feedSubscribe to our news feeds
Archived Posts Lists

Australian Regulatory Compliance Review
Australian Technology and IP Business
Credit Union and Mutual Law
National Consumer Credit Reform
Personal Property Securities Australia
Longview Business Insights
Australian Private Health Insurers
Wills, Trusts, Super
Mutuals Resource Centre

Resources

Commonwealth legislation
Corporate Governance
Not-for-Profit links
Regulator Links

June 8, 2006

How do police access seized computers?

I’ve always wondered how police get access to computers they seize in a raid. I assume that the bad guys know about passwords.

Well the Queensland Police must have had that problem as the Police Powers and Responsibilities Act 2000 has just been amended  to allow a search warrant to "order the person in possession of access information for a storage device in the person’s possession or to which the person has access at the place to give a police officer access to the storage device and the access information necessary for the police officer to be able to use the storage device to gain access to stored information that is accessible only by using the access information". (Section 71A).

Access information means information of any kind that it is necessary for a person to use to be able to access and read information stored electronically on a storage device.
Storage device means a device of any kind on which information may be stored electronically.
Stored information means information stored on a storage device.

Will that make it easier to force bad guys to hand over their passwords?

Print This Post Print This Post

Posted 8th June 2006 by David Jacobson in Legal

June 4, 2006

Marketing in Virtual Worlds

According to Paul Hemp in Avatar-Based Marketing on-line worlds are the next frontier for marketers, both in the virtual worlds themselves and the avatars (identities) that users adopt in those worlds.

Some quotes:

many of Second Life’s 100,000 or so residents are highly involved with this place. And that
makes it potentially a dream marketing venue. Instead of targeting passive eyeballs, marketers here have the opportunity to interact with engaged minds. Commerce is already an integral part of Second Life. Residents spend—in Linden dollars, the local currency, available at in-world ATMs—the equivalent of $5 million a month on resident-to-resident transactions for in-world products and services. Certainly, introducing real-world brands, in some form or another, is a logical next step…

By
some estimates, more than 10 million people spend $10 to $15 a month to subscribe to online role-playing environments, with the number of subscribers doubling every year. Millions more enter free sites, some of them sponsored by companies as brand-building initiatives. Many users spend upward of 40 hours a week in these worlds. And as the technology improves over the next decade, virtual worlds may well eclipse film, TV, and non–role-playing computer games as a form of entertainment. That’s because, instead of watching someone else’s story unfold in front of them on a screen, users in these worlds create and live out their own stories.

Listen to the podscast interview with the author

Print This Post Print This Post

Posted 4th June 2006 by David Jacobson in Web/Tech
« Newer Posts