Digital Rights Management Full Download Seminar Report and Paper Presentation
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Digital Rights Management

Abstract :

The electronic commerce with digital content over the open, unsecured network like the Internet provides opportunities as well as risks for content providers. So far, most content providers of media and entertainment content such as music, film, or print content have not been successful or profitable in charging consumers for their products. Nor have they been successful in creating the technology frameworks required to remunerate on the one-hand content owners and on the other hand protect against piracy. The recent emergence of Digital Rights Management Systems (DRMS) provides an instrument for content providers to protect and exploit their digital content to consumers and simultaneously fight against piracy.



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Presented by:
Meenu A M

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Digital Rights Management
Introduction

 DRM controls the use of digital content
 Preventing access, copying or conversion to other formats by end users
 Digital media files may be duplicated an unlimited number of times
 Digital piracy-Internet and popular file sharing tools, has made unauthorized distribution of copies
 DRM disallow copyright infringements
 DRM is implemented by
• online music stores
• e-book publishers
• television producers
Technologies
 DRM and film
 DRM and television
 DRM and music
 Computer games
 E-books
 DRM and documents
 Watermarks
 Metadata
DRM and film
• Content Scrambling System (CSS) employed by the DVD Forum since 1996
 Simple encryption algorithm
 License agreements
 DeCSS by Jon Lech Johansen in 1999
• Protected Media Path by Windows Vista
 Protected Video Path (PVP)
 PVP can encrypt information during transmission to the monitor
• Advanced Access Content System (AACS) by AACSLicensingAdministrator
Used by
 Intel
 Microsoft
 IBM
 Toshiba
 Sony …
DRM and television
• The CableCard standard
• The Broadcast flag concept
 Supported by Federal Communications Commission (FCC)
 Obey specification determining whether or not a stream can be recorded
 Block time-shifting
 It was adopted by Digital Video Broadcasting Project (DVB)
• Content Protection and Copy Management (CPCM)
 An updated variant of the broadcast flag
 It was developed in private
DRM and music
 Audio CDs
• Discs with DRM schemes could not be played on all CD players
• Sony's DRM software
 Root kit
 Holding shift key or disabling autorun
 Abolish DRM completely
 Internet music
• The iTunes run by Apple
• Napster music store
• Wal-Mart Music Downloads
• "Connect" run by Sony
• Kazaa
Computer games
• To limit the number of systems the game can be installed
• Mass Effect in mid 2008 using DRM
• Spore in 2008 using DRM
• Prince of Persia by Ubisoft in late 2008
• Anno 1404
• James Cameron's Avatar
• The Sims 3 by Electronic Arts in June 2009
• Silent Hunter 5 by Ubisoft using Uplay authentication
• The Settlers 7
• Assassin's Creed 2
• Uplay servers suffered by DDoS attack (Distributed Denial-of-Service attack)
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#3
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Digital Rights Management
Digital rights management (DRM) is a systematic approach to copyright protection for digital media.
DRM's purpose is to prevent illegal distribution of paid content over the Internet.
Although online content is protected by copyright laws, policing the Web and catching law-breakers is very difficult.
DRM technology focuses on making it impossible to steal Web content in the first place, a much surer approach to the problem than the hit-and-miss strategies aimed at apprehending online poachers after the fact.
Digital technology changed everything.
Today, most information, from newspaper stories to motion pictures, is available in digital form.
It's quick and simple to make absolutely perfect copies of digital data.
For digital information, the Internet eliminates the need to sell and move physical objects, such as books or magazines, floppy disks, cassette tapes or CDs.
With high-speed networks and widely accessible broadband, we can send digital content anywhere in the world almost instantaneously and at virtually no cost.
*Authena is an example of open source digital rights management (DRM) framework and implementation. *The basic principle is that the content creator should have ultimate control over the restrictions applied to the content, as opposed to a middleman between the creator and consumer.
All entities need to be both identified and described.
Identification should be accomplished via open and standard mechanisms for each entity in the model.
Both the entities and the metadata records about the entities must be identifiable.
Open standards such as Uniform Resource Identifiers [URI] and Digital Object Identifiers [DOI] and the emerging ISO International Standard Textual Work Code [ISTC] are typical schemes useful for Rights identification.
It is also critical that such metadata standards do not themselves try to include metadata elements that attempt to address rights management information.
The Rights entity allows expressions to be made about the allowable permissions, constraints, obligations, and any other rights-related information about Users and Content.
Hence, the Rights entity is critical because it represents the expressiveness of the language that will be used to inform the rights metadata.
Rights expressions can become complex quite quickly.
Rights expressions should consist of :
Permissions (i.e., usages) - what you are allowed to do.
Constraints - restrictions on the permissions .
Obligations - what you have to do/provide/accept .
Rights Holders - who is entitled to what .
DRM network server software wraps the digital content. DRM client software unwraps it or otherwise makes it accessible in accordance with its rights .
DRM software protects proprietary and sensitive material on the company intranet.
The Mirage server intercepts and encrypts designated documents or sections of documents.
The Mirage client decrypts and displays the protected document, but the recipient cannot copy, save, print, e-mail or perform a screen capture unless authorized to do so.
The document is decrypted to be viewable but otherwise remains encrypted, even in RAM.
Planning your product
Right at the beginning, when you are planning what you want to do, and well before you use any material, you should identify and record the work, its copyright owners and specific rights and consents associated with the work .
You will need to
Identify your materials (existing and new) map rights and consents required, including moral rights and performers rights identify the creator or producers of the material work out the basis of your use of the materials determine relevant agreements (assignments and licences) for digital rights negotiate agreements including payment rates determine risk exposure and sensitivity to leakage of content .
develop a strategy for providing content and rights to your customers including decisions about security, personalisation and watermarking.
decide how to develop your system .
build it in-house .
buy the components and assemble it yourself.
buy a complete end-to-end system.
outsource to an external provider of a turn key hosted service.
identify providers of the selected strategy.
set up a security system (e.g. password, personal identification number [PIN], encryption) .
implement an e-commerce facility to enable payment .
implement a system for recording and tracking use and payment for materials .
When a user wishes to view DRM protected content,they are required to obtain a license. Licenses stipulate conditions that can include: 1. payment registration/login. 2. restrictions on copying . 3. limitations on burning to CD. 4. a custom page (usually an advertisment)that users view before license delivery and many others.
DRM technology focuses on making it impossible to steal Web content.
Digital Rights Management (DRM) is a method for managing different kinds of content (audio, video, images, etc.).
It helps in protecting content against illegal copying and allows controlled consumption of media, for example by allowing an audio clip to be played only a finite number of times.
DRM covers the description, identification, trading, protection, monitoring and tracking of all forms of rights usages over both tangible and intangible assets including management of rights holders relationships.
DRM systems make rich-country assumptions about family and domestic life that are inappropriate to many developing countries.
DRM systems can't protect themselves, they require "anti-circumvention" laws to silence researchers who discover their flaws .
DRM systems retard innovation, putting new features under the veto of incumbent industries who fear being out-competed by new market entrants .
The success of the information society depends on digital content being accessible. Digital content must not locked up behind technical barriers .
DRM systems require that their users take a restrictive license from a cartel, often at a high cost .
DRM technology is currently used mostly for music, videos, and books.
The end-user's terminal is a personal computer or a portable music player that can download DRM protected music from a PC .
With the emergence of Digital Rights Management Systems (DRMS), the music industry seems to have found the appropriate tool to simultaneously fight piracy and to monetize their assets .
Another important area garnering much interest is Mobile Digital Rights Management (MDRM).
With MDRM, Java games, polyphonic ringing tones, images, etc. could be delivered over the air to mobile phones and users could distribute the content in peer-to-peer fashion to their friends .
DRM technologies represent an attempt to get all users to adopt a more stringent legal protection for owners’ rights .
Digital Rights Management is emerging as a formidable new challenge, and it is essential for DRM systems to provide interoperable services.
Solutions to DRM challenges will enable untold amounts of new content to be made available in safe, open, and trusted environments .
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#4
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Abstract
The electronic commerce with digital content over the open, unsecured network like the Internet provides opportunities as well as risks for content providers. So far, most content providers of media and entertainment content such as music, film, or print content have not been successful or profitable in charging consumers for their products. Nor have they been successful in creating the technology frameworks required to remunerate on the one-hand content owners and on the other hand protect against piracy. The recent emergence of Digital Rights Management Systems (DRMS) provides an instrument for content providers to protect and exploit their digital content to consumers and simultaneously fight against piracy.
1. Introduction of DRM
Definition: DRM is the technology to protect rights of digital contents to prohibits illegal copy and ill contents and to let only authorized users use the contents.
Digital Rights Management (DRM) is an emerging and vital business concept driven by the need for secure electronic distribution of high-value digital content. In its purest form, DRM provides a technology platform to allow trusted packaging, flexible distribution and managed consumption of digital content over electronic networks.
DRM technology provides content owners, service providers, distributors and retailers with a safe, secure method for meeting the consumer’s need for interactive, on-demand access to movies, online games, books, music, software and proprietary data — virtually any type of digital media.
Digital Rights Management poses one of the greatest challenges for content communities in this digital age. Traditional rights management of physical materials benefited from the materials' physicality as this provided some barrier to unauthorized exploitation of content. However, today we already see serious breaches of copyright law because of the ease with which digital files can be copied and transmitted.
Previously, Digital Rights Management (DRM) focused on security and encryption as a means of solving the issue of unauthorized copying, that is, lock the content and limit its distribution to only those who pay. This was the first-generation of DRM, and it represented a substantial narrowing of the real and broader capabilities of DRM. The second-generation of DRM covers the description, identification, trading, protection, monitoring and tracking of all forms of rights usages over both tangible and intangible assets including management of rights holders relationships. Additionally, it is important to note that DRM is the "digital management of rights" and not the "management of digital rights". That is, DRM manages all rights, not only the rights applicable to permissions over digital content.
1.1 The Need for DRM — Supply and Demand:
The supply of high-value content — video, audio, text and images — generated by media and entertainment companies, publishers and commercial enterprises continues to grow. With the advent of the World Wide Web, high-speed computing and broadband connectivity, traditional methods of media distribution and consumption are being complemented by Internet-based access and streaming or downloading to a wide range of personal digital devices. This “supply and demand” paradigm shift creates a new spectrum of business opportunities and revenue streams. First, however, content security must be insured. Digital media can be easily copied or distributed without authorization, thus violating copyrights and jeopardizing revenues. Without a secure solution, content owners are unlikely to authorize the transmission of their premium content, thereby limiting growth in the digital marketplace. The need for a safe and secure method for accessing, distributing and merchandising digital content is in evidence throughout the commercial value chain.
An effective DRM method would have far-reaching implications. An individual could maintain control over online personal data. Online privacy can be maintained or survive only if DRM succeeds. DRM solution can provide unbreakable protection from unauthorized use.
The DRM should employ strong encryption in order to eliminate possibility that an attacker can remove the protection without first recovering the key. But encryption alone is not sufficient to provide constant protection. At a minimum, the encryption key must be protected, which present a tremendous challenge on an open architecture. As an attacker can remove a crypto key by reverse engineering the software that contains the key, the reverse engineering problem in a DRM system should be very difficult.
1.2 Early System:
An early example of a DRM system is the Content Scrambling System (CSS)employed by the DVD Consortium on movie DVD disks. The data on the DVD is encrypted so that it can only be decoded and viewed using an encryption key, which the DVD Consortium kept secret. In order to gain access to the key, a DVD player manufacturer would have to sign a licence agreement with the DVD Consortium which restricted them from ncluding certain features in their players such as a digital output which could be used to extract a high-quality digital copy of the movie. Since the only hardware capable of decoding the movie was controlled by the DVD Consortium in this way, they were able to impose whatever restrictions they chose on the playback of such movies.
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