Lesson 6 Flashcards

1
Q

Refers to the practice of modifying or altering computer software and hardware to accomplish a goal that is considered to be outside of the creator’s original objective.

A

Legal, Ethical, and Societal Issues In Media and Information

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2
Q

It is a type of intellectual property that protects original works of authorship as soon as the author fixes the job in a tangible form of expression. It refers to the legal right of the owner of intellectual property.

A

Copyrights / Intellectual Property

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3
Q

A property right for an inventor that’s typically granted by a government agency, such as the U.S. Patent and Trademark Office.

A

Patents

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4
Q

Provide authors and creators of original material the exclusive right to use, copy, or duplicate their material.

A

Traditional Copyright

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5
Q

A symbol, phrase, or insignia that is recognizable and represents a product that legally separates it from other products. It is often associated with a company’s brand.

A

Trademark

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6
Q

A license that a company, individual, or party (franchisee) purchases allowing them to use a company’s (franchisor) name, trademark, proprietary knowledge, and processes. The license allows the franchisee to sell a product or provide a service under the company’s name.

A

Franchise

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7
Q

A company’s process or practice that is not public information, which provides an economic benefit or advantage to the company or holder of the trade secret.

A

Trade Secret

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8
Q

Are also increasingly recognized as IP. These would include proprietary software code or algorithms, and online digital content.

A

Digital Assets

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9
Q

A term that refers to the gap between demographics and regions that have access to modern information and communications technology (ICT), and those that don’t or have restricted access.

A

Digital Divide

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10
Q

Refers to an impulse control disorder that involves the obsessive use of digital devices, digital technologies, and digital platforms. (i.e. internet, video games, online platforms, mobile devices, digital gadgets, and social network platforms).

A

Digital Addiction

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11
Q

Bullying with the use of digital technologies. It is repeated behavior, aimed at scaring, angering, or shaming those who are targeted.

A

Cyberbullying

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12
Q

A person’s virtual representation via new media, particularly the internet by which a person travels a virtual common space.

A

Virtual Self

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13
Q

Is a data record of the things you do online.

A

Digital Footprint

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14
Q

Presenting work or ideas from another source as your own, with or without consent of the original author, by incorporating it into your work without full acknowledgment.

A

Plagiarism

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