DRMS Co-design by F4MS

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📝 Original Info

  • Title: DRMS Co-design by F4MS
  • ArXiv ID: 1004.3263
  • Date: 2023-06-15
  • Authors: : John Doe, Jane Smith, Michael Johnson

📝 Abstract

In this paper, we present Digital Rights Management systems (DRMS) which are becoming more and more complex due to technology revolution in relation with telecommunication networks, multimedia applications and the reading equipments (Mobile Phone, IPhone, PDA, DVD Player,..). The complexity of the DRMS, involves the use of new tools and methodologies that support software components and hardware components coupled design. The traditional systems design approach has been somewhat hardware first in that the software components are designed after the hardware has been designed and prototyped. This leaves little flexibility in evaluating different design options and hardware-software mappings. The key of codesign is to avoid isolation between hardware and software designs to proceed in parallel, with feedback and interaction between the two as the design progresses, in order to achieve high quality designs with a reduced design time. In this paper, we present the F4MS (Framework for Mixed Systems) which is a unified framework for software and hardware design environment, simulation and aided execution of mixed systems. To illustrate this work we propose an implementation of DRMS business model based on F4MS framework.

💡 Deep Analysis

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📄 Full Content

In the heart of the digital economy, the Digital Rights Management (DRM) [1], [2], [3], [4] must fulfill the requirements of access control, use and diffusion of any digital contents from computer, Mobile Phone or other equipment through internet or telecommunication network.

Systems that provide digital rights management (DRM) [5] are very complex, extensive and not flexible: DRM technologies must support a diversity of devices (Mobile, PDA, PC, ..), users, platforms (Media player, web server,..), and media (audio, video, image, text, application, cloud computing..), and a wide variety of system requirements concerning security, flexibility, manageability, reuse, maintainability, interoperability.

Existing tools design [6], [7] for DRM systems are limited only to software design in isolation with the hardware design which is an important step in such systems. A reading equipment with less performance cannot deal with voluminous media content even if we have a high media player performance.

The DRM community [8], [9], [10], [11], [12] needs a codesign framework to design and develop a high performance, flexible, reuse, maintainable DRM systems with less cost time to deal with rapid growing DRM market.

The main focus for the development of mixed systems, using co-design framework, remains in the partitioning of tasks. However the major challenges of mixed systems are their development and use, taking into account the coexistence between software and hardware, as well as the multiple and complex interactions between various components.

The main goal of this work is not only the proposition of a design methodology (flexible) for the specification and the partitioning of software / hardware, but also provides a framework for the implementation of systems incorporating both hardware and software components, as well as the proposition of a general model for design and execution of mixed systems. This paper is organized as follows. Firstly, section 2 presents the standard DRMS Architecture. Then Section 3 presents the F4MS framework for the design and execution of mixed systems. It describes the design methodology and the general model of these systems. Then, Section 4 presents the design and implementation of a mixed system for DRMS business Model. Finally, conclusion is presented in section 5.

A standard DRMS architecture (figure1) is composed by three components: Creation, distribution and consumption of the digital content [6]:

Consumption: Consumers want to be able to browse the content catalog of the on-line DRM system where the content at stake can be obtained. Since consumers also need a license, they must be able to select a license type and view the usage rules associated with it. Generally, consumers first have to pay, one way or another; different business models should be possible (e.g. subscription, pay-per-license, or pay-per-use). When time-based licenses expire, it must be possible to update them, which may also require some financial transaction. Consumers also want to browse their obtained licenses locally and view the usage rules in a human readable format. Finally, consumers want to consume the protected content, according to the usage rules associated with the corresponding license. In order to fetch licenses (and sometimes also protected content), consumers need to authenticate to the on-line DRM system.

Creation: Content Producers want to easily compose a contract. Both content and contract must be submitted to the on-line DRM system. After some time, they may want to update the contract or maybe even cancel it, i.e. stop the distribution of the content. Content producers expect a financial compensation from the DRM service for the trade of their content. Therefore, they want to receive statistical information from the DRM service about the number of downloads or content usage patterns. In order to query or submit content to the on-line DRM system, content producers need to authenticate themselves.

When one or more DRM clients are no longer secure, their right to consume content must be revoked. It may also be necessary to update some parts of the DRM system (and the DRM client). Content publishers may want an overview of system usage patterns. When content is found mass-distributed, the source of abuse must be identifiable.

An example of standard DRMS is as follow (figure1): After analysis of DRMS, we find that they consist of two parts in constant interaction: hardware components (PC, iPhone, PDA, License server, …) and software components (media player, web server, license generator application…).

Existing tools design for DRM systems [1], [2] are limited only to software design in isolation with the hardware design which is an important step in such systems. A reading equipment with less performance cannot deal with voluminous media content even if we have a high media player performance.

The DRM community needs a co-design framework to design and develop a high perform

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