifer Boyle - view message
03-04-2012 06:15 AM
I don't know why not Jennifer; I specifically stated in both DMCAs (and the first one took my assistant and I 4 days to document and was 20 pages long) that LL was obligated to remove ALL infringing content, including in the inventory. And yes, they can identify items by UUID, as we have seen with the stolen dances. They maybe be "compelled" by law, but unless someone takes them to court, they really don't have to obey the law. Since LL can terminate my account any time for no reason, I do not choose to do that. But others have done so.
Re: Ripped meshes - How do we responsibl y report MP breaches?
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Reply to Kwakkelde Kwak - view message
03-04-2012 06:20 AM
Kwakkelde Kwak wrote:
Jennifer Boyle wrote:OTOH, if she had stolen items in her inventory that were not copies of (her) items the you had specifically identified, how could LL identify them?That's exactly the point. You can't expect LL to go through someones entire inventory to compare the items to the original ones. They can (and I suppose will) act as soon as they have the UUID or name of the duplicate. Then they can simply look for that specific file and remove it.
Okay I don't know how I can say it more clearly than I have: I provided LL with a UUID for each texture and sculpt map that I created. Anyone who thinks LL routinely removes stolen content from inventory has not been talking to merchants who have had content stolen.
What purpose I would have for making this up I do not know.
Re: Ripped meshes - How do we responsibl y report MP breaches?
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Reply to Pamela Galli - view message
03-04-2012 07:26 AM
Pamela Galli wrote:
Kwakkelde Kwak wrote:
Jennifer Boyle wrote:OTOH, if she had stolen items in her inventory that were not copies of (her) items the you had specifically identified, how could LL identify them?That's exactly the point. You can't expect LL to go through someones entire inventory to compare the items to the original ones. They can (and I suppose will) act as soon as they have the UUID or name of the duplicate. Then they can simply look for that specific file and remove it.
Okay I don't know how I can say it more clearly than I have: I provided LL with a UUID for each texture and sculpt map that I created. Anyone who thinks LL routinely removes stolen content from inventory has not been talking to merchants who have had content stolen.
What purpose I would have for making this up I do not know.
What I am saying is they can't remove anything from the servers using YOUR UUIDs. They need the ones for the duplicates.
Confucius
Re: Ripped meshes - How do we responsibl y report MP breaches?
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Reply to Kwakkelde Kwak - view message
03-04-2012 08:34 AM
LL can get the UUIDs from the items inworld; I gave them the location and pictures of each item.
Bottom line is DMCA says they must remove all infringing content; they remove it only from inworld and Marketplace and leave it in inventory.
Re: Ripped meshes - How do we responsibl y report MP breaches?
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Reply to Pamela Galli - view message
03-04-2012 09:16 AM - edited 03-04-2012 09:23 AM
Pamela Galli wrote:
Kwakkelde Kwak wrote:
Jennifer Boyle wrote:OTOH, if she had stolen items in her inventory that were not copies of (her) items the you had specifically identified, how could LL identify them?That's exactly the point. You can't expect LL to go through someones entire inventory to compare the items to the original ones. They can (and I suppose will) act as soon as they have the UUID or name of the duplicate. Then they can simply look for that specific file and remove it.
Okay I don't know how I can say it more clearly than I have: I provided LL with a UUID for each texture and sculpt map that I created. Anyone who thinks LL routinely removes stolen content from inventory has not been talking to merchants who have had content stolen.
What purpose I would have for making this up I do not know.
Pam, while you're obviously well aware of (some of) the legalities, you seem to be lacking some understanding of the practical technicalities that make removals possible. The copies don't necessarily have the same UUID's as the originals. If the UUID's are different, LL has no way of automatically knowing which items, out of the countless thousands in somebody's inventory, might or might not be be copies of yours.
The only way to make the determination would be to actually rez every item, and visually inspect them all. That could take weeks of manpower for a medium sized inventory, or months for a large one. It is not reasonable to expect any service provider to expend that kind of time and money on your behalf. They do have a business to run.
Even if the requisite manpower were available, there's another obstacle potentially in the way. This one is a legal issue. Under the law, it's not the service provider's role to make any judgments whatsoever about what content does or does not infringe upon anyone's IP rights. Their responsibility is to remove only what content has specifically been listed in a takedown notice, and/or to restore whatever content has been listed in a counter-notice, without prejudice. If they were to actively go hunting for items not specifically listed in a proper notice, they'd then be have to play the the role of judge instead of service provider, making determinations of their own about what might be a copy of what. That's not only beyond the scope of their responsibilities under the law, it also potentially could get them into legal trouble themselves.
It's perhaps easy to assume that there can and should be a 'paper trail' leading from copy to original, and it's tempting to think ill of LL for not following it. In some cases, such a trail could potentially exist. But in the majority of cases, it's just not possible. I'll give a quick example to illustrate.
Let's say I make a sculpty. I rez it, and then shift-drag it, so now there are two of them. At this point, it's (theoretically) pretty easy for the system to know that one is a copy of the other. The fact that the shift-drag process was used could technically be recorded, so we'd have it on record that Object B came into being as a direct copy of Object A. So far, so good. We know for a fact that B is a copy of A.
But now let's say I modify one of the copies. Say I swap out the sculpt map for a different one, so the two objects now look nothing alike. At this point the objects are absolutely NOT copies of each other. So what about that record that says B is a copy of A? What do we do about that? It's no longer pertinent information. B is not a copy of A right now, even though it did start out as one. The 'paper trail' is now entirely useless.
With this simple example, we've very easily demonstrated that the mere fact that B happened to have come into existence by shift-drag from A does not in itself tell us that the two items are copies of each other. It MIGHT tell us that, but it also might not. Multiply that uncertainty by all the other ways that items can be made in SL, besides just shift-dragging, and the prospect of maintaining any trail from copy to original becomes all but impossible.
From everything you've written here about your experiences, it sounds like LL has been in full compliance with the law, and they've done their best, within all practical reason, to help you. The problem lies not in their willingness to do the right thing, but in the hard fact that there really can be no technical way of determining what might be a copy of what, after the fact. There's no such thing as a magic "remove all copies, no matter how they were made" button. That's just not how it works. It's important to understand that that's not a failing on LL's part in any way, nor it is a flaw in the SL system. It's just the reality on the ground.
I don't blame you for wanting a better solution. I feel your frustration. But like it or not, these things don't run on magic, and we do have to take the real practical limitations into consideration, before assigning fault where it doesn't necessarily belong.
Uncomfortable as this may be for you to accept, LL's not at fault here. Like the rest of us, they do what they can, and they don't do what's not possible.
You said you opted not to sue the thief, because he's in a different country. I don't see why that should stop you. We all agreed to abide by the laws of California when we signed up for SL, Italians included. You're well within your rights to sue. The thief likely won't show up, and you'll win by default. You may have trouble collecting on any monetary damages you might be awarded, obviously, but at least you could potentially get the thief banned from SL. That's what I'd seek to do.
Pamela Galli wrote:LL can get the UUIDs from the items inworld; I gave them the location and pictures of each item.
You're assuming the UUID's of all copies in inventory are the same as those of all the rezzed copies in-world. That's not necessarily the case.
Pamela Galli wrote:Bottom line is DMCA says they must remove all infringing content; they remove it only from inworld and Marketplace and leave it in inventory.
Actually, that's not quite accurate. The law says the must remove all content identified in a properly filed takedown notice. It does not say they must scour their system to hunt for anything that looks like it might be a copy, and take it upon themselces to remove every potential match.
- The Doctor
Re: Ripped meshes - How do we responsibl y report MP breaches?
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Reply to Chosen Few - view message
03-04-2012 09:47 AM
You are making my point, which is: If you provide a location and picture of the infringing content, LL will remove it inworld and on the Marketplace, but not from inventory. And the infringer is free to use it again. And again.
I don't know what technical capabilities LL has, but I find it hard to believe that when shown an inworld object, they cannot get the UUID and find it in inventory.
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Reply to Masami Kuramoto - view message
03-04-2012 10:24 AM
Masami Kuramoto wrote:The fact that I have no way of knowing is precisely the reason why I won't get involved. As Daniel pointed out, the IP owner may simply not care. It's none of my business to figure this out.
If you don't want to get involved, that's fine. That's entirely up to you.
What I took issue with was not your level of involvement, but your suggestion that if the author of the work elects not to put the work in SL, then anyone and everyone else should automatically be free to do so. That's just all kinds of wrong.
Masami Kuramoto wrote:I am familiar with that aspect of copyright, and it is one that I find highly unethical. I agree that the IP owner deserves to be compensated, but I reject the abuse of copyright as a censorship tool or as a means to control popular culture.
Again, you appear to be operating from a standpoint of entitlement, as if you feel you somehow deserve to have someone else's work, whether they want you to have it or not. And once again, I'll point out that that attitude is absolutely disgusting. Have you no respect at all for anyone's wishes but your own?
I can't believe you had the gall to use the word "ethical" to defend your standpoint. I'm not sure whether that's just laughable or if it's terribly sad. Either way, where's your sense of ethics when it comes to the rights of creators?
The fact that you think it's about censorship is so bass-ackwards, it's ridiculous. It's not about controlling the masses, or some shadowy effort to shape pop culture from behind the scenes. It's simply about the fundamental right of each and every person in this life to be charge of his or her own destiny. For creators, that absolutely means the right to determine whether, where, how, and by whom, their works get copied. The fact that you're apparently not willing or able to see that is pretty awful.
In any case, if disagree with a law, any law, then the right thing to do is to petition your congressman, and try to get it changed. If that's not enough, then you always have the option to run for Congress yourself, and should you get elected, you can then draft any bill you want, and do your damnedest to get it signed into law. What you don't do is break the law, just because you don't think it suits you. You abide by the law, even if you disagree with it, until such time as you can succeed in implementing its change. That's what it means to livie in a civilized society.
Masami Kuramoto wrote:If you look around in SL, what do you see?
Quite obviously, the very subject we're discussing is what to do when "what you see", as you put it, is a stolen item that shouldn't be here to be seen in the first place. You sound like you're trying to say the mere fact that thieves have already committed theft is somehow in itself a justification for theft. That kid of circular logic is so childish, so self-serving, so pathetic.
Masami Kuramoto wrote:You see a virtual replication of the real world, with some modifications.
Look, if you REALLY want to play the "replicate the real world" game, then let's play it, all the way. The real world has laws by which we all have to abide. Those same laws are just as applicable in SL. That includes intellectual property laws. With that in mind, let's take a look at each of your examples, and talk about how they work, under the law.
Masami Kuramoto wrote:You see houses, furniture and clothes copied from the real world.
First of all, things like houses, furniture, and clothes are not copyrightable, so that's entirely a non-issue. Those are utilitarian items, not artworks, under the law. This is why knock-off clothing, and knock-off furniture exists in the real world. Anyone can copy the design of a dress or a chair, or what have you, and there's no problem.
If a copyrighted work, or a trademark, happens to be embedded into a utilitarian item, then any copies of the item must be exclusive of the artwork. For example, if T-shirt has a picture printed on it, you can copy the shirt itself all you like, but you cannot include the picture.
Second, it's crucially important to realize there is a distinct difference between a real item, and a piece of artwork depicting an item. Everything in SL is artwork. Thus, copyright law applies to all of it.
Masami Kuramoto wrote:a virtual environment inspired by Neal Stephenson
There's a world of difference between "inspired by" and "copy of", in this context. Just because Neal Stephenson wrote a book about virtual worlds before virtual worlds really existed, doesn't mean in any way that virtual worlds are somehow copies of his work. The very notion is so silly, the English language lacks the words to describe the magnitude.
If someone were to create Snow Crash Land, or something, and include characters, settings, story lines, etc., from the book, that would of course be a problem (unless Neal says it's not). But that's not what SL is, obviously. No one in their right mind could ever argue that SL is a copy of Stephenson's work, even if its creators did find some inspiration there.
Masami Kuramoto wrote:with vampires inspired by Ann Rice
Anne Rice does not own vampires as a genre. She did not invent them. No one person did. They've 'existed' for thousands and thousands of years, and are at least as old as written story telling itself, probably much older. It happens that Rice's particular stories and characters have done much to help shape the modern state of the genre, but that has nothing to do with anything in this context.
Once again, there's a tremendous difference between "inspired by" and "copy of". If I make a vampire character with long hair, and a French sounding name, that doesn't necessarily mean I copied Anne Rice's work in any way.
Masami Kuramoto wrote:Goreans inspired by John Norman
For the thrd time now, "inspired by" and "copy of" are not the same thing. If someone happens to enjoy that particular role playing fantasy, or even adopts the Gorean lifestyle full time, that doesn't mean they've copied anything from Norman's work. You can't copyright a lifestyle, or even an artistic style, only the actual works themselves.
Masami Kuramoto wrote:cyberpunk inspired by Ridley Scott, William Gibson or Masamune Shiro,
And for the fourth time, "inspired by", "copy of", one of these thigns is not like the other.
I've done plenty of Blade Runner-esque works in my time. None have been copies of anyone else's work. Just because something looks like it plausibly could exist within the same universe as something else doesn't mean one is a copy of the other. Again, no one owns style.
Masami Kuramoto wrote:science fiction inspired by Gene Roddenberry or George Lucas.
Since you mentioned Roddenberry, let's talk Star Trek for a moment. It's hardly any secret that I've done tons of Star Trek work in SL (and elsewhere), both in official and unofficial capacities. The official stuff isn't really relevant in this context, since of course I had express permission for that, by the very nature of having been hired to do it. As for the unofficial stuff, the Star Trek franchise is incredibly supportive of fan art. With very few exceptions, they really don't care what you do, as long as you make it clear that your work is a fan production, and not try to pass it off as official. (A lot of franchises could learn a thing or two from this policy.)
LucasArts has a somewhat similar take on fan productions, but they tend to be a bit unpredictable on what they decide to lay the smack down upon. They'll do goofy things like sue a laser pointer company for making a device that almost kind of sort of maybe looks like a lightsaber, at the same time as they'll allow all manner of fan films, books, paintings, etc. to be produced. There doesn't seem to be any particular rhyme or reason to what they will and won't allow. But that's their prerogative. They can manage their IP any way they want.
Because of this uncertainty, I tend to steer clear of making Star Wars content. I've made plenty of stuff that looks like it could belong in the Star Wars universe. I've designed and created entire builds that look they could have been levels in a Jedi Knight game. But they weren't. They were wholly original works. As I've said a few times now, simply adopting a style is not the same thing as copying a work. "Inspired by" and "copy of" are not the same thing.
Masami Kuramoto wrote:And of course you see live events where musicians perform someone else's works.
Any musician who wants to publicly perform someone else's songs should first obtain license to do so. It's pretty easy and painless process to do that.
On a side note, there is currently an effort in Washington to criminalize unauthorized digital performances. Hopefully the proposed ideas won't become law. They're seriously overboard.
Masami Kuramoto wrote:All these things exist on the grid without proper licensing.
Again, you seem to be implying the mere fact thieves have already thieved is somehow a justification for theft. That's beyond silly.
Masami Kuramoto wrote:How many of them have you reported?
As I already said, whenever I encounter what looks to be an unauthorized copy of something, I take a minute to inform the rightful owner, as best I can. Usually that just means firing off a quick E-mail to the contact address on the owner's website. The owner can then choose to deal with it, or not deal with it, however they see fit. My civic duty is done.
As for the answer to your question as worded, how many of the things you specifically mentioned have I so reported, the answer would be very few. Most of what you listed were general stylistic choices, not copies of anything, and you can't copyright a style. As I've said at least half a dozen times, "inspired by" does not necessarily mean "copy of". It quite obviously would be pointless to report something that isn't a copy.
Masami Kuramoto wrote:I don't want to live in a world where all culture is locked in and indefinitely controlled by corporations.
Neither would I. Neither would anyone. But that's not at all what we're talking about. The right of a creator to determine whether, how, where, and by whom, his or her works are copied does not constitute the locking of culture. If anything, it's exactly the opposite. These protections encourage creators to create.
As for the subject of corporations themselves, you seem to be implying that anything with that label must automatically be bad. If that's indeed your stance, then I have to tell you it's a really childish outlook. If I elect to incorporate my business tomorrow, it doesn't mean I'm no longer the same person I was yesterday. It just means I do my taxes a little differently than I otherwise would, and I have certain liability protections that I otherwise would not.
Masami Kuramoto wrote:Those laws are not democratic,
Of course they are democratic. First of all, they were written by elected officials. If you want them changed, you have the option to organize a campaign to see it done, just like every other citizen. That's what living in a democracy means.
Second, and more importantly, democracy exists to safeguard the rights of every individual. Some people, possibly yourself included, seem to think democracy is synonymous with mob rule, believing that whatever the majority of the public wants is what should happen, no matter whether it tramples on individual rights or not. That outlook is entirely off the mark, and it's very, very dangerous. It's the kind of thinking that spawns witch hunts, inquisitions, lynchings, even holocausts. It's the most undemocratic mentality there is.
Because I live in a democracy, I know that the rule of law is here to safeguard my rights. The law doesn't give me my rights; I already have them, simply because I'm a human being. The law serves to stop others from trying to take my rights away.
Property owners in a democracy have the right to maintain control of their own property. This includes intellectual property, as well as physical property. My right to not have people copy my works is no different from my right to not have people trespassing on my land, or joyriding in my car, or looting my bank account, or what have you. It's all the same thing. What I own is what own, and no one has the right to take it without my permission.
The public doesn't have any right to take anything of mine, no matter how many of them might want it. If I choose to distribute my stuff to the public, or just to some of the pubic, or not to anyone at all, that's my decision. The law exists to protect that decision.
Of course, that's occasionally going to mean that something I might want, but which belongs to someone else, isn't going to become mine. Disappointing as that may be sometimes, it's perfectly OK. No matter how badly I might want a particular thing, having it is nowhere near as important as ensuring that the stuff that's already mine can't just be taken by someone else without my say so.
Masami Kuramoto wrote:I'm not going to become instrumental in their enforcement by joining some kind of neighborhood watch
No one said you have to. The topic here is what can be done by those who ARE interested in that kind of participation. If you're not, that's up to you. I just think we'd all appreciate it if you wouldn't try to promote the idea that people should just be able to take other people's property, without permission. That's not only a bit off topic, it's just plain wrong.
Masami Kuramoto wrote:The public is entitled to have the works anyway, because all works enter the public domain at some point.
Look, if you want to take my stuff 70 years after I die, have at it. In the here and now, you're not entitled to anything that doesn't belong to you.
Masami Kuramoto wrote:What copyright adds to the mix is the IP owner's entitlement to attribution and compensation for a limited period of time. That's not frightening; it's the original deal as written down in the U.S. constitution.
The limited period of time, under present law, is the author's lifetime plus 70 years. So, kindly wait that long before you start ripping models and putting them in SL. and there will be no problem. Taking stuff that belong to someone else NOW is a huge problem, and frankly you should be ashamed of yourself for arguing that it's in any way OK to do.
Masami Kuramoto wrote:The whole idea was to encourage authors to release their works instead of locking them away.
No, the idea was to see to it that if an author does choose to release a work, he or she can expect not to have it taken without his or her permission. If an author chooses not to release something, that's his or her prerogative.
Either way, nobody gets to just take without permission.
Masami Kuramoto wrote:Why else would the public grant such a right in the first place?
The public doesn't grant rights. Human beings are born with them. Our nation was founded on this principle, above all others. (Albeit, by highly hypocritical slave owners, but the imperfections of the messengers don't diminish the validity of the message.) As I said above, our laws exist to safeguard the rights that we already have.
- The Doctor
Re: Ripped meshes - How do we responsibl y report MP breaches?
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Reply to Chosen Few - view message
03-04-2012 10:36 AM
Chosen Few wrote:
From everything you've written here about your experiences, it sounds like LL has been in full compliance with the law, and they've done their best, within all practical reason, to help you. The problem lies not in their willingness to do the right thing, but in the hard fact that there really can be no technical way of determining what might be a copy of what, after the fact. There's no such thing as a magic "remove all copies, no matter how they were made" button. That's just not how it works. It's important to understand that that's not a failing on LL's part in any way, nor it is a flaw in the SL system. It's just the reality on the ground.Actually, that's not quite accurate. The law says the must remove all content identified in a properly filed takedown notice. It does not say they must scour their system to hunt for anything that looks like it might be a copy, and take it upon themselces to remove every potential match.
The problem is that a UUID is just an index number in their database, it does not uniquely identify the content. To give a Hollywood example, a ripped copy of the film "Iron Man" is still a ripped copy if you change the file name to "Fe Man" (Fe is the chemical symbol for Iron, from the Latin "ferrum"). The way to identify copies is to use a "hash value". That is a unique number generated from the content itself by a well known (in computer circles) process. It is highly unlikely that any two sculpt maps will generate the same hash value.
Linden Lab could save itself a lot of effort and make Second Life more attractive to content creators if they add hash values for every asset in the asset database. Then a DMCA claim could state "remove all content which duplicates the hash value of my item X, but has a different creator name", and it would be straightforward to call up the items that match, check if they are really duplicates, and then delete them. They could also prevent the upload of copied items by comparing the hash value of a new upload against the values of already existing items.
Note this would not be perfect. Two people who use the same open-source texture would get the same hash value on upload, and someone who slightly modifies an asset would get a different value. But perfect is the enemy of "better than what we have now". Identifying items by a numerical fingerprint of the content (a hash) is better than identifying them with an arbitrary database index that bears no relation to the contents (a UUID). And this does not have to affect existing uses of UUID's. It just means creating a new table of hash values in their database.

