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Virtual communities and licensing. Mediamaisteri Group PL 82 (Pyynikintie 25) 33101 Tampere Finland mediamaisteri.com. SELEAC 2003-4715 /001-001 EDU-ELEARN. General overview of virtual communities. - PowerPoint PPT Presentation
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1Mediamaisteri Group 2005©
Virtual communities and licensing
Mediamaisteri Group
PL 82 (Pyynikintie 25)
33101 Tampere
Finland
mediamaisteri.comSELEAC 2003-4715 /001-001 EDU-ELEARN
2Mediamaisteri Group 2005©
General overview of virtual communities
• A virtual community may support some organization that wants to make its existing traditional operation more effective
• Some web communities operate only relating to a certain topic or objective
• Many web-based virtual communities are becoming more and more professional
• When developers and users see that they will get more from the virtual community than they give, the community starts to expand rapidly
• The role of the main developer or developer team is vital
SELEAC 2003-4715 /001-001 EDU-ELEARN
3Mediamaisteri Group 2005©
General overview of virtual communities
• It is very difficult to get virtual community developing only by thinking resources and financial aspects of the work
• Virtual community grows from the genuine need to work for the community
Has to fit to the individual objectives!
• In time members of the community will find resources that they can use to the benefit of the virtual community and also benefit from that
Win-to-win situation
SELEAC 2003-4715 /001-001 EDU-ELEARN
4Mediamaisteri Group 2005©
General overview of virtual communities
• Input to the virtual community can be described as an investment to the future
• Product selling and services linked to the community work
• substantial benefits f.ex. by saving money in yearly license fees
• getting learning content for the organizational use
• Virtual community is challenging to start but the impact can be global in content or software production areas
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Technical perspectives
• Virtual Community can use different technology models
• Protocols can be http, https etc.
Usually normal web standards (client/server)
• Content creation standard usually in learning html, xhtml, xml SCORM
• Learning object is based on idea of how virtual community shares content
• Video, sound, animation, excesise standards (IMS QTI, GIFT etc.)
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Content perspectives
• Requirement for the community to live and
prosper = Enough valuable content motivating the participation
• Community members and supporters should encouraged to submit content into the portal
• There may be a barrier to submitting content that has been expensive to produce to the community
• Institutes and organizations work with very different business models government funding vs. comercial training
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Content perspectives
• Those who submit content into the database must accept the following terms:• The name of the author is recorded in the database,
but also other users have right to use and modify the object
• Modified content can be imported into the system with reference to the original document as the basis of their content
• A new version of the content can be uploaded into the system by the original author, successor or validators and chief editors
• Users can translate existing learning objects to their own language and import the translations into the system
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Licensing models in general
• Open Source Software products are licensed, not sold• Traditionally software companies have developed
software in-house and used end user license agreements Limited rights to use the software for specific purposes
• Usually, source code is not shared and distribution is restricted
• In academic circles software has been for a long time developed with the principles of open source code and free distribution
• Licensing models can be divided to a) Technical licensing modelsb) Content licensing models
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Technical licensing models
1) Commercial licensing
2) Double licensing
3) OS -licensing
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Content licensing models
1) Commercial licensing
2) Separately agreed use
3) OS -licensing Creative commons
• Offer some of your rights to any taker, and only on certain conditions
• Possible to match conditions from the different options
• Attribution
• Noncommercial
• No Derivative Works
• Share Alike(www.creativecommons.org)
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Creative commons (Open content)
• Open community operates by utilizing open principles
• Virtual communities develop certain content or software involves co-operation and is based on idea of releasing all work to be utilized by anyone interested
• Only rule is that you have to share you work also back to the virtual community
• Every community has a responsible developer group that decides which completed contents or software are released in community
• The actual release occurs under a license (GPL/GNU), which enables free use and further development of products
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Creative commons (Open content)
• One example of the software released under GNU/GPL is Linux operating system
• In scope of eLearning similar open communities are for example Moodle (http://moodle.org) and FLE (http://fle3.uiah.fi/)
• Worldwide there are tens of similar virtual communities in eLearning
• Also the communities specialized in open content are starting to work under comparable licenses
(http://www.gnu.org/licenses/licenses.html#GPL)
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Discussion
• Why is licensing important for the virtual communities?
• What kind of experiences do you have of using different licensing models?
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Sources
• Bäck, A. & Väliharju, T. Creating an e-Learning Content Community for Graphic and Media Communication Technologies. 2004.
• Lee, Fion S.L.; Vodel, Douglas; Limayem, Moez; Virtual Community Informatics: A Review and Research Agenda. Journal of Information Technology Theory and Application (JITTA), 2003, 5, 1, pp. 47-61.
• Välimäki, M. & Oksanen, V. Evaluation of Open Source Licencing models for a Company Developing Mass Market Software. 2002.
SELEAC 2003-4715 /001-001 EDU-ELEARN