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1.
吴强 《软件世界》2007,(8):72-75
今天,DRM对于数字内容的保护似乎显得“过犹不及”,因此,如何把握DRM的“度”,实现数字内容提供者与消费者之间利益的平衡,是未来DRM技术发展的关键。DRM(Digital Rights Management),即数字版权保护或数字版权管理,指的是通过技术手段来保护数字内容在未经授权和允许的条件下不能使用、复制和分发等。这些数字内容包括电子形式的文档、图片、音视频文件、电脑游戏等等。  相似文献   

2.
数字版权保护技术研究综述   总被引:83,自引:0,他引:83  
俞银燕  汤帜 《计算机学报》2005,28(12):1957-1968
数字版权保护技术已成为数字网络环境下数字内容交易和传播的重要技术,用于保护数字内容的版权,控制数字内容的使用和传播.文章在阐述数字版权保护技术基本概念和系统体系结构的基础上,主要围绕权利描述、使用控制、合理使用、权利转移和可信执行等关键问题,分析其研究现状,论述已有技术在处理这些问题上的优势和不足,并探讨了未来的研究方向.  相似文献   

3.
为了保护知识产权,促进现代信息产业的健康发展,如何高效正确的解决版权问题逐渐成为人们关注的焦点。数字版权管理技术DRM,其目的就是通过技术的手段,在数字产品的整个生命周期内保护知识产权。通过对DRM的体系结构、主要技术问题以及数字水印技术的深入分析,提出了基于DRM的数字水印技术的主要应用方向。  相似文献   

4.
随着互联网和多媒体技术的飞速发展,DRM(数字版权管理)日渐引起人们的重视。传统的DRM系统更多的是考虑如何保护数字内容提供商的权益,而忽略了最终用户的要求。本文提出的基于移动Agent的DRM系统除了实现了基本的数字版权管理,还大大减少了用户的参与,更好的保护了用户的隐私和数字内容的版权。  相似文献   

5.
针对电子商务领域数字媒体版权保护的需求,给出一种数字媒体版权管理(DRM)系统框架。基于Android平台,对版权管理系统涉及的DRM内容格式及权利对象文件进行设计,给出系统的工作流程。最后,给出了系统的测试结果,并分析了系统的主要特点。  相似文献   

6.
媒体版权管理技术(DRM)是网络环境下流媒体内容交易和传播的重要技术,用于保护流媒体内容的版权,控制流媒体的使用和传播.结合现阶段网络应用中流媒体认证技术的实际应用情况和新一代数字版权管理(DRM)技术,提出一个通用的流媒体数字版权保护架构,并最终实现了基于该方案的流媒体版权管理系统.  相似文献   

7.
DRM是英文“数字版权保护”的缩写.它保护的对象是所有带版权的数字内容.包括声音、图象、文件、影像、数字文件、程序等等。对合法的使用者来说,他们感觉不到这种方法的影响;而对于非法用户,进行复制和传播将非常困难。DRM就是这种方法的统称。在一切都渐渐数字化的今天,DRM无疑会越来越重要。它已经成为数字化内容发展的基础和保证。  相似文献   

8.
基于可信计算平台的DRM应用研究   总被引:1,自引:0,他引:1  
数字版权保护技术DRM已经成为数字网络环境下数字内容交易和传播的重要技术,用于保护数字内容的版权,控制数字内容的使用和传播。可信计算技术是确保终端系统安全与可信的技术。将可信计算平台引入DRM应用系统,提出了基于可信计算平台的DRM应用框架,讨论了可信任环境的建立,并描述了基于可信计算平台的DRM系统中数字内容的分发及策略的执行。  相似文献   

9.
数字版权管理(Digital Rights management,DRM)是为内容提供者保护他们的私有音乐或其他数据免受非法复制和使用提供的一种技术手段,这项技术通过对数字内容进行加密和附加使用规则对数字内容进行保护。数字版权管理(DRM)应用范围广泛,从互联网上的数字音乐、视频的下载保护到手机彩铃等各种增值业务的传播限制。这无疑对视频、音频、游戏等高价值的各类媒体内容限制使用,防止盗  相似文献   

10.
数字版权保护技术DRM是在网络迅速发展,数字化内容在互联网上发行具有巨大的潜在市场的前提下出现的一种新的对数字信息内容进行保护的技术。它不仅加密保护内容本身,还对内容创作者、所有者的权益遗行保护,同时对使用权限进行控制。主要研究在远程教学领域中对多媒体教学课件的版权保护,在对DRM理论进行研究的基础上,提出了课件DRM结构模型和功能流程,对进一步实施系统设计有重要意义。  相似文献   

11.
In this case study, we demonstrate how in an integrated digital library and course management system, metadata can be generated using a bootstrapping mechanism. The integration encompasses sequencing of content by teachers and deployment of content to learners. We show that taxonomy term assignments and a recommender system can be based almost solely on usage data (especially correlations on what teachers have put in the same course or assignment). In particular, we show that with minimal human intervention, taxonomy terms, quality measures, and an association ruleset can be established for a large pool of fine-granular educational assets.  相似文献   

12.
Subramanya  S.R. Yi  B.K. 《Computer》2005,38(6):95-98
Rapid and converging technological advances in computing, communications, and consumer electronics have caused an explosion in the generation, processing, storage, transmission, and consumption of enormous amounts of digital content. Analysts expect these trends to accelerate in the near future and to have profound effects on content delivery and consumption. The term content generally refers to movies, songs, news, or educational material that spans various application domains, including personal entertainment, business, and education and training. The technology model currently used to supply this content seems inefficient and ineffective today. Newer models must be developed to support the ubiquitous, transparent, and cost-effective on-demand delivery of digital content, as driven by user preferences. We propose a content-utility system model for digital content delivery and consumption that resembles traditional utilities such as electrical power and water supply systems.  相似文献   

13.
Digital watermarking is one of the techniques that can be used to support digital copyright protection. It enables copyright owners to insert a perceptually invisible watermark within any copy of content that is distributed on the Internet. The main aim is to use watermarks to implement copyright identification and content tracking. However, digital watermarking is not sufficient to ensure an adequate copyright protection, if it is not employed in conjunction with watermarking protocols, which define the schemes of the web transactions by which buyers can purchase protected digital content distributed by content providers in a secure manner. Therefore, watermarking protocols play a central role in the field of digital copyright protection by means of watermarking techniques. They have to ensure both a correct content protection and an easy participation of buyers in the purchase transactions of the contents distributed on the Internet. This paper presents a new watermarking protocol based on an innovative, buyer centric, and mediated design approach. The result is a secure protocol that enables buyers to easily participate in the transactions by which they can buy digital protected content, and this makes the protocol suited for the current web context.  相似文献   

14.
Mixed reality technologies have been around for over 10 years but it is only with the proliferation of smart phones and tablet (computers) that mixed and augmented reality interaction is reaching the mass market. There are now enough examples of mixed reality interactions that we can begin to abstract principles of design and principles of user experience (UX) for these new spaces of interaction. In this paper I develop the notion of mixed reality as a blended space. Mixed reality is a blend of a physical space and a digital space. The term ‘blend’ here is borrowed from blending theory which is a theory of cognition that highlights the importance of cross domain mappings and conceptual integration to our thought process that are grounded in physically-based spatial schemas. The concept of a blended space is developed by recognizing that physical space and digital space can both be described in terms of the objects and agents who inhabit the space, the structure of the objects’ relationships (the topology of the space) and the changes that take place in the space (the volatility, or dynamics of the space). The blended space will be more effective if the physical and digital spaces have some recognizable and understandable correspondences. The issue of presence in this blended space is then discussed and it is suggested that traditional definitions of presence are inadequate to describe the experiences that blended spaces offer. Presence is considered as interaction between the self and the content of the medium within which the self exists, and place is this medium. Blended spaces mean that people have an extended presence; from their physical location into digital worlds.  相似文献   

15.
Culture right have become a newly emerging human rights around the world after 1980. From a long term perspective of culture protection, it is very important to focus on culture propagation and preservation. Under the erosion of mainstream culture, the preservation issue of aboriginal culture has become a particular important issue. For the sake, this study explores how information technology can be used to effectively help preserve, promote and revitalize traditional Formosan aboriginal cultures through the implementation of digital archives, which can make a culture to be more readily accessible to the general public. To have a better understand about what factors prompt users to continually access the digital culture archive. This paper first presents an adaptation of ‘Web 2.0’ to build a digital archive for the Atayal Culture Museum in Taiwan. Then, explores correlations between constructs such as Web 2.0 site characteristics, media richness, para-social presence, user experience, user satisfaction and user intention. The results could be useful in developing integrated platforms or tools for educational purposes, allowing teachers and students to effectively share and apply cultural and educational resources. Another objective is to revitalize and commercialize the cultural industry, using the digital archive's content as the basis for collaboration with teachers and other relevant professionals to achieve maximum creativity and create practical and innovative digital learning products.  相似文献   

16.
We present the results of an investigation into the role of curated representations of self, which we term Digital Selfs, in augmented multi-party face-to-face interactions. Advancements in wearable technologies (such as Head-Mounted Displays) have renewed interest in augmenting face-to-face interaction with digital content. However, existing work focuses on algorithmic matching between users, based on data-mining shared interests from individuals’ social media accounts, which can cause information that might be inappropriate or irrelevant to be disclosed to others. An alternative approach is to allow users to manually curate the digital augmentation they wish to present to others, allowing users to present those aspects of self that are most important to them and avoid undesired disclosure. Through interviews, video analysis, questionnaires and device logging, of 23 participants in 6 multi-party gatherings where individuals were allowed to freely mix, we identified how users created Digital Selfs from media largely outside existing social media accounts, and how Digital Selfs presented through HMDs were employed in multi-party interactions, playing key roles in facilitating strangers to interact with each other. We present guidance for the design of future multi-party digital augmentations in collaborative scenarios.  相似文献   

17.
18.
In the study of topological properties of digital images, which is the central topic of digital topology, one is often interested in special operations on object boundaries and their properties. Examples are contour filling or border following. In classical topology there exists the strong concept of regularity: regular sets in R2 show no exotic behaviour and are extensively used in the theory of boundary value problems. In this paper we transfer the concept of regularity to digital topology within the framework of semi-topology. It is shown that regular open sets in (a special) semi-topology can be characterized graphically. A relationship between digital topology and image processing is established by showing that regular open digital sets, interpreted as digital pictures, are left unchanged when the cross-median filter is applied.  相似文献   

19.
While watching TV, viewers use the remote control to turn the TV set on and off, change channel and volume, to adjust the image and audio settings, etc. Worldwide, research institutes collect information about audience measurement, which can also be used to provide personalization and recommendation services, among others. The interactive digital TV offers viewers the opportunity to interact with interactive applications associated with the broadcast program. Interactive TV infrastructure supports the capture of the user–TV interaction at fine-grained levels. In this paper we propose the capture of all the user interaction with a TV remote control—including short term and instant interactions: we argue that the corresponding captured information can be used to create content pervasively and automatically, and that this content can be used by a wide variety of services, such as audience measurement, personalization and recommendation services. The capture of fine grained data about instant and interval-based interactions also allows the underlying infrastructure to offer services at the same scale, such as annotation services and adaptative applications. We present the main modules of an infrastructure for TV-based services, along with a detailed example of a document used to record the user–remote control interaction. Our approach is evaluated by means of a proof-of-concept prototype which uses the Brazilian Digital TV System, the Ginga-NCL middleware.  相似文献   

20.
音乐制品作为多媒体产品中的重要组成,其在线传输越来越便捷。为了防止多媒体信息被侵权及非法篡改,音频内容的版权保护变得越来越重要。作为数字产品版权保护的有效方法,数字音频水印技术已经得到了广泛的重视与研究。本文提出了一种基于独立分量分析的音频数字水印方法。嵌入水印时,对原始音频文件进行一级小波分解,在分解得到的逼近分量中利用随机混合方法嵌入水印后进行小波逆变换形成嵌入水印的音频文件。仿真实验结果表明这种方法的强鲁棒性和可行性。  相似文献   

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