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A digital system[1] is a data technology that uses discrete (discontinuous) values.

By contrast, non-digital (or analog) systems use a continuous range of values to represent information. Although digital representations are discrete, the information represented can be either discrete, such as numbers, letters or icons, or continuous, such as sounds, images, and other measurements of continuous systems. The word digital comes from the same source as the word digit and digitus (the Latin word for finger), as fingers are used for discrete counting. It is most commonly used in computing and electronics, especially where real-world information is converted to binary numeric form as in digital audio and digital photography.

Digital noise
When data is transmitted, or indeed handled at all, a certain amount of noise enters into the signal. Noise can have several causes: data transmitted wirelessly, such as by radio, may be received inaccurately, suffer interference from other wireless sources, or pick up background noise from the rest of the universe. Microphones pick up both the intended signal as well as background noise without discriminating between signal and noise, so when audio is encoded digitally, it typically already includes noise

Symbol to digital conversion


Since symbols (for example, alphanumeric characters) are not continuous, representing symbols digitally is rather simpler than conversion of continuous or analog information to digital. Instead of sampling and quantization as in analog-to-digital conversion, such techniques as polling and encoding are used. A symbol input device usually consists of a number of switches that are polled at regular intervals to see which switches are pressed. Data will be lost if, within a single polling interval, two switches are pressed, or a switch is pressed, released, and pressed again. This polling can be done by a specialized processor in the device to prevent burdening the main CPU. When a new symbol has been entered, the device typically sends an interrupt to alert the CPU to read it. For devices with only a few switches (such as the buttons on a joystick), the status of each can be encoded as bits (usually 0 for released and 1 for pressed) in a single word. This is useful when combinations of key presses are meaningful, and is sometimes used for passing the status of modifier keys on a keyboard (such as shift and control). But it does not scale to support more keys than the number of bits in a single byte or word. Devices with many switches (such as a computer keyboard) usually arrange these switches in a scan matrix, with the individual switches on the intersections of x and y lines. When a switch is pressed, it connects the corresponding x and y lines together. Polling (often called scanning in this case) is done by activating each x line in sequence and detecting which y lines then have a signal, thus which keys are pressed. When the keyboard processor detects that a key has changed state, it sends a signal to the CPU indicating the scan code of the key and its new state. The symbol is then encoded, or converted into a number, based on the status of modifier keys and the desired character encoding.

A custom encoding can be used for a specific application with no loss of data. However, using a standard encoding such as ASCII is problematic if a symbol such as '' needs to be converted Digital audio is sound reproduction using pulse-code modulation and digital signals. Digital audio systems include analog-to-digital conversion (ADC), digital-to-analog conversion (DAC), digital storage, processing and transmission components. A primary benefit of digital audio is in its convenience of storage, transmission and retrieval. Digital audio has emerged because of its usefulness in the recording, manipulation, mass-production, and distribution of sound. Modern distribution of music across the Internet via on-line stores depends on digital recording and digital compression algorithms. Distribution of audio as data files rather than as physical objects has significantly reduced the cost of distribution. The digital audio chain begins when an analog audio signal is first sampled, and then (for pulse-code modulation, the usual form of digital audio) it is converted into binary signals on/off pulseswhich are stored as binary electronic, magnetic, or optical signals, rather than as continuous time, continuous level electronic or electromechanical signals. This signal may then be further encoded to allow correction of any errors that might occur in the storage or transmission of the signal, however this encoding is for error correction, and is not strictly part of the digital audio process. This "channel coding" is essential to the ability of broadcast or recorded digital system to avoid loss of bit accuracy. The discrete time and level of the binary signal allow a decoder to recreate the analog signal upon replay. An example of a channel code is Eight to Fourteen Bit Modulation as used in the audio Compact Disc (CD).

A digital audio system starts with an ADC that converts an analog signal to a digital signal.[note 1] The ADC runs at a sampling rate and converts at a known bit resolution. For example, CD audio has a sampling rate of 44.1 kHz (44,100 samples per second) and 16-bit resolution for each channel. For stereo there are two channels: 'left' and 'right'. If the analog signal is not already bandlimited then an anti-aliasing filter is necessary before conversion, to prevent aliasing in the digital signal. (Aliasing occurs when frequencies above the Nyquist frequency have not been band limited, and instead appear as audible artifacts in the lower frequencies). The digital audio signal may be stored or transmitted. Digital audio storage can be on a CD, a digital audio player, a hard drive, USB flash drive, CompactFlash, or any other digital data storage device. The digital signal may then be altered in a process which is called digital signal processing where it may be filtered or have effects applied. Audio data compression techniques such as MP3, Advanced Audio Coding, Ogg Vorbis, or FLAC are commonly employed to reduce the file size. Digital audio can be streamed to other devices. The last step is for digital audio to be converted back to an analog signal with a DAC. Like ADCs, DACs run at a specific sampling rate and bit resolution but through the processes of oversampling, upsampling, and downsampling, this sampling rate may not be the same as the initial sampling rate.

Digital audio technologies

Digital audio broadcasting


Digital Audio Broadcasting (DAB) HD Radio Digital Radio Mondiale (DRM) In-band on-channel (IBOC)

Storage technologies:

Digital audio player Digital Audio Tape (DAT) Compact Disc (CD) Hard disk recorder DVD Audio MiniDisc Super Audio CD

Digital photography is a form of photography that uses an array of light sensitive sensors to capture the image focused by the lens, as opposed to an exposure on light sensitive film. The captured image is then stored as a digital file ready for digital processing (colour correction, sizing, cropping, etc.), viewing or printing.

Until the advent of such technology, photographs were made by exposing light sensitive photographic film, and used chemical photographic processing to develop and stabilize the image. By contrast, digital photographs can be displayed, printed, stored, manipulated, transmitted, and archived using digital and computer techniques, without chemical processing.
Digital photography is one of several forms of digital imaging. Digital images are also created by non-photographic equipment such as computer tomography scanners and radio telescopes. Digital images can also be made by scanning conventional photographic images

Digital camera
Nearly all digital cameras use built-in and/or removable solid state flash memory. Digital tapeless camcorders that double as a digital still camera use flash memory, discs and internal hard drives. Certain 20th century digital cameras such as the Sony Mavica range used floppy disks and mini-CDs.
[edit] Multifunctionality and connectivity

Except for some linear array type of cameras at the highest-end and simple web cams at the lowest-end, a digital memory device (usually a memory card; floppy disks and CD-RWs are less common) is used for storing images, which may be transferred to a computer later. Digital cameras can take pictures, and may also record sound and video. Some can be used as webcams, some can use the PictBridge standard to connect to a printer without using a computer, and some can display pictures directly on a television set. Similarly, many camcorders can take still photographs, and store them on videotape or on flash memorycards with the same functionality as digital cameras.

Photographic images have always been prone to fading and loss of image quality due to sun exposure or improper storage of film negatives, slides, and prints. Since digital images are stored as data on a computer, the image never loses visual quality, detail, or fidelity as long as the digital media remains intact. The only way to ruin a digital image is to delete the image file, corrupt or re-write some of the image file's data, or damage or destroy the electronic storage media (hard drive, disk, CD-ROM, flash card, etc.) that contains the file. As with all computer files, making backups is the most effective way of ensuring a digital image can be recovered. Digital rights management (DRM) is a class of access control technologies that are used by hardware manufacturers, publishers, copyright holders and individuals with the intent to limit the use of digital content and devices after sale. DRM is any technology that inhibits uses of digital content that are not desired or intended by the content provider. Copy protection which can be circumvented without modifying the file or device, such as serial numbers or keyfiles are not generally considered to be DRM. DRM also includes specific instances of digital works or devices. Companies such as Amazon, AOL, Apple Inc., the BBC, Microsoft and Sony use digital rights management. In 1998 the Digital Millennium Copyright Act (DMCA) was passed in the United States to impose criminal penalties on those who make available technologies whose primary purpose and function is to circumvent content protection technologies.[1] The use of digital rights management is controversial. Corporations claim that DRM is necessary to fight copyright infringement online and that it can help the copyright holder maintain artistic control[2] or ensure continued revenue streams.[3] Those opposed to DRM argue that there is no evidence that DRM helps prevent copyright infringement and that DRM helps big business stifle innovation and competition.[4] Proponents argue that digital locks should be considered necessary to prevent intellectual property from being stolen, just as physical locks are needed to prevent personal property from being stolen.[5] Digital locks placed in accordance with DRM policies can also restrict users from doing something perfectly legal, such as making backup copies of CDs or DVDs, lending materials out through a library, accessing works in a public domain, or using copyrighted materials for research and education under fair use laws [5]. Works can also become permanently inaccessible if the DRM scheme changes or if the service is discontinued[6]. Some opponents, such as the Free Software Foundation (through its Defective By Design campaign), maintain that the use of the word "rights" is misleading and suggest that people instead use the term digital restrictions management.[7] Their position is essentially that copyright holders are restricting the use of material in ways that are beyond the scope of existing copyright laws, and should not be covered by future laws.[8] The Electronic Frontier Foundation, and other opponents, also consider the use of DRM systems to be anti-competitive practice.[9] This position holds that the user needs legal protection.[10]

Contents
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1 Introduction o 1.1 Common DRM techniques 2 Technologies o 2.1 DRM and film

2.2 DRM and television 2.3 DRM and music 2.3.1 Audio CDs 2.3.2 Internet music o 2.4 Computer games o 2.5 E-books o 2.6 DRM and documents o 2.7 Watermarks o 2.8 Metadata 3 Laws regarding DRM o 3.1 Digital Millennium Copyright Act o 3.2 International issues 4 Controversy o 4.1 DRM opposition o 4.2 "DRM-Free" o 4.3 Impossible task 5 Shortcomings o 5.1 Methods to bypass DRM o 5.2 Analog hole o 5.3 DRM on general computing platforms o 5.4 DRM on purpose-built hardware o 5.5 Watermarks o 5.6 Mass piracy failure o 5.7 Obsolescence o 5.8 Moral and legitimacy implications o 5.9 Not all piracy is undesirable to digital rights holders 6 Business Model Ideas o 6.1 Easy and Cheap o 6.2 Digital Content to Promote Traditional Product o 6.3 Disintermediation and Give it Away o 6.4 The Artistic Freedom Voucher 7 Historical note 8 See also o 8.1 Related concepts o 8.2 Lawsuits o 8.3 Organizations 9 References 10 Further reading 11 External links

o o

[edit] Introduction
DRM technologies attempt to give control to the seller of digital content or devices after it has been given to a consumer. For digital content this means preventing the consumer access, denying the user the ability to copy the content or converting it to other formats. For devices this means restricting the consumers on what hardware can be used with the device or what software can be run on it. Long before the arrival of digital or even electronic media, copyright holders, content producers, or other financially or artistically interested parties had business and legal objections to copying technologies. Examples include: player piano rolls

early in the 20th century, audio tape recording, and video tape recording (e.g., the "Betamax case" in the U.S.). Copying technology thus exemplifies a disruptive technology. The advent of digital media and analog/digital conversion technologies, especially those that are usable on mass-market general-purpose personal computers, has vastly increased the concerns of copyright-dependent individuals and organizations, especially within the music and movie industries, because these individuals and organizations are partly or wholly dependent on the revenue generated from such works. While analog media inevitably loses quality with each copy generation, and in some cases even during normal use, digital media files may be duplicated an unlimited number of times with no degradation in the quality of subsequent copies. The advent of personal computers as household appliances has made it convenient for consumers to convert media (which may or may not be copyrighted) originally in a physical/analog form or a broadcast form into a universal, digital form (this process is called ripping) for location- or timeshifting. This, combined with the Internet and popular file sharing tools, has made unauthorized distribution of copies of copyrighted digital media (digital piracy) much easier. DRM technologies enable content publishers to enforce their own access policies on content, like restrictions on copying or viewing. In cases where copying or some other use of the content is prohibited, regardless of whether or not such copying or other use is legally considered a fair use, DRM technologies have come under fire. DRM is in common use by the entertainment industry (e.g., audio and video publishers).[11] Many online music stores, such as Apple Inc.'s iTunes Store, as well as many e-book publishers also use DRM, as do cable and satellite service operators to prevent unauthorized use of content or services.
[edit] Common DRM techniques

Digital Rights Management Techniques include: Restrictive Licensing Agreements: The access to digital materials, copyright and public domain are controlled. Some restrictive licenses are imposed on consumers as a condition of entering a website or when downloading software.[12] Encryption, Scrambling of expressive material, and embedding of a tag: This technology is designed to control access and reproduction of online information. This includes backup copies for personal use.[13]

[edit] Technologies
[edit] DRM and film

An early example of a DRM system was the Content Scrambling System (CSS) employed by the DVD Forum on film DVDs ca. 1996. CSS uses an encryption algorithm to protect content on the DVD disc. Manufacturers of DVD players must license this technology and implement it in their devices so that they can unlock the protected content and play it. The CSS license agreement includes restrictions on how the DVD content is played, including what outputs are permitted and how such permitted outputs must be protected. This keeps the chain of protection intact as the video material is played out to a TV. In 1999, Jon Lech Johansen released an application called DeCSS which allowed a CSS-encrypted DVD to play on a

computer running the Linux operating system, at a time when no licensed DVD player application for Linux had yet been created. Microsoft's Windows Vista contains a DRM system called the Protected Media Path, which contains the Protected Video Path (PVP). PVP tries to stop DRM-restricted content from playing while unsigned software is running in order to prevent the unsigned software from accessing the content. Additionally, PVP can encrypt information during transmission to the monitor or the graphics card, which makes it more difficult to make unauthorized recordings. Advanced Access Content System (AACS) is a DRM system for HD DVD and Blu-ray Discs developed by the AACS Licensing Administrator, LLC (AACS LA), a consortium that includes Disney, Intel, Microsoft, Matsushita (Panasonic), Warner Brothers, IBM, Toshiba and Sony. In December 2006 a process key was published on the internet by hackers, enabling unrestricted access to AACS-protected HD DVD content.[14] After the cracked keys were revoked, further cracked keys were released.[15] Marlin DRM is a technology that is developed and maintained in an open industry group known as the Marlin Developer Community (MDC) and licensed by the Marlin Trust Management Organization (MTMO). Founded in 2005 by five companies: Intertrust, Panasonic, Philips, Samsung, and Sony, Marlin DRM has been deployed in multiple places around the world. In Japan the acTVila IPTV service uses Marlin to protect video streams, which are permitted to be recorded on a DVR in the home. In Europe, Philips NetTVs implement Marlin DRM. Also in Europe, Marlin DRM is required in such industry groups as the Open IPTV Forum and national initiatives such as YouView in the UK, Tivu in Italy, and HDForum in France, which are starting to see broad deployments.
[edit] DRM and television

The CableCard standard is used by cable television providers in the United States to restrict content to services to which the customer has subscribed. The broadcast flag concept was developed by Fox Broadcasting in 2001 and was supported by the MPAA and the U.S. Federal Communications Commission (FCC). A ruling in May 2005 by a US Court of Appeals held that the FCC lacked authority to impose it on the TV industry in the US. It required that all HDTVs obey a stream specification determining whether or not a stream can be recorded. This could block instances of fair use, such as timeshifting. It achieved more success elsewhere when it was adopted by the Digital Video Broadcasting Project (DVB), a consortium of about 250 broadcasters, manufacturers, network operators, software developers, and regulatory bodies from about 35 countries involved in attempting to develop new digital TV standards. An updated variant of the broadcast flag has been developed in the Content Protection and Copy Management group under DVB (DVB-CPCM). Upon publication by DVB, the technical specification was submitted to European governments in March 2007. As with much DRM, the CPCM system is intended to control use of copyrighted material by the enduser, at the direction of the copyright holder. According to Ren Bucholz of the EFF, which paid to be a member of the consortium, "You won't even know ahead of time whether and how you will be able to record and make use of particular programs or devices".[16] The DVB supports the system as it will harmonize copyright holders' control across different technologies and so make things easier for end users. The normative sections have now all

been approved for publication by the DVB Steering Board, and will be published by ETSI as a formal European Standard as ETSI TS 102 825-X where X refers to the Part number of specification. Nobody has yet stepped forward to provide a Compliance and Robustness regime for the standard (though several are rumoured to be in development), so it is not presently possible to fully implement a system, as there is nowhere to obtain the necessary device certificates.
[edit] DRM and music [edit] Audio CDs

Discs with digital rights management schemes are not legitimately standards-compliant Compact Discs (CDs) but are rather CD-ROM media. Therefore they all lack the CD logotype found on discs which follow the standard (known as Red Book). Therefore these CDs could not be played on all CD players. Many consumers could also no longer play purchased CDs on their computers. Personal computers running Microsoft Windows would sometimes even crash when attempting to play the CDs.[17] In 2005, Sony BMG introduced new DRM technology which installed DRM software on users' computers without clearly notifying the user or requiring confirmation. Among other things, the installed software included a rootkit, which created a severe security vulnerability others could exploit. When the nature of the DRM involved was made public much later, Sony BMG initially minimized the significance of the vulnerabilities its software had created, but was eventually compelled to recall millions of CDs, and released several attempts to patch the surreptitiously included software to at least remove the rootkit. Several class action lawsuits were filed, which were ultimately settled by agreements to provide affected consumers with a cash payout or album downloads free of DRM.[18] Sony BMG's DRM software actually had only a limited ability to prevent copying, as it affected only playback on Windows computers, not on other equipment. Even on the Windows platform, users regularly bypassed the restrictions. And, while the Sony BMG DRM technology created fundamental vulnerabilities in customers' computers, parts of it could be trivially bypassed by holding down the "shift" key while inserting the CD, or by disabling the autorun feature. In addition, audio tracks could simply be played and rerecorded, thus completely bypassing all of the DRM (this is known as the analog hole). Sony BMG's first two attempts at releasing a patch which would remove the DRM software from users' computers failed. In January 2007, EMI stopped publishing audio CDs with DRM, stating that "the costs of DRM do not measure up to the results."[19] Following EMI, Sony BMG was the last publisher to abolish DRM completely, and audio CDs containing DRM are no longer released by the four record labels.[20] Nokia corporation uses DRM protection with all the preloaded content distributed with each Nokia device.
[edit] Internet music

Many online music stores employ DRM to restrict usage of music purchased and downloaded online.

Prior to 2009, Apple's iTunes Store utilized the FairPlay DRM system for music. Apple did not license its DRM to other companies, so only Apple devices could play iTunes music [21]. In May 2007, EMI tracks became available in iTunes Plus format at a higher price point. These tracks were higher quality (256 kbps) and DRM free. In October 2007, the cost of iTunes Plus tracks was lowered to US$0.99.[22] In April 2009, all iTunes music became available completely DRM free. (Videos sold and rented through iTunes, as well as iOS Apps, however, were to continue using Apple's FairPlay DRM.) Napster music store offers a subscription-based approach to DRM alongside permanent purchases. Users of the subscription service can download and stream an unlimited amount of music transcoded to Windows Media Audio (WMA) while subscribed to the service. But when the subscription period lapses, all of the downloaded music is unplayable until the user renews his or her subscription. Napster also charges users who wish to use the music on their portable device an additional $5 per month. In addition, Napster gives users the option of paying an additional $0.99 per track to burn it to CD or for the song to never expire. Music bought through Napster can be played on players carrying the Microsoft PlaysForSure logo (which, notably, do not include iPods or even Microsoft's own Zune). As of June 2009, Napster is offering DRM free MP3 music, which can be played on iPhones and iPods. Wal-Mart Music Downloads, another online music download store, charges $0.94 per track for all non-sale downloads. All Wal-Mart, Music Downloads are able to be played on any Windows PlaysForSure marked product. The music does play on the SanDisk's Sansa mp3 player, for example, but must be copied to the player's internal memory. It cannot be played through the player's microSD card slot, which is a problem that many users of the mp3 player experience. Sony operated an online music download service called "Connect" which used Sony's proprietary OpenMG DRM technology. Music downloaded from this store (usually via Sony's SonicStage software) was only playable on computers running Microsoft Windows and Sony hardware (including the PSP and some Sony Ericsson phones). Kazaa is one of a few services offering a subscription-based pricing model. However, music downloads from the Kazaa website are DRM-protected, and can only be played on computers or portable devices running Windows Media Player, and only as long as the customer remains subscribed to Kazaa.

The various services are currently not interoperable, though those that use the same DRM system (for instance the several Windows Media DRM format stores, including Napster, Kazaa and Yahoo Music) all provide songs that can be played side-by-side through the same player program. Almost all stores require client software of some sort to be downloaded, and some also need plug-ins. Several colleges and universities, such as Rensselaer Polytechnic Institute, have made arrangements with assorted Internet music suppliers to provide access (typically DRM-restricted) to music files for their students, to less than universal popularity, sometimes making payments from student activity fee funds.[23] One of the problems is that the music becomes unplayable after leaving school unless the student continues to pay individually. Another is that few of these vendors are compatible with the most common portable music player, the Apple iPod. The Gowers Review of Intellectual Property (to HMG in the UK; 141 pages, 40+ specific recommendations) has taken note of the incompatibilities, and suggests (Recommendations 812) that there be explicit fair dealing exceptions to

copyright allowing libraries to copy and format-shift between DRM schemes, and further allowing end users to do the same privately. If adopted, some of the acrimony may decrease. Although DRM is prevalent for Internet music, some online music stores such as eMusic, Dogmazic, Amazon, and Beatport, do not use DRM despite encouraging users to avoid sharing music. Another online retailer, Xiie.net, which sells only unsigned artists, encourages people to share the music they buy from the site, to increase exposure for the artists themselves. Major labels have begun releasing more online music without DRM. Eric Bangeman suggests in Ars Technica that this is because the record labels are "slowly beginning to realize that they can't have DRMed music and complete control over the online music market at the same time... One way to break the cycle is to sell music that is playable on any digital audio player. eMusic does exactly that, and their surprisingly extensive catalog of non-DRMed music has vaulted it into the number two online music store position behind the iTunes Store."[24] Apple's Steve Jobs has called on the music industry to eliminate DRM in an open letter titled Thoughts on Music.[25] Apple's iTunes store will start to sell DRM-free 256 kbit/s (up from 128 kbit/s) AAC encoded music from EMI for a premium price (this has since reverted to the standard price). In March 2007, Musicload.de, one of Europe's largest online music retailers, announced their position strongly against DRM. In an open letter, Musicload stated that three out of every four calls to their customer support phone service are as a result of consumer frustration with DRM.[26]
[edit] Computer games

Computer games sometimes use DRM technologies to limit the number of systems the game can be installed on by requiring authentication with an online server. Most games with this restriction allow three or five installs, although some allow an installation to be 'recovered' when the game is uninstalled. This not only limits users who have more than three or five computers in their homes (seeing as the rights of the software developers allow them to limit the number of installations), but can also prove to be a problem if the user has to unexpectedly perform certain tasks like upgrading operating systems or reformatting the computer's hard drive, tasks which, depending on how the DRM is implemented, count a game's subsequent reinstall as a new installation, making the game potentially unusable after a certain period even if it is only used on a single computer. In mid-2008, the publication of Mass Effect marked the start of a wave of titles primarily making use of SecuROM for DRM and requiring authentication via an online server. The use of the DRM scheme in 2008's Spore backfired and there were protests, resulting in a considerable number of users seeking a pirated version instead. This backlash against 3 activation limit was a significant factor in Spore becoming the most pirated game in 2008, with TorrentFreak compiling a "top 10" list with Spore topping the list.[27][28] However, other games on the list like Call of Duty 4, Assassin's Creed and Crysis use SafeDisc DRM which has no install limits and no online activation. Additionally, other video games that do use intrusive DRM such as BioShock, Crysis Warhead and Mass Effect don't appear on the list.[29] Many mainstream publishers continued to rely on online-based DRM throughout the later half of 2008 and early 2009, including Electronic Arts, Ubisoft and Atari, notable examples being Anno 1404 and James Cameron's Avatar: The Game making use of the online version of the TAGES copy protection system. Ubisoft broke with the tendency to use online DRM in late 2008 with the release of Prince of Persia as an experiment to "see how truthful people

really are" regarding the claim that DRM was inciting people to use pirated copies.[30] Although Ubisoft has not commented on the results of the 'experiment', the majority of their subsequent titles in 2009 contained no online-based DRM since the release of Prince of Persia - notable exceptions to this practice being Anno 1404 and James Cameron's Avatar: The Game making use of the online version of the TAGES copy protection system. An official patch has since been released stripping Anno 1404 of the DRM. Electronic Arts followed suit in June 2009 with The Sims 3,[31] with subsequent EA and EA Sports titles also being devoid of online DRM. Ubisoft formally announced a return to on-line authentication on 9 February 2010 through its Uplay on-line gaming platform, starting with Silent Hunter 5, The Settlers 7 and Assassin's Creed II.[32] Silent Hunter 5 was first reported to have been compromised within 24 hours of release,[33] but users of the cracked version soon found out that only early parts of the game were playable.[34] The Uplay system works by having the installed game on the local PCs incomplete and then continuously downloading parts of the game-code from Ubisoft's servers as the game progresses.[35] It was only more than a month after the PC release in the first week of April that software was released that could bypass Ubisoft's DRM in Assassin's Creed II, demonstrating its strength. The software did this by emulating a Ubisoft server for the game. Later that month, a real crack was released that was able to remove the connection requirement altogether.[36][37] In early March 2010, Uplay servers suffered a period of inaccessibility due to a large scale DDoS attack, causing around 5% of game owners to become locked out of playing their game.[38] The company later credited owners of the affected games with a free download, and there has been no further downtime.[39] Croteam, the company that released Serious Sam 3: BFE in November 2011, implemented a different form of DRM where instead of displaying error messages that stop the pirated version of the game from running, it causes a foe in the game to become invincible and constantly attack the player until the player is dead.[40][41]
[edit] E-books

Electronic books read on a personal computer or an e-book reader typically use DRM technology to limit copying, printing, and sharing of e-books. E-books are usually limited to a certain number of reading devices and some e-publishers prevent any copying or printing. Some commentators believe that DRM is something that makes E-book publishing complex.[42] There are four main ebook formats at present. Mobipocket, Topaz, ePub and PDF. The Amazon Kindle uses Mobipocket and Topaz and it also supports native PDF format ebooks and native PDF files. Other ebook readers mostly use ePub format ebooks, but with differing DRM schemes. There are three main ebook DRM schemes in common use today, one each from Adobe, Apple, and the Marlin Trust Management Organization (MTMO). Adobe's Adept DRM is applied to ePubs and PDFs, and can be read by several third-party ebook readers, as well as Adobe Digital Editions software. Apple's Fairplay DRM is applied to ePubs, and can currently only be read by Apple's iBooks app on iOS devices. The Marlin DRM was developed and is maintained in an open industry group known as the Marlin Developer

Community (MDC) and is licensed by an organization known as the Marlin Trust Management Organization (MTMO). Marlin was founded by five companies, Intertrust, Panasonic, Philips, Samsung and Sony. The Kno online textbook publisher uses Marlin to protect ebooks it sells in the ePub format. These books can be read on the Kno App for iOS and Android tablets. Barnes & Noble uses a DRM technology provided by Adobe, and is applied to ePubs and the older Palm format ebooks. Amazon uses a DRM which is an adaption of the original Mobipocket encryption, and is applied to Amazon's Mobipocket and Topaz format ebooks. Two PC and Macintosh software programs to view e-books are Adobe Reader and Microsoft Reader.[43] Each program uses a slightly different approach to DRM. The first version of Adobe Acrobat e-book Reader to have encryption technologies was version 5.05. In the later version 6.0, the technologies of the PDF reader and the e-book reader were combined, allowing it to read both DRM-restricted and unrestricted files.[43] After opening the file, the user is able to view the rights statement, which outlines actions available for the specific document. For example, for a freely transferred PDF, printing, copying to the clipboard, and other basic functions are available to the user. However, when viewing a more highly restricted e-book, the user is unable to print the book, copy or paste selections.[43] The level of restriction is specified by the publisher or distribution agency.[44] Microsoft Reader, which exclusively reads e-books in a .lit format, contains its own DRM software. In Microsoft Reader, there are three different levels of access control depending on the e-book: sealed e-books, inscribed e-books and owner exclusive e-books. Sealed e-books have the least amount of restriction and only prevent the document from being modified.[43] Therefore, the reader cannot alter the content of the book to change the ending, for instance. Inscribed e-books are the next level of restriction. After purchasing and downloading the ebook, Microsoft Reader puts a digital ID tag to identify the owner of the e-book. Therefore, this discourages distribution of the e-book because it is inscribed with the owners name making it possible to trace it back to the original copy that was distributed.[43] Other e-book software uses similar DRM schemes. For example, Palm Digital Media, now known as Ereader, links the credit card information of the purchaser to the e-book copy in order to discourage distribution of the books.[45] The most stringent form of security that Microsoft Reader offers is called owner exclusive ebooks, which uses traditional DRM technologies. To buy the e-book the consumer must first open Microsoft Reader, which ensures that when the book is downloaded it becomes linked to the computer's Microsoft Passport account. Thus the e-book can only be opened with the computer with which it was downloaded, preventing copying and distribution of the text.[43] In one instance of DRM that caused a rift with consumers, Amazon.com remotely deleted purchased copies of George Orwell's 1984 and Animal Farm from customers' Amazon Kindles after providing them a refund for the purchased products.[46] Commenters have widely described these actions as Orwellian, and have alluded to Big Brother from Orwell's 1984.[47][48][49][50] After an apology from Amazon CEO Jeff Bezos, the Free Software Foundation has written that this is just one more example of the excessive power Amazon has to remotely censor what people read through its software, and called upon Amazon to free its e-book reader and drop DRM.[51] It was then revealed that the reason behind the deletion on Amazon's part was due to the ebooks in question being unauthorized reproductions of Orwell's works over which the company that published and sold it on Amazon's service had no rights as the works were not within the public domain.[52]

[edit] DRM and documents

Enterprise digital rights management (E-DRM or ERM) is the application of DRM technology to the control of access to corporate documents such as Microsoft Word, PDF, and AutoCAD files, emails, and intranet web pages rather than to the control of consumer media.[53] E-DRM, now more commonly referenced as IRM (Information Rights Management), is generally intended to prevent the unauthorized use (such as industrial or corporate espionage or inadvertent release) of proprietary documents. IRM typically integrates with content management system software.

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