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Showing papers on "Digital media published in 2004"


Patent
12 Mar 2004
TL;DR: In this article, a system and method for securely streaming encrypted digital media content out of a digital container to a user's media player was proposed, which makes unauthorized copying of the digital content contained in the digital container virtually impossible.
Abstract: A system and method for securely streaming encrypted digital media content out of a digital container to a user's media player. This streaming occurs after the digital container has been delivered to the user's machine and after the user has been authorized to access the encrypted content. The user's operating system and media player treat the data stream as if it were a being delivered over the Internet (or other network) from a streaming web server. However, no Internet connection is required after the container has been delivered to the user and the data stream suffers no quality loss due to network traffic or web server access problems. In this process of the invention, the encrypted content files are decrypted and fed to the user's media player in real time and are never written to the user's hard drive or storage device. This process makes unauthorized copying of the digital content contained in the digital container virtually impossible.

1,009 citations


Book
01 Jan 2004
TL;DR: Alexander Galloway argues that the founding principle of the Net is control, not freedom, and that the controlling power lies in the technical protocols that make network connections (and disconnections) possible.
Abstract: Is the Internet a vast arena of unrestricted communication and freely exchanged information or a regulated, highly structured virtual bureaucracy? In Protocol, Alexander Galloway argues that the founding principle of the Net is control, not freedom, and that the controlling power lies in the technical protocols that make network connections (and disconnections) possible. He does this by treating the computer as a textual medium that is based on a technological language, code. Code, he argues, can be subject to the same kind of cultural and literary analysis as any natural language; computer languages have their own syntax, grammar, communities, and cultures. Instead of relying on established theoretical approaches, Galloway finds a new way to write about digital media, drawing on his backgrounds in computer programming and critical theory. "Discipline-hopping is a necessity when it comes to complicated socio-technical topics like protocol," he writes in the preface. Galloway begins by examining the types of protocols that exist, including TCP/IP, DNS, and HTML. He then looks at examples of resistance and subversion -- hackers, viruses, cyberfeminism, Internet art -- which he views as emblematic of the larger transformations now taking place within digital culture. Written for a nontechnical audience, Protocol serves as a necessary counterpoint to the wildly utopian visions of the Net that were so widespread in earlier days.

836 citations


Journal ArticleDOI
TL;DR: The degree to which reliance on Weblogs as well as traditional and online media sources predicts credibility of Weblogs after controlling for demographic and political factors is explored.
Abstract: This study surveyed Weblog users online to investigate how credible they view blogs as compared to traditional media as well as other online sources. This study also explores the degree to which reliance on Weblogs as well as traditional and online media sources predicts credibility of Weblogs after controlling for demographic and political factors. Weblog users judged blogs as highly credible—more credible than traditional sources. They did, however, rate traditional sources as moderately credible. Weblog users rated blogs higher on depth of information than they did on fairness.

725 citations


Journal ArticleDOI
TL;DR: Games are no longer just for fun; they offer potentially powerful learning environments and an increasing number of faculty are using games as enhancements to the traditional learning environment with encouraging results.
Abstract: Games are no longer just for fun; they offer potentially powerful learning environments. Today's students have grown up with computer games. In addition, their constant exposure to the Internet and other digital media has shaped how they receive information and how they learn. There are many attributes of games that make them pedagogically sound learning environments. An increasing number of faculty are using games as enhancements to the traditional learning environment with encouraging results. While the interactivity and engagement of games are highly positive a number of questions remain about how games will be developed, deployed and accepted in higher education. Invited Commentary: Mason, R. (2004) Commentary on: Oblinger, D. (2004). The Next Generation of Educational Engagement. [PDF] Editors: Terry Anderson and Denise Whitelock.

607 citations


Journal ArticleDOI
TL;DR: In this paper, the extent to which children in the USA today participate in active, outdoor play, compared with the previous generation, was discussed. And the study revealed several fundamental reasons for this decline, including dependence on television and digital media, and concerns about crime and safety.
Abstract: This study discusses the extent to which children in the USA today participate in active, outdoor play, compared with the previous generation. Eight hundred and thirty mothers nationwide were surveyed regarding their active, outdoor play experiences as children, as well as their children's play experiences today. The mother's play experiences, compared with the child's, clearly indicate that children today spend considerably less time playing outdoors than their mothers did as children. The study reveals several fundamental reasons for this decline, including dependence on television and digital media, and concerns about crime and safety. The study also conveys findings related to the frequent use of electronic diversions and discusses several suggestions for early childhood professionals, classroom teachers, and parents for fostering the child's enjoyment for outdoor play.

511 citations


Patent
06 Jul 2004
TL;DR: The digital media distribution cryptography architecture (100) as mentioned in this paper is an architecture of public key cryptography, which is implemented in computer hardware, computer software, and communications protocols, furthermore, the hardware components involved are media ticket smart cards (880 ), media tickets smart card readers (900), media ticket readers ( 900), local area networks (LAN's), internet protocol (IP) wide area networks( 928 ) (WANs), personal computers ( 820 ) (PC's), world wide web servers ( 824 ) (WWW), cryptographic media players (e.g.
Abstract: FIG. 7 of the drawings depicts an overall view of this invention which relates to a new method or process for a system used to do digital media distribution in an architecture of public key cryptography called the digital media distribution cryptography architecture ( 100 ) which is implemented in computer hardware, computer software, and communications protocols, furthermore, the hardware components involved are media ticket smart cards ( 880 ), media ticket smart card readers ( 900 ), local area networks ( 924 ) (LAN's), internet protocol (IP) wide area networks ( 928 ) (WAN's), personal computers ( 820 ) (PC's), world wide web servers ( 824 ) (WWW), cryptographic media players (e.g. crypto-MP 3 players) with built-in media ticket smart card readers ( 880 ), ( 900 ), ( 1004 ), cryptographic digital signal processors ( 932 ) (C-DSP's), furthermore, the software components involved are cryptographic key distribution programs, cryptographic mathematics algorithms, and cryptographic protocols.

312 citations


Book
03 Feb 2004
TL;DR: Gere argues that digital culture has its roots in the eighteenth century and the digital mediascape we swim in today was originally inspired by informational needs arising from industrial capitalism, contemporary warfare and counter-cultural experimentation, among other social changes as discussed by the authors.
Abstract: From our bank accounts to supermarket checkouts to the movies we watch, strings of ones and zeroes suffuse our world. Digital technology has defined modern society in numerous ways, and the vibrant digital culture that has now resulted is the subject of Charlie Geres engaging volume. In this revised and expanded second edition, taking account of new developments such as Facebook and the iPhone, Charlie Gere charts in detail the history of digital culture, as marked by responses to digital technology in art, music, design, film, literature and other areas. After tracing the historical development of digital culture, Gere argues that it is actually neither radically new nor technologically driven: digital culture has its roots in the eighteenth century and the digital mediascape we swim in today was originally inspired by informational needs arising from industrial capitalism, contemporary warfare and counter-cultural experimentation, among other social changes. A timely and cutting-edge investigation of our contemporary social infrastructures, Digital Culture is essential reading for all those concerned about the ever-changing future of our Digital Age. This is an excellent book. It gives an almost complete overview of the main trends and view of what is generally called digital culture through the whole post-war period, as well as a thorough exposition of the history of the computer and its predecessors and the origins of the modern division of labor.Journal of Visual Culture

300 citations


Book
19 Aug 2004
TL;DR: This book discusses the growth of Digital Storytelling, the role of media and models, and the challenges of blending entertainment with other goals in the 21st Century.
Abstract: This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling, a form of storytelling made possible by digital media. Carolyn Handler Miller covers both the basics – character development, structure and the use of interactivity – and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social Media storytelling. The fourth edition also includes a greatly expanded section on immersive media, with chapters on the exciting new world of the world of XR (AR, VR, and mixed reality), plus immersion via large screens, escape rooms and new kinds of theme park experiences. This edition covers all viable forms of New Media, from video games to interactive documentaries. With numerous case studies that delve into the processes and challenges of developing works of interactive narrative, this new edition illustrates the creative possibilities of digital storytelling. The book goes beyond using digital media for entertainment and covers its employment for education, training, information and promotion, featuring interviews with some of the industry’s biggest names. Key Features: A large new section covering various forms of immersive media, including VR, AR and Mixed Reality Breakthroughs in interactive TV and Cinema The use of VR, AR and mixed reality in gaming New forms of voice-enabled storytelling and gaming Stories told via mobile apps and social media Developing Digital Storytelling for different types of audiences

296 citations


Proceedings ArticleDOI
22 Jun 2004
TL;DR: Examination of what learning occurs when an electromagnetism simulation game is used in a school for underserved students finds game mechanics enabled students to confront weaknesses in understandings, and physics representations became tools for understanding problems.
Abstract: Learning scientists are increasingly turning to computer and video games as tools for learning. Simulation might not only motivate learners, but provide accessible ways for students to develop intuitive understandings of abstract physics phenomena. This study examines what learning occurs when an electromagnetism simulation game is used in a school for underserved students. Students in the experimental group performed better than students in the control group (guided discovery-based science) on measures for understanding. Game mechanics enabled students to confront weaknesses in understandings, and physics representations became tools for understanding problems. Implications for the design of educational digital media are discussed. Yet, it was also these very same game mechanics posed significant challenges in terms of student engagement, motivation, and learning of physics concepts.

263 citations


BookDOI
01 Oct 2004
TL;DR: This work discusses protection of Multimedia Content in Distribution Networks, Digital Watermarking Framework: Applications, Parameters and Requirements, and Lossless Data Hiding: Fundamentals, Algorithms and Applications.
Abstract: GENERAL ISSUES Protection of Multimedia Content in Distribution Networks A. M. Eskicioglu and E.J. Delp Vulnerability of Multimedia Protection Schemes M. F. Mansour and A.H. Tewfik MULTIMEDIA ENCRYPTION Fundamentals of Multimedia Encryption Techniques B. Furht, D. Socek, and A. M. Eskicioglu Chaos-Based Encryption for Digital Image and Video S. Li, G. Chen, and X. Zheng Key Management and Protection for IP Multimedia R. Blom, E. Carrara, F. Lindholm, K. Norrman, and M. Naslund Streaming Media Encryption H. Yu MULTIMEDIA WATERMARKING Survey of Multimedia Watermarking Techniques E. Muharemagic and B. Furht Robust Identification of Audio Using Watermarking and Fingerprinting J. Haitsma and T. Kalker High Capacity Real-Time Audio Watermarking with Perfect Correlation Sequence and Repeated Insertion S-C Pei, Y-F Hsu, and Y-W Lu Multidimensional Watermark for Still Image: Parallel Embedding and Detection Bo Hu Image Watermarking Method Resistant to Geometric Distortions H. Kim Fragile Watermarking for Image Authentication E. Izquierdo New Trends and Challenges in Digital Watermark Technologies: Applications for Printed Materials Z. Liu Robust Watermark Detection from Quantized MPEG Video Data D. Simitopoulos, A. Briassouli, and M. G. Strintzis Image Watermarking Robust to Both Geometric Distortion and JPEG Compression X. Kang, J. Huang, and Y. Q. Shi Reversible Watermarks Using a Difference Expansion A.M. Alattar MULTIMEDIA DATA HIDING, FINGERPRINTING, AND AUTHENTICATION Lossless Data Hiding: Fundamentals, Algorithms and Applications Y. Q. Shi, G. Xuan, and W. Su Attacking Multimedia Protection Systems via Blind Pattern Matching D. Kirovski and J-L Dugelay Digital Media Fingerprinting: Techniques and Trends W. Luh and D. Kundur Scalable Image and Video Authentication D. Skraparlis Signature-Based Media Authentication Q. Sun and S-F Chang APPLICATIONS Digital Watermarking Framework: Applications, Parameters and Requirements K. Levy and T. Rodriguez Digital Rights Management for Consumer Devices J. Lotspiech Adult Image Filtering for Internet Safety H. Zheng, M. Daudi, C. Tombelle, and C. Djeraba Combined Indexing and Watermarking of 3D Models Using the Generalized 3D Radon Transforms P. Daras, D. Zarpalas, D. Tzovaras, D. Simitopoulos, and M. G.Strintzis Digital Rights Management Issues for Video S. Emmanuel and M. S. Kankanhalli

214 citations


Patent
26 Apr 2004
TL;DR: In this paper, a system and method for time-shifting a live broadcast, and facilitating the purchase of live or timeshifted broadcast content is presented, which allows the user to experience fresh media content on a regular basis, even where a live signal is not available.
Abstract: A system and method for time-shifting a live broadcast, and facilitating the purchase of live or time-shifted broadcast content. The device records broadcast content being listened to by user, which gives the user the option to replay content. The device and method also provides a preview service that allows the user to experience fresh media content on a regular basis, even where a live signal is not available. The broadcast source broadcasts new content on a regular basis to avoid providing users with stale content. The user identifies content using the device and data is stored that corresponds to the identified content. The broadcast source or a third-party content provider uses the corresponding data to provide the identified content to the user. In addition to audio content, the device also provides and facilitates the acquisition of video, graphics, text or any other media content.

Patent
06 Aug 2004
TL;DR: In this paper, a system and corresponding methods for automating the execution, measurement, and optimization of in-store promotional digital media campaigns are provided, and a method for deploying content to digital signage networks includes receiving from a user a marketing campaign goal and at least one optimization constraint suitable for generating a playlist.
Abstract: A system and corresponding methods for automating the execution, measurement, and optimization of in-store promotional digital media campaigns are provided. In one embodiment, a method in a computing system for deploying content to digital signage networks includes receiving from a user a marketing campaign goal and at least one optimization constraint suitable for generating a playlist. The method also includes generating a playlist designed to maximize a learning opportunity to achieve the marketing campaign goal. The method further includes provisioning the playlist to a point of presence on the digital signage network.

01 Jan 2004
TL;DR: The main results of this study are the development of novel audio watermarking algorithms, with the state-of-the-art performance and an acceptable increase in computational complexity.
Abstract: Broadband communication networks and multimedia data available in a digital format opened many challenges and opportunities for innovation. Versatile and simple-to-use software and decreasing prices of digital devices have made it possible for consumers from all around the world to create and exchange multimedia data. Broadband Internet connections and near error-free transmission of data facilitate people to distribute large multimedia files and make identical digital copies of them. A perfect reproduction in digital domain have promoted the protection of intellectual ownership and the prevention of unauthorized tampering of multimedia data to become an important technological and research issue. Digital watermarking has been proposed as a new, alternative method to enforce intellectual property rights and protect digital media from tampering. Digital watermarking is defined as imperceptible, robust and secure communication of data related to the host signal, which includes embedding into and extraction from the host signal. The main challenge in digital audio watermarking and steganography is that if the perceptual transparency parameter is fixed, the design of a watermark system cannot obtain high robustness and a high watermark data rate at the same time. In this thesis, we address three research problems on audio watermarking: First, what is the highest watermark bit rate obtainable, under the perceptual transparency constraint, and how to approach the limit? Second, how can the detection performance of a watermarking system be improved using algorithms based on communications models for that system? Third, how can overall robustness to attacks to a watermark system be increased using attack characterization at the embedding side? An approach that combined theoretical consideration and experimental validation, including digital signal processing, psychoacoustic modeling and communications theory, is used in developing algorithms for audio watermarking and steganography. The main results of this study are the development of novel audio watermarking algorithms, with the state-of-the-art performance and an acceptable increase in computational complexity. The algorithms' performance is validated in the presence of the standard watermarking attacks. The main technical solutions include algorithms for embedding high data rate watermarks into the host audio signal, using channel models derived from communications theory for watermark transmission and the detection and modeling of attacks using attack characterization procedure. The thesis also includes a thorough review of the state-of-the-art literature in the digital audio watermarking.

Journal ArticleDOI
TL;DR: Analysis, experimental results, and independent studies that demonstrate quality benefits of WMV-9 over a variety of codecs, including optimized implementations of MPEG-2, MPEG-4, and H.264/AVC are presented.
Abstract: Microsoft ® Windows Media 9 Series is a set of technologies that enables rich digital media experiences across many types of networks and devices. These technologies are widely used in the industry for media delivery over the internet and other media, and are also applied to broadcast, high definition DVDs, and digital projection in theaters. At the core of these technologies is a state-of-the-art video codec called Windows Media Video 9 (WMV-9), which provides highly competitive video quality for reasonable computational complexity. WMV-9 is currently under standardization by the Society of Motion Picture and Television Engineers (SMPTE) and the spec is at the CD (Committee Draft) stage. This paper includes a brief introduction to Windows Media technologies and their applications, with a focus on the compression algorithms used in WMV-9. We present analysis, experimental results, and independent studies that demonstrate quality benefits of WMV-9 over a variety of codecs, including optimized implementations of MPEG-2, MPEG-4, and H.264/AVC. We also discuss the complexity advantages of WMV-9 over H.264/AVC.

Journal ArticleDOI
Ian Spero, Merlin Stone1
TL;DR: In this article, the authors look at young adults' relationship with digital media and conclude that the effect of current market drivers, emerging trends that will allow brands to better understand the behaviour of young adults, so as to establish more truthful binds with them.
Abstract: This paper looks at young adults' relationship with digital media. From a commercial perspective the opportunity to deploy these channels to promote consumer recruitment and loyalty is very significant indeed. However, consumer marketing companies will have to learn to meet the needs of this very discerning and highly cynical audience by combining the best creative ideas and strategies with a transformed approach to marketing sales and service, embodying the best of information and communications technology, reliably and securely implemented. Communication networks underpin this report. While teens complain that they have less public space to hang out in, they are making the online world their milieu, their domain where they develop personal relationships and where they play and learn new things. The conclusions cover not only the effect of current market drivers, but also emerging trends that will allow brands to better understand the behaviour of young adults, so as to establish more truthful binds with them.

Patent
07 Apr 2004
TL;DR: In this paper, a mobile station has a processor and a user input mechanism such as a button that is operable to cause the processor to extract at least one feature from a digital media sample.
Abstract: A mobile station has a processor and a user input mechanism such as a button that is operable to cause the processor to extract at least one feature from a digital media sample. The feature, such as a spectral centroid, is descriptive of an identity of a content of the media sample. Preferably, the same user input that causes the feature extraction also causes a transmitter to establish a link and to send a message to a network address, the message having a plurality of extracted features from which the digital media sample may not be reconstructed. Where a reply message identifies a media file that matches the media sample, another user input at the same or a different button causes an authorization message to be sent so that a copy of the media file, identified in the reply message and having features that exactly match the plurality of extracted and transmitted features, is downloaded to the mobile station.

Patent
24 Feb 2004
TL;DR: In this article, a system for protecting the digital rights of content owners allows digital media to be delivered to only those media rendering client devices that have been approved for the media content.
Abstract: A system for protecting the digital rights of content owners allows digital media to be delivered to only those media rendering client devices that have been approved for the media content. Before delivering requested media, the media service provider may determines whether the media rendering client device that requested the media is the type of device that is authorized to receive the request media. If it is, the media service provider may transmit the media to a middleman server over a network (such as the Internet). A middleman server may then serves the media to the client device over a local network. By allowing the media content to be distributed to approved devices only, the media service provider can prevent a user from using the media in a way that is not authorized by the content owner.

Proceedings ArticleDOI
06 Nov 2004
TL;DR: A user study of a large multi-user interactive surface deployed for an initial period within a real world setting designed to enable the sharing and exchange of a wide variety of digital media is described.
Abstract: We describe a user study of a large multi-user interactive surface deployed for an initial period within a real world setting. The surface was designed to enable the sharing and exchange of a wide variety of digital media. The setting for the study was the common room of a high school where students come together to mix, socialize, and collaborate throughout the day. We report on how the students use the new technology within their own established communal space. Findings show that the system was used extensively by the students in a variety of ways, including sharing of photos, video clips, and websites, and for facilitating social interaction. We discuss how the interactive shared surface was appropriated by the students and introduced into their everyday lives in ways that both mirrored and extended their existing practices within the communal space.

Patent
21 Oct 2004
TL;DR: In this article, a fair share server, a user computer, and a second user computer are used to provide a digital media file sharing system for a single user computer with a credit in the payment database of the fair sharing server.
Abstract: A digital media file sharing system includes a fair share server, a user computer, and a second user computer. The fair share server includes a user library information database and a media library, the media library storing digital media files. A user computer includes a user computer media library and the user computer media library stores user digital media files. A second user computer includes a second user computer media library and requests the downloading of a selected digital media file from the user library information database. The second user computer downloads the selected digital media file from the user computer media library. The user computer is allocated a credit in the payment database of the fair share server for providing the selected digital media file to the second user computer.

Proceedings ArticleDOI
05 Jan 2004
TL;DR: Results of the trial indicate that media computation motivates and engages an audience that is poorly served by traditional computer science courses.
Abstract: As the skills that constitute literacy evolve to accommodate digital media, computer science education finds itself in a sorry state. While students are more in need of computational skills than ever, computer science suffers dramatically low retention rates and a declining percentage of women and minorities. Studies of the problem point to the overemphasis in computer science classes on abstraction over application, technical details instead of usability, and the stereotypical view of programmers as loners lacking creativity. In spring 2003, Georgia Institute of Technology trialed a new course, Introduction to Media Computation, which teaches programming and computation in the context of media creation and manipulation. Students implement PhotoShop-style filters and digital video special effects, splice sounds, and search Web pages. The course is open only to noncomputer science and nonengineering majors at Georgia Tech, such as liberal arts, management and architecture students. The course is supported through the use of a Web-based collaboration environment where students actively share and discuss their digital creations. The results have been dramatic. 120 students enrolled, 2/3 female, and only three students withdrew. By the end of the semester, the combined withdrawal, failure and D-grade rate had reached 11.5% - compared to 42.9% in the traditional introductory computer science course. 60% of the students who took media computation reported that they would be interested in taking an advanced version of the course; only 6% reported that they would otherwise be interested in taking more computer science. Results of the trial indicate that media computation motivates and engages an audience that is poorly served by traditional computer science courses.

Patent
25 Feb 2004
TL;DR: A digital media playing system as discussed by the authors includes a trusted media content playing device that has a radio frequency identification tag reader operatively coupled therewith, to read the RFID tag information from the tag that is located on the portable media container and that securely downloads remotely stored audio and/or video media based on the tag information.
Abstract: A digital media playing system includes, in one embodiment, a digital video and/or audio media object, such as a portable digital media container adapted to hold one or more digital storage mediums, that includes a radio frequency identification tag containing RFID tag information. The digital media playing system also includes a trusted media content playing device that has a radio frequency identification tag reader operatively coupled therewith, to read the RFID tag information from the RFID tag that is located on the portable media container and that securely downloads remotely stored audio and/or video media based on the RFID tag information. The RFID tag information that is in the RFID tag includes, in one embodiment, encrypted tag identification information and unencrypted remote content identification information as well as, if desired, portable digital media container authentication data (e.g. player ID). Other RFID enabled digital video and/or audio media objects include movie tickets, concert tickets, 3-D objects, clothing and other forms.

Book
01 Jan 2004
TL;DR: McQuail and McQuail as discussed by the authors conducted a survey on 20th century media effects research and found that 80% of the participants were concerned with the effects of media use.
Abstract: Introduction - McQuail Prolegomena Communication Ethics - Christians Alternative Media for Social Change - Gumucio International Communication - Sinclair Comparing Media: the USA, UK and Iran - Sreberny Technology - Braman Digital Media - Van Dijk Audiences, Users and Effects Audiences and Readership Research Approaches: A Survey - Kitzinger 20th Century Media Effects Research - McDonald Psychology of Media Use - MacBeth Television Audiences - Nightingale European Feminism, Media Studies and Cultural Studies - Hermes East Asian Modernities and the Formation of Media and Cultural Studies - Kang Economy and Power Media Economics - Albarran The Political Economy of Communications - Wasko Government, the State, and Media - Neveu Media, Public Opinion, and Political Action - Semetko Media and the Reinvention of the Nation - Waisbord News Production - Whitney, Sumpter & McQuail Specific Areas of Media Research Narrative and Genre - Newcomb Media and Music Cultures - Zuberi Advertising - Holden Broadcasting, Cable and Satellites - Hilmes Hollywood - Schatz & Perren Bollywood - Naregal Media, Violence and Sex - Smith, Moyer & Donnerstein

Patent
07 Apr 2004
TL;DR: In this paper, a system, method and software to associate attributes with digital media assets is presented, which enables the provision of content that is enhanced and more impacting for a user.
Abstract: Disclosed are a system, method and software to associate attributes with digital media assets. Digital media contains specific assets, such as images, that can be replaced with other assets. The system, method and software permit the association of attributes with specific assets. The association of attributes and assets enables the provision of content that is enhanced and more impacting for a user.

Journal ArticleDOI
TL;DR: In this paper, the authors take an ethnographic look at music file-sharing and compare the situation in the US with Japan, the second largest music market in the world, based on fieldwork in Tokyo, and surveys and discussions with US college students.
Abstract: In 2003, the US recording industry, hoping to change what some view as a ‘culture of piracy’, initiated lawsuits against its own consumers. What is this culture of piracy and what is at stake in trying to change it? In this article, I take an ethnographic look at music file-sharing, and compare the situation in the US with Japan, the second largest music market in the world. My findings are based on fieldwork in Tokyo, and surveys and discussions with US college students. By considering the ways social dynamics and cultural orientations guide uses of digital media technology, I argue that a legal and political focus on ‘piracy’ ignores crucial aspects of file-sharing, and is misleading in the assumptions it makes for policy. A focus on fan participation in media success provides an alternative perspective on how to encourage flourishing music cultures.

Book
12 Mar 2004
TL;DR: One that will refer to break the boredom in reading is choosing professional content management systems handling digital media assets as the reading material.
Abstract: Introducing a new hobby for other people may inspire them to join with you. Reading, as one of mutual hobby, is considered as the very easy hobby to do. But, many people are not interested in this hobby. Why? Boring is the reason of why. However, this feel actually can deal with the book and time of you reading. Yeah, one that we will refer to break the boredom in reading is choosing professional content management systems handling digital media assets as the reading material.

Patent
07 Apr 2004
TL;DR: In this paper, a personal attribute profile is created and stored for each individual and the profile is retrieved each time the individual enters the network or site, which provides an enhanced, more impacting and more personal narrative experience to the individual.
Abstract: Disclosed are a system, method and software to allow individuals or groups of individuals to view personalized digital media narrative. A personal attribute profile is created and stored for each individual and the profile is retrieved each time the individual enters the network or site. The digital media narrative contains digital media assets having attributes selected based upon the individual's or group's profile. The digital media narrative provides an enhanced, more impacting, and more personal narrative experience to the individual.

Patent
Joe Hayashi1, Kevin Saul1
21 Dec 2004
TL;DR: In this article, the authors present a method for interacting with an online media store using a first device to identify a digital media item of interest to a user of the first device.
Abstract: Techniques for interacting with an online media store using a first device to identify a digital media item of interest to a user of the first device, using the first device to store an interest indicator for the digital media item of interest at the online media store, and subsequently interacting with the online media store using a second device to purchase or preview the digital media item of interest as identified by the interest indicator. Additionally, ring tones and graphics associated with the digital media item of interest can also be purchased.

Patent
Avadis Tevanian1
05 Nov 2004
TL;DR: In this paper, techniques for facilitating e-commerce by utilizing sales, marketing and/or tracking information (e-commerce information) embedded in digital media files are disclosed, which can allow a user of a media management application to purchase digital media file or other subject matter based on the embedded ecommerce information.
Abstract: Techniques for facilitating e-commerce by utilizing sales, marketing and/or tracking information (“e-commerce information”) embedded in digital media files are disclosed. These techniques can allow a user of a media management application to purchase digital media files or other subject matter based on the embedded e-commerce information.

Book
16 Sep 2004
TL;DR: In this article, the case of the Digital Video Recorder is discussed. But the focus is on the advertising form in contemporary US TV and not the content of the video itself.
Abstract: Introduction 1 Cinema and Wireless in Turn of the Century Imagination 2 The Wireless Nation: Defining Radio as a Domestic Technology 3 The Amateur, the Housewife, and the Salesroom Floor: The Hesitations of Postwar US TV 4 US Television Abroad: 1960 - 1990 5 'Mission number one is to kill TV': Remaking Domestic Television Apparatus in the 1990s 6 Weather Porn and the Battle for Eyeballs: The Transition to Digital Broadcasting in the US and UK 7 Redefining the Home Screen: The Case of the Digital Video Recorder 8 Marketers Strike Back: Virtual Advertising 9 'How God Watches Television': Early Responses to Digital TV 10 High Tech in a Falling Market: Interactivity and Advertising Form in Contemporary US TV 11 'Too easy, too cheap, and too fast too control': Intellectual Property Battles in Digital TV Select Bibliography

Patent
07 Oct 2004
TL;DR: A scalable infrastructure for indexing and tracking media data and metadata in distributed, multi-user systems is described in this article, where an indexer is associated with particular storage locations to maintain an index of media files or metadata stored in those locations.
Abstract: A scalable infrastructure indexes and tracks media data and metadata in a distributed, multi-user system. An indexer is associated with particular storage locations, such as a disk, or a directory on a disk, to maintain an index of media files or metadata stored in those storage locations. The indexer monitors activity on any storage location with which it is associated. Any additions, deletions or modifications to files in that storage location cause the indexer to update its index. This index then can be accessed by any of a number of applications in the same manner as conventional indexes. There may be different indexers for different storage locations. Separate indexers may be provided for media files and compositions that use those media files.