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  • Eoghan Casey

    Digital Evidence and Computer Crime
    Digital evidence--evidence that is stored on or transmitted by computers--can play a major role in a wide range of crimes, including homicide, rape, abduction, child abuse, solicitation of minors, child pornography, stalking, harassment, fraud, theft, drug trafficking, computer intrusions, espionage, and terrorism.

    Though an increasing number of criminals are using computers and computer networks, few investigators are well-versed in the evidentiary, technical, and legal issues related to digital evidence. As a result, digital evidence is often overlooked,
    collected incorrectly, and analyzed ineffectively. The aim of this hands-on resource is to educate students and professionals in the law enforcement, forensic science, computer security, and legal communities about digital evidence and computer crime.

    This work explains how computers and networks function, how they can be involved in crimes, and how they can be used as a source of evidence. As well as gaining a practical understanding of how computers and networks function and how they can be used as evidence of a crime, readers will learn about relevant legal issues and will be introduced to deductive criminal profiling, a systematic approach to focusing an investigation and understanding criminal motivations.

    The accompanying CD-ROM contains simulated cases that integrate many of the topics covered in the text, teaching individuals about:
    * Includes CD-ROM multimedia appendix containing simulated cases
    * Provides a thorough explanation of how computers and networks function, how they can be involved in crimes, and how they can be used as a source of evidence
    * Offers readers information about relevant legal issues
    * Features coverage of the abuse of computer networks and privacy and security issues on computer networks
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  • Jessica Litman

    Digital Copyright
    In 1998, copyright lobbyists succeeded in persuading Congress to enact laws greatly expanding copyright owners' control over individuals' private uses of their works. The efforts to enforce these new rights have resulted in highly publicised legal battles between established media, and new upstarts. In this enlightening and well-argued book, law professor Jessica Litman questions whether copyright laws crafted by lawyers and their lobbyists really make sense for the vast majority of us. Should every interaction between ordinary consumers and copyright-protected works be restricted by law? Is it practical to enforce such laws, or expect consumers to obey them? What are the effects of such laws on the exchange of information in a free society? Litman's critique exposes the 1998 copyright law as an incoherent patchwork. She argues for reforms that reflect common sense and the way people actually behave in their daily digital interactions. This paperback edition includes an afterword that comments on recent developments, such as the end of the Napster story, the rise of peer-to-peer file sharing, the escalation of a full-fledged copyright war, the filing of lawsuits against thousands of individuals, and the June 2005 Supreme Court decision in the Grokster case.
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  • Richard Stim

    Getting Permission: How to License & Clear Copyrighted Materials Online and Off (book with CD-Rom)
    If you plan to use any copyrighted material for your own purposes, you need to get permission first from the owners of that work. If you don't, you could find yourself slapped with a lawsuit.

    Getting Permission tackles the permissions process head on. It shines the light on whom to ask for permission, as well as when -- and how much to expect -- to pay for permission. Comprehensive and easy to read, the book covers:

  • the permissions process
  • the public domain
  • copyright research
  • fair use
  • academic permissions
  • the elements of a license and merchandise agreement
  • the use of a trademark or fictional character
  • and much more

    Getting Permission includes agreements for acquiring authorization to use text, photographs, artwork and music. All agreements included as tear-outs and on CD-ROM.

    The 3rd edition of this essential book is completely updated to reflect the latest laws and court decisions.

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  • Cyberlaw Text and Cases

    Gerald R. Ferrera, Stephen D. Lichtenstein, Margo E. K. Reder, Robert Bird, William T. Schiano

    Cyberlaw Text and Cases
    This exciting text assists aspiring business managers in recognizing the legal issues relevant to maintaining and doing business in an e-commerce world. It covers relevant legal issues, applicable court decisions, federal and state statutes, administrative rulings, legal literature, and ethical considerations relating to Internet law.
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  • Internet Surf and Turf-Revealed: The Essential Guide to Copyright, Fair Use, and Finding Media (Revealed)

    Barbara Waxer, Marsha Baum

    Internet Surf and Turf-Revealed: The Essential Guide to Copyright, Fair Use, and Finding Media (Revealed)
    Make sure students understand whose turf they are on when they surf the Internet for media! This one-of-a kind book provides important, easy-to-understand information on copyright laws and the concept of fair use as they relate to Internet media. Students will also learn how to search for public domain media.
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  • Republic.com 2.0

    Cass R. Sunstein

    Republic.com 2.0

    What happens to democracy and free speech if people use the Internet to create echo chambers--to listen and speak only to the like-minded? What is the democratic benefit of the Internet's unlimited choices if citizens narrowly limit the information they receive, creating ever-smaller niches and fragmenting the shared public conversation on which democracy depends? Cass Sunstein first asked these questions before 9/11, in Republic.com, and they have become even more urgent in the years since.

    Now, in Republic.com 2.0, Sunstein thoroughly rethinks the critical relationship between democracy and the Internet in a world where partisan Web logs have emerged as a significant force in politics and where cyber-jihadists have embraced the Internet to thwart democracy and spread violence.

    Emphasizing the value of unplanned, unchosen encounters, the original Republic.com provoked a strong reaction from cyber-optimists. In Republic.com 2.0 Sunstein answers the critics and expands his argument to take account of new developments, including the blogosphere, and fresh evidence about how people are using the Internet. He demonstrates that the real question is how to avoid "information cocoons" and to ensure that the unrestricted choices made possible by technology do not undermine democracy. Sunstein also proposes new remedies and reforms--focusing far less on what government should do, and much more on what consumers and producers should do--to help democracy avoid the perils, and realize the promise, of the Internet.

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  • GigaLaw Guide to Internet Law

    Doug Isenberg

    GigaLaw Guide to Internet Law
    Advance praise for The GigaLaw Guide to Internet Law

    “I read this book from cover to cover. The examples of case law are of enormous illustrative value. Some of them will raise your blood pressure (well, mine went up several notches, anyway). Well worth the time to read!”
    —Vint Cerf, chairman, Internet Corporation for Assigned Names and Numbers (ICANN)

    “Doug Isenberg pulls off the toughest hat trick in legal writing—he and his contributing authors map out the legal landscape of cyberspace in language accessible and friendly to lay readers, providing a comprehensive guide for lawyers who want to gain a quick grasp of cyberlaw, and they do all this with scholarly care for accuracy and precision.”
    —Mike Godwin, author of Cyber Rights: Defending Free Speech in the Digital Age

    “A treasure trove of information that is a relief to find, a pleasure to read, and a snap to apply to dozens of your most pressing Internet legal questions.”
    —Carol Darr, director of the Institute for Politics, Democracy and the Internet

    “Doug Isenberg is the authority on all issues regarding Internet law. His insight is exceptional, his experience unsurpassed. This book is both a reference work and a bible, enlightening and showing the way—a quintessential, all-encompassing work for both the novice and the veteran.”
    —Marc Adler, chairman and CEO, Macquarium Intelligent Communications


    Doug Isenberg is an attorney and the founder of GigaLaw.com, an award-winning website about Internet law. He writes regularly as a columnist for The Wall Street Journal Online and CNET News.com and has represented numerous high-tech and Internet clients.

    For more information about The GigaLaw Guide to Internet Law, visit: http://GigaLaw.com/guide
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  • Who Controls the Internet?: Illusions of a Borderless World

    Jack Goldsmith, Tim Wu

    Who Controls the Internet?: Illusions of a Borderless World
    Is the Internet erasing national borders? Who's really in control of what's happening on the Net--Internet engineers, rogue programmers, the United Nations, or powerful countries?
    In this provocative new book, Jack Goldsmith and Tim Wu tell the fascinating story of the Internet's challenge to governmental rule in the 1990s, and the ensuing battles with governments around the world. It's a book about the fate of one idea--that the Internet might liberate us forever from government, borders, and even our physical selves. We learn of Google's struggles with the French government and Yahoo's capitulation to the Chinese regime; of how the European Union sets privacy standards on the Net for the entire world; and of eBay's struggles with fraud and how it slowly learned to trust the FBI. In a decade of events, the original vision was uprooted, as governments time and time again asserted their power to direct the future of the Internet. The destiny of the Internet over the next decades, argue Goldsmith and Wu, will reflect the interests of powerful nations and the conflicts within and between them.
    Well written and filled with fascinating examples, this is a work that is bound to stir heated debate in the cyberspace community.
    "A timely look at the ways that governments make themselves felt in cyberspace. Goldsmith and Wu cover a range of controversies, from domain-name disputes to online poker and porn to political censorship. Their judgments are well worth attending."
    --David Robinson, Wall Street Journal
    "In the 1990s the Internet was greeted as the New New Thing: It would erase national borders, give rise to communal societies that invented their own rules, undermine the power of governments. In this splendidly argued book, Jack Goldsmith and Tim Wu explain why these early assumptions were mostly wrong. By turns provocative and colorful...an essential read."
    --Sebastian Mallaby, Editorial Writer and Columnist, The Washington Post
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  • Cyberethics: Morality And Law in Cyberspace

    Richard Spinello

    Cyberethics: Morality And Law in Cyberspace
    CyberEthics: Morality and Law in Cyberspace, Third Edition takes an in-depth look at the social costs and moral problems that have arisen by the expanded use of the internet, and offers up-to-date legal and philosophical perspectives. The text focuses heavily on content control and free speech, intellectual property, privacy and security, and has added NEW coverage on Blogging. Case studies featured throughout the text offer real-life scenarios and include coverage of numerous hot topics, including the latest decisions on digital music and movie downloads, the latest legal developments on the Children's Internet Protection Act, and other internet governance and regulation updates. In the process of examining these issues, the text identifies some of the legal disputes that will likely become paradigm cases for more complex situations yet to come.
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  • The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society)

    Jack Balkin, Beth Noveck

    The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society)

    View the Table of Contents.
    Read the Introduction.

    "This is a spectacular collection of essays on the present and future of virtual worlds. It's a perfect introduction for those who have yet to experience them, and more important, a thoughtful companion for those who do."
    —Jonathan Zittrain, Oxford University

    "The State of Play is an extremely comprehensive look into digital worlds and how those worlds are evolving cultures, changing lives, reshaping the way we think and communicate. If you want to understand where modern culture is headed and learn more about incredibly fascinating experiences taking place in virtual worlds, pick up and read this book now."
    —Richard Garriott, a.k.a. Lord British, Creator of Ultima Online and Executive Producer, NCsoft

    "These essays, by the best thinkers in their fields, will be read, debated, taught, and cited in court cases as we struggle to figure out how to live in a world which is part digital and part social, part real and part imaginary."
    —Henry Jenkins, author of Convergence Culture: Where Old and New Media Collide

    ”Is useful and interesting for students of surveillance.”—Surveillance & Society

    ”With diverse essays from game designers, social scientists and legal scholars, The State of Play is a provocative consideration of virtual jurisprudence.”
    —Paste Magazine

    ”For those who want to skip over the hype and dive into the issue, it is hard to imagine a better resource.”
    —Cecily Deane Mak, Senior Counsel, Music at RealNetworks.

    “Reading The State of Play is an adventure. It is the first real step of a journey into the outer limits of the physical world and the inner realms of the virtual within the boundaries of society’s comfort zone. It is an exploratory glimpse into how digital worlds may change the future, reshape our own reflection, and challenge real-world laws.”
    —New York Law Journal

    ”...traces the fate of playtime over the centuries.”
    —Slate.com

    The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them.

    As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen?

    These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws.

    Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.

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