Web services for digital rights management and copyright protection in digital media

Author(s):  
Dimitrios K. Tsolis ◽  
Theodore S. Papatheodorou
2010 ◽  
pp. 2026-2045
Author(s):  
Ioannis Kostopoulos

This chapter highlights the need for using copyright protection tools in our digital transactions. The main tools of copyright protection, such as cryptography, data hiding, and watermarking, along with the security framework where these tools can be used is also presented. However, all these tools and methods can be used only inside a specific technological and legal framework. This gap between technology and traditional human activities is bridged by developing the Digital Rights Management systems which is presented as a necessary mechanism to provide integrated e-services over the Internet. The legal framework and the current activities of organizations as WIPO (World Intellectual Property Rights Organization) is also provided in this chapter with the existing DRM technologies and the future research directions in this field


2003 ◽  
Vol 13 (2) ◽  
pp. 133-140 ◽  
Author(s):  
Sai Ho Kwok ◽  
Siu Man Lui ◽  
S. C. Cheung ◽  
Kar Yan Tam

Author(s):  
Ioannis Kostopoulos

This chapter highlights the need for using copyright protection tools in our digital transactions. The main tools of copyright protection, such as cryptography, data hiding, and watermarking, along with the security framework where these tools can be used is also presented. However, all these tools and methods can be used only inside a specific technological and legal framework. This gap between technology and traditional human activities is bridged by developing the Digital Rights Management systems which is presented as a necessary mechanism to provide integrated e-services over the Internet. The legal framework and the current activities of organizations as WIPO (World Intellectual Property Rights Organization) is also provided in this chapter with the existing DRM technologies and the future research directions in this field


Author(s):  
Ramya Venkataramu ◽  
Mark Stamp

Digital Rights Management (DRM) technology is used to control access to copyrighted digital content. Apple employs a DRM system known as Fairplay in its iTunes online music store. Users communicate with the centralized iTunes server to download, purchase, play, and preview digital content. The iTunes music store has the potential disadvantage of a bandwidth bottleneck at the centralized server. Furthermore, this bandwidth bottleneck problem will escalate with increasing popularity of online music and other digital media, such as video. In this chapter, we analyze the Fairplay DRM system. We then consider a modified architecture that can be employed over existing peer-to-peer (P2P) networks. Our new system, P2PTunes, is designed to provide the benefits of a decentralized P2P network while providing DRM content protection that is at least as strong as that found in Fairplay.


Author(s):  
Farid Ahmed ◽  
Cecilia Gomes

With the remarkable growth of Internet and multimedia applications, production and distribution of digital media has become exceedingly easy and affordable. Applications such as distance education, e-commerce, telemedicine, digital library, and live audio/video broadcast activities require distribution and sharing of digital multimedia contents. Consequently, maintaining the quality of service of the applications and the rights of the content owner as well as enforcing a viable business model among the producer, consumer, and distributor of digital contents has become an increasingly challenging task, leading to a contentious area called digital rights management (DRM). This chapter presents how digital watermarking (DWM) technology can addresses part of this DRM problem of secure distribution of digital contents.


Author(s):  
Margherita Pagani

This chapter sets out to analyze the impact generated by the adoption of Digital Rights Management (DRM) processes on the typical Digital Media Management Value Chain activities and tries to analyze the processes in the context of the business model. Given the early stage of the theory development in the field of DRM, the study follows the logic of grounded theory (Glaser & Strauss, 1967) by building the research on a multiple-case study methodology (Eisenhardt, 1989). The companies selected are successful players that have adopted DRM processes. These companies are Adobe Systems, Digital Island, Endemol, Intertrust, Microsoft, and the Motion Picture Association. The chapter provides in-depth longitudinal data on these seven players to show how companies implement DRM processes. After giving a definition of Intellectual Property and Digital Rights Management (first section), the chapter provides a description of the typical Digital Media Management Value Chain Activities and players involved along the different phases examined (second section). An in-depth description of Digital Rights Management processes is discussed in the third section. Digital Rights Management processes are considered in the context of business model and they are distinguished into content processes, finance processes and Rights Management processes. It concludes with a discussion of the model and main benefits generated by the integration of digital rights management (fourth section).


2013 ◽  
pp. 1606-1616
Author(s):  
Ilyas Balgayev ◽  
Phng Jia Shyan ◽  
Kaung Myat Win

Digital Rights Management (DRM) has been a popular option employed by firms to deal with piracy issues. The rationale of DRM, the expected benefits for firms, and their implications in the Interactive Digital Media (IDM) marketplace are presented. Using the VISOR framework, the chapter also analyses the impacts of DRM based in the IDM marketplace, and to suggest if DRM is the great spoiler in the IDM marketplace. Studies have shown that the advantages brought by DRM to firms go beyond what would be needed for an efficient provision of digital goods. The chapter concludes with some recommendations and suggestions whether DRM is the great spoiler in the IDM marketplace.


2013 ◽  
pp. 479-487
Author(s):  
Marcus Mansukhani ◽  
He Ye ◽  
Ma Zhaoran

P2P is currently the most contentious area of Interactive Digital Media on the Internet. It continues to grow in popularity at a phenomenal rate while media producers are seemingly stuck in a cycle of who needs to be prosecuted to prevent this form of piracy, and the majority feel that content should be paid for either to own or to rent with a Digital Rights Management time bomb. An alternative method of paying for the licence to download is presented by two self styled media futurists, and they conclude that it is easier for the industry to adapt to a market based on something that continues to feel like free rather than trying to enforce a model that is clearly not working at the moment and brands hundreds of millions of Internet users criminals. One proposal is that a US$5 monthly licence would produce an income of US$3 billion to the music industry. We explore how this could be extended to the digital media.


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