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Characteristic features of multimedia technologies. Multimedia product Internet multimedia resources

multimedia training information

Multimedia is an interactive technology. This technology provides work both with still images and text, and with animated computer graphics, speech, high-quality sound.

It is known that all data in computers is stored in digital form. The block diagram of the multimedia system is presented in Appendix A.

Unlike computers, TV - video - audio equipment works with analog signals.

Based on this, here is the problem:

* technical connection of various equipment with a computer;

- their management.

In order to implement multimedia technology in 1988, Jobs developed an entirely new type of personal computer. For this computer, all the necessary basic means of multimedia technology were incorporated partially into the architecture, i.e. in hardware and partly in software.

At the same time, it should also be said that if earlier user interaction with a computer was carried out using an interface of the WIMP type (window, image, menu, pointer), then the appearance of the NeXT computer led to the emergence of the ability to work with the SILK interface (speech, image, language, knowledge). The NeXT computer used:

* brand new powerful CPUs 68030 and 68040,

* DSP signal processor, which is responsible for processing sounds, images, speech synthesis and recognition, image compression, color manipulation;

* sound cards (Sound Blaster) were developed;

- multimedia boards that implemented in hardware the algorithm for converting an analog signal into a discrete one.

Here, erasable optical disks began to be used, standard built-in network controllers that allow you to connect to the network, methods of compression, scanning, etc. were provided.

It should also be noted such a technological moment as the provision of compression and scanning methods. What does it mean.

The image of a still picture of rather low quality on the screen (with a resolution of 512*482 pixels) will require 250Kb for its storage. Based on this, there was a need to create software and hardware methods that provide compression and expansion of data. The tools and methods developed and proposed for this purpose provided a compression ratio of 100:1 and 160:1. Thanks to the use of this technology, it was possible to place about an hour of a full-fledged voiced video on one CD.

It should be noted that multimedia technology is supported by WINDOWS. WINDOWS contains a specially designed version of the file system to support high quality sound, video and animation playback. Here are the following groups of files:

* files that store digitized video (AVI);

* files storing audio information (WAV);

* files that store audio in the form of a MIDI interface (MID).

Now a few words about MIDI. MIDI (Musical Instrument Digital Interface) is a software and hardware standard that describes the methods and sequence for connecting electronic musical instruments to a PC. MIDI is based on individual instructions that cause the receiving device to perform certain actions (for example, play a note or amplify a sound).

The principle of operation of MIDI devices is as follows. For example, when you press a key on a MIDI keyboard, a message is sent to the PC about which key was pressed, with what force (this affects the volume of the sound) and for how long.

Unlike digital audio, where it takes several kilobytes of information to describe a second of sound, using the MIDI standard will describe the same action using just a few bits.

In other words, we can say that MIDI does not work with sound as such, but only with simple, easily described events (for example, pressing a key, etc.).

So, to use a computer as a musical instrument, you need components such as:

* sound card,

* acoustic speakers (preferably active),

* A MIDI keyboard is a keyboard that resembles a synthesizer keyboard, but is not capable of sounding on its own. It uses a computer sound card as a synthesizer. Sometimes this keyboard has some additional switches to control various effects.

* A sequencer program - its main purpose is to record MIDI sequences in the same way as a conventional tape recorder records sound. The main difference between this program and a tape recorder is that the sequencer does not record the sound itself, but only its characteristics. The resulting sequence can be edited and supplemented with various effects. This makes it easy to change tools. It should also be noted that there are tracks in the sequencer. You can record the sound of various instruments on each track. For example, you can do the following with tracks:

* One of the tracks of an existing MIDI file can be selected for recording a new part, and then its formation will occur to the accompaniment of music from the other tracks;

* You can select one track as a solo track, or vice versa, temporarily turn it off so that the corresponding part does not play at all.

In addition to the concept of a track, there is the concept of a channel (about 16). Most often, for convenience, one channel corresponds to one track. Channels are used to separate information streams in a MIDI system. (Each channel has its own instrument, and when working with an audio card - as a sound reproducing device - the channels are assigned to certain musical instruments by the sequencer. That is, each MIDI message contains information about which channel it should be played on. This allows record the entire piece on one track (in practice, this feature is rarely used).

Currently, multimedia technologies are a rapidly developing area. information technologies. A significant number of large and small firms, technical universities and studios are actively working in this direction (in particular, IBM, Apple, Moto1a, Philips, Sony, Intel, and others). The areas of use are extremely diverse: interactive educational and Information Systems, CAD, entertainment, etc.

The main characteristic features of these technologies are:

- combining a multicomponent information environment (text, sound, graphics, photo, video) in a homogeneous digital representation;

- ensuring reliable (no distortion when copying) and long-term storage (warranty period of storage - tens of years) of large amounts of information;

ѕ simplicity of information processing (from routine to creative operations).

The achieved technological basis is based on the use of the new DVD (Digital Versalite/Video Disk) optical media standard, which has a capacity of a few and tens of gigabytes and replaces all previous ones: CD-ROM, Video-CD, CD-audio. The use of DVD made it possible to implement the concept of homogeneity of digital information. One device replaces an audio player, video recorder, CD-ROM, disk drive, slider, etc. In terms of presenting information, optical DVD) brings it closer to the level of virtual reality.

It is advisable to divide a multicomponent multimedia environment into three groups: audio sequence, video sequence, text information.

The audio series may include speech, music, effects (sounds such as noise, thunder, creaking, etc., combined with the designation WAVE (wave). The main problem when using this group of multimedia is information capacity. To record one minute of WAVE sound highest quality about 10 MB of memory is needed, so a standard CD size (up to 640 MB) allows you to record no more than an hour of WAVE. To solve this problem, methods of audio information compression are used.

Another direction is the use of sounds in a multi-environment (monophonic and polyphonic music, up to an orchestra, sound effects) MIDI (Musical Instrument Digitale Interface). In this case, the sounds of musical instruments, sound effects are synthesized by program-controlled electronic synthesizers. Correction and digital recording of MIDI sounds is carried out using music editors (sequencer programs). The main advantage of MIDI is the small amount of memory required - 1 minute of MIDI sound takes an average of 10 KB.

The video sequence in comparison with the audio sequence is characterized by a large number of elements. Allocate static and dynamic video sequences.

Static footage includes graphics (drawings, interiors, surfaces, symbols in graphics mode) and photos (photographs and scanned images).

A dynamic video sequence is a sequence of static elements (frames). Three typical groups can be distinguished:

* normal video (life video) - a sequence of photos (about 24 frames per second);

* quasi-video -- a sparse sequence of photographs (6-12 frames per second);

* animation - a sequence of drawn images.

The first problem in implementing footage is screen resolution and the number of colors. There are three areas:

* VGA standard gives a resolution of 640 x 480 pixels (dots) on the screen with 16 colors or 320 x 200 pixels with 256 colors;

* standard SVGA (video memory 512 kb, 8 bits/pixel) gives a resolution of 640 x 480 pixels with 256 colors;

* 24-bit video adapters (2 MB video memory, 24 bit/pixel) allow 16 million colors.

The second problem is the amount of memory. For static images, one full screen requires the following amounts of memory:

* in 640 x 480 mode, 16 colors - 150 kb;

* in 320 x 200 mode, 256 colors - 62.5 kb;

* in 640 x 480 mode, 256 colors - 300 kb.

Such significant volumes in the implementation of audio and video sequences determine high requirements for the storage medium, video memory and information transfer rate.

When placing textual information on a CD-ROM, there are no difficulties and restrictions due to the large information volume of an optical disc.

The main directions of using multimedia technologies:

ѕ electronic editions for the purposes of education, entertainment, etc.;

ѕ in telecommunications with a range of possible applications from watching a custom TV show and choosing the right book to participating in multimedia conferences. Such developments are called Information Highway;

ѕ multimedia information systems (“multimedia kiosks”) that provide visual information at the request of the user.

From point of view technical means The market includes both fully equipped multimedia computers and separate components and subsystems (Multimedia Upgrade Kit), including sound cards, CD drives, joysticks, microphones, and acoustic systems.

For personal computers of the IBM PC class, a special MPC standard has been approved, which defines the minimum hardware configuration for playing multimedia products. An international standard (ISO 9660) has been developed for CD-ROM optical discs.

2.2 Media features

Multimedia technologies are one of the most promising and popular areas of informatics. They aim to create a product containing "collections of images, texts and data, accompanied by sound, video, animation and other visual effects, including an interactive interface and other control mechanisms."

The undoubted advantage and feature of the technology are the following multimedia features that are actively used in the presentation of information:

· possibility of magnification (detailing) on ​​the screen of the image or its most interesting fragments, sometimes in twenty-fold magnification ("magnifying glass" mode) while maintaining the quality of the image. This is especially important for the presentation of works of art and unique historical documents;

the possibility of comparing the image and processing it with various software tools for research or educational purposes;

the possibility of highlighting "hot words" in the text or other visual material accompanying the image, for which reference or any other explanatory (including visual) information is immediately obtained (hypertext and hypermedia technologies);

the possibility of implementing continuous musical or any other audio accompaniment corresponding to a static or dynamic visual range;

· the ability to use video fragments from films, video recordings, etc., the "freeze frame" function, frame-by-frame "scrolling" of the video;

Possibility to connect to global network Internet;

Ability to work with various applications (text, graphic and sound editors, cartographic information);

· the ability to create your own "galleries" (selections) from the information presented in the product;

the ability to automatically view the entire content of the product ("slide show") or create an animated and voiced "guide-guide" for the product ("talking and showing user instructions"); inclusion of game components with information components into the product;

· the possibility of "free" navigation through the information and access to the main menu (enlarged content), to the full table of contents or even out of the program at any point in the product.

There are several concepts related to multimedia and the use of appropriate informatization tools. In particular, when using multimedia tools, the role of illustrations increases significantly.

Illustration is also an ambiguous term. There are two main interpretations of this term.

An illustration (illustration) is:

introduction to the text of explanatory or supplementary information of a different type (image and sound),

• giving examples (possibly without using other types of information) for a clear and convincing explanation.

In multimedia tools, illustrations can be presented in the form of examples (including text), two-dimensional and three-dimensional graphic images (drawings, photographs, diagrams, graphs, diagrams), sound fragments, animation, video fragments.

At present, multimedia encyclopedias have been created in many school disciplines and educational areas. Game situational simulators and multimedia training systems have been developed to organize the educational process.

Multimedia is an effective educational technology due to its inherent qualities of interactivity, flexibility and integration of various types of educational information, as well as the ability to take into account individual characteristics students and increase their motivation.

Providing interactivity is one of the most significant benefits of multimedia tools. Interactivity allows, within certain limits, to control the presentation of information: the user can individually change settings, study the results, and also respond to program requests about specific preferences, set the material feed rate, the number of repetitions, and other parameters that meet individual needs. This allows us to draw a conclusion about the flexibility of multimedia technologies.

Multimedia technologies allow meaningful and harmonious integration of many types of information. This allows the computer to present information in various forms, such as:

images, including scanned photographs, drawings, maps and slides;

video, complex video effects;

Animations and animation imitation.

Many consider the most interesting use of multimedia for the formal participation of the amateur in the effective modernization of works of art. Already today, with the help of a computer, a beginner can correct in his own style a painting by a Renaissance classic or music by a famous author, as well as change the plot in a video film by a famous director. Already today, a computer can sing a modern song in the voice and manner of a long-dead singer. Naturally, all this calls a lot of controversy among specialists, ordinary people and media fans.

A very fashionable direction in the development of multimedia technologies is virtual reality. Virtual reality is getting almost real sensations by a person from an unreal world. The simulation of such an unreal world is quite well done with a modern computer. Computer tools create such complete visual, sound and other sensations that the user forgets about the real world around and enthusiastically plunges into a fictional world. The special effect of presence is achieved by the possibilities of free movement in virtual reality, as well as the possibilities of influencing this reality.

The simplest and least tedious entrance to virtual reality carried out through a computer screen on which this reality can be observed. At the same time, moving and influencing the virtual world is usually carried out with the help of a mouse, joystick and keyboard.

A more complete immersion in the invented world is carried out with the help of a special and rather expensive helmet-display worn on a person's head. To achieve a three-dimensional image, two small screens located inside the helmet create separate images for each eye. In this case, when showing the image to the user, the position of the image changes in accordance with the rotation of the head. In addition, the helmet isolates a person quite well from the effects of the real world. As an inexpensive option for multimedia immersion, you can use glasses with different glasses that provide three-dimensional perception of the image. For example, a three-dimensional monochrome image can be observed using glasses, one of the glasses of which is red and the other is blue. If at the same time two projections of the image are displayed on the screen, one red, the other blue, then an illusion of three-dimensionality is created. However, this method does not allow to convey the gamut of colors. Today, leading computer firms are investing considerable effort in building a computer with a human interface. This implies that the computer must have all the human senses, as well as the ability to influence all these human organs. Modern computer systems are in many cases quite good at analyzing and synthesizing images and sounds. The computer mouse and other devices can be considered an imitation of the sense of touch. It is assumed that in the coming years, a personal computer will learn to work with smells and tastes close to smells in terms of the mechanism of perception. For technical reasons, it is impossible today to literally recreate the human sense of smell by artificial means.

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Keywords:

  • multimedia technology
  • multimedia products
  • audio sampling
  • sound card
  • motion effect

5.1.1. Concept of multimedia technology

Working with many computer programs, the user not only sees texts and still images, but also hears sounds, views animations and videos. At the same time, as a rule, he has the ability to work in an interactive (dialogue) mode, move from sequential viewing of information to its arbitrary viewing, in accordance with his goals and objectives. Such opportunities are provided by multimedia technology.

The term "multimedia" literally means "many environments" (multi - many, media - environment) and is interpreted as a combination of text, sound, graphics and video in one information object.

5.1.2. Areas of multimedia use

Multimedia technology is the basis for the creation of all kinds of multimedia products, the characteristic features of which are:

  • combining text, graphics, audio, video information, animations in one product;
  • the presence of an interactive (dialogue) mode of operation;
  • the ability to quickly search for information;
  • wide navigation options;
  • the ability to work in real time, in slow motion or at an accelerated pace;
  • friendly user interface.

Multimedia technologies are widely used in education (electronic textbooks, multimedia encyclopedias and reference books, virtual laboratories, etc.), culture and art (computer guides, virtual tours of museums and historical sites around the world, digital collections paintings and recordings of musical works), science (computer modeling systems), business (advertising and selling goods and services), computer games and other areas of human activity.

We recommend that you visit one of the best virtual museums in the world - the State Hermitage Museum (http://www.hermitagemuseum.org/). You will be able to take virtual tours of the halls of the Hermitage, keep your attention on the exhibits that interest you, read about them background information, and even consider the most valuable ones in detail. Pay attention to the available search options that allow you to find a museum exhibit by its author, title, style, genre, date of creation. Images, in addition, can be searched by visual characteristics - color scheme(“50% yellow and 20% blue”) or color composition (“top right corner dark, middle light”).

Graphics, sound, video and text combined in a multimedia product require large amounts of memory. Therefore, optical discs are commonly used to store and distribute multimedia products. If you have good communication channels (high-speed access to the Internet), you can work with multimedia products directly placed on the World Wide Web.

To work with multimedia products, the computer must be equipped with speakers or headphones, a microphone, a sound card, and an optical disc reader.

5.1.3. Sound and video as components of multimedia

Sound is vibrations in the air or any other medium in which it propagates. Sound is characterized by amplitude (strength) and frequency (number of vibrations per second) 1 .

    1 You will consider these questions in more detail at physics lessons.

The beeps are continuous. With the help of a microphone, the audio signal is converted into a continuous electrical signal. To process sound on a computer, it must be sampled - turned into a discrete signal, a sequence of zeros and ones (Fig. 5.1).

Rice. 5.1.
Audio conversion on input and output

The function of converting sound from continuous to discrete during recording and from discrete to continuous during playback is performed by a sound card (audio adapter).

The quality of converting a continuous audio signal into a discrete signal depends on:

  1. on how many times per second the original signal will be measured (sampling frequency);
  2. on the number of bits allocated for recording each measurement result (sampling capacity).

The greater the bit depth and sampling frequency, the more accurately the sound is represented in digital form and the larger the file size that stores such information. So, if you measure the sound amplitude 44,000 times per second and record each measurement result with 16 bits (this is the frequency and resolution needed for high-quality sound digitization), then storing 1 second of sound recording will require approximately 86 KB of memory.

To form a more complete understanding of the issues under consideration, we recommend that you watch the animations "Representation of sound in a computer" and "Analog-to-digital and digital-to-analog conversion" located in the Unified Collection of Digital Educational Resources (http://school-collection.edu.ru /).

An important component of multimedia are all kinds of moving images. The possibility of their representation in memory and playback on a computer screen is associated with the peculiarities of our perception of visual information. In order to create an illusion of movement in a person, he can be shown rapidly changing pictures, which depict successive phases of movement.

This is the basis of the action of a movie or video camera that takes pictures 16, 24 or 36 times per second. Frames are recorded on film or videotape (Fig. 5.2). If you then run the film at the same speed through a projector (VCR), an illusion of movement will occur.

Rice. 5.2.
The structure of the video object (on the example of a film)

Solution.

To encode 256 colors, 8 bits = 1 byte is required. Therefore, one frame occupies 1,800,600 = 480,000 bytes. In order for the frame change not to be noticeable, you need to project 16 frames per second onto the screen. It turns out 480,000 16 = 7,680,000 bytes, which is approximately 7.4 MB for one second of the show. To show a one-minute movie, you need 7.4 60 = 444 MB.

Answer: 444 MB.

In practice, special algorithms for compressing video information are used, which make it possible to reduce its initial volume tenfold.

You can learn more about some of the ways to create a motion effect in a computer by looking at the animations “Motion Effect”, “Frame-by-Frame Animation”, “Sprite Animation”, located in the Unified Collection of Digital Educational Resources (http://school-collection.edu.ru/ ).

The most important

Multimedia technology is a technology that provides simultaneous work with sound, videos, animations, static images and texts in an interactive (dialogue) mode.

Multimedia technologies are widely used in education, culture and art, science, business and other areas of human activity.

Graphics, sound, video and text combined in a multimedia product require large amounts of memory.

Questions and tasks

  1. What is multimedia? What are the main components of multimedia?
  2. Where is multimedia technology used?
  3. What are the features of multimedia products? Describe a multimedia product you know.
  4. Describe the processes of sound transformation when input to a computer and when output.
  5. How is the motion effect created in the computer?
  6. Calculate how many bytes occupies one minute of stereo recording on a CD (sampling frequency - 44,000, bit depth - 16 bits). What is the maximum length of a stereo recording on a 700 MB disc?
  7. Calculate how much information a 1.5-hour color film contains if one of its frames contains about a megabyte of information, and 25 frames change in 1 second.

Legal aspects of the creation and use of multimedia

1. Features of multimedia products

Let us dwell only on some of the legal aspects related to the creation and use of multimedia, without knowledge of which the understanding of the phenomenon of multimedia would be incomplete.

Features of multimedia products (MP), their nature, creation and distribution are quite specific from a legal point of view.

Multimedia is both a computer program and a resource made using one or more programs, and new form artistic expression, which makes it possible to convey content using various media available for perception by different human senses, and even through interactive interaction with the audience. This form, with an abundance of opportunities, creates certain difficulties from a legal point of view. What category of work is a multimedia product classified in?

Changing multimedia also changes its definition, its essence. The definition and the phenomenon itself by the end of the 20th century are not adequate to those that we have now, at the beginning of the new millennium, they will be different in a year, two, etc. In addition, the multimedia product is rapidly changing along with technological changes, changing “in rhythm of the Internet.

How to fix these changes in legislative documents that are not subject to such rapid changes, and what to do in a situation where none of the current legislative acts contains the word “multimedia”?

But as soon as the phenomenon exists, it needs legal protection.

In accordance with Art. 6. Law of the Russian Federation of July 9, 1993 No. 5351-1 “On Copyright and Related Rights” “copyright applies to works of science, literature and art that are the result of creative activity, regardless of the purpose and dignity of the work, as well as the way it is expressed ".

The work must exist in any objective form: oral or written, in the form of sound or video recording (mechanical, magnetic, digital, optical, etc.); in the form of an image (drawing, sketch, picture, plan, drawing, film, television, video or photo frame) or in any other form.

Therefore, it seems obvious that multimedia works that exist in an objective form are protected by copyright.

The law contains an indicative list of protected works in order to inform stakeholders about what objects can receive copyright protection. The open nature of the list means that creative works created in any other form not specified by law may also receive copyright protection.

Accordingly, multimedia works (hereinafter referred to as MT) or their individual elements have the features of copyrighted works - literary, musical, photographic, audiovisual and others. However, it is unequivocal to equate multimedia works with any

in the species named in the law would be a mistake.

Mathematically, to say exactly which category of works multimedia belongs to is as difficult as answering the question: is the fruit of an architect's work a work of art or science?

Multimedia works cannot be considered as a special case of audiovisual works, primarily because audiovisual works are defined in the Law as “works consisting of a fixed series of interconnected frames (with or without sound accompaniment) intended for visual and auditory (in accompanied by sound) perception with the help of appropriate technical devices.

Audiovisual works include cinematographic works and all works expressed by means similar to cinematographic means (television and video films, filmstrips and slide films and the like), regardless of the method of their initial or subsequent fixation.

The interactive nature of multimedia works creates a special problem.

Row computer programs, including games, offer the user to create objects that have the features of protected works. Lawyer M. A. Fedotov gives an example of the game "Mon theater magique", where the user creates an animated film based on images of people and animals, and this film is included in a copy of the original work.

In copyright law, the definition of different categories is based mainly on the historical sequence of granting legal protection to various types of creative activity. It is impossible to measure all the results of intellectual creativity with one measure.

A multimedia work does not fit into any of the traditionally recognized categories of copyright. A multimedia product is created using a computer and usually contains a computer program in its structure, but it is not a program itself. It is not a database in the copyright sense either, although in the computer sense, of course, it is also a database (or a data library; by the way, here the word "library" is also not identical to the traditional concept of "library", but it just so happened, that it has come into use).

Nor is the MP a pure compilation, although, of course, it includes both the music and the literary text of pre-existing works. Nor is it a kind of audiovisual work - it is not at all the same as "a series of interconnected images and accompanying sounds." This is neither literature nor music.

As a rule, MP is the fruit of the labor of several people. A. Millet cites as an example the titles of the video game MYST (CYAN), which ranks first in terms of sales of games. Among its creators - 2 graphics, 6 creative workers collaborating with them, 2 specialists in graphics and animation, 1 in sound, 1.2 producers in sound track, 3 people who are engaged in programming, 1 - image editing, 1 - sound editing and 1 sound engineer. In the credits, gratitude is expressed to another 30 specialists. If the MP is a secondary work created on the basis of a pre-existing version (for example, a video game based on a well-known fairy tale), then the previous version must be used with the permission of the copyright holder.

The created virtual images of famous people (this is a kind of commodity for which there is a demand), for example, M. Jackson, F. Kirkorov, raise the question of the right of these persons to actually image and protect their honor, dignity and other non-property rights.

Should MT be enshrined in law as an independent category of “work”? Lawyers still believe that there are no grounds, not proven distinctive features such a degree of uniqueness that they require a special approach. The assignment of a “category” plays a purely utilitarian role and sets as its task the approval of this norm, which affects only works belonging to this category.

The multifaceted nature of multimedia creates another challenge, along with the elusive nature and dynamic nature of its change. How to determine the share of the contribution of each of the creators of a single multimedia work, in which the work of the multimedia director, authors, performing artists, producers and impresario, sound engineers and cameramen, etc. is intertwined and, as it were, merges together.

On the initial stage development of the Internet, a number of specialists held the view that it is impossible to extend the existing rules to legal relations arising in digital networks. The emergence of new works for cyberspace, specially created for the Internet and using various types of information in a syncretic form, the emergence of digital formats that blur the boundaries between information carriers, required clarification legal regime these objects, as well as the formation

modern technology for the protection of these objects (in terms of their creation, distribution and use). There was a need for regulations protecting the rights of both users and creators of multimedia products.

As a result of this, at the international and national levels, the preparation of draft laws devoted to the regulation of legal relations in the network space, primarily the protection of copyright, began.

To date, there are several areas in which work is underway in the field of improving the norms of copyright and related rights at the international level:

TRIPS agreement (“Treaty on trade aspects intellectual property rights"), included in the package of the World trade organization(WTO);

the World Intellectual Property Organization (WIPO) Copyright Treaties (CAL) and the Performers and Phonograms Treaty (CAP);

European Community directives (EC Directive 1991 on the protection of computer programs that must be protected in the same way as works; EU Directive 1992 recognizing the right of rental, which was not in the Berne Convention; EU Neighboring Rights Directive; EU Directive terms of copyright protection).

Legislation Russian Federation on copyright, taking into account international norms (in particular, the Berne Convention for the Protection of Literary and Artistic Works, the Rome Convention for the Protection of Professional Performing Artists), approved by the World Intellectual Property Organization (WIPO), provides that the right to use a work includes such rights "whose, how: the right to reproduce, the right to distribute" works and the right to communicate about the work by cable There is a question about the relationship of these rights with the forms of use of the work that actually exist on the Internet.

For example, the head of the administrative legal regulation ROMS A. L. Khromov gives convincing arguments in favor of the fact that the right to distribute in Russian legislation needs to be clarified on a number of points.

The right of the author to distribute has always been understood as "only the sale, rental or other alienation of a specific copy of a work or phonogram (i.e., a material medium), which, for known reasons, cannot be applied to the use of objects of copyright and related rights in electronic networks .

Under the right of reproduction in accordance with Art. 4 of the Copyright Law refers to the production of one or more copies of a work, as well as the recording in a computer memory. Therefore, it can be unequivocally said that the conversion of a work into digital form (the so-called digitization), without which it is impossible to use the work on the Internet, is a reproduction.

However, when using the work directly on the site, where the work becomes available to an unlimited number of visitors to this site, the work is already in the memory of the computer that provides access to the work to other persons.

The computer owner no longer creates additional copies of the work. Downloading copies of works or phonograms to the computer of a page visitor is not a copyright infringement, since, in accordance with Art. 18 of the Copyright Act, such downloading is allowed without the consent of the author and without payment of a fee to him. In fact, in this case, the user himself makes and records a copy of the work in the memory of his computer solely for personal purposes.

The only remaining answer to the question as to the type of authority in question is a public announcement by cable. This has been confirmed in the WIPO treaties.

The 1996 WIPO Copyright Treaty (CAT) (Articles 1, 6-8) distinguishes between the right of reproduction, the right of distribution, the right of rental, and the right of communication to the public. Moreover, in all cases, rather “broad” formulations are used, which makes it possible to take into account not only the technical capabilities currently used, but also those that may appear in the future.

The WIPO Performances and Phonograms Treaty of 1996 (WPPT), despite the "broad" formulation of the relevant powers, specifically stipulates (articles 10 and 14 of the WPPT) the exclusive rights of performers, producers of phonograms in relation to the relevant protected subject matter - "to allow the making available to the public : by wire or wireless means in such a way that members of the public can access them from any place and at any time of their choice. A special reservation is also made in paragraph 4 of Article 15 of the WPPT.

This approach marked the beginning of a new exclusive property right - the right to "bring to the public", not yet included in the Russian legislation in the list of copyright and related rights.

In a draft prepared by the Interdepartmental working group Rospatent, and in the draft submitted by the deputy V. Ya. Komissarov in State Duma The Federal Assembly of the Russian Federation takes into account the need to provide authors, performers, producers of phonograms, broadcasting organizations with this new right - the right to bring to the public, thereby designating "the right to exercise, allow or prohibit the communication of works, performances, phonograms, television and radio programs in this way that they are made available to members of the public from anywhere at any time of their choice (online).” In fact, a new, so-called "umbrella right" has been introduced, which is the "right to bring to public knowledge" and includes integral part in "the right to communicate to the public by cable".

When distributing a work via the Internet, there are other specific difficulties in protecting copyright. Firstly, Russian law applies to works posted on the territory of Russia, and information on the Internet can get from a computer that is physically located in any country in the world, is also registered in any country and is accessible from any computer with an Internet connection. Secondly, the author (performer) may not be aware of the violation of his rights.

According to a study conducted by Yahoo's sociology department from September 1998 to 1999, 236 pages appeared on the Internet containing reproductions of paintings by contemporary British artist Nicholas Lee (Nick Lee). I At the same time, Mr. Li himself did not even suspect that his works were used without attribution. This example, unfortunately, is far from an exception.

No less complex and equally controversial is the problem of copying works.

The Digital Millennium Copyright Act, passed in the United States in 1998, limits the ability of consumers of electronic products to use them. This was manifested, in particular, in the ban on copying and mailing purchased e-books. The sad fact of the arrest on July 6, 2001 of Dmitry Sklyarov by the FBI in Las Vegas is known. As the author of a program that allows you to bypass the security mechanisms of the American company Adobe contained in its Book Reader program and read books in digital format, the 27-year-old programmer made it possible for users who legally bought e-books to read them on any computer. “I thought it was legal. Even now I believe that this is absolutely legal, ”D. Sklyarov says in his defense. As a result, he spent several months in an American prison. Although Elcomsoft and programmer Dmitry Sklyarov were later found not guilty of violating copyright law by a jury in San Jose, California, the situation raises questions about both issues of legal purity in the use of works in modern conditions, and over the gaps in the application of laws in legal practice.

It would seem that the creation electronic libraries does not violate anyone's rights. It is known that the current Copyright Law gives certain benefits to libraries regarding the use of works. In particular, in accordance with Art. 20 of the Law, the library has the right, without the permission of the author and without paying him a fee, to carry out reprographic reproduction, i.e. reproduction, which means reproduction by photocopying or using other technical means other than publication. However, this rule does not allow libraries to either digitize (reproduce) a work or place it on a website. This problem requires the coordination of a number of legal issues, the docking of legislative materials, on the one hand, providing for the right to access to information, on the other hand, restricting it within the framework of other legal documents.

Most relationships online are governed by the same rules as offline. But, of course, there are some differences due to the specifics of the global network.

The objects of legal regulation on the Internet are, first of all, public relations concerning the rights of authors, patent rights, rights to trademarks, service marks and the place of origin of goods. Separately, perhaps, it is worth highlighting such an object that is not used offline as a domain name.

The website has a dual nature. On the one hand, it is the result of creative activity, and on the other hand, it is an information resource (according to the Federal Law “On Information, Informatization and Information Protection”). As a result of creative activity, it is subject to legal protection. Typically, a Web site consists of several modules created by different people(or even different organizations). Accordingly, each element of the Web site, whether it be a program, a database, an audio or video work, text, etc., is subject to the authorship of the person who created it.

Although the Web site is not directly listed in Art. 7 of the Law "On Copyright and Related Rights", the recognition of sites as objects of copyright is lawful. If the developers of the elements of the Web resource were directly involved in the creation of the latter, the site is recognized as created in co-authorship, and the copyright for the final product in this case belongs equally to all co-authors.

There are also options when the developer of one of the elements of the Internet resource is not a co-author of the site, then he owns only the rights to the element he created (this can be, for example, when concluding an author's order agreement).

The site has the characteristics of a collection (composite work), which means, in accordance with Art. 7 and 11 of the Law “On Copyright and Related Rights”, “the author (compiler) owns the copyright for the selection or arrangement of materials made by him, representing the result of creative work (compilation). The compiler enjoys copyright provided that he respects the rights of the authors of each of the works included in the composite work.

Often online and cases of using previously created works. Practice shows that in most cases these works are used illegally.

This is especially evident in the example of music files. For their lawful use, it is necessary either to obtain permission directly from the author (if he is the copyright holder), or to pay a fee to one of the organizations that manage the rights of phonogram producers and performers on a collective basis. Often site owners "forget" about it. Music files are both subject to copyright (authors of music and text) and related rights (performers, producers of phonograms).

The next problem encountered on the Internet is the problem of the similarity of trademarks, trade names and domain names. Its essence is as follows: a trademark is issued to a separate class of goods and services according to the international classification of goods and services (ICGS), there may be several trademarks with a similar spelling, each in relation to its class of goods, and a domain name in a specific geographical area, the final user, there can be only one.

If the main audience of the resource should be exactly the geographical area is the most suitable option for a domain name. Thus, it is not uncommon for a single domain name to be claimed by several entities with similar trademarks and/or brand names.

There are also cases when unscrupulous persons register domain names corresponding to well-known trademarks, and in one way or another try to profit from this. Such persons are called cybersquatters. Russian arbitrage practice on this issue is still very controversial. In the course of the www.kodak.ru case alone, more than 15 different judgments, but in the end the victory went to Kodak.

AT new edition of the Law “On Trademarks, Service Marks and Appellations of Origin of Goods”, the following wording appeared: “Violation of the exclusive right of the right holder (illegal use of the trademark) is the use without his permission in relation to goods for the individualization of which the trademark is registered on the Internet, in particular, in a domain name and other addressing methods.

Comparing the legal relations that exist in traditional spheres and in cyberspace, experts note a number of similarities: vandalism, "piracy" in relation to intellectual property (violation of rights to the results of intellectual activity), evasion of payment of royalties, etc.

But at the same time, significant differences appear, generated by new communication technologies: the “domesticity” of a delict (offense) committed in soft slippers in front of a home computer screen, which creates a deceptive feeling of an “innocent joke”; "invisibility" of the offense in the virtual world, the blurring of the boundaries between the work and the interpretation of previously embedded data; lack of monitoring of the legal order in cyberspace, etc.

4. Legal norms in information activity.

The norms governing information activities and relations regarding information technologies in the Russian Federation are contained in a number of normative acts: the Constitution of the Russian Federation of 1993, the Laws of the Russian Federation “On the Mass Media” dated December 27, 1991 No. 2124-1; "On the legal protection of programs for electronic computers and databases" dated September 23, 1992 No. 3523-1; "On Copyright and Related Rights" dated July 9, 1993 No. 5351-1; federal laws“On Librarianship” dated December 29, 1994 No. 78-FZ; "On Communications" dated February 16, 1995 No. 15-FZ; “On Information, Informatization and Information Protection” dated February 20, 1995 No. 24-FZ; "O state support mass media and book publishing of the Russian Federation” dated December 1, 1995 No. 191-FZ; “On participation in international information exchange” dated July 4, 1996 No. 85-FZ; "On electronic digital signature» dated January 10, 2002 No. 1-FZ; Decree of the President of the Russian Federation No. 2334 "On Additional Guarantees of Citizens' Rights to Information" of December 31, 1993, and others.

The emerging system of legislative and legal acts in the field of informatization is significantly behind the rapidly developing means, forms and information technologies of production, search and delivery of information products and services. Producers and consumers of information telecommunications products and services are waiting for answers to a number of questions. How to ensure the safety of at least the most valuable part of telecommunications resources for future generations? How to ensure the protection of information from unauthorized access? How to equate telecommunication resources to objects of property rights? How to protect the rights of library users in computer networks? A legal framework is needed to regulate the telecommunications market in Russia.

5. Ways to protect works.

The emergence of new technologies, the rapid growth in the popularity of the Internet and related commercial projects, the development of electronic payment systems and systems that serve the financial and credit relations of individuals and firms with banking institutions, etc. served as an impetus for the formation of a new generation of information security technologies in networks.

Moreover, if until the early 1990s. The main objectives of Internet security technologies were to protect resources primarily from hacker attacks, to protect commercial information and information security In general, today the tasks of protecting intellectual creativity and copyright are becoming relevant.

New technologies have not only created many problems for rights holders, but also suggested ways to solve them. One of these ways is the creation of technological means of protection, such as coding, the second is the use of digital identification numbers.

International organizations offer such an interesting system as digital "watermarks" that allow you to protect a work: with their help, you can track its distribution on the Web, count the number of uses and identify users. This is information about the rights to a work that is included in an electronic image or audio file in such a way that it is not visible when viewed and not audible when listening, but with the help of a special software can be discovered and used to prove copyright in court. In addition to this, there is a registration system for electronic images and audio files, which can also be considered as evidence of authorship.

An example of the use of "watermarks" in the form of a stylized translucent letter "C" can be found on the Corel website (http://www.corel.com). The Hermitage (http://www.hermitage.ru) uses a similar method of protecting its expositions with the “E” mark, but selectively. For example, in the "room of French painting" you can independently obtain copies with a quality sufficient for reproduction on the screen.

In addition, some holders of large databases of multimedia information distributed via the Internet use the "fingerprint" mechanism, i.e. register those who download electronic images or audio files to their computer. The complex of these measures allows to prove authorship; an electronic copy of a work distributed via the Internet. Such technology is used, for example, by the Scottish heritage network SCRAN.

As another example, let's cite the WEDELMUSIC project, which solves many problems that arise when distributing multimedia information via the Internet, and also combines various types of protection of musical heritage in electronic form.

Many international organizations (mainly specialized societies for the protection of rights with the participation large companies Phonographic Distribution) are trying to come together and create systems to ensure a balanced protection of the rights of both copyright holders and consumers, and to expedite their implementation. These actions are aimed at additional income for copyright holders, as well as to facilitate the use of copyrighted objects by any content providers or producers. In this regard, the Verdi program has proven itself, in the implementation of which the countries of Europe have united. It allows any producer to get permission to use any category of works on the Internet or to create multimedia products as soon as possible in order to quickly and inexpensively pay for all rights “in one place”. In addition, this system involves obtaining the works themselves in digital form through the same Internet.

The presented material makes it possible to make sure that the legal issues of multimedia are evolving under the influence of the development of general civilizational processes of globalization, internetization and mediatization of society, the legislative systems are developing that are necessary to protect those who work in the world of intellectual creativity as an author or simply a user of multimedia.