Possibilities, Limitations, and the Future of Audiovisual Content Protection

Author(s):  
Martin Schmucker

This chapter explains the fundamental principles of audiovisual content protection. It explains the basic knowledge that is needed to understand the fundamentals of digital rights management (DRM) systems and their problems. Starting with a general introduction about copyright and content protection, available protection technologies are described and analyzed. The basic concepts of DRM solutions are explained and problems discussed. Potentials and practical limitations are analysed based on the digital music industry value chain. An outlook is given on solutions that are under development and that stronger consider the needs of the customers. In the conclusion, future solutions are discussed.

2008 ◽  
pp. 1707-1748
Author(s):  
Martin Schmucker

This chapter explains the fundamental principles of audiovisual content protection. It explains the basic knowledge that is needed to understand the fundamentals of digital rights management (DRM) systems and their problems. Starting with a general introduction about copyright and content protection, available protection technologies are described and analyzed. The basic concepts of DRM solutions are explained and problems discussed. Potentials and practical limitations are analysed based on the digital music industry value chain. An outlook is given on solutions that are under development and that stronger consider the needs of the customers. In the conclusion, future solutions are discussed.


2015 ◽  
Author(s):  
Martin Fenner

The iTunes Store was opened by Apple in 2003 to sell digital music and other digital assets. Since 2009 music purchased in the iTunes store is free of Digital Rights Management (DRM). Apple became the largest music vendor worldwide in 2010, ...


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):  
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. 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.


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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