What is Digital Rights Management (DRM) and what is it used for?

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badhon22
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What is Digital Rights Management (DRM) and what is it used for?

Post by badhon22 »

Digital rights management (DRM) is the technological use of algorithms, processes, and systems to restrict the use of copyrighted digital materials . It is a general term for any technology used to control access to and restrict the use of proprietary hardware, software, and copyrighted works by protecting them from unauthorized modification or distribution of these intangible assets .

With this technology, a person can be prevented from modifying, improving, distributing or repairing a product in a way not authorized by the copyright holder.

Stealing or copying other people's ideas or work has always been common, especially on the Internet. However, technology has made piracy much easier to expose.

With just a few clicks, many copyrighted images, videos, and audio files can be shared or downloaded from the Internet, often without proper permission. In many countries, DRM circumvention is now illegal, as is the creation and distribution of tools used to bypass DRM.

What is digital rights management (DRM) and what is it used for?
How does digital rights management (DRM) work?
Although digital content is covered by copyright laws, monitoring it for illegal activity is a challenge for many . Therefore, DRM takes a proactive approach to protecting digital content by creating barriers to stealing it in the first place.

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There are numerous approaches and ongoing efforts to develop new DRM methods. Many tools operate by encrypting, or embedding computer code in digital content, limiting access or use . These tools can control the number of times devices or people can access or use content, and the time period.

Many digital content creators employ multiple DRM strategies to restrict or control the use of their works. Some of the DRM processes that prevent illegal use of copyrighted material include:

Copy protection
These strategies control access by preventing users from making copies of a work . They are typically implemented using encryption, which writes the digital content into a code that can only be read by devices or software with the key to unlock the code. This approach is also sometimes referred to as scrambling. Other examples of copy protection include digital watermarks, fingerprints, and copy restriction features.

Permission Management
This form of control limits who is allowed to use a particular work . Examples of these DRM strategies include software licenses and keys, user authentication and IP authentication protocols, proxy servers, virtual private networks (VPNs), regional restriction or geo-blocking, and designing products to only work on specialized hardware or software.
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How DRM technology is implemented
DRM technology can be implemented as a software and/or hardware solution. These tools can help prevent deliberate piracy efforts as well as unauthorized use.

Large, world-renowned companies have created or acquired their own technologies, which are the most common today.

These are the following:

Fairplay: Blockchain encryption, only option for Safari and only used by Apple devices.
Widevine : Developed by Widevine Technologies, purchased by Google. Used on Android devices natively, in Chrome, Edge, Roku, smart TVs, uses protobuf format for metadata.
PlayReady - Developed and maintained by Microsoft. Supported by Windows, most set-top boxes and TVs. Uses WRMHEADER tag objects as metadata format.
To begin the “security” cycle, the Encryption process begins . Communications between the requesting playback software and the license server are encrypted.

Next, the Decryption process continues . This is when a web player identifies protected content, invokes the process and interfaces defined by Encrypted Media Extensions (EME), which are used in browsers to initiate a license request process.

To decrypt protected content, the player or playback software initiates a request to the license server. If the license is cached locally, this request may occur before the content is decrypted or played.
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