Xiao
Zhang, billchang.e@gmail.com (A project
report written under the guidance of Prof. Raj
Jain) |
Digital
Rights Management (DRM) refers to a broad category of access control
technologies aimed at restricting the use and copy of digital content on a wide
range of devices. We examine some recent and existing technologies that
represent the standards of commercial DRM in most of mainstream media formats
including film, e-book, broadcast TV, computer games and music. We discuss the
architectures of these systems and their real world adoption and performances.
We also look at some of the common pitfalls of DRM technologies and the attempts
at building better systems.
Digital
Rights Management, DRM, content, distribution, permission, metadata,
restricted, protected, e-books, Blu-ray, HD-DVD, Advanced Access Content
System, watermark, encryption, decryption, cryptography, Steam, Sony, OpenMG, Apple, FairPlay, Adobe,
analog hole, PDF, piracy, FCC, lawsuit, EFF, Mobipocket,
Topaz, Ereader, Microsoft, AACS, SecuROM,
StarForce, vulnerability, incompatibility
The term "Digital Rights Management" (DRM) is confusing and dividing in today's world. For publishers and rights holders, it can refer to all technologies that protect them from piracy. For the average content consumer, it usually means extraneous mechanisms that cause them inconvenience in normal use. For the pirates, it means the enemy that must be vilified and destroyed. But what exactly is this technology and what does it do?
DRM is defined as a broad range of technologies that grant control and protection to content providers over their own digital media. From the content's point of view, there are three key components to its life cycle: the creation of content, the distribution and upkeep of content, and the use of content. A good DRM scheme should account for all three components, and effectively define the interactions between the user, the permissions and the content itself. Figure 1 [IANNELLA06] demonstrates this in more details.
Figure 1. DRM functional architecture
When contents are created, the system needs to immediately ensure that rights are validated, assigned and approved to their owners. In the distribution and storage of content, the system needs to have proper access to the content and metadata, and manages the license and deals. After content has been traded, the system must enforce the rights associated with the content, by providing proper permissions to access, use and modification [Boucqueau07].
A main issue for DRM is the lack of standardized technologies. Furthermore, many traditional DRM technologies have been plagued by usability and legal problems, or suffer from attacks that render them completely useless. As a result, many publishers in the industry developed their own proprietary software to meet the individual needs of DRM in today's media standards.
In section 2, we will examine some existing as well as some recently retired
technologies to understand the challenge in managing digital rights. Some of
these systems, while trying to accomplish the goals of rights management,
negatively affected the user experience in many ways, prompted controversies
and criticisms among their customers. We will briefly discuss these here as
well. Section 3 examines some general vulnerabilities
of DRM systems, as well as the progress and attempts in designing better
systems.
In the past decade, many DRM technologies have been developed within the
industry, but very few have survived over the years. At its core, designing a
DRM system is hard; the fundamental challenge lies in the fact that the system
must exist on top of the media format itself. Different media formats have
vastly different distribution, content creation, metadata and scopes of permissions.
They pose different challenges in very different domains. We will examine some
of the most popular commercial DRM schemes in film, broadcast TV, e-books,
games and music.
In the early days of DVD technologies, a DRM system called Content
Scrambling System (CSS) was developed by the DVD Forum on film DVDs. It uses a
simple encryption scheme designed to prevent byte-for-byte copying of a MPEG
(digital video) stream. The key for the encryption is split and separately
stored in the lead-in area of the restricted DVD and the DVD drive itself, and the encryption algorithm employs a proprietary
40-bit stream cipher [Schneier99]. The technology was first introduced in 1996,
and was compromised in 1999 by a brute force attack. Like many other encryption
algorithms before it at the time, the weakness of the scheme was blamed on the
regulations placed on any exportation of cryptographic systems from the United
States which limited systems to use keys of no more than 40-bit long [Schneier99][Grimmett01]. More
recently, due to the rapid adoption of new media technologies such as HD-DVD
and Blu-ray, new DRM systems today concern mostly with these platforms.
To the dismay of the anti-DRM advocates, Microsoft introduced many new I/O technologies into their new generation of OS in late 2006. Among them is Protected Media Path (PMP), a set of technologies designed to add a layer of access control to video and audio streams. It consists of two main subsets, Protected Video Path (PVP) and Protected User Mode Audio (PUMA).
Windows Vista uses something called the Protected Media Path - Output Protection Management (PMP-OPM), It is a redesign over the Certified Output Protection Protocol (COPP) introduced in Windows XP. PMP-OPM monitors all processes that access and produce media signals. A subset of PVP called User-Accessible Bus (PVP-UAB) encrypts video and audio data that are passed through the PCI-E bus, protecting it from any illegal interception before it reaches the graphics card. When a software process tries to access a DRM-restricted video stream, PVP will first check if the software is signed by Microsoft. If the process is unsigned, the access is automatically rejected. Even if a process is able to intercept the stream, it will not be able to use it due to the encryption [Ionescu07].
Protected Media Path has a crucial requirement that the graphics driver must
have a way to identify whether the hardware is trustworthy - that is, if the
device is allowed to play video with copy protection. There is a clear
implication to this requirement: the driver must be signed by Microsoft in
order to playback protected content. This has attracted criticism from the open
source community speculating that PMP would affect the development of official
free/open source graphics drivers from their manufacturers. Furthermore, it has
been demonstrated that one can bypass the DRM check altogether by using
specialized drivers [Ionescu07].
A cryptographic system that adds copy protection to HD DVD and Blu-ray Disc (BD) has been developed by the AACS Licensing Administrator (AACS LA), which consists of an assortment of publishers including Disney, IBM, Intel, Microsoft, Panasonic, Sony, Toshiba, and Warner Bros.. The system features several nested layers of encryption and a robust revocation system, as well as a sophisticated key generation process. Figure 2 shows the AACS system in details.
Figure 2. Advanced Access Content System
(AACS)
There are three parts to the AACS scheme: copy protection, modification/decryption protection, and renewability/revocation. AACS prevents exact copying by using the Volume ID (VID) and a special key to let the drive handle this VID. To decrypt a disc, the user needs to acquire the Volume Unique Keys, which consists of the Volume ID and the processed device key. The device key is processed through the subset/difference tree system. Note that unlike CSS, where all players of a given model are controlled by the same shared decryption key, AACS provides each individual playback device with its unique set of decryption keys through a broadcast scheme. This enables licensors to revoke individual players by invalidating the decryption keys associated with the player. Therefore, if a given player's keys are compromised and published, the AACS LA can simply revoke those keys in any future content, making the keys and player useless for decrypting new titles. This is what the subset/difference tree system accomplishes. The resulting key, called the media key (Km), combined with the volume ID (VID) are then run through a one-way encryption scheme (AES-G) to yield the volume unique key (Kvu) needed to decrypt the title key(s). The decrypted title key (Kt) can then be used to decrypt the content [Doom9].
AACS allows for a system called "managed copy" where consumers can
make legal copies of the discs they have purchased. The system permits three
kinds of coping: an exact copy of the disc for the purpose of backup; a
high-resolution copy for storage on a media server; and a low-resolution copy
used on a portable player. The final AACS specification also makes it a
requirement to use Cinavia detection (a proprietary
audio watermarking system) on commercial Blu-ray disc players [AACS11].
Digital watermarks refers to a steganographical technique that embeds some data in the original content. Although not a DRM system by itself, digital watermarks are commonly used in film media to aid various DRM systems in recording the copyright owner, distributor and purchaser information, and subsequently in traitor tracing, a technique to track the source of leaked copyrighted material.
Figure 3. Life cycle of a digital watermark
Figure 3 shows the life cycle of a digital watermark. Similar to an encryption system, a watermark is first embedded into the signal in a secure environment, during the content creation phase. Note that the embedded watermark could be visible or invisible, depending on the purpose of use. The signal that contains the watermark will then go through an insecure channel (such as a distribution process), where an attack could potentially intercept and modify the signal. Such modifications can include cropping or distorting of an image or video, adding effects such as noise or dithering, lossy compression, or deletion of parts of the signal. Finally, detection (or extraction) is used to retrieve the watermark. If the signal is modified, the detection algorithm might not be able to retrieve the watermark, in which case the watermark is called "fragile." On the other hand, if a watermark can be retrieved correctly despite any modification, the watermark is called "robust" [Lee00].
Digital watermarks can be viewed as a special case of metadata where the
data is carried in the signal itself instead of on the side. While normal
metadata can be extracted, modified and detached from the content body,
watermarks are more resilient to modifications. Nevertheless, methods exist to
remove most watermarks, but such removal often causes the content signal to be
degraded or distorted in some variable degree. A watermarking system can
actively deny copying or modification upon detecting it, or it can work to
provide detection for some other protection system [watermark]. In addition, a
watermark can simply be used as a subtle labeling tool for digital content that
lacks metadata attachments.
In the United States, the FCC ruled in " Digital Broadcast Television
Redistribution Control" that " No party shall sell or distribute in
interstate commerce a Covered Demodulator Product that does not comply with the
Demodulator Compliance Requirements" [DMCA05], and
that hardware must implement functionality to "actively thwart piracy."
New television receivers after July 1, 2005 using the ATSC standard were
supposed to incorporate the broadcast flag - a set of status bits indicating
the permission status of the stream [Lening05]. After
numerous struggles with the Supreme Court, the FCC finally eliminated the
broadcast flag on August 22, 2011 [FCC11]. Meanwhile, the
DVB Project, an international industry consortium with more than 270 members, have been developing a set of internationally accepted open
standards called Digital Video Broadcasting (DVB).
Developed mainly as a DRM application for European digital television, the DVB Content Protection and Copy Management (DVB-CPCM) is a standard that specifies methods of adding information to digitally streamed content to describe permissions and usage rights on all CPCM-enabled devices.
Similar to the broadcast flag standard, content providers implement a
variety of flags stored together with the content to indicate how it may be
used. These flags are called the Usage State Information, and they describe how
the content can be consumed, copied or exported on a CPCM-enabled device. The
flags can specify limits on either the viewing time, or the number of
concurrent devices streaming the content. It is important to note that CPCM
only concerns with how content is handled after it is delivered - CPCM works
strictly in the local environment and the Authorized Domain, which refers to
the collection of all DVB-CPCM compliant devices that exist in a single
household, whether purchased, rented or temporarily controlled by a family
member. There is a fundamental difference between this and the majority of today's
CA and DRM techniques in that the latter typically operate on a single device
or type of devices [DVB].
The area of E-book DRM is a hotly debated topic. Some argue that DRM makes
E-book publishing complex, while others have shown that eliminating or relaxing
DRM might be good financially for the publishers due to the increase in
legitimate buyers outweighing the effects of piracy [Oestreicher-Singer et al 04]. There are four main E-book
formats available today, they are Mobipocket,
Topaz, ePub and PDF. The challenge of implementing
DRM schemes on E-book formats is complicated by the rapid changes in the
hardware devices that read them, as well as the changes in businesses that
publish/sell E-books. As a result, many technologies end up being obsolete not
long after they are adopted.
Adobe's Adept DRM is developed by Adobe and used in the Adobe DRM software Adobe Content Serve, and is applied to ePubs and PDFs, which can be read by many third-party e-book readers, as well as Adobe's Digital Editions software. The DRM uses a complex crypto system. Each book is encrypted using a per-book key, and this key is encrypted again using a per-user key and RSA with PKCS#1 v1.5 padding . The cipher used to encrypt the book content is AES in CBC mode with a random generated IV [Icabbages09a].
On paper, this encryption scheme ensures a strong DRM mechanism. However, it
was soon observed that the software used to read ePubs
and PDFs, Adobe Digital Editions, uses a very weak obfuscation to hide the
per-user key. An attack that uses reverse-engineering on the software reveals a
rather easy method of retrieving the per-user key from the software and use it
to decrypt other Adept encrypted PDF or ePub file.
Newer versions of the Adobe Digital Editions use more cryptic ways of hiding
the per-user key, but attacks still exist to retrieve it from the registry [Icabbages09a].
FairPlay is a DRM scheme from Apple. It was
initially used for its music store to protect audio files, but was soon also
adopted in ePub files designed for Apple's iBooks app on iOS devices. The system encrypts the file
using AES in combination with MD5 hashes. For key management, FairPlay uses a master key for decryption, and a user key
which decrypts the master key, both of which are stored together with the data
in the file. Due to the local nature of the key storage and encryption
processes, similar to Adobe's Adept DRM, many attacks exist to break the
encryption by reverse-engineering the local applications and retrieving the
user key, or exploiting the authentication process and disguising the attack as
legitimate software to obtain unlocked files [Roughlydrafted07].
Amazon has engineered its own version of DRM in their Kindle for PC
application (K4PC). The Kindle proper and Kindle for iPhone/iPod app both use a
single "device" encryption key for all restricted content. K4PC uses
the same (proprietary) encryption algorithms, but also uses a per-book session
key for the actual en/decryption. Furthermore, the
obfuscation that is used in hiding the device key is highly sophisticated [icabbage09b].
Microsoft Reader is Microsoft's own E-book application that exclusively
reads e-books in the .lit format. The application contains its own DRM
software. The system imposes three levels of control, each with increasing
limit on how the file can be used. The first level is called sealed e-books,
which have no restriction and only prevents modification to the document text
itself. The second level is called inscribed e-books. These files include a
digital ID tag that identifies the owner of the e-book, thereby discouraging any
illegal copying and sharing of the file. The last level is called owner
exclusive e-books. These files are encrypted and linked to the user's online
account. The computer that downloads the file is the only device that is
allowed to view the file [Booksonboard].
It is estimated that video game sales figures are expecting to grow from $66 billion worldwide in 2010 to $81 billion by 2016 [Takahashi11], and a large portion of those sales are happening on the PC platform. In more recent years, computer games have seen a shift in the method of distribution from retail to digital download [NPD10]. Along with it, the DRM schemes have adapted or vanished to facilitate growth in this vast market. The purpose of computer game DRM for retail units is usually to prevent whole-disc copy of the content, or limit the number of installations of a game. The latter has generated many criticisms both from players and within the industry due to some severe cases where the DRM system rendered a game unplayable to the purchaser after a period of time even on the same computer. Furthermore, many consumers find the DRM mechanisms intrusive and burdensome to their game play experience.
Many games utilize some form of "online DRM," where players are
required to log in to an online service with their unique account name and
password to play their games. Each game contains an activation serial number,
which when registered, gets added to the player's account permanently. This
method works well for games with an integral multiplayer component, or games
that are distributed through broadband, such as on Steam. For games distributed
on discs, many publishers use SecuRom.
SecuRom is a proprietary copyright protection scheme developed by Sony DADC. It aims to prevent whole-disc copy of software programs. Some have noted that "SecuROM... installs a shell extension that prevents Windows Explorer from deleting 16-bit executables," and is therefore a controversial DRM scheme [SecuROM09].
Some early versions of SecuROM modifies a CD-ROM's q-channel in order to make a protected original distinguishable from a copy. "A set of nine locations where the Q-Channel is purposely destroyed is computed by a specific function that calculates nine sector numbers; if the corresponding Q-channel is not readable at these locations, the CD is considered being original [SecuROM09]."
More recent versions of SecuROM started to use a technique called "data density measurement." To understand how this works, consider that the data density on normal CD/DVD ROMs are not uniform; the outer sectors have a much lower density compared to the inner sectors of the disc. SecuROM protects a disc by using a vendor specific pattern to construct this difference. It defines a set of check marks spread over the disc and uses two SCSI read commands on any given one, and measure the difference of the two to denote the time it takes for the disc to spin a full cycle. There are a total of 72 such marks, and they all have different data densities. The pattern in which the marks correspond to the densities can therefore be used to compared to the vendor specific pattern to decide if the disc is genuine or not [SecuROM09].
SecuROM v4.84 and later version introduced "Trigger Functions" that give the developer the freedom to program authenticity checks at any point in the application. This makes circumvention even more complicated since there are many different ways in which the triggers can be implemented [SecuROM09].
Many argue that the authentication checks placed in by SecuRom
can sometimes lock up or slow down their games. Others criticize the intrusive
nature of the shell extension. In practice, even though SecuRom
prevents the exact copying of the disc, many disc emulation methods exist to
circumvent it and allow pirated discs to be run using modified binaries.
Uplay is a social network application activated
either in-game or from the Uplay website, designed to
work with all Ubisoft-published titles. It is known
to employ a number of aggressive DRM schemes over the years, most notably the
copy protection technology StarForce, for which it received enormous criticisms
from the users. More recently, Ubisoft added
"online DRM" to many of its big titles. This scheme forces the player
to log on to the game's online service in order to play the game, regardless of
whether the game has an online component. This also means that the games will
simply be unplayable if the online service is down [Ubisoft]. Not surprisingly, this DRM scheme becomes a
huge burden in the face of Denial-of-Service (DoS)
attacks. In March 2010, there was a severe outage to the Ubisoft
DRM, and about 5% of legitimate buyers were unable to play Assassin's Creed II
and Silent Hunter 5 games [Bramwell10]. Ironically,
modified binaries can bypass the online check completely, resulting in the
scenario where illegally obtained games can be played during a time when
legally purchased ones cannot, thereby almost incentivizing piracy.
StarForce is a copy protection application developed by Protection
Technology. It installs a hidden IDE driver for the CD/DVD ROM drive and
prevents whole disc copies on the hardware level. There exist many problems
with this way of handling DRM. One is that uninstalling a game protected by
StarForce does not remove the custom drivers from the system. Even though some
later versions of the software provides uninstall services, many still complain
that the drivers cause instability and crashes, or in some cases slowdowns of
the drive or even irreversible hardware failures [Glop]. As
a result of the outrage from the community, Ubisoft,
among many other publishers, have abandoned StarForce and switched to SecuRom for disc copy protection [Thorsen06].
Originally used by Valve to distribute its own games, Steam has now become a primary game distribution and multiplayer platform on PC. The platform has seen immense growth in the past few years, mostly due to the support from big publishers and developers. As of October 2011, Steam boasts a massive 1,400 games and 35 million active user accounts [Mudgal11]. As an online distribution platform, Steam registers games sold to its users to their user accounts. For games purchased through the Steam store, Steam automatically adds them to the game library of the user; for offline games, Steam offers a way for user to authenticate their games the first time they play them. After the initial authentication, games can be played in offline mode without users connecting to their Steam accounts.
In 2009, Steam made any extra DRM mechanism obsolete by providing
"Custom Executable Generation" for executable files that are unique
for each user, but gives the user the option to install the software on
multiple PCs via Steam or using software backups without any limitation [Cavalli09].
The music industry has seen immense shift in user adoption from audio CDs to internet music. One of the earlier and worst examples of audio CD DRM is Sony BMG's Extended Copy Protection (XCP) and MediaMax CD-3 software. Not only was the protection not effective (the audio tracks can still be recorded and ripped), the protection installs a rootkit (a software that gains total control of the computer) to the system without informing the user [Borland05]. Furthermore, there's no easy way to uninstall the software, and trying to do so could render the CD drive inoperable [Borland05]. This sparked massive public outrage, and spawned a class action lawsuit against Sony BMG and a subsequent settlement [EFF].
Today, many online music stores sell audio files that have some DRM that
restricts the usage and copy of the files. However, due to the analog nature of
audio, many DRM schemes can be easily bypassed on the hardware level. As a result,
many stores simply offer DRM-free music.
Sony created a proprietary DRM system in its OpenMG
Jukebox software. It achieves copy protection by using its own file format that
supports encryption. The corresponding music organization application, OpenMG Jukebox, uses a system of checking files in and out
of the local library to ensure that only legal and limited numbers of copies
exist [Youn]. The OpenMG file format is only playable on certain devices and
Windows Media Player, and there are many inconveniences regarding deletion of
files that are protected by it [Youn].
FairPlay is a DRM scheme from Apple specifically
to enable DRM content on iTunes. The system encrypts the file using AES in
combination with MD5 hashes. For key management, FairPlay
uses a master key for decryption, and a user key which decrypts the master key,
both of which are stored together with the data in the file. Due to the local
nature of the key storage and encryption processes, similar to Adobe's Adept
DRM, many attacks exist to break the encryption by reverse-engineering the
local applications and retrieving the user key, or exploiting the
authentication process and disguising the attack as legitimate software to
obtain unlocked files [Roughlydrafted07]. In
2009, Apple announced that all iTunes music will be available without any DRM [Apple09].
Present DRM systems suffer from many vulnerabilities and weaknesses. As
technologies become more transparent to the public, attackers can exploit these
weaknesses and circumvent DRM mechanisms. The most obvious attack on a DRM
system is by completely bypassing it.
The most simple and intuitive bypass of a digital DRM technology is by converting it to analog. This is known as the "analog hole" - the vulnerability that all media formats must be experienced in analog form by the user, and thereby must be susceptible to unauthorized use and copy in the analog form. It is clear that the analog hole is a hard problem to tackle, since any protection scheme that interferes with the analog signal is essentially interfering with the user experience of the content, and is usually frowned upon.
An example of the above dates back to the time when Macrovision tried to use a distorted signal to trick the automatic gain control on the VCR. However, due to the design of TVs at the time, many users were forced to connect their DVD players through their VCR, which caused the Macrovision DRM scheme to interfere with the DVD output. Many users were falsely convinced that the problem existed in their DVD players instead. Furthermore, many TVs did not support the Macrovision technology, and ended up producing poor quality signals [Roberts99].
In the field of high definition video, Intel has developed a copy protection scheme aimed to" plug" the analog hole, known as High-bandwidth Digital Content Protection (HDCP). Each HDCP receiver device is checked before a video stream is started to see if the device is authorized to accept the stream. Each HDCP transmitter keeps a record of 40 56-bit secret keys and a 40-bit long record called Key Selection Vector (KSV). Then the transmitter and receiver exchange their KSVs. Using a special algorithm (Blom's scheme), the two devices each calculates a number based on the KSV sent from the other device, and then exchange the resulting numbers to generate a stream cipher that ends up being used to exclusive-or the content data, producing the encrypted data. Note that the protocol repeated the process and reproduces a secret key after the transmission of every frame. A special revocation list is kept to ensure that devices can be revoked upon keys being compromised [HDCP09].
There are several problems with HDCP. First, connecting an HDCP device to
multiple displays could prove difficult, since the transmission protocol is
restricted to a pair of devices sharing a secret. Secondly, additional control
latency could be added due to the encoding/decoding processes, causing very
undesirable effects in certain interactive media or video capturing.
Furthermore, in September 2010, an HDCP master key that allows the generation of
valid device keys (which then makes the key revocation feature of HDCP
obsolete) was released to the general public. [kravets10] Intel has confirmed
that the crack is genuine, and believes the attacker reverse-engineered the
master key, indicating the weakness in the encryption scheme itself.
Most high definition media formats demand great system resources to be devoted to the use of processing media data. Throwing in the overhead of a crypto system will adversely affect the quality of the media itself. As a result, symmetric ciphers that places heavy burden on the processing resources of a device is generally considered only relevant for media formats such as e-book or documents. For multimedia, public key systems are usually employed, while using strong encryption algorithms. For instance, Microsoft has been known to use the advanced elliptic curve cryptography in its DRM schemes. [MSDRM01]
However, the fundamental difference between a crypto system and a DRM system is that a DRM system must restrict access on a per use basis. A DRM system that employs a crypto system suffers from the flaws of a weak crypto system; the key distribution is, at its core, an impossible task. In the case of E-books and music files, cryptography has all but accomplished the goals of DRM. Attackers have been able to reverse-engineer software designed to legitimately decrypt protected files, and thereby obtain the key stored locally on the user's computer. The strength of the encryption instead then lies in the strength of the obfuscation of the locally stored key. As Figure 4 shows, the strength of the local DRM system is only as strong as the method in which the authorized application hides its key.
Figure 4. Local DRM security bypass
As discussed before, many systems already attempt to strengthen the key
management aspect of DRM. Amazon's more recent DRM schemes extensively employ
session-key mechanism, while other more recent standards like AACS have
specifically designed systems to revoke keys on devices known to have made
unauthorized use of content. Similar to all existing security problems,
designing DRM systems that revolve around cryptography will remain a
"white hat vs black hat" game.
Perhaps an even greater concern for DRM in general is the nature of technology. As media standards and formats change and evolve over time, old media with DRM-restrictions become hard to migrate to the new systems. Many authentication services may also become unavailable, and the DRM scheme becomes obsolete.
There are many examples of obsolescence in the E-book and online music industries. In August 2006, Amazon stopped sales of PDF and LIT e-books with DRM restrictions, and informed their customers that they will lose the ability to access their files 30 days after that from online services as well as on new devices [Mobileread]
Introduced in 2006, the Zune player initially did not support content that used Microsoft's own PlaysForSure DRM scheme their own products used [Derek06]. And in another striking example, in April 2008, Microsoft sent out an email to former customers of the retired MSN Music store: "As of August 31, 2008, we will no longer be able to support the retrieval of license keys for the songs you purchased from MSN Music or the authorization of additional computers. You will need to obtain a license key for each of your songs downloaded from MSN Music on any new computer, and you must do so before August 31, 2008. If you attempt to transfer your songs to additional computers after August 31, 2008, those songs will not successfully play." [Paul08]
To some degree, these side effects of DRM are unavoidable; they are part of
the effects of technological advancement. However, many argue that DRM systems
place unnecessary burden on publishers and their customers in these scenarios.
DRM systems have been developed as early as in the 1980s. Throughout the decades, the publishing industry has seen immense changes to the technologies that power our digital world. As methods of distribution changes, the responsibilities and scopes of a DRM system changes as well. Moreover, as we crave for more media consumption in this new age, the need for robust and effective DRM systems seems all the more urgent.
In this paper, we looked at many of the existing technologies, and realize that they only provide partial solutions to an immense problem. As our media formats continue to evolve, we can only expect greater challenges in designing future DRM systems. These challenges include buildings better crypto systems that incorporate advanced key management, as well as more secured client applications.
[Boucqueau07] Jean-Marc Boucqueau, "Digital
Rights Management", 3rd IEEE International Workshop on Digital Rights
Management Impact on Consumer Communications, January 11 2007
[Grimmett01] Jeanne J. Grimmett, "Encryption
Export Controls, Congressional Research Service report," RL30273, 2001
[Doom9] "Understanding AACS (including Subset-Difference)",
http://forum.doom9.org/showthread.php?t=122363
[DVB] "DVB Content Protection and Copy Management",
http://www.dvb.org/technology/dvb-cpcm/
[Oestreicher-Singer et al 04] Oestreicher-Singer,
Gal and Arun Sundararajan, "Are Digital Rights
Valuable? Theory and Evidence from the eBook Industry", Proceedings of the
International Conference on Information Systems, 2004
[Icabbages09a] "Circumventing Adobe ADEPT DRM for EPUB", 2009,
http://i-u2665-cabbages.blogspot.com/2009/02/circumventing-adobe-adept-drm-for-epub.html
[Icabbages09b] "Circumventing Kindle For PC
DRM (updated)", 2009,
http://i-u2665-cabbages.blogspot.com/2009/12/circumventing-kindle-for-pc-drm.html
[Booksonboard] "BooksOnBoard
Mobile Device Selection Guide",
http://www.booksonboard.com/index.php?F=Device_Selection_Chart
[SecuROM09] "CD Protection - SecuROM,"
2009,
http://www.encrypt.ro/cd-encryption/cd-protection-securom.html
[Ubisoft] "Online Services Platform Q and
A,"
http://support.uk.ubi.com/online-services-platform/
[Bramwell10] Tom Bramwell, "Ubisoft DRM was 'attacked' at weekend," 2010,
http://www.eurogamer.net/articles/ubisoft-drm-was-attacked-at-weekend
[Mudgal11] Kartik Mudgal,
"35 Million Active Gamers on Steam; Valve hints at an Improved Source
Engine," 2011,
http://gamingbolt.com/35-million-active-gamers-on-steam-valve-hints-at-an-improved-source-engine
[Cavalli09] Earnest Cavalli, "Steam Update
'Makes DRM Obsolete'," 2009,
http://www.wired.com/gamelife/2009/03/steam-update-ma/
[Kravets10] David Kravets, "Intel Threatens
to Sue Anyone Who Uses HDCP Crack," 2010,
http://www.wired.com/threatlevel/2010/09/intel-threatens-consumers/
[Mobileread] "Amazon Drops Lit/Pdf
eBooks",
http://www.mobileread.com/forums/showthread.php?threadid=7223
[Derek06] Derek, "Microsoft's Zune Won't Play Protected Windows
Media," Electronic Frontier Foundation, 2006
[Paul08] Thurrott Paul, "MSN Music Store
Support Notification," Winsupersite, 2008
[Apple09] "Changes Coming to the iTunes Store," 2009,
http://www.apple.com/pr/library/2009/01/06Changes-Coming-to-the-iTunes-Store.html
[MSDRM01] " Microsoft's Digital Rights
Management Scheme - Technical Details," 2001,
http://cryptome.org/ms-drm.htm
[AACS11] Advanced Access Content System (AACS): Introduction and Common
Cryptographic Elements Book, 2011,
http://www.aacsla.com/specifications/AACS_Spec_Common_Final_0952.pdf
[Watermark] How to protect digital works: images, photos and documents,
comparison of watermarking methods and tools,
http://www.watermarker.com/how-to-protect-digital-images.aspx
[Lening05] Carey Lening, Copyright Protection of
Digital Television: The "Broadcast Flag," 2005,
http://fpc.state.gov/documents/organization/45183.pdf
[Takahashi11] Dean Takahashi, "With online sales growing, video game
market to hit $81B by 2016 (exclusive)", 2011,
http://venturebeat.com/2011/09/07/with-online-sales-growing-video-game-market-to-hit-81b-by-2016-exclusive/
[Schneier99] Bruce Schneier, "DVD Encryption
Broken," 1999,
http://www.schneier.com/essay-193.html
[Ionescu07] Alex Ionescu, "
Update on Driver Signing Bypass," 2007,
http://www.alex-ionescu.com/?p=24
[Lee00] Insup Lee, "EMTM 553: E-commerce
Systems, Lecture 7a: Digital Watermarking," 2000,
http://www.cis.upenn.edu/~lee/00emtm553/watermark.ppt
[DMCA05] Gerard M Stegmaier;
Pike and Fischer, Inc.; United States. "The
Digital Millennium Copyright Act. 2005 Supplement," 2005,
http://books.google.com/books?id=nL0s81x-gVwC&lpg=PA993&ots=w8llG9MHt8&dq=DMCA%202005%20supplement&pg=PP2#v=onepage&q=DMCA%202005%20supplement&f=false
[FCC11] FCC, "Genachowski Announces
Elimination of 83 Outdated Media Rules," 2011,
http://www.fcc.gov/document/genachowski-announces-elimination-83-outdated-media-rules
[Roughlydrafted07] "How FairPlay Works:
Apple's iTunes DRM Dilemma," 2007,
http://www.roughlydrafted.com/RD/RDM.Tech.Q1.07/2A351C60-A4E5-4764-A083-FF8610E66A46.html
[NPD10] NPD, "PC FULL-GAME DIGITAL DOWNLOADS SURPASS RETAIL UNIT
SALES," 2010,
https://www.npd.com/press/releases/press_100920.html
[Glop] "Boycott Starforce",
http://www.glop.org/starforce/
[Thorsen06] Tor Thorsen, "Ubisoft
officially dumps Starforce," 2006,
http://www.gamespot.com/news/ubisoft-officially-dumps-starforce-6147655
[Halderman05] J. Alex Halderman, "Sony
Shipping Spyware from SunnComm, Too," 2005,
https://freedom-to-tinker.com/blog/jhalderm/sony-shipping-spyware-sunncomm-too
[Borland05] John Borland, "FAQ: Sony's 'rootkit' CDs," 2005,
http://news.cnet.com/FAQ-Sonys-rootkit-CDs---page-2/2100-1029_3-5946760-2.html
[EFF] Electronic Frontier Foundation, "Sony BMG Litigation Info,"
https://www.eff.org/cases/sony-bmg-litigation-info
[Youn] Brian Youn,
"Sony MZ-N1 NetMD Walkman,"
http://www.minidisc.org/brian_youn/mzn1/page3.html
[Roberts99] Eric Roberts, "Macrovision
Demystified," 1999,
http://www-cs-faculty.stanford.edu/~eroberts/cs181/projects/1999-00/dmca-2k/macrovision.html
[HDCP09] "High Bandwidth Digital Content System, Revision 1.4,"
2009,
http://www.digital-cp.com/files/static_page_files/5C3DC13B-9F6B-D82E-D77D8ACA08A448BF/HDCP%20Specification%20Rev1_4.pdf
[IANNELLA06] Renato Iannella, "Digital Rights Management (DRM) Architectures," D-Lib Magazine, Volume 7, Number 6, June 2001, http://www.dlib.org/dlib/june01/iannella/06iannella.html
AACS |
Advanced
Access Content System |
|
AACS
LA |
AACS
Licensing Administrator |
|
COPP |
Certified
Output Protection Protocol |
|
CSS |
Content
Scrambling System |
|
DRM |
Digital
Rights Management |
|
DVB |
Digital
Video Broadcasting |
|
DVB-CPCM |
DVB
- Content Protection and Copy Management |
|
HDCP |
High-bandwidth
Digital Content Protection |
|
K4PC |
Kindle
for PC |
|
OPM
|
Output
Protection Management |
|
PMP
|
Protected
Media Path |
|
PUMA
|
Protected
User Mode Audio |
|
PVP
|
Protected
Video Path |
|
AES
|
Advanced
Encryption Standard |
|
MD5
|
Message
Digest Algorithm 5 |
|
BD
|
Blu-ray
Disc |
|
FCC |
Federal
Communications Commission |
|
MSN |
Microsoft
Network |
Last
modified: November 28, 2011
This and other papers on latest advances in network
security are available on line at http://www.cse.wustl.edu/~jain/cse571-11/index.html
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