Australian Court: ISPs are not Copyright Police

February 24, 2011 -

This is good news or bad news depending on your perspective and if you live in Australia: the Federal Court of Australia dismissed a case this week brought by the movie industry about the role of internet service providers in the fight against copyright infringement. This report on Ars Technica details the drama leading up to the court battle. Lawyers for industry argued that ISPs in the country must take action against file-sharers who are accused of infringement by copyright holders. The case was against ISP iiNet, and was an appeal of the original judgment in the matter, which also went against rightsholders. The appeal was heard by a three-judge panel.

In 2008, the Australian Federation Against Copyright Theft (AFACT) hired a company to monitor BitTorrent networks for infringement. The company compiled a list of iiNet IP addresses sharing allegedly copyrighted films and then sent the list on to iiNet, with a demand that it take action against subscribers using those IP addresses.

Leroy Parkinson of iiNet responded by telling the company to promptly direct its allegations to 'the appropriate authorities.' He also made note of several entries that didn't make a lot of sense that were included in the spreadsheet.

After several back-and-forth emails, Parkinson basically told AFACT direct his complaint to the proper authorities. Roadshow Films, whose movies were being shared, decided to sue iiNet on the grounds that the ISP was authorizing copyright infringement. After two hearings it seems the courts did not agree with its claims.

iiNet CEO Michael Malone said in a statement after the new ruling that the best defense against copyright infringement for movie companies is more legitimate outlets for content: "We urge the Australian film industry to address the growing demand for studio content to be delivered in a timely and cost effective manner to consumers and we remain eager to work with them to make this material available legitimately," he said.

Electronic Frontiers Australia congratulated iiNet and complimented the company for "putting up a strong defense against copyright owners in a context where—worldwide—Internet companies and legislators have buckled under industry pressure."

You can read an excellent blow-by-blow account of the ruling and the events that led to the court case at Ars Technica.


Comments

Re: Australian Court: ISPs are not Copyright Police

I'd imagine the kind of people who think this is bad news don't spend a lot of time reading GP.  Good job, iiNet.  I always knew Aussies were cool, deep down.  ;)

 
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ZippyDSMleeI mean 4 main classes and maybe 3 or 4 model’s each…I’am just not seeing it….03/06/2015 - 8:28pm
ZippyDSMleeLame excuse is rather lame. Lets face it these days there there only a couple games that rely on such mechanics and it stifles player creativity to choose a body type for themselves and excludes those that wish to play as something closer to themselves.03/06/2015 - 8:17pm
Andrew EisenDoesn't matter if you play more games where the cast is the same basic character model. In this type of game, being able to easily tell which character you're looking at serves an important purpose.03/06/2015 - 7:29pm
ZippyDSMleeMechaCrash:Meh I've played more stuff that had pickups rather than set class's.03/06/2015 - 7:22pm
MechaCrashZarya's body type also has a pragmatic reason. Ever notice how in TF2, you can immediately tell who's who because they all have very different profiles? Same deal with Overwatch. If you see Zarya, you KNOW it's Zarya.03/06/2015 - 6:32pm
Adam802http://www.mercurynews.com/crime-courts/ci_27662192/leland-yee-case-judge-pushes-corruption-trial-august03/06/2015 - 6:12pm
ZippyDSMleeNearly anyway the new UT game has color at least. And wow they changed to C++ 0-o03/06/2015 - 5:43pm
ZippyDSMleeCraig R.: Same reason why UT99/04 and UT3 are diffrent, gritty is the thing to do...at least it was... nearly everyone else grew out of dark and gritty….03/06/2015 - 5:40pm
ZippyDSMleeI doubt each model of characters in COH/COV/CO,ect are kept as unique model data.03/06/2015 - 5:39pm
ZippyDSMleemodel shape.03/06/2015 - 5:38pm
ZippyDSMleeMonte:I think it’s more a part of the engine, yes its more work but you should be able to have some sort of physical collision system in place to keep arms and stuff from clipping. Outside of that the data stored is just number variables to change the m03/06/2015 - 5:38pm
Andrew EisenAt least she's smiling in one of the pics.03/06/2015 - 5:31pm
Craig R.It's like somebody took the color palette and decided that anything approaching 'bright' is unacceptable03/06/2015 - 5:30pm
Craig R.Scratching my head as to why DC shows are as dark and drab, color-wise, as the movies look to be03/06/2015 - 5:30pm
MonteIf for instance you make the character fat, you need to make sure the animation of the character moving his arms and gun around, won't result in them clipping into the character's larger stomach03/06/2015 - 5:22pm
Monte@zippy, I imagine creating customizabel, vastly different body types would add a lot more complexity. Like making sure the character's animation still looks right. It can be done, but it can get complicated03/06/2015 - 5:19pm
Andrew EisenSupergirl TV costume: http://www.ign.com/articles/2015/03/06/first-photos-of-supergirl-revealed03/06/2015 - 4:49pm
prh99I think it probably far easier to add a character than strip a feature from game engine that was baked in from the start.03/06/2015 - 4:45pm
Andrew EisenAs I've said twice already, yes, strides in one area do not absolve anyone from criticism over where else they're falling short.03/06/2015 - 3:04pm
ZippyDSMleeI know I know one thing is not the other. Still worth nagging about.I still do not see why they do not put in body sliders and elt people make thier own body types....I'd do fat/pudgy or chibi befor I do ultra generic prefect body......03/06/2015 - 2:59pm
 

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