Flickr, Getty Images, and revoking CC licenses

Flickr started a program earlier this year with Getty Images, in which Getty staff find great photographers and ask them to put some of their work into the Flickr Collection on Getty Images, so that Getty can sell rights to the images and pay the photographers when their photos get licensed.  As the Flickr blog explains, they are now expanding this program: photographers can submit portfolios of their best work to be considered for inclusion by Getty.

When I first came across this Getty Images-Flickr program a few months ago I noticed something interesting in the terms of the program, and it might be a lot more significant now that this program is ramping up.  The FAQ specifically addresses the issue of CC-licensed photos:

There is a chance one of your Creative Commons-licensed photos may catch the eye of a perceptive Getty Images editor. You are welcome to upload these photos into the Flickr collection on Getty Images, but you are contractually obliged to reserve all rights to sale for your work sold via Getty Images. If you proceed with your submission, switching your license to All Rights Reserved (on Flickr) will happen automatically.

If you’re not cool with that, that’s totally cool. It just means that particular photo will need to stay out of the Flickr collection on Getty Images.

But what happens if, say, Wikimedia Commons already has those CC images?  Are Getty and Flickr basically just looking the other way about the fact that in many cases it wouldn’t be possible for photographers to” reserve all rights to sale” on their freely-licensed works that are circulating in the wild, even if they wanted to?  What about intentionally making sure your CC images have been added to Commons and verified by the Flickr review bot before submitting them to Getty?

On the Internet, anyone can be a historian

The Washington Post has a flattering profile of a young Wikipedian, Adam Lewis, who worked on the article for Washington, D.C. The punchline comes a few paragraphs in:

Lewis joined thousands of other amateurs toiling in obscurity on Wikipedia, where facts are more important than the star historians who tend to dominate the popular view of history. On Wikipedia, anyone can be a historian.

I think this is suspect in a couple of ways (do “star historians” really dominate the popular view of history? what does “historian” mean in the Wikipedia context, where the policy is “no original research“?) but the spirit of the remark is right on, and relevant beyond just Wikipedia.

The history profession hasn’t yet been much affected by the “pro-am revolution“, but it’s increasingly possible for amateur historians to do original work with professional quality (even if that work is unlikely to much resemble academic history writing).  Some academic fields–astronomy is the most dramatic example–have already started benefiting  greatly from the contributions of amateurs.  But history seems slow on the uptake, with frustratingly little appetite for collaborative projects  and little interest in taking the work of amateur historians seriously (the exciting projects of George Mason’s  Center for History and New Media notwithstanding).

Will that change dramatically?  Will a pro-am revolution come to the history profession?  The case of history of science may be instructive here.  History of science has actually had a vibrant “pro-am” community (of scientists who write science history) since well before the Internet made relevant sources and publishing venues easily accessible to other interested groups of amateur historians.  Nevertheless, historians of science have not drawn closer to pro-am scientist-historians in recent decades–just the opposite, they’ve withdrawn from scientist-historians and often dismiss their work as hopelessly naive or self-interested.  If history of science is any guide, I fear that history as a whole may view the coming rise of “pro-am” history as more of a threat than an opportunity.

[cross-posted at Cliopatria]

Wikipedia in Theory (psychology of fun and games edition)

In my last Wikipedia in Theory post, in which I looked at game theory and experimental economics, David Gerard commented:

People edit Wikipedia because it’s fun. What is the economic motivation to buy music or play WoW? The theory’s out there.

But what, exactly, is that theory?  What makes Wikipedia fun?  Is that the same thing that makes World of Warcraft fun?  The same thing that makes gambling fun?  The same thing that makes all three addictive, sometimes pathologically so?

As far as I can tell, there isn’t a single well-established theory of fun and games.  There are some interesting ideas floating around, though.

The best known comes from positive psychology: the concept of flow, which is often considered the essence of what makes games and other activities fun.  Flow is that state of sustained concentration (and associated elation) when all of your efforts are directly toward a difficult and significant task that is nevertheless within your capabilities.  Different kinds of Wikipedia work are available that can test the skills of adolescent and professor alike and Wikipedians are free to choose tasks they think are significant, so it’s easy to make sense of why Wikipedia can be fun in terms of flow.

Another widely quoted formulation of fun comes from A Theory of Fun for Game Design, by Raph Koster:

Fun is just another word for learning.

James Paul Gee expands on this concept in his book What Video Games Have to Teach Us About Learning and Literacy.  In a short journal article, he summarizes some of the relevant points:

  • Good games give information “on demand” and “just in time,” not out of the contexts of actual use or apart from people’s purposes and goals…
  • Good games operate at the outer and growing edge of a player’s competence, remaining challenging, but do-able…
  • Games allow players to be producers and not just consumers. Along with the designer, the player’s actions co-create the game world.
  • In computer and video games, players engage in “action at a distance,” much like remotely manipulating a robot, but in a far more fine-grained fashion. Cognitive research suggests that such fine-grained action at a distance actually causes humans to feel as if their bodies and minds have stretched into a new space…a highly motivating state.

All of these aspects of games have parallels in Wikipedia editing.  In the last case, Wikipedia offers not just the illusion of affecting the world at a distance, but a way to actually do so; writing on Wikipedia has the potential to affect readers across the world.

Neuropsychology puts flow and fun and learning (and addiction) into chemical terms: it’s all about the dopamine.  All that talk about flow and motivation and fun gets boiled down to the release of neurotransmitters, especially dopamine, which is associated with pleasure, motivation, concentration, reinforcement, learning, and addiction.  Sustained released of dopamine (or in the case of some addictive chemicals, dopamine re-uptake inhibition) both creates a sense of pleasure and elation and creates an association between the activity at hand and the dopamine jolt, motivating you to do that activity again (and again).

That’s the core of activist game designer Jonathan Blow‘s critique of mainstream video game design.  To quote from my post on video game addiction:

the best practices of commercial game design, particularly MMOs, are “predicated on…player exploitation” by “plugging into their pleasure centers and giving them scheduled rewards”. He suggests that the gaming industry may be engaged in “the intellectual and emotional equivalent of [Joe Camel]”.

That same principle is at work on Wikipedia, with people compulsively checking their watchlists to see if their work has been built upon or the comments replied to.  But with careful attention to the principles of video game design, Wikipedia could probably be made much more compelling/fun/educational/addicting to a larger number of people.

How freely licensed photos generally get used (a sequel)

Last year, I blogged about how freely licensed photos are used and misused across the web.  Figuring out how my photos are being used (as long as I’m being credited by name) is much easier now with the Google search options (rolled out in May 2009 and with more options added just this month), which let you limit search results to newly indexed pages.

I have over 3500 CC BY-SA photos on Flickr (including lots of family photos, abstract shots, and other stuff unlikely to be reused) and probably around 1000 original photos on Wikimedia Commons, generally available under both GFDL and CC BY-SA (and a good portion of which are not duplicated on Flickr).  At this point there is a fairly steady stream of reuse, most of which I’m not directly aware of (except when I go looking, like now).  I estimate that my ~4000 photos are put to new uses at  rate about 15-20 times per week.  Let’s see what types of uses my photos have been put to recently.

Searches (limited to results first indexed within the last week) for “ragesoss” and “Sage Ross” ought to turn up nearly all of the new cases where I’m being credited for photos.

As before, the most active user of my photos is World News Network (wn.com), a set of algorithmically-generated sites that are titled like local or special interest newspapers but basically just link to offsite news stories, add free photos, and run ads against the photos and headlines.  For example, this story about pesticides in peaches links to the actual story from The Oklahoman but adds my picture of peaches.  The credit reads “(photo: GFDL / Sage Ross)”.  Although I think a link back to the source or my Commons userpage (which is where the attribution link at Commons points) is appropriate, it probably doesn’t violate the letter of the license (which is already stretched thin when applied to photos and other things very dissimilar from software manuals).  In another example, they use a CC license instead of the GFDL for my photo of coffee beans.  In this case, the credit reads “(photo: Creative Commons / Ragesoss)”, with no link to the specific license or the source.  This violates both the spirit and the letter of the CC BY-SA license.  World News Network has used my photos hundreds, maybe thousands of times, and I’m sure many other photos from Commons by other Wikimedians are being systematically (mis)used similarly.

Another common type of usage is from the many sites that are trying to monetize user-generated content and share the ad revenue between writer and website owner.  In these cases, it’s the individual writers who are responsible for obtaining photos (and rights thereto), so compliance with free licenses varies widely.  I found my photos on articles from suite101.com and hubpages.com.  The suite101 article, “Free Instructions on How to Make an Apple Pie“, uses a series of photos I took while my sister was making pie.  All the photos but one are credited to me and link back to the source on Commons, although no license info is indicated at suite101; this violates the letter, but not the spirit, of the CC licenses.  Oddly, the lead apple pie image is misattributed and links to an entirely different pie photo from a quasi-free stock photography site; the writer probably used that image first but then replaced it when she found my photos.  At HubPages, the article “Health Insurance Rescission and How To Fight It” uses my photo but merely credits it as “Photo by ragesoss” with no link or license information.  AssociatedContent is another site like that where my photos show up frequently; they seem to be better than most at following the provisions of free licenses.

Blogs use my images somewhat less frequently.  Recent uses include this entry in the Utne Reader “Science and Technology” blog (which does a great job with the credit line, linking to both source image and the specific CC license) and this one from the Choices Campus Blog (which has the mediocre credit line “Photo Credit: ragesoss at Flickr.com” with no link).

A final significant category of uses is in articles from professional news and content sites.  Overall, these sites are somewhat more likely to use freely licensed images properly, but sloppy or improper uses are still common in my experience.  The only recent credit I found is from the CNBC story “GE, Comcast Continue Talks Over NBC Stake“.  The unlinked credit line simply reads “Photo: Ragesoss”, but the photo is one of my few early photos on Commons that I released as public domain rather than a copyleft license.  So CNBC doesn’t have any legal obligation to give a more precise photo credit (or even to credit me at all), although if only for the sake of journalistic integrity they probably ought to do better.

Conclusion: People use freely licensed photos liberally from Flick and Wikimedia Commons, but there isn’t much indication that most reusers understand what the licenses mean or what they require from reusers.  The free culture movement has a long way to go; cultural change is a lot slower than license adoption.

On a tangent, it’d be nice if Wikimedia Commons was equipped with something like refbacks combined with image recognition to automatically discover and collect web pages that are reusing Commons media.  I think I’ll make a proposal on the Wikimedia Strategy Wiki when I get a chance.

Wikipedia and Olympics Committee heading for collision?

CC-BY-SA photo of Usain Bolt, by Richard Giles

It looks like Wikipedia is  actually at the center of the recent copyright kerfluffle of the photographer (Richard Giles) who got a legal threat from the International Olympics Committee (IOC) over licensing his images from the Beijing Olympics under Creative Commons licenses.  Giles explains the situation on his blog:

It turns out that my Usain Bolt photo was being used by a book shop in the UK to advertise the launch of the Guinness Book of Records 2010. This was being done without my knowledge, and as they pointed out, in breach of the license granted on the Olympic ticket.

That photo was the only one of 293 in the set on Flickr that was licensed with a ShareAlike license (allowing commercial use) rather than a non-commercial license, and Giles had relicensed that particular photo at the request of another Flickrite so that it could be uploaded to Wikimedia Commons and used on Wikipedia.  And Wikipedia is probably where that UK merchant found it and, assuming the license to be legitimate, used it (so it would seem) under the terms of the free license.

Giles reports that it looks like the IOC really just objects to licensing that allows commercial use.   Depending on what the IOC says in response to his request for clarification, Giles may be changing the license on that Usain Bolt photo and asking the UK merchant to stop using it.

What happens now?  By buying a ticket to the Olympics, Giles’ appears to have (implicitly at least) agreed to terms and conditions that say he won’t use photos from the games except for private purposes.  But he does own the copyright to the Bolt photo, and therefore ought to (except for those terms and conditions) be able to license it however he likes.  Will the fine print of an Olympics ticket be strong enough to force Wikimedia (which agreed to no terms and conditions) to stop using the photo and offering it to other downstream users?

Liveblogging Baby Day

UPDATE: more photos are now up on Flickr, along with a video of Brighton with hiccups!

4:15 am. Faith and I are on a brisk walk before our planned 6:00 am check-in at the hospital.

6:14 am. Check-in was quick. We’re in our big room, the baby’s heartbeat is on speaker, and the nurse is taking a focused history and asking about birth plan stuff.

7:43 am. Three different nurses tried to start IVs but hit valves. Our main nurse, the mother of a blogger I met at the West Hartford townhall meeting, is very nice. She started the IV successfully on a second try.

8:20 am. The oxytocin drip is going now. Amazing how the same chemical that makes you feel good after you donate to NPR (or so Ira Flatow tells me) also brings babies out quicker.

9:34 am. Faith is bored so she’s doing work: scheduling residency interviews, checking icanhascheezburger, etc.

9:55 am. Our nurse is setting things up so the doctor can break the water. I’m not allowed to post anything specific about the labor after this. Faith and the nurse are bitching about private insurance and their profiteering ways; it’s a good thing Faith qualified for Husky (Medicaid) when she got pregnant, since there were important things that her primary insurance didn’t cover.

10:15 am. Faith reports that the contractions are “starting to not feel so good any more.”

11:37 am. Things are getting more exciting. We’re watching the BBC show Merlin as a distraction. This is the apparatus the baby goes in for his exam after he’s born:

12:55 pm. I just got kicked out of the room. It’s hospital policy that family aren’t allowed to be there when they administer an epidural; fathers tend to faint and injure themselves. Our nurse says she’s had to drag fathers out by the feet. Here’s the medicine, ready to be hooked up:

1:41 pm. Nap time.

3:10 pm. Our nurse was going to leave us for a while, but then she realized that it’s almost BABY TIME! We start pushing as soon as our doctor is available, it looks like. The nurse estimates half an hour until then.

4:23 pm. He’s here!!!

5:46 pm. He’s 8 pounds 1 ounce. He’s already fed once and he’s very good-natured. We’ve been testing his reflexes; one pic is the Moro reflex (startle reflex), one is the palmomental reflex, and one is just cute.

6:48 pm. Brighton is 19.5 inches long.

9:22 pm. Brighton has been snoozing for a while. It’s my objective assessment that he is, in fact, the cutest baby ever. Thanks so much to everyone who offered congratulations and kind words. To those scheming to steal and/or eat him: we’re on to your shenanigans, and we’ll have none of it.

Wikipedia in theory (experimental economics edition)

(See my earlier posts: Wikipedia in theory, and Wikipedia in theory (Marxist edition).)

Wikipedia works (if imperfectly) in practice, even though some relevant theories say it shouldn’t.  Take game theory.

We can think of Wikipedia as a public goods game: contributing time and effort into improving it doesn’t have a direct benefit, but the result of many people doing that creates a resource for everyone.  There’s little direct incentive to contribute; whatever I might do to make it better is based on what I already know, and my personal improvements only come back to benefit me with a fraction of the value I put into the project.  So despite that the optimal situation for the public as a whole is if everyone who could contribute to Wikipedia did so, for any individual the strictly rational choice is not to contribute–to be a “free rider” or “defector”.

As in the canonical version of the public goods game, the Nash equilibrium for Wikipedia is zero contributions.  In a world of strictly rational, self-interested players of the Wikipedia game, the projects dies a silent theoretical death in 2001–which we know, in practice, is not what happened.  Experimental economics has been focused on just this divergence between theory and practice for several decades now, and there may be a lot of insights in that body of literature for how to make Wikipedia work better.

What factors make a public goods game more successful?

One study looked a “partners condition” versus a “strangers condition”: in repeated plays of a public goods game, players were either matched with the same group from earlier games or a new group of strangers.

  • The result: players consistently contribute more to the public pot when playing with people they have become familiar with.
  • Applied to Wikipedia: Wikipedians who are familiar with each other will contribute more.  We should provide ways to knit Wikipedian identities into the broader social fabric, so that relationships of trust and familiarity created outside of Wikipedia can be ported in.  We hold the right of anonymity dear, but that doesn’t preclude doing more to support and encourage real identities for those who are willing to use them.

Another study focused on “inequality aversion”: what do players do if they know how much (or little) others are contributing and can incrementally increase contributions in response to other players?

  • The result: players raise their contributions if others do the same, but “most players are willing to contribute to the public good at a level at or slightly above the contribution of the lowest contributor in the group”.
  • Applied to Wikipedia: in recruiting potential contributors from specific groups (e.g., academics) we should highlight contributions their peers have made.  We should also do more to (automatically) catalog individuals’ contributions in ways that are easy to understand, share, and compare within peer groups.  “X number of experts in your field have made at least Y number of contributions” could be an effective pitch.

Other studies, including this one, have looked at “endowment heterogeneity” and “endowment origin”: does it matter whether players earned what they might contribute or received it as a windfall, or whether the players have unequal potential for contribution?

  • The result: studies have come up with conflicting answers on whether endowment origin (windfall vs. earned) matters, with some (but not the linked one) finding that people are more generous and more willing to take the risk of contributing heavily to a public pot when spending from a windfall.  The linked study does find, however, that in groups with heterogeneous endowments there is less contribution–likely because of the “inequality aversion” factor discussed above, since those with the most to contribute scale back based on what they expect others to contribute.
  • Applied to Wikipedia: if the windfall effect is real, it might be most effective to target recruitment efforts at people who have received “windfalls” of free time and knowledge as opposed to those who have earned it.  Smart, geeky people, to whom learning comes easy, would seem to fit the bill best: they’ve received windfalls of free time and knowledge both because they learn quickly (leaving more time for other things) and because they often get years of free schooling funded by grants and scholarships.  But the over-educated are already overrepresented on Wikipedia (we think) and the level of contribution from those people may be held back by the endowment heterogeneity effect, with highly educated people holding back because those with less free time and/or knowledge contribute so little.  In that case, the key to getting experts to contribute more would be (as Erik Möller suggested at Wikimania) finding ways light-weight ways to get non-experts and readers (free-riders) more involved first.

Still other studies have explored factors that make players change their behavior: this paper examines punishment mechanisms, and this one looks at history and how group behaviors change after multiple rounds of a public goods game.

  • The results: the ability for contributors to punish free riders (even at a cost to themselves) results in higher levels of cooperation and less free riding (although opportunities for counter-punishment make this less effective).  Conversely, players who begin the public goods game with a high tendency to contribute tend to gradually contribute less in later rounds the more they play with free riders.  But matching high contributors with other high contributors in round after round leads to growing contributions among that group.
  • Applied to Wikipedia: punishment mechanisms for free riders are conceivable (e.g., pop-ups asking for monetary or editing contributions after a certain number of page views by a reader), but probably wouldn’t be compatible with Wikipedia culture and the project’s purpose.  Burnout from active contributors getting dispirited when they do more than everyone else they see probably is a problem, and the solution would be to facilitate and strengthen the social ties between active users.  This already happens naturally on talk pages and user pages,  outside communication channels like email and Skype, and physical meetups, but Wikipedia could make it a lot easier to see and connect with other contributors through software improvements.

This just scratches the surface of experimental research on public goods games; a more systematic survey could turn up a lot more relevant data for how better to structure Wikipedia and other collaborative knowledge projects.

Wikipedia in theory (Marxist edition)

The zeroeth law of Wikipedia states: “The problem with Wikipedia is that it only works in practice. In theory, it can never work.”

That’s largely true of the kinds of theory that are most closely related to the hacker-centric early Wikipedia community: analytical philosophy, epistemology, and other offshoots of positive philosophy–the kinds of theory most closely related to the cultures of math and science.  (See my earlier post on “Wikipedia in theory“.)  But there’s another body of theory in which Wikipedia’s success can make a lot of sense: Marxism and its successors (“critical theory”, or simply “Theory”).

A fantastic post on Greg Allen’s Daddy Types blog, “The Triumph of the Crayolatariat“, reminded me (indirectly) of how powerful Marxist concepts can be for understanding Wikipedia and the free software and free culture movements more broadly.

It’s a core principle of post-industrial political economy that knowledge is not just a product created by economic and cultural activity, but a key part of the means of production (i.e., cultural capital).  Software, patentable ideas, and copyrighted content of all sorts are the basis for a wide variety of production.  Software is used to create more software as well as visual art, fiction, music, scientific knowledge, journalism, etc.  (See “Copyleft vs. Copyright: A Marxist Critique“, Johan Söderberg, First Monday.) And all those things are inputs into the production of new cultural products.  The idea of “remix culture” that Larry Lessig has been promoting recently emphasizes that in the digital realm, there’s no clear distinction between cultural products and means of cultural production; art builds on art.  (Lessig, however, has resisted associations between the Creative Commons cultural agenda and the Marxist tradition, an attitude that has brought attacks from the left, e.g., the Libre Society.)

Modern intellectual property regimes are designed to turn non-material means of production into things that can be owned.  And the free software and free culture movements are about collective ownership of those means of production.

Also implicit in the free culture movement’s celebration of participatory culture and user-generated content (see my post on “LOLcats as Soulcraft“) is the set of arguments advanced by later theorists about the commodification of culture.  A society that consumes the products of a culture industry is very different from one in which produces and consumers of cultural content are the same people–even if the cultural content created was the same (which of course would not be the case).

What can a Marxist viewpoint tell us about where Wikimedia and free culture can or should go from here? One possibility is online “social networking”.  The Wikimedia community, and until recently even the free software movement, hasn’t paid much attention to social networking or offered serious competition to the proprietary sites like Facebook, MySpace, Twitter, etc.  But if current agenda is about providing access to digital cultural capital (i.e., knowledge and other intellectual works), the next logical step is to provide freer, more egalitarian access to social capital as well.    Facebook, MySpace and other services do this to some extent, but they are structured as vehicles for advertising and the furtherance of consumer culture, and in fact are more focused on commoditizing the social capital users bring into the system than helping users generate new social capital.  (Thus, many people have noted that “social networking sites” is a misnomer for most of those services, since they are really about reinforcing existing social networks,  not creating new connections.)

The Wikimedia community, in particular, has taken a dim view of anything that smacks of mere social networking (or worse, MMORPGs), as if cultural capital is important but social capital is not.  But from a Marxist perspective, it’s easier to see how intertwined the two are and how both are necessary to maintain a healthy free culture ecosystem.

Wikimedia and the rest of the free culture community, then, ought to get serious about supporting OpenMicroBlogging (the identi.ca protocol) and other existing alternatives to proprietary social networking and culture sites, and even perhaps starting a competitor to MySpace and Facebook.  (See some of the proposals I’m supporting on Wikimedia Strategic Planning wiki in this vein.)

If all content is just data, what does that mean for quality television?

Why AT&T Killed Google Voice” by Andy Kessler in the Wall Street Journal is an insightful piece that’s been making the rounds lately. It’s worth reading. I’ll wait until you’re done.

The basic principle is that old media delivery companies–phone companies and cable TV–are trying as hard as they can to hold back universal fungibility of data pipes. TV and voice streams are just data, but cable and phone companies can charge a whole lot more for those services than they can for pushing the equivalent generic bits over the network.

I agree with most of the article, but I’m worried about the implications for TV. Today we are seeing a lot of really great television being made, subsidized by the station model that aggregates a wide array of content for a single station and then further aggregates a set of stations into a standard subscription package. So under this model, HBO can make a high-caliber show like The Wire–reported to be a money loser in terms of viewership and direct sales–and still be happy to make similar shows that build the network’s reputation. Cheaper shows make more immediate financial sense, but shows like The Wire are loss leaders for stations (or packages of stations).

The current digital crisis of the news business–disaggregation of unprofitable journalism and profitable miscellanea–is going to hit TV sooner or later. Disaggregation of TV content might make it harder to make great complex serial television (although we’d be paying less for it).

On the other hand, it might make it easier to mobilize audiences to finance really great projects. To Fox, Firefly‘s set of rabidly dedicated fans were no valuable than the same number of wishy-washy viewers of some lesser show (less so in fact, if they represented a demographic that brought lower advertising prices). There was no way to translate the intensity of the fans’ devotion into enough revenue to justify continuing the show. In a world of disaggregated TV, things might have turned out differently, with higher prices compensating for smaller audiences.

Then again, the movie industry relies by choice solely on audience size, with tickets to each movie the same price (varying by theater, but not by movie), and the blockbusters are rarely very good.