Showing posts with label virtual reality. Show all posts
Showing posts with label virtual reality. Show all posts
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Online meetings can be more effective than face to face

Thursday, December 21, 2006

Supporter of virtual lawfirm concept might be interested knowing this:
Face-to-face meetings are expensive to schedule and run. They might involve travel costs or come at inconvenient times, when attendees are busy or tired. Time is wasted when people come late, talk about irrelevant topics, or leave early. Meetings are also subject to many types of biases. How loudly do people talk? How deep are their voices? What do the people look like? How is the furniture arranged? How are people dressed? What is each person’s body posture? Who has the power? How does the group leader guide the meeting? Does the group nurture dissent? Do people have preconceived positions on the topic at hand?
Sometimes communication is more to form rather than content. As a result, people tend to focus on how we say and deliver things and not what we said. With written language, things like these can be masked. See the report here.

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The first virtual land case ever

Sunday, December 17, 2006

Finally, real courts will have to deal with this question:
The attorney, Marc Bragg of West Chester, Pennsylvania, says game developer Linden Lab unilaterally shut down his Second Life account, cutting off his access to a substantial portfolio of real estate and currency in the virtual world. He's demanding $8,000 in restitution. Bragg claims Linden Lab froze his account after a land deal went bad. The attorney said he found a legitimate way to purchase land at prices far below market rates, using an online auction on the Second Life website. Bragg v. Linden Research, a civil complaint filed May 1 in West Chester's local district court, charges that Linden Lab "breached an auction contract by allowing the land to auction, accepting online payment, and then suspending plaintiff's account."
The case may be weak as Brag's argument is not strongly founded. However, as stated by freelance Journalist Tony Walsh, "he might be the first person in history to sue over a virtual land deal gone sour."

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Original position and veil of ignorance in Secondlife

Friday, December 15, 2006

Posner had previously told that secondlife looks more like a benign authoritarianism in a way, due to linden's leadership. But if one carefullly examines the moves of liberation organisation such as SLLA (Secondlife's Liberation Army), one can see that there is a magna charta and bill of rights baragaining now in progress. So, that's a hope of future democracy. People even have started to draft a concept for a constitutional court in secondlife (Rube Goldberg's image):


Opinio Jurist made an intriguing post:
And if one wanted to leave Second Life and create a new utopian virtual world, it would be a great place to test John Rawls' idea of a social contract and the original position. Although no one has done it to my knowledge, during the establishment of a new Rawlsian virtual world, each individual could be in a veil of ignorance about their avatar. But what they do know is that they will not get to choose their avatar, because in the Rawlsian virtual world someone else would choose it for them. How should such a world be structured in light of that lack of choice?
But there could be a problem in drafting the basic constitutional text (apart from the terms of use) as Rawlsian veil of ignorance may not apply one hundred per cent. Wealth, race, citizenship and social status are already pre-determined. The basic idea of avatar is exactly in choosing what will we become in the new world, whereas, in real world people cannot choose to be born in certain family, race or nationality. However, there still some uncertainties in secondlife which can be used as Rawls' "veil of ignorance". Non programmers or lazy people could become a second class citizen, therefore, their rights needs to be maximized in accordance with the maximin rule.

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Posner: Eventually there will be an international law of virtual worlds

In his talk in second life, Judge Richard Posner (JRP) said that we might have international law governing the virtual worlds. Here's a cite:

JRP: A currency is legitimate in the usual sense if it is legal tender-- i.e., you can't refuse it as a means of payment. So you can have a legitimate currency within a virtual world, but you could not compel people outside it to accept virtual world dollars in payment for goods or services.

Skadi Nordwind: The corporation still resides in the US.

JRP: Good question, but it arises in ordinary law--accident at sea, etc.--so there is an international law of admiralty. Eventually there will be an international law of virtual worlds.

Wow. This is almost similar to my opinion that we might have Convention on the Law and Jurisdiction Applicable to Virtual Societies in 2040. I would like now to rescind my opinion and resuggest to have it in, at the latest, 2015 (Guess why "2015"...). This is a quote from my original post titled Jurisdiction in online games:
What if there are disagreement between states on its taxation? Well, no other ways but to resolve this in a Treaty. And who knows, maybe as a part of that Treaty, online gaming societies can create their own version of body of law, independent of any state. This way they can refer their dispute to their own rules, interpret agreement in accordance with their own usage and customs, settle their problems at their own virtual court and enforce them with their own cyber police. A truly sui-generis legal community.
Custom, that's the keyword! That custom will evolve into law. I have said that virtual societies are unique as they:
  1. Develop their own customs, usages and traditions
  2. In the future, their "GNP" could be greater than a state
  3. Are in the process of developing their own dispute settlement process
  4. Are developing their own sense of citizenship, rights and obligations
With regards to custom, judge posner said:
JRP: The servers are solid, but not the software. The way law historically develops is from custom. I can imagine customs emerging from interactions among avatars, and then Linden codifying the customs, as laws, that seem best to regulate the virtual world.
What legal reporter usually do is codifying custom into codes. Well, why not start codifying it now? What are the custom enforced among avatars? Let's start codifying it and later we can make the draft convention (in a few years). We can do it through wikis if you want.

The transcript of the talk is available here.

(Hat Tip to Denise Howell)

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Jurisdiction in online game

Tuesday, December 5, 2006

"When disputes arise over in-world fraud or avatars attacking avatars, for example, what law should prevail?" That was the question asked by Wired in its interesting article about the Terra Nova Symposium.
To Greg Lastowka, a panelist and assistant professor of law at Rutgers School of Law, the virtual-world governance landscape boils down to two categories: internal and external views of governance. "The ultimate governance of virtual worlds is the state," Lastowka said. "The law doesn't treat virtual worlds as any different. The state is not going to accept" virtual worlds being treated as autonomous regions."
Although similarly transboundary, online game is "beyond" international and transnational law. Here's the reason why shutting off the computer and surrender the case to a state may not be enough:
  1. They develop their own customs, usages and traditions
  2. In the future, their "GNP" could be greater than a state
  3. They are in the process of developing their own dispute settlement process
  4. They are developing their own sense of citizenship, rights and obligations
What if there are disagreement between states on its taxation? Well, no other ways but to resolve this in a Treaty. And who knows, maybe as a part of that Treaty, online gaming societies can create their own version of body of law, independent of any state. This way they can refer their dispute to their own rules, interpret agreement in accordance with their own usage and customs, settle their problems at their own virtual court and enforce them with their own cyber police. A truly sui-generis legal community.

It's a no joke. Howbout a Convention on the Law and Jurisdiction Applicable to Virtual Societies for 2040? ;)

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Secondlife's copybot, nanofactory and the future model of constitution

Saturday, November 25, 2006

The economic downfall of a system can be caused by a machine that can copy everything. That is the lesson we get from online game, secondlife. And the remedy? Sue the software developer under DMCA. I consider that to be a bad option, and I will tell you why.

Secondlife's Constitution (read: Terms of Service) regulates:

3.2 You retain copyright and other intellectual property rights with respect to Content you create in Second Life, to the extent that you have such rights under applicable law. However, you must make certain representations and warranties, and provide certain license rights, forbearances and indemnification, to Linden Lab and to other users of Second Life.

Users of the Service can create Content on Linden Lab's servers in various forms. Linden Lab acknowledges and agrees that, subject to the terms and conditions of this Agreement, you will retain any and all applicable copyright and other intellectual property rights with respect to any Content you create using the Service, to the extent you have such rights under applicable law.

This was a post at the official secondlife blog:
Today I met with a large group of Residents, members of the Sellers Guild, to talk about the implications of a recently-developed LibSL product called CopyBot. CopyBot allows the user to create a replication of an object, including textures, that is fully permissive. Needless to say this product has caused tremendous worry among content creators who want to understand how its use may possibly affect their business. In particular, they are concerned about theft of their creations, and the potential for unscrupulous people to undercut their prices and essentially take away their business...
Merely copying something doesn’t mean that a copyright violation has occurred. The law discusses ‘fair use’, for example, as one type of copying that is not a violation. If you DO think someone has copied something you made and is violating your copyright by profiting from the copying then you do have the option of using the DMCA process to file a complaint.
I have not hear any case where online game disputes are brought to a court, and the decision is enforced. In my last blog post, I refer to a story in which the court decide not to enforce an oral agreement pertaining the sale and purchase of a virtual sword. However, if brought to a court, the current copybot case is slightly different to the case I mentioned earlier, as it deals with copyright, something that is adhered in a real world.

Copybot is a software provided by Libsecondlife. Its purpose is altruistic, the program itself is open-sourced. Libsecondlife applies disclaimer which exempts liabilities from the utilization of its software. Although Libsecondlife does not directly infringe copyright, it could still be held liable under contributory infringement. Contributory infringement is a form of direct infringement in which, a party is aware that (1) there is an infringing activity, (2) it provides assistance or inducement for the infringement. Contributory infringement usually occurs when a party uploads serial numbers or providing a website to upload/download unauthorized serial numbers.

However, this may not be exactly the case with Libsecondlife as they only provide a hack software to be used outside the game itself, via a third party channel. The only problem is that, players are using the software in an infringing manner. So, although Libsecondlife is acquittable to contributory infringement, the case is "thin".

Nanotech expert has been calling the falling down phenomenon of a system due to the birth of abundancy as "disruptive abundance". It is feared that when nanofactory is available for free, then the existing system could collapse. Some experts has suggested to apply artificial scarcity in order to prevent the disruption. This is created either by restricting the ownership of nanofactory or providing technical restrictions to productions.

The fundamental difference between secondlife and future application of MNT is of course, in second life, disputed parties can log off their computer, get back to the real world and settle their dispute in a court. In the future MNT society, there is no way to log off.
Now, how are we going to settle our dispute? The only way of settling the dispute is by referring to our own rules of the game, the Constitution of the post-MNT society. What would the constitution look like? I don't know.

It would be great if parties in the second life disputes settle their case out of court, inside their own virtual world. We shall see, would they be able to settle their own problem or not? Can they use their rationality and refer the case to their own Constitution (read: Terms of Service)? I would suggest that they form their own internal dispute settlement mechanisms. I want to know how it work, as the results can be used to model the legal system of the future societies. If Secondlife citizens fail to solve their dispute and would need a court settlement, then it would be depiction of our future society: we will fail in settling our dispute and would require some extra terrestrial help (which of course, will never arrive).

When arguing about the existence of a law in international relation, Hugo Grotius said in latin: ibi societas, ubi ius. When there is society, there is law. When there is international society, there is an international law. When there is a virtual society, there has to be a "virtual" law.

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Should online gaming be prohibited?

Friday, November 24, 2006

There is a good comment in this blog a few days ago, which responds to my post on the story of a gamer who killed his friend over a virtual sword. The commentator said:
Surely the whole point of the news story is that you must claim the enforcement of virtual items in the interests of public order. If the swords value had been enforced a man wouldn't have died. Surely the whole reason for the law is to settle disputes of exactly this nature.
The law might evolve into this direction. However, it may also evolve to the opposite direction: online games can be prohibited for the reason of public ordre.

Consider an actual case involving computer game in Germany:

A long-simmering debate in Germany about banning violent computer games is burning again after an aloof teenager on Monday stormed his former high school, shot five people and later killed himself. The disgruntled 18-year-old ex-pupil from Emsdetten, Germany, near the Dutch border, was described by students and teachers as a youth with no friends who liked guns and played violent computer shooting games.

Wiefelspütz isn't alone in the SPD. A majority of members in his party have been lobbying for months for major changes in federal laws aimed at protecting minors, including an outright ban on violent computer games. And the opposition parties Christian Democratic Union (CDU) and Christian Social Union (CSU) agree that changes are necessary to the current laws governing entertainment software. Following the shoot-out in Erfurt, the German government revised its legislation on protecting minors, requiring, for instance, that all computer games and video movies be subject to a mandatory age-rating plan.

There could be a case where online games are prohibited, through blocking software. The EU e-commerce directive exempts ISP from intermediary liabilities. However, it must response to a court or authority's order to secure, prevent or terminate illegal content on its server.

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The Law of online gaming

Monday, November 6, 2006

A news from MSNBC, one year ago:
BEIJING - A Shanghai online game player who stabbed a competitor to death for selling his cyber-sword has been given a suspended death sentence, which in effect means life imprisonment, state media said on Wednesday. The case had created a dilemma in China where no law exists for the ownership of virtual weapons. Qiu Chengwei, 41, stabbed competitor Zhu Caoyuan in the chest after he was told Zhu had sold his "dragon sabre", used in the popular online game, "Legend of Mir 3", the China Daily said.
Sounds crazy but, that's reality.... (or is it not?) Oh well, can't really tell the difference these days. This raises a question. People can be criminalized for killing, there's no debate on it. But what about stealing virtual things? Here's what actually happened in the case above:
Qiu and a friend jointly won their weapon last February, and lent it to Zhu who then sold it for 7,200 yuan (US$870), the newspaper said. Qiu went to the police to report the "theft" but was told the weapon was not real property protected by law. "Zhu promised to hand over the cash but an angry Qui lost patience and attacked Zhu at his home, stabbing him in the left chest with great force and killing him," the court was told.
Poor Qiu. He lost his sword and now he killed a man because of it. I bet he'll never play online games again for the rest of his life. Well, this is probably not the first time that games causes trouble. Gambling is a game too and it causes trouble. If you win a bet from me and I refuse to pay, there is no way that the law will grant your claim. Same case, if you cheat on poker game, or steal my card, I cannot accuse you of stealing.

So, do you think what the police has done is right, or wrong? Should a sword be 'not protected' because they are virtual?

I think the police is correct in their decision but is incorrect in their considerations. I am no fan of online gaming, but here's my reasoning: The player had allocated costs and time to obtain the virtual thing. This is where the value is. Essentially, law does not protect property. It protects economical value. The "sword" has an economical value. It is similar as anti-virus, mp3 software or even a collection of my tags in del.icio.us. They belong to me. Well, to a non gamer it may has no value at all. But take for example collecting hobbies: stamps, pins, postcards, paintings. Nobody will say that those products are value-less.

But, the police had made the right decision by refusing to acknowledge enforcing Qiu's claim. Online gaming is treated like gambling. If you cheat or steal my card, you cannot claim it to the court. Same way applies to virtual "swords". Those things has values, but you cannot claim its enforcement because of public ordre. If everyone gambles or play online games, there will be no actual value adding activity and this could jeoperdize the economy.