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Translated 20180104 How Creative Commons benefits artists and big business
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translating by valonia
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How Creative Commons benefits artists and big business
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======
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![](https://opensource.com/sites/default/files/styles/image-full-size/public/lead-images/CreativeCommons_ideas_520x292_1112JS.png?itok=otei0vKb)
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I attended film school, and later I taught at a film school, and even later I worked at a major film studio. There was a common thread through all these different angles of the creative industry: creators need content. Interestingly, one movement kept providing the solution, and that was free culture, or, as it has been formalized, Creative Commons.
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### Showpieces and demos
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Like anything else in life, creativity requires practice. I luckily stumbled into open source early in my experience with computers, through an article in a trade magazine about render farms. I didn't yet understand what "open source" meant, but I knew that the tools labeled open source were the only tools that provided me reliable access to the technology I wanted to explore. The same has been true for the Creative Commons content that I use. Creative Commons provides artists an entire studio full of artistic resources.
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When I was teaching in film and needed sample footage for students to edit, overdub, foley, grade, or score, I always had what I needed from films like Jim Munroe's independent masterpiece [Infest Wisely][1] or from the Creative Commons content on [Vimeo][2]. These provide realistic footage, spanning the whole spectrum from indie productions to expensive, high-quality crane (actually drone, usually) shots.
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For experimentalist art, the possibilities are truly endless. Creative Commons provides a wealth of stock footage to integrate into video art, video DJ mixes, and whatever else a visual pioneer dreams up.
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Before Creative Commons, the only ways to get experience with real-world footage were either to use footage that former students or professors generated, assuming you were at a university, or to use copyrighted footage despite the restrictions.
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### It's all about the bottom line
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There's a more business-centric use for all of this, as well. When working deep in the render farms of a large computer company, I was tasked with performing render tests on some hardware that was under the threat of being discontinued. For this job, I used the assets of [Big Buck Bunny][3] because not just the movie itself, but also its components, are free to use and share. If it hadn't been for this short film, I could not have done my tests until I'd acquired realistic assets, which would likely never have happened because computer companies are busy places that don't typically employ a team of 3D artists to compose a scene on call.
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It struck me that, much like open source itself, Creative Commons is already propping up big companies in ways no one really thinks about. The use of Creative Commons in a company may or may not make or break the daily process, but it's filling gaps and making people's jobs and workflows move smoothly. I don't think anyone's accounting for this benefit in their books, but Creative Commons content is everywhere.
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I've even seen Blender open movies, like [Sintel][4], as the demo films playing on the latest television screens when a TV resolution exceeds what is currently available on standard media.
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### Raw materials
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Artists need raw materials. A painter needs paint, brushes, and a canvas. Sculptors need clay and modeling tools. And digital content creators need digital content, whether it's clipart or sound effects or ready-made sprites for a video game.
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The digital medium has bestowed upon one individual creator the power to apparently make works of art that should take a group of people to complete. The reality is, though, that most of us like to think big. We want to make projects that look and sound good. We want big worlds, intense stories, evocative works, but we don't have the time or the variety of skills to make it all happen.
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It's here that Creative Commons saves the day, yet again, with the little bits and pieces of free art that abound on sites like [Freesound.org][5], [Openclipart.org][6], [OpenGameArt.org][7], and many, many more. Artists are able, through the Commons, to use raw material that they could not have produced themselves to produce works they couldn't otherwise make alone.
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Possibly even more significantly, though, is the fact that your raw material that you put up on the internet for reuse can bring you, without any further investment, into amazing works of art that you'd never dream of producing yourself. I have contributed to countless musical albums and video games with sound clips I've added to the Commons. Sometimes the artist notifies me, others I find on my own, and probably even more exist than I know about. I've seen icons that I've drawn pop up in software projects that I never knew existed. I've seen articles I've written for [Opensource.com][8] published elsewhere, and things I've written in the bibliographies of thesis projects, white papers, and reference materials.
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### Free culture is culture
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"Free culture" is a redundant term that shouldn't be part of our vocabulary. Culture, conceptually, is an organic process. It's the way a society develops and grows, from one person to another. It's about the interactions and the ideas that people share. It's a unique product of the modern world that culture is not free by default.
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If you want to combat that, and prefer to share your culture with your fellow human beings across the globe, support Creative Commons by contributing to it, using it, and supporting those who do.
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via: https://opensource.com/article/18/1/creative-commons-real-world
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作者:[Seth Kenlon][a]
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译者:[译者ID](https://github.com/译者ID)
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校对:[校对者ID](https://github.com/校对者ID)
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本文由 [LCTT](https://github.com/LCTT/TranslateProject) 原创编译,[Linux中国](https://linux.cn/) 荣誉推出
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[a]:https://opensource.com/users/seth
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[1]:http://infestwisely.com
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[2]:https://vimeo.com/creativecommons
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[3]:https://peach.blender.org/
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[4]:https://durian.blender.org/
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[5]:http://freesound.org
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[6]:http://openclipart.org
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[7]:http://opengameart.org
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[8]:https://opensource.com/
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知识共享是怎样造福艺术家和大企业的
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![](https://opensource.com/sites/default/files/styles/image-full-size/public/lead-images/CreativeCommons_ideas_520x292_1112JS.png?itok=otei0vKb)
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我毕业于电影学院,毕业后在一所电影学校教书,之后进入一家主流电影工作室,我一直在从事电影相关的工作。创造业的方方面面面临着同一个问题:创造者需要原材料。有趣的是,自由文化运动提出了解决方案,具体来说是在自由文化运动中出现的知识共享组织。
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###知识共享能够为我们提供展示片段和小样
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和其他事情一样,创造力也需要反复练习。幸运的是,在我刚开始接触电脑时,就在一本渲染工场的专业杂志中接触到了开源这个存在。当时我并不理解所谓的“开源”是什么,但我知道只有开源工具能帮助我在领域内稳定发展。对我来说,知识共享也是如此。知识共享可以为艺术家们提供充满丰富艺术资源的工作室。
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我在电影学院任教时,经常需要给学生们准备练习编辑、录音、拟音、分级、评分的脚本。在 Jim Munroe 的独立作品 [Infest Wisely][1] 中和 [Vimeo][2] 上的知识共享里我总能找到我想要的。这些写实的脚本覆盖内容十分广泛,从独立影院出品到昂贵的高质的升降镜头(一般都会用无人机代替)都有。
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对实验艺术来说,确有无尽可能。知识共享提供了丰富的底片材料,这些材料可以用来整合,混剪等等,可以满足一位视觉先锋能够想到的任何用途。
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在接触知识共享之前,如果我想要使用写实脚本,我只能用之前的学生和老师拍摄的或者直接使用版权库里的脚本,但这些都有很多局限性。
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###坚守版权的底线很重要
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知识共享同样能够创造经济效益。在某大型计算机公司的渲染工场工作时,我负责在某些硬件设施上测试渲染的运行情况,而这个测试时刻面临着被搁置的风险。做这些测试时,我用的都是[大雄兔][3]的资源,因为这个电影和它的组件都是可以免费使用和分享的。如果没有这个小短片,在接触写实资源之前我都没法完成我的实验,因为对于一个计算机公司来说,雇佣一只3D艺术家来应召布景是不太现实的。
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令我震惊的是,与开源类似,知识共享已经用我们难以想象的方式支撑起了大公司。知识共享的使用或有或无地影响着公司的日常程序,但它填补了不足,让工作流程顺利进行。我没见到谁在他们的书中将流畅工作归功于知识共享的应用,但它确实无处不在。
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我也见过一些开放版权的电影,比如[辛特尔][4],在最近的电视节目中播放了它的短片,那时的电视比现在的网络媒体要火得多。
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###知识共享可以提供大量原材料
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艺术家需要原材料。画家需要颜料,画笔和画布。雕塑家需要陶土和工具。数字内容编辑师需要数字内容,无论它是剪贴画还是音效或者是电子游戏里的成品精灵。
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数字媒介赋予了人们超能力,让一个人就能完成需要一组人员才能完成的工作。事实上,我们大部分都好高骛远。我们想做高大上的项目,想让我们的成果不论是视觉上还是听觉上都无与伦比。我们想塑造的是宏大的世界,紧张的情节,能引起共鸣的作品,但我们所拥有的时间精力和技能与之都不匹配,达不到想要的效果。
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是知识共享再一次拯救了我们,用 [Freesound.org][5], [Openclipart.org][6], [OpenGameArt.org][7] 等等网站上那些细小的开放版权艺术材料。通过知识共享,艺术家可以使用各种他们自己没办法创造的原材料,来完成他们原本完不成的工作。
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最神奇的是,不用自己投资,你放在网上给大家使用的原材料就能变成精美的作品,而这是你从没想过的。我在知识共享上面分享了很多音乐素材,它们现在用于无数的专辑和电子游戏里。有些人用了我的材料会通知我,有些是我自己发现的,所以这些材料的应用可能比我知道的还有多得多。有时我会偶然看到我亲手画的标志出现在我从没听说过的软件里。我见到过我为[开源网站][8]写的文章在别处发表,有的是论文的参考文献,白皮书或者参考资料中。
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###知识共享所代表的自由文化也是一种文化
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“自由文化”这个说法过于累赘,文化,从概念上来说,是一个有机的整体。在这种文化中社会逐渐成长发展,从一个人到另一个。它是人与人之间的互动和思想交流。自由文化是自由缺失的现代世界里的特殊产物。
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如果你也想对这样的局限进行反抗,想把你的思想、作品,你自己的文化分享给全世界的人,那么就来和我们一起,使用知识共享吧!
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--------------------------------------------------------------------------------
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via: https://opensource.com/article/18/1/creative-commons-real-world
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作者:[Seth Kenlon][a]
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译者:[译者ID](https://github.com/译者ID)
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校对:[校对者ID](https://github.com/校对者ID)
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本文由 [LCTT](https://github.com/LCTT/TranslateProject) 原创编译,[Linux中国](https://linux.cn/) 荣誉推出
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[a]:https://opensource.com/users/seth
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[1]:http://infestwisely.com
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[2]:https://vimeo.com/creativecommons
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[3]:https://peach.blender.org/
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[4]:https://durian.blender.org/
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[5]:http://freesound.org
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[6]:http://openclipart.org
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[7]:http://opengameart.org
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[8]:https://opensource.com/
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