6,375 research outputs found
Digital Rights Management and Consumer Acceptability: A Multi-Disciplinary Discussion of Consumer Concerns and Expectations
The INDICARE project – the Informed Dialogue about Consumer Acceptability of DRM Solutions in Europe – has been set up to raise awareness about consumer and user issues of Digital Rights Management (DRM) solutions. One of the main goals of the INDICARE project is to contribute to the consensus-building among multiple players with heterogeneous interests in the digital environment. To promote this process and to contribute to the creation of a common level of understanding is the aim of the present report. It provides an overview of consumer concerns and expectations regarding DRMs, and discusses the findings from a social, legal, technical and business perspective. A general overview of the existing EC initiatives shows that questions of consumer acceptability of DRM have only recently begun to draw wider attention. A review of the relevant statements, studies and reports confirms that awareness of consumer concerns is still at a low level. Five major categories of concerns have been distinguished so far: (1) fair conditions of use and access to digital content, (2) privacy, (3) interoperability, (4) transparency and (5) various aspects of consumer friendliness. From the legal point of view, many of the identified issues go beyond the scope of copyright law, i.e. the field of law where DRM was traditionally discussed. Often they are a matter of general or sector-specific consumer protection law. Furthermore, it is still unclear to what extent technology and an appropriate design of technical solutions can provide an answer to some of the concerns of consumers. One goal of the technical chapter was exactly to highlight some of these technical possibilities. Finally, it is shown that consumer acceptability of DRM is important for the economic success of different business models based on DRM. Fair and responsive DRM design can be a profitable strategy, however DRM-free alternatives do exist too.Digital Rights Management; consumers; Intellectual property; business models
DRM and Privacy
Interrogating the relationship between copyright enforcement and privacy raises deeper questions about the nature of privacy and what counts, or ought to count, as privacy invasion in the age of networked digital technologies. This Article begins, in Part II, by identifying the privacy interests that individuals enjoy in their intellectual activities and exploring the different ways in which certain implementations of DRM technologies may threaten those interests. Part III considers the appropriate scope of legal protection for privacy in the context of DRM, and argues that both the common law of privacy and an expanded conception of consumer protection law have roles to play in protecting the privacy of information users. As Parts II and III demonstrate, consideration of how the theory and law of privacy should respond to the development and implementation of DRM technologies also raises the reverse question: How should the development and implementation of DRM technologies respond to privacy theory and law? As artifacts designed to regulate user behavior, DRM technologies already embody value choices. Might privacy itself become one of the values embodied in DRM design? Part IV argues that with some conceptual and procedural adjustments, DRM technologies and related standard-setting processes could be harnessed to preserve and protect privacy
Privacy in an Ambient World
Privacy is a prime concern in today's information society. To protect\ud
the privacy of individuals, enterprises must follow certain privacy practices, while\ud
collecting or processing personal data. In this chapter we look at the setting where an\ud
enterprise collects private data on its website, processes it inside the enterprise and\ud
shares it with partner enterprises. In particular, we analyse three different privacy\ud
systems that can be used in the different stages of this lifecycle. One of them is the\ud
Audit Logic, recently introduced, which can be used to keep data private when it\ud
travels across enterprise boundaries. We conclude with an analysis of the features\ud
and shortcomings of these systems
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Multimedia delivery in the future internet
The term “Networked Media” implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizens’ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications “on the move”, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
Non-power-of-Two FFTs: Exploring the Flexibility of the Montium TP
Coarse-grain reconfigurable architectures, like the Montium TP, have proven to be a very successful approach for low-power and high-performance computation of regular digital signal processing algorithms. This paper presents the implementation of a class of non-power-of-two FFTs to discover the limitations and Flexibility of the Montium TP for less regular algorithms. A non-power-of-two FFT is less regular compared to a traditional power-of-two FFT. The results of the implementation show the processing time, accuracy, energy consumption and Flexibility of the implementation
A Stackelberg Game for Multi-Period Demand Response Management in the Smart Grid
This paper studies a multi-period demand response management problem in the
smart grid where multiple utility companies compete among themselves. The
user-utility interactions are modeled by a noncooperative game of a Stackelberg
type where the interactions among the utility companies are captured through a
Nash equilibrium. It is shown that this game has a unique Stackelberg
equilibrium at which the utility companies set prices to maximize their
revenues (within a Nash game) while the users respond accordingly to maximize
their utilities subject to their budget constraints. Closed-form expressions
are provided for the corresponding strategies of the users and the utility
companies. It is shown that the multi- period scheme, compared with the
single-period case, provides more incentives for the users to participate in
the game. A necessary and sufficient condition on the minimum budget needed for
a user to participate is provided.Comment: Accepted for Proc. 54th IEEE Conference on Decision and Contro
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