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GEE2 Module 4.edited

The document outlines the curriculum for the C-GEE2 course, focusing on Human-Computer Interaction (HCI) and Intellectual Property issues in the Information Technology era. It includes learning outcomes, content activities, and competencies related to HCI, user experience, and intellectual property rights. Additionally, it emphasizes the importance of usability, accessibility, and user satisfaction in the design of computer systems.

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Jeon Michelena
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0% found this document useful (0 votes)
7 views16 pages

GEE2 Module 4.edited

The document outlines the curriculum for the C-GEE2 course, focusing on Human-Computer Interaction (HCI) and Intellectual Property issues in the Information Technology era. It includes learning outcomes, content activities, and competencies related to HCI, user experience, and intellectual property rights. Additionally, it emphasizes the importance of usability, accessibility, and user satisfaction in the design of computer systems.

Uploaded by

Jeon Michelena
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING

AND LIBRARY SCIENCE (CITCLS)


C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

Course: C-GEE2: Living in the Information Technology Era


Module: C-GEE2, Module 4: ICT and Society – Human-Computer Interaction & Intellectual
Property Issues in ICT
Time Frame: Weeks 7 and 8 (6 hours)

Mapped Learning Outcomes and Course Content for C-GEE2, Module 4

Target Learning Content and Activities


Target Competencies (TC)
Outcomes
Hrs. (At the close of the period Offline Online Session and Values for Integration
(VI)
allotted, students should have :) (Self-Study)
3 hrs. (1) Define Human- Video clip: A Brief b. Human-Computer TCs: Engagement in
Computer History of HCI: Interaction independent
Interface? ENIAC to Alexa- reading and
https://www.youtu  Concepts of Human- analysis
(2) Discuss the basic be.com/watch?v=B Computer Interaction
concept of Human- nMdNFVx9sk VIs: Appreciation of
Computer Interface  History of HCI the teacher's
Discussion roles and the
(3) Identify the Question:  Practice of Human- profession
different methods computer Interaction
and techniques in Popular websites
Human-Computer like Facebook,  Methods and VIs: Appreciation of
Interaction which has millions Techniques in Human- one’s unique
of users, can be computer Interaction traits and
(4) Differentiate User good examples of giftedness;
Experience and websites with good  What is User Interface respect for
User Interface UI and UX design. and user Experience? individual
In your opinion, differences
(5) Understand what is why is Facebook so  Understanding
Graphical User addictive? Graphical User
Interface Interface

 Human Factor
Principles in UX
Design

 Research Trends in
HCI

Faculty: MARIBETH G. RIVERA 1|Page


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

 Discussion Question

3 hrs. (6) Define intellectual Discussion c. Intellectual TCs: Engagement in


Property Question: Property independent
reading and
(7) Explain the Outline an  Types of Intellectual analysis
different types of approach that a Property
Intellectual university might - Copyright VIs: Appreciation of
Property take to successfully - Patent one’s unique
combat plagiarism - Trade Secret traits and
(8) Have an overview among its students - Trademark giftedness;
knowledge about respect for
the Intellectual Case Study :  Intellectual Property individual
Property Rights Intellectual Rights differences
Property and the
War over Software
Maintenance

Total: 6

For Self-Study

B. Human-Computer Interaction

Human-Computer Interaction (HCI) is the study of how people interact with computers
and to what extent computers are or are not developed for successful interaction with human
beings.

HCI consists of three parts: the user, the computer itself, and the ways they work together.

a. User
By "user", we may mean an individual user, a group of users working together. An
appreciation of the way people's sensory systems (sight, hearing, touch) relay information is
vital. Also, different users form different conceptions or mental models about their
interactions and have different ways of learning and keeping knowledge. In addition, cultural
and national differences play a part.

b. Computer

Faculty: MARIBETH G. RIVERA 2|Page


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

When we talk about the computer, we're referring to any technology ranging from desktop
computers to large-scale computer systems.
For example, if we were discussing the design of a Website, then the Website itself would
be referred to as "the computer". Devices such as mobile phones or VCRs can also be
considered to be “computers”.

c. Interaction
There are obvious differences between humans and machines. In spite of these, HCI
attempts to ensure that they both get on with each other and interact successfully. In order to
achieve a usable system, you need to apply what you know about humans and computers and
consult with likely users throughout the design process. In real systems, the schedule and the
budget are important, and it is vital to find a balance between what would be ideal for the
users and what is feasible in reality.

The Goals of HCI


The goals of HCI are to produce usable and safe systems, as well as functional systems. In
order to produce computer systems with good usability, developers must attempt to:
 understand the factors that determine how people use technology
 develop tools and techniques to enable building suitable systems
 achieve efficient, effective, and safe interaction
 put people first

Underlying the whole theme of HCI is the belief that people using a computer system
should come first. Their needs, capabilities, and preferences for conducting various tasks
should direct developers in the way that they design systems. People should not have to
change the way that they use a system in order to fit in with it. Instead, the system should be
designed to match their requirements.

History of HCI

Human-Computer Interaction (HCI) is an area of research and practice that emerged in the
late 1970s and early 1980s, initially as an area in Computer Science. HCI has expanded rapidly
and steadily for three decades, attracting professionals from many other disciplines and
incorporating diverse concepts and approaches.

1970s- The rise of the Personal Computer.

The broad project of cognitive science, which incorporated cognitive psychology, artificial
intelligence, linguistics, cognitive anthropology, and the philosophy of mind, had formed at the
end of the 1970s.

Faculty: MARIBETH G. RIVERA 3|Page


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

1980s- Graphical User Interface (GUI).

Graphical User Interface (GUI) is the interface that is designed for the easier
understanding of the users of the computers. Before GUI, there was a command prompt by
which a command was given to the computers. GUI started the graphical interface which is
easy to use, understand, visualize, and it improved the working environment.

1990s- The Internet and Collaborative works.

The Internet started journey in 1990s. So, communications among people became easier.
In the consequence of this, many new technologies arrived for better communication.

2000s- Mobile Computing and Beyond.

Mobile phones, PDA (Personal Development Assistance), and Smart Phones are ruling the
present world. They offer a wide range of services to the people such as SMS, MMS,
multimedia, games, email, internet, chatting, video conference, GPS, etc.

Nowadays the HCI is used in the area of Cognitive Science. With the help of the Internet,
medical facilities can be provided remotely. Different interactive interfaces are designed that
can be used for cognitive rehabilitation.

Video clip: A Brief History of HCI: ENIAC to Alexa-


https://www.youtube.com/watch?v=BnMdNFVx9sk

CONCEPTS OF HCI

Computer Accessibility is also known as accessible computing, refers to the accessibility


of a computer system to all people, regardless of disability type or severity of impairment.
The term “accessibility”, is often used in reference to specialized hardware or software, or a
combination of both, designed to enable the use of a computer by a person with a disability or
impairment. Specific technology may be referred to as assistive technology.

Usability is the ease of use and learnability of human-made objects such as a tool or
devices. In software engineering, usability is the degree to which software can be used by
specified consumers to achieve quantified objectives with effectiveness, efficiency, and
satisfaction in a quantified context of use.

Usability is one of the key concepts in HCI. It is concerned with making systems easy to learn
and use. A usable system is:
 easy to learn

Faculty: MARIBETH G. RIVERA 4|Page


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

 easy to remember how to use


 effective to use
 efficient to use
 safe to use
 enjoyable to use

User Interface (UI) is anything a user may interact with to use a digital product or
service. This includes everything from screens and touchscreens, keyboards, sounds, and even
lights. User Interface refers to the interface by which the user interacts with the product.
User Interface designs primarily focus on two things:
- anticipating what users might need to do
- ensuring that the interface has elements that are easy to access, understand, and use

User Experience (UX) refers to the feeling users experience when using a product,
application, system, or service. It is a broad term that can cover anything from how well the
user can navigate the product, how easy it is to use, how relevant the content displayed is etc.

User experience, or UX, evolved as a result of the improvements to UI.

UI vs UX
 UI design focused on the visual experience of a user.
 UX Design focuses on the overall experience of a user.

Computer user satisfaction (and closely related concepts such as System Satisfaction,
User Satisfaction, Computer System Satisfaction, End User Computing Satisfaction) is the
attitude of a user to the computer system (s)he employs in the context of his/her work
environments. Doll and Torkzadeh’s (1988) definition of user satisfaction is the opinion of the
user about a specific computer application, which they use.

PRACTICES OF HUMAN-COMPUTER INTERACTION


- USER Experience
- First-time User Experience
- 3D Interaction
- 3D User Interaction

METHODS AND TECHNIQUES IN HCI


- Usability Testing
- Copy, Cut and Paste
- Drag and Drop
- Point and Click

Faculty: MARIBETH G. RIVERA 5|Page


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

USER INTERFACE AND USER EXPERIENCE

A user interface also called a "UI" or simply an "interface," is the means by which a
person controls a software application or hardware device. A good user interface provides a
"user-friendly" experience, allowing the user to interact with the software or hardware in a
natural and intuitive way.

Types of user interface


a. Command-Line Interface
b. Menu-driven Interface
c. Graphical User Interface
d. Touchscreen Graphical User Interface

Interface elements include but are not limited to:


 Input Controls: checkboxes, radio buttons, dropdown lists, list boxes, buttons, toggles,
text fields, date field
 Navigational Components: breadcrumb, slider, search field, pagination, slider, tags,
icons
 Informational Components: tooltips, icons, progress bar, notifications, message boxes,
modal windows
 Containers: accordion

User experience (UX) is made of all the interactions a user has with a product or service.
It is the personal, internal experience customers go through when using a product’s interface.

UX design is all about creating extremely user-friendly interfaces that can enhance users’
satisfaction and usability.

Factors that Influence UX


 Useful: Your content should be original and fulfill a need
 Usable: The site must be easy to use
 Desirable: Image, identity, brand, and other design elements are used to evoke emotion
and appreciation
 Findable: Content needs to be navigable and locatable onsite and offsite
 Accessible: Content needs to be accessible to people with disabilities
 Credible: Users must trust and believe what you tell them

A GUI (Graphical User Interface) is a system of interactive visual components for


computer software. A GUI displays objects that convey information, and represent actions that

Faculty: MARIBETH G. RIVERA 6|Page


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

can be taken by the user. The objects change color, size, or visibility when the user interacts
with them.

GUI objects include icons, cursors, and buttons. These graphical elements are sometimes
enhanced with sounds or visual effects like transparency and drop shadows.

Human Factor Principles in UX Design

Human factors refer to how users interact with systems, machines, platforms, or even
tasks.
Human factors design (or people-centered design), specifically, focuses on improving
areas within a product or design where interaction happens.

The goal is to reduce the number of mistakes that users make and produce more
comfortable interactions with a product. Human factors design is about understanding human
capabilities and limitations, and then applying this knowledge to product design. It’s also a
combination of many disciplines, including psychology, sociology, engineering, and industrial
design.

Human factors vs. User Experience (UX)

Human factors design has roots in ergonomics, and it’s primarily focused on how people
interact with technology. It’s about making a system usable, especially when it comes to
human-computer interaction (HCI).

User experience (UX), on the other hand, encompasses everything that users go through
when they interact with a product. The goal of UX design is to make a system both useful and
pleasurable to interact with.

Key human factor design principles

 Physical ergonomics
Physical ergonomics refers to the human body’s responses to physical work demands—for
example, using the physical muscles of your hand to hold your smartphone or touch a screen.
Proper ergonomic design is necessary to create comfortable interaction with a product. To
assess whether the product is good for the user, human factors specialists take into account:

- Specific operations that users complete with the product (for example, entering text
into a web form)
- Physical characteristics of the product (for example, a mobile phone’s size, shape, and
weight)

Faculty: MARIBETH G. RIVERA 7|Page


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

- Context of use, or how users interact with information on this device

 Consistency
This principle states that a system should look and work the same throughout. Consistency in
design plays a key role in creating comfortable interactions. If a product uses consistent
design, a user can transfer a learned skill to other parts of the product.

It’s also important to maintain both internal and external consistency:

Internal consistency –Apply the same conventions across all elements of the user
interface. For example, when you design a graphical user interface (GUI), use the same visual
appearance of UI elements throughout.

External consistency – Use the same design across all platforms for the product, such as
desktop, mobile, and so on.

 Familiarity
The principle of familiarity states the importance of using familiar concepts and metaphors in
the design of human-computer interface. The design industry loves innovation, and it’s very
tempting for designers to create something new and unexpected. But at the same time, users
love familiarity. As they spend time using products other than ours (Jakob’s Law of Internet
User Experience), they become familiar with standard design conventions and come to expect
them.

 Sense of control
Human-computer design is all about the control of information by the user. The user is the
one who should control the interaction with a system, not the other way around.

Here are a few things to remember when designing a system:


- Provide adequate feedback – Use visual and auditory signals to help users understand
the current status of a system.
- Control for system operations – Users should have control over system operations,
such as interrupting or terminating actions.
- Personalization – Offer content based on what you know about the user to create the
impression that the system adapts to the user’s needs.

 Efficiency
Users should be able to complete their tasks in the shortest possible time. As a designer, it’s
your job to reduce the user’s cognitive load—-that is, it shouldn’t require a ton of brainpower
to interact with the product.

Faculty: MARIBETH G. RIVERA 8|Page


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

 Error management
To err is human. But that doesn’t mean your users like it! The way a system handles errors
has a tremendous impact on your users. This includes error prevention, error correction, and
helping your user get back on track when an error does occur.

Research Trends in HCI

1. Ubiquitous Communication:
People have to communicate through high speed local networks, nationally over wide-area
networks, and portably via infrared, ultrasonic, cellular, and other technologies. Data and
computational services need to be portably accessible from many if not most locations to
which a user travels. It’s a challenging area of research.

2. High Functionality Systems:


Systems have large numbers of functions associated with them. The main objective of HCI
research is to make systems more usable, more useful, and to provide users with experiences
fitting their specific background knowledge and objectives. So, it is a challenging area for
researchers to develop the High Functionality Systems.

3. Mass availability of computer graphics:


Computer graphics capabilities such as image processing, graphics transformations,
rendering, and interactive animations etc. are the areas of research.

4. Mixed Media:
Different HCI systems need to handle images, voice, sounds, video, text, and formatted
data. These should be exchangeable over communication links among users. This is an
important area for research.

5. High-bandwidth interaction:
The rate at which humans and machines interact is increasing substantially due to the
changes in speed, computer graphics, new media, and new input/output devices. This will
lead to some qualitatively different interfaces, such as virtual reality or computational video.
It also requires a good research.

6. Large and thin displays:


New display technologies are becoming matured by enabling very large displays and also
displays that are thin, light- weight, and have low power consumption. This has large effects
on portability and enabled the development of paper-like, pen-based computer interaction

Faculty: MARIBETH G. RIVERA 9|Page


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

systems very different in feel from desktop workstations of the present. It’s a great area of
research.

7. Embedded computation:
The environment of computations has changed to embedded computation. New embedded
devices created the demand for the embedded computation and it is increasing day-by-day .

8. Group Interfaces:
At present, different interfaces are needed for meetings, for engineering projects, for
authoring joint documents. That is called group interfaces. Modeling of such kind of interfaces
needs good research.

# Lumiere Project
*It is an “Adaptive Systems and Interaction” by Microsoft Corporation.

* The construction of Bayesian models for reasoning about the time-varying goals of computer
users from their observed actions and queries.

* The development of an overall architecture for an intelligent user interface.

# AVANTI Project
*People with light or severe motor disabilities.

* Blind people.

* Aim of the AVANTI Project is to provide interactive views of adaptive multimedia, Web
document.

# Interactive Workspace
*An experimental research facility called the iRoom, located in the Gates Information Sciences
Building at Stanford.

* Three touch sensitive white-board sized displays along the side wall.

* A display with pen interaction called the interactive mural built into the front wall.

* A table with a built in display that was custom designed to look like a standard conference
room table.
* The room has camaras, microphones, wireless LAN support, and a variety of wireless
buttons and other interaction devices.

Faculty: MARIBETH G. RIVERA 10 | P a g e


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

# Oxygen Project
*Bringing abundant computation and communication, as pervasive and free as air, naturally
into people’s lives.

For further reading and online video:


 Human-computer Interaction - https://psu.pb.unizin.org/ist110/chapter/5-2-human-
computer-interaction/
 Exploring the UI Universe: Different Types of UI -
https://www.altia.com/2014/09/22/different-types-of-ui/
 User Interface Elements https://www.usability.gov/how-to-and-tools/methods/user-
interface-elements.html
 Human-Computer Interaction for Development: The Past, Present, and Future -
https://www.cs.cmu.edu/~mattkam/lab/publications/ITID2009.pdf
 14 human computer interaction examples -
https://www.getsmarter.com/blog/market-trends/14-human-computer-interaction-
examples/

---------------------------------- ---------------------------------------------------------------------------------------
For the Synchronous Session for Lesson 4: Human-Computer
Interaction
 History of HCI
 Practice of Human-computer Interaction
 Methods and Techniques in Human-computer Interaction
 What is User Interface and user Experience?
 Understanding Graphical User Interface
 Human Factor Principles in UX Design
 Research Trends in HCI
 Discussion Question

For Advance Reading:


 User Experience Basics - https://www.usability.gov/what-and-why/user-
experience.html
 GUI - https://www.computerhope.com/jargon/g/gui.htm
 Application Examples of Human Computer -
Interactionhttps://www.techpally.com/human-computer-interface-application-
examples/

Faculty: MARIBETH G. RIVERA 11 | P a g e


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

For Self-Study
C. Intellectual Property Rights

Intellectual Property is a term used to describe works of the mind (art, books, films,
formulas, inventions, music and processes) that are distinct, and owned or created by a single
or group.

It is protected by copyright, patent and trade secret laws


 Copyright law protects authored works, such as books, film and music
 Patent law protects inventions
 Trade secret law helps safeguard information that is critical to an organization’s
success

Types of Intellectual Property

1. Copyright is the exclusive right to distribute, display, perform, or reproduce an


original work in copies or to prepare derivative work based on the work.

Copyright infringement is a violation of the rights secured by the owner of a copyright. It


occurs when someone copies a substantial and material part of another’s copyrighted work
without permission.

Copyright Term
- In 1960, the term of copyright has been extended 11 times the original limit of 28
years.

Copyright Term Extension Act also known as Sonny Bono Copyright Term Extension Act,
signed into law in 1998.
- The Sonny Bono Copyright Term extension Act was legally challenged by Eric Eldred, a
bibliophile who wanted to put digitized editions of old books online.

Types of work that can be copyrighted


- architecture, art, audiovisual works, choreography, drama, graphics, literature, motion
pictures, music, pantomimes, pictures, sculptures, sound recordings, and other
intellectual works.

To be eligible for a copyright


- A work must fall within one of the preceding categories
- It must be original

Faculty: MARIBETH G. RIVERA 12 | P a g e


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

Not eligible for a copyright


- Those that have not been fixed in a tangible form of expression
- And those that consist entirely of common information that contain no original
authorship

The Fair use doctrine allows portions of copyrighted materials to be used without
permission under certain circumstances.

Four Factors for a particular use of copyrighted property is fair and can be allowed without
penalty:
• The purpose and character of the use ( commercial use or non profit, educational
purposes)
• The nature of the copyrighted work
• The portion of the copyrighted work used in relation to the work as a whole
• The effect of the use on the value of the copyrighted work

 The Prioritizing Resources and Organization for intellectual Property (PRO-IP)


Act of 2008
It increased trademark and copyright enforcement; it also substantially increased
penalties for infringement.

 The WTO and the WTO TRIPS Agreement 1994


The WTO deals with rules in international based trade based on WTO agreements that
are negotiated and signed by members of the world’s trading nations. Its goal is to help
producers of goods and services, exporters, and importers conduct their business.

 The World Intellectual Property Organization Copyright Treaty 1996


It is dedicated to developing “ a balanced and accessible international intellectual
property system, which rewards creativity, stimulates innovation and contributes to
economic development while safeguarding the public interest”

 The Digital Millennium Copyright Act 1998


Written in compliance with the global copyright protection treaty from WIPO and
added new provision: circumvent a technical protection; develop and provide tools that
allow others to access a technologically protected work

2. Patent is a grant of a property right issued by the U.S. Patent and Trademark Office
(USPTO) to an inventor. A patent permits its owner to exclude the public from making, using
or selling a protected invention, and it allows for legal action against violators.

Faculty: MARIBETH G. RIVERA 13 | P a g e


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

Patent infringement a violation of the rights secured by the owner of a patent. It


occurs when someone makes unauthorized use of another’s patent.

A software patent claims as its invention some feature or process embodied in


instructions executed by a computer. Many large companies have cross-licensing in which
each party agrees not to sue the other over patent infringement.

Ex. Microsoft – agreement with IBM, Sun Microsystems, S.A.P, HP, Brother and Nikon by 2010.
- to obtain right to technologies that might us in its products without risk of expensive
litigation.

Defensive Publishing
- is an alternative to filling for patents.
- a company publishes a description of the invention in a bulletin, conference paper, or
trade journal or on a Web site.
- Competitors cannot patent the idea or charge licensing fees to others users of the
technology or technique

A patent troll is a firm that acquires patents with no intention of manufacturing anything
instead licensing of patents to others.

Submarine patent is a patented process or invention that is hidden within a standard and
which is not made public until after the standard is broadly adopted.

Patent farming is an unethical strategy of influencing a standards organization to make


use of a patented item without revealing the existence of a patent; the patent holder might
demand royalties from all implementers of the standard.

Patent infringement typically is caused by using or selling a patented invention without


permission from the patent holder. The scope of the patented invention or the extent of
protection is defined in the claims of the granted patent.

In general, patent infringement cases are handled under civil law (e.g., in the United
States) but several jurisdictions incorporate infringement in criminal law also (for example,
Argentina, China, France, Japan, Russia, South Korea).

3. Trade Secret is an information, generally unknown to the public, that a company has
taken strong measures to keep confidential. It represents something of economic value that
has required effort or cost to develop and that has some degree of uniqueness or novelty.

Faculty: MARIBETH G. RIVERA 14 | P a g e


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

Trade secret misappropriation is different from violations of other intellectual property


laws, since by definition trade secrets are secret, while patents and registered copyrights and
trademarks are publicly available.

4. Trademark is a logo, package design, phrase, sound, or word that enables a consumer
to differentiate one company’s products from another’s.

A trademark is a recognizable sign, design or expression which distinguishes products or


services of a particular trader from similar products or services of other traders.

Trademark infringement occurs when one party uses a trademark that is identical or
confusingly similar to a trademark owned by another party, in relation to products or services
which are identical or similar to the products or services of the other party.

In many countries, a trademark receives protection without registration, but registering a


trademark provides legal advantages for enforcement. Infringement can be addressed by civil
litigation and, in several jurisdictions, under criminal law.

Intellectual Property Issues

 PLAGIARISM is the act of stealing someone’s ideas or words and passing them off as
one’s own.
 REVERSE ENGINEERING is the process of taking something apart in order to
understand it, build a copy of it, or improve it.
 OPEN SOURCE CODE is any program whose source code is made available for use or
modification, as users or other developers see fit
 COMPETITIVE INTELLIGENCE is legally obtained information gathered to help a
company gain an advantage over its rivals.
 Industrial espionage is the use of illegal means to obtain business information not
available to general public.

- CYBERSQUATTING is when a person or company that registers domain names for


famous trademarks or company names to which they have no connection, with the
hope that the trademark’s owner will buy the domain name for a large sum of money.

For further reading and online video:


• WHAT ARE THE FOUR BASIC TYPES OF INTELLECTUAL PROPERTY RIGHTS?
https://brewerlong.com/information/business-law/four-types-of-intellectual-
property/

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Faculty: MARIBETH G. RIVERA 15 | P a g e


COLLEGE OF INFORMATION TECHNOLOGY, COMPUTING
AND LIBRARY SCIENCE (CITCLS)
C-GEE2 – LIVING IN THE IT ERA
First Semester | AY 2023-2024

For the Synchronous Session for Lesson 4: Intellectual Property


 Intellectual Property
 Types of Intellectual Property
o Copyright
o Patent
o Trade Secret
o Trademark
 Intellectual Property Rights
 Discussion Question

For Advance Reading and online video:


 Understanding Intellectual Property (IP) -
https://www.youtube.com/watch?v=UqZJPuyK9VY
 The Intellectual Property Case Study of GOOGLE -
https://www.youtube.com/watch?v=l2FsCtg5fwY
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Assessment of Learning
 For the self-regulated assessment of what you had learned from this module, please
accomplished C-GEE2 Module 4 posted in our Google classroom and be able to submit
it on or before due date: ______________, time: __________.

Congratulations on having completed this C-GEE2 Module 4! See you in the next Module

Faculty: MARIBETH G. RIVERA 16 | P a g e

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