Archive for the 'drm' Category

Maximise value, not protection (fwd)

Tuesday, October 31st, 2006

Here’s an excellent quote from the OpenGeoData weblog, really worth reproducing:

‘’We think the natural tendency is for producers to worry too much about protecting their intellectual property. The important thing is to maximise the value of your intellectual property, not to protect it for the sake of protection. If you lose a little of your property when you sell it or rent it, that’s just a cost of doing business, along with depreciation, inventory losses, and obsolescence.’’ — Information Rules, Carl Shapiro and Hal Varian, page 97.

Words to live by!

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This post was written by Justin, source: Maximise value, not protection (fwd)

Google DRM and WON Authentication

Monday, January 9th, 2006

So, Google have invented their own DRM, apparently. I’m keen to find out
more details; Techdirt
and
Plasticbag.org
are so far the only places I can find in the blogosphere to discuss it in any
detail.

One tidbit worth noting from the LA Times coverage:

The Google copy-protection software also imposes a big restriction: The CBS
shows, NBA games and other material protected by the software can be watched
only on a computer that’s connected to the Internet.

“I think it’s going to be a problem,” said Li, the Forrester analyst, adding
that Google executives told her they were trying to fix it.

That’s interesting. In my opinion, given that quote, I’ll bet Google’s DRM is
something similar to the copy-protection systems used for many games since
about id’s Quake 3 and Valve’s Half-Life; an online “key server” which
validates codes, tracks player IDs, and who’s viewing what, “live”, as the
video is cued up and played.

Some more info on the Half-Life WON authentication system can be found in this
GamaSutra
article
;
subscription required — try viewing this google-cache version with Javascript
off

if you don’t have a sub. That’s historical now, of course, since that WON
system has been replaced by a new auth protocol as part of Valve’s ‘Steam’
system.

The key factor is the network, separating the dangerous, untrustworthy user
machine from the trusted key server. Since the online key server can act as a
platform for trusted, known-insubvertable code to run, along with the video
server, both being under Google’s control, it’s actually possible to build
reasonably solid DRM on this model. That’s as opposed to the usual case, where
a reasonably determined teenager can break it in a week of school-nights. ;)

Anyway, that’s speculation. It remains to be seen if they’ve come
up with something along the lines of WON authentication — and if it’s
still easily subvertable or not.

This post was written by Justin, source: Google DRM and WON Authentication