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Multimedia delivery in the future internet
The term âNetworked Mediaâ 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 citizensâ 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 âon the moveâ, 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
A framework for usage management
This thesis proposes a formal framework for usage management in distributed systems. The principles of system design are applied in order to standardize certain features of the framework, such as the operational semantics, and leave free of standards areas that necessitate choice and innovation. The framework enables use of multiple policy languages, and dynamic interpretation of usage policies in different computing environments. In addition, the framework provides formal semantics to reason about interoperability of policies with respect to computing environments. The use of this framework in different usage management scenarios is demonstrated including multi-level security, cloud computing and digital rights management (DRM) systems. Furthermore, DRM is cast in a setting that allows the modeling of a number of current approaches within a game theoretic setting. Current strategies that attempt to influence the outcome of such games are analyzed, and a new type of architectural infrastructure that makes novel use of a trust authority is considered in order to create a suitable environment for constructing DRM games that may prove useful in the future
DRM and access control architectures interoperability
Digital objects are managed in a controlled way through the complete value chain by DRM systems.
Access Control Frameworks manage access by users to resources. This paper presents a solution that enables
users of both systems to work collaboratively. It is based on the definition of an interoperability Broker that
provides users of both systems with transparent access and use of content taking into account usersâ roles and
content usage rules. It consists of modules that provide interoperability between digital rights and access control
rules, between protected digital objects and digital resources and to manage the userâs roles in both systemsPostprint (published version
Investigation of Third Party Rights Service and Shibboleth Modification to Introduce the Service
Shibboleth is an architecture to support inter-institutional sharing of electronic resources that are subject to access control. Codifying copyright in Shibboleth authorization policies is difficult because of the copyright exceptions which can be highly subjective. Third Party Rights Service is a high-level concept that has been suggested as a solution to approximate the exceptions of copyright law. In this thesis, I investigate the components of the Third Party Rights Service. I design and analyze a modified Shibboleth architecture based on these components. The resulting architecture allows for the phased addition of the resources to make use of the Third Party Rights Service, while keeping the existing resources in Shibboleth
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