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*Digital Rights Management*

*INTRODUCTION*

During the past decade, computers and the Internet have transformed the way we
work, learn, communicate and are entertained. Yet some of technology's potential
to do even more has not been fully realized, because of concerns about illegal use
of digital information, about confidentiality and about privacy. For example, e-
commerce in music and movies has been slowed, because artists and publishers
have been concerned about protecting their copyrighted works from illegal use.
More broadly, businesses don't exchange digital information with customers and
partners as freely as they might, because they fear it could fall into the wrong
hands.

These concerns reflect the increasing need of all businesses and many individual
computer users to share a wide range of digital information, yet still control who can
use it and how -and it is called "rights management."Digital Rights Management
(DRM) is a technology that protects content owners' rights while selling and
distributing the content online in a digital form. DRM introduces new possibilities for
selling, distributing and consuming content and therefore does not only involve the
prevention of piracy.

Traditional rights management of physical materials benefited from the materials'


physicality as this provided some barrier to unauthorized exploitation of content.
However, today we already see serious breaches of copyright law because of the
ease with which digital files can be copied and transmitted. On the Internet, DRM
technology is currently used mostly for music, videos, and books. The end-user's
terminal is a personal computer or a portable music player that can download DRM
protected music from a PC. While there is no industry standard for DRM, IBM,
Microsoft and RealNetworks have each introduced their own proprietary software
platforms.

Previously, Digital Rights Management (DRM) focused on security and encryption


as a means of solving the issue of unauthorized copying, that is, lock the content
and limit its distribution to only those who pay. This was the first-generation of
DRM, and it represented a substantial narrowing of the real and broader apabilities
of DRM. The second-generation of DRM covers the description, identification,
trading, protection, monitoring and tracking of all forms of rights usages over both
tangible and intangible assets including management of rights holders relationships.
DRM limits what a user can do with that content even when he has possession of it.

Rights management refers to technologies that protect digital content after it is


shared or distributed. Specifically, rights management technologies enable a
content owner to stipulate a set of rules, or policy rights, that govern how the
content may be used, by whom, for how long, etc. The protection, achieved by
encrypting the content, may be provided by software or embedded in the hardware
device itself - or some combination of the two. Protection needs to be easy to
update, to address inevitable system breaches.

*Digital Rights Management*

Digital rights management (DRM) is a systematic approach to copyright protection


for digital media. DRM's purpose is to prevent illegal distribution of paid content
over the Internet. DRM products were developed in response to the rapid increase
in online piracy of commercially marketed material, which proliferated through the
widespread use of Napster and other peer-to-peer file exchange programs. DRM
products are available from a number of vendors, including ContentGuard,
Digimarc, and InterTrust, to automate the processes involved. In general, DRM
products are turnkey packages that include everything needed for the operation,
such as, for example, server software and user plug-ins.

D-Lib Magazine
June 2001
Volume 7 Number 6

ISSN 1082-9873

Digital Rights Management (DRM) Architectures


Renato Iannella
Chief Scientist
IPR Systems
renato@iprsystems.com

1. Introduction

Digital Rights Management poses one of the greatest challenges for content
communities in this digital age. Traditional rights management of physical materials
benefited from the materials' physicality as this provided some barrier to
unauthorized exploitation of content. However, today we already see serious breaches
of copyright law because of the ease with which digital files can be copied and
transmitted.

Previously, Digital Rights Management (DRM) focused on security and encryption as


a means of solving the issue of unauthorized copying, that is, lock the content and
limit its distribution to only those who pay. This was the first-generation of DRM,
and it represented a substantial narrowing of the real and broader capabilities of
DRM. The second-generation of DRM covers the description, identification, trading,
protection, monitoring and tracking of all forms of rights usages over both tangible
and intangible assets including management of rights holders relationships.
Additionally, it is important to note that DRM is the "digital management of rights"
and not the "management of digital rights". That is, DRM manages all rights, not only
the rights applicable to permissions over digital content.

In designing and implementing DRM systems, there are two critical architectures to
consider. The first is the Functional Architecture, which covers the high-level
modules or components of the DRM system that together provide an end-to-end
management of rights. The second critical architecture is the Information
Architecture, which covers the modeling of the entities within a DRM system as well
as their relationships. (There are many other architectural layers that also need to be
considered, such as the Conceptual, Module, Execution, and Code layers
[HOFMEISTER], but these architectures will not be discussed in this article.)

This article discusses the Functional and Information Architecture domains and
provides a summary of the current state of DRM technologies and information
architectures.

2. Functional Architecture

The overall DRM framework suited to building digital rights-enabled systems can be
modeled in three areas:

• Intellectual Property (IP) Asset Creation and Capture: How to manage the
creation of content so it can be easily traded. This includes asserting rights
when content is first created (or reused and extended with appropriate rights
to do so) by various content creators/providers.

• IP Asset Management: How to manage and enable the trade of content. This
includes accepting content from creators into an asset management system.
The trading systems need to manage the descriptive metadata and rights
metadata (e.g., parties, usages, payments, etc.).

• IP Asset Usage: How to manage the usage of content once it has been traded.
This includes supporting constraints over traded content in specific desktop
systems/software.

While the above models comprise the broad areas required for DRM, the models need
to be complemented by the Functional Architecture that provides the framework for
the modules to implement DRM functionality (see Figure 1).

The Functional Architecture stipulates the roles and behavior of a number of


cooperating and interoperating modules under the three areas of Intellectual Property
(IP): Asset Creation, Management, and Usage.

The IP Asset Creation and Capture module supports:

• Rights Validation - to ensure that content being created from existing content
includes the rights to do so.

• Rights Creation - to allow rights to be assigned to new content, such as


specifying the rights owners and allowable usage permissions.

• Rights Workflow - to allow for content to be processed through a series of


workflow steps for review and/or approval of rights (and content).

The IP Asset Management module supports:

• Repository functions - to enable the access/retrieval of content in potentially


distributed databases and the access/retrieval of metadata. The metadata
covers Parties, Rights and descriptions of the Works. (See the Information
Architecture section of this article for more details.)

• Trading functions - to enable the assignment of licenses to parties who have


traded agreements for rights over content, including payments from licensees
to rights holders (e.g., royalty payments). In some cases, the content may need
to go through fulfillment operations to satisfy the license agreement. For
example, the content may be encrypted/protected or packaged for a particular
type of desktop usage environment.

The IP Asset Usage module supports:

• Permissions Management - to enable the usage environment to honor the


rights associated with the content. For example, if the user only has the right
to view the document, then printing will not be allowed.

• Tracking Management - to enable the monitoring of the usage of content


where such tracking is part of the agreed to license conditions (e.g., the user
has a license to play a video ten times). This module may also need to
interoperate with the trading system to track usage or to record transactions if
there is payment due for each usage.

Together, these three modules provide the core functionality for DRM systems. The
modules have been described only at a high level, and they would also need to
operate within other, existing e-business modules (such as shopping carts, consumer
personalization, etc.) and Digital Asset Management modules (such as version
control, updates, etc.). Additionally, the modules would support interoperability,
trust, standard formats, openness and other such principles described in an article by
John Erickson in D-Lib Magazine's April 2001 issue [ERICKSON].

Ideally, these modules would be engineered as components to enable systems to be


built in a modular fashion. However, this implies a set of common and standard
interfaces/protocols between the modules that does not yet exist. As DRM matures,
the industry will move towards such standardization. For example, a DRM trading
protocol is under development in the OpenEBook Forum's Rights & Rules Working
Group for ebook vendors [OEBF].

The Functional Architecture is only part of the solution to the challenges of DRM.
Rights Management can become complex remarkably quickly. As a result, DRM
systems must support the most flexible information model possible to provide for
these complex and layered relationships. The Information Architecture provides this.

3. Information Architecture

The Information Architecture deals with how the entities are modeled in the overall
DRM framework and their relationships. The main issues that require addressing in
the development of a DRM Information model include:

• Modeling the entities


• Identifying and describing the entities, and
• Expressing the rights statements

3.1 Modeling the entities

It is important to adopt a clear and extensible model for the DRM entities and their
relationship with other entities. Existing work in this area includes the <indecs>
project [INDECS]. The basic principle of the <indecs> model is to clearly separate
and identify the three core entities: Users, Content, and Rights as shown in Figure 2.
Users can be any type of user, from a rights holder to an end-consumer. Content is
any type of content at any level of aggregation. The Rights entity is an expression of
the permissions, constraints, and obligations between the Users and the Content. The
primary reason for this model is that it provides the greatest flexibility when
assigning rights to any combination or layering of Users and Content. The Core
Entities Model also does not constrain Content from being used in new and evolving
business models.
Figure 2 - DRM Information Architecture - Core Entities Model

This model implies that any metadata about the three entities needs to include a
mechanism to relate the entities to each other.

The Content itself also needs to be modeled. Again, there has been some existing
work in this area from the International Federation of Library Associations [IFLA].
The key principle in the modeling of Content is that Content contains many "layers"
from various intellectual stages or evolution of its development. Such a model will
enable clearer (i.e., more explicit and/or appropriate) attribution of rights information.
For example, the IFLA model allows Content to be identified at the Work,
Expression, Manifestation, and Item layers. At each of these layers, different rights
and rights holders may need to be supported as shown in Figure 3.
Figure 3 - DRM Information Architecture - Content Model

The layers of the Content defined as Work (a distinct intellectual or artistic creation)
and Expression (the intellectual or artistic realization of a work) reflect scholarly or
creative content. On the other hand, the other layers of Content, defined as
Manifestation (the digital embodiment of an expression of a work) and Item (a single
exemplar instantiation of a manifestation), reflect physical or digital form.

As an example, consider "The Name of the Rose". The Work, by Umberto Eco,
would be the idea of the events that took place in an isolated Benedictine monastery
and include descriptions of the concepts and main ideas, features, or characters. The
Expressions of the Work could then include:

• The original text by Umberto Eco


• The English translation of the original text
• The screenplay by Andrew Birkin

The Manifestations of the "English translation" Expression could include:

• The hardcover book published by Harcourt Brace in 1983


• The softcover book published by Harvest Books in 1994
• The digital audio book published by Audio Renaissance in 1995

The Items of the "book" Manifestations could include:

• A physical hardcover book purchased from Book-A-Zone retail store


• A digital file purchased from Digital-Word e-book online store
The important point in this style of content modeling is that at any of the points in the
IFLA model, different rights holders can be recognized.

Another aspect that may affect rights is when Content is made of many parts. Some
of these parts may have different rights associated with them that need to be
recognized in the aggregated content.

3.2 Identifying and describing the entities

All entities need to be both identified and described. Identification should be


accomplished via open and standard mechanisms for each entity in the model. Both
the entities and the metadata records about the entities must be identifiable. Open
standards such as Uniform Resource Identifiers [URI] and Digital Object Identifiers
[DOI] and the emerging ISO International Standard Textual Work Code [ISTC] are
typical schemes useful for Rights identification.

Content should be described using the most appropriate metadata standard for that
genre (for example, the EDItEUR ONIX standard [ONIX] for books (physical and
electronic) and the IMS Learning Resource Meta-data Information Model [IMS] for
educational learning objects). It is also critical that such metadata standards do not
themselves try to include metadata elements that attempt to address rights
management information, as this will lead to confusion regarding where to describe
such rights expressions. For example, the ONIX standard has elements for a number
of rights holders (e.g., Authors and Publishers) and Territories for rights and single
Price information. (The latter poses a problem in setting multiple prices depending on
what rights are traded). In such cases, following the <indecs> model should take
precedence.

To describe Users, vCard [VCARD] is the most well-known metadata standard for
describing people and (to some extent) organizations. An additional and important
part of the Rights model is to articulate the role that the User has undertaken with
respect to Content. A comprehensive list of roles can be found in the MARC Relators
code list [MARC].

3.3 Expressing rights statements

The Rights entity allows expressions to be made about the allowable permissions,
constraints, obligations, and any other rights-related information about Users and
Content. Hence, the Rights entity is critical because it represents the expressiveness
of the language that will be used to inform the rights metadata.

Rights expressions can become complex quite quickly. Because of that, they are also
modeled to understand the relationships within the rights expressions. This has been
evidenced in the Open Digital Rights Language [ODRL] and a paper by Carl A.
Gunter et al. [GUNTER].

As shown in Figure 4, Rights expressions should consist of:

• Permissions (i.e., usages) - what you are allowed to do


• Constraints - restrictions on the permissions
• Obligations - what you have to do/provide/accept
• Rights Holders - who is entitled to what

Figure 4 - DRM Information Architecture - Rights Expression Model

For example, a Rights expression may say that a particular video can by played (i.e., a
usage permission) for a maximum of 10 times (i.e., a count constraint) in any
semester (i.e., a time constraint) for a $10 fee (i.e., an obligation to pay). Each time
the video is played, John, Mary, and Sue (the rights holders) receive a percentage of
the fee. Usually, if a right is not explicit in an expression, it means that the right has
not been granted. This is a critical assumption made by Rights languages and should
be made clear to all Users.

For an example of a rights language, see the Open Digital Rights Language [ODRL].
ODRL lists the many potential terms for permissions, constraints, and obligations as
well as the rights holder agreements. As such terms may vary across sectors, rights
languages should be modeled to allow the terms to be managed via a Data Dictionary
and expressed via the language.

4. Example of DRM Implementation

Second generation DRM software is now providing some of the Architectures


described in this article in deployed solutions. A typical example from the E-book
sector is the OzAuthors online ebook store [OZAUTHORS]. OzAuthors is a service
provided by the Australian Society of Authors in a joint venture with IPR Systems.
Their goal is to provide an easy way for Society members (including Authors and
Publishers) to provide their content (ebooks) to the market place at low cost and with
maximum royalties to content owners.

Figure 5 shows the OzAuthors' interface for the specification of Rights information.
In this example, the "Usage Rights and Pricing" allows the content provider to
specify “Read” and/or “Print” permissions, pricing, and security options for the
ebook. Additionally, a number of pages can be specified as a free preview. The
second part of the interface allows the content provider to specify all the rights
holders, their roles, and their percentage of the royalty split. Each time the ebook is
sold, the rights holders will automatically receive the indicated amount.
Figure 5 - OzAuthors - Rights Interface

All of this information is encoded in XML using the ODRL rights language. This
encoding will enable the exchange of information with other ebook vendors who
support the same language semantics, and will set the stage for complete and
automatic interoperability.

5. Conclusion

DRM standardization is now occurring in a number of open organizations. The


OpenEBook Forum [OEBF] and the MPEG group [MPEG] are leading the charge for
the ebook and multimedia sectors. The Internet Engineering Task Force [IETF] has
also commenced work on lower level DRM issues, and the World Wide Web
Consortium [W3C] held a DRM workshop recently. Their work will be important for
the entire DRM sector, and it is also important that all communities be heard during
these standardization processes in industry and sector-neutral standards organizations.

Digital Rights Management is emerging as a formidable new challenge, and it is


essential for DRM systems to provide interoperable services. Solutions to DRM
challenges will enable untold amounts of new content to be made available in safe,
open, and trusted environments. Industry and users are no

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