Research on Digital Content Protection Technology for Video and Audio Based on FFmpeg

Author(s):  
Yun Cheng ◽  
Qingtang Liu ◽  
Xiaoliang Zhu ◽  
Chengling Zhao ◽  
Shiqiang Li
2021 ◽  
pp. 30-33
Author(s):  
N. Yu. Koroleva

The development of digital competencies of students is currently one of the main pedagogical tasks. The solution of this task is possible by paying attention to issues related to the skills of students to create their own digital content, for example, multimedia, combining various types of information (text, graphics, video and audio). The article provides a brief analysis of the content of teaching issues related to the study of digital sound processing technologies in a school informatics course. Taking into account the relevance of this issue, a thematic module "Digital Sound" is proposed, the content of which does not require binding to specific software. When  studying the module, the emphasis is on mastering specific technologies for processing sound information. The module can be implemented as an optional course for students in 7–9th grades and/or as an elective course for students in 10–11th grades. At the same time, particular blocks of the module can be used at various stages of teaching informatics at school


Author(s):  
Shiguo Lian

Since the beginning of 1990s, some multimedia standards (Joan, Didier, & Chad, 2003) related to image compression, video compression, or audio compression have been published and widely used. These compression methods reduce media data’s volumes, and save the storage space or transmission bandwidth. After the middle of 1990s, network technology has been rapidly developed and widely spread, which increases the network bandwidth. With the development of network technology and multimedia (image, audio, video, etc.) technology, multimedia data are used more and more widely. In some applications related to politics, economics, militaries, entertainment, or education, multimedia content security becomes important and urgent. Some sensitive data need to be protected against unauthorized users. For example, only the customers paying for a TV program can watch the program online, while other customers cannot watch the content, only the administrator can update (delete, insert, copy, etc.) the TV program in the database, while others cannot modify the content, the TV program released over Internet can be traced, and so forth. Multimedia content protection technology protects multimedia data against the threats coming from unauthorized users, especially in network environment. Generally, protected properties include the confidentiality, integrity, ownership, and so forth. The confidentiality defines that only the authorized users can access the multimedia content, while others cannot know multimedia content. The integrity tells whether media data are modified or not. The ownership shows media data’s owner information that is used to authenticate or trace the distributor. During the past decade, various technologies have been proposed to protect media data, which are introduced in this chapter. Additionally, the threats to multimedia data are presented, the existing protection methods are compared, and some future trends are proposed.


2017 ◽  
Vol 78 (19) ◽  
pp. 26979-27000 ◽  
Author(s):  
Gaurang Panchal ◽  
Debasis Samanta ◽  
Subhas Barman

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.


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