This paper introduces a component-based network management system for wireless sensor networks. The research is motivated by a variety of problems that occur due to the unpredictable behavior of wireless sensor networks. Once sensor nodes are deployed, the inner behavior of a sensor field can only be analyzed by monitoring incoming data packets at the sink node or base station, if only such a framework exists. In this paper, we present a component-based management system, RMTool, which allows developers to easily monitor and analyze the network status and interactively configure the network over unexpected problems while running applications over it. The system has been implemented on a multi-threaded sensor network operating system RETOS, which supports run-time loadable kernel modules. The preliminary evaluation shows that RMTool provides management functionalities as designed, and the implementation is efficient due to the component-based module architecture.
{"title":"RMTool: Component-Based Network Management System for Wireless Sensor Networks","authors":"H. Cha, Inuk Jung","doi":"10.1109/CCNC.2007.126","DOIUrl":"https://doi.org/10.1109/CCNC.2007.126","url":null,"abstract":"This paper introduces a component-based network management system for wireless sensor networks. The research is motivated by a variety of problems that occur due to the unpredictable behavior of wireless sensor networks. Once sensor nodes are deployed, the inner behavior of a sensor field can only be analyzed by monitoring incoming data packets at the sink node or base station, if only such a framework exists. In this paper, we present a component-based management system, RMTool, which allows developers to easily monitor and analyze the network status and interactively configure the network over unexpected problems while running applications over it. The system has been implemented on a multi-threaded sensor network operating system RETOS, which supports run-time loadable kernel modules. The preliminary evaluation shows that RMTool provides management functionalities as designed, and the implementation is efficient due to the component-based module architecture.","PeriodicalId":166361,"journal":{"name":"2007 4th IEEE Consumer Communications and Networking Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114449202","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The fairness issue in multi-player online games (MOGs) on deadline-based networks is investigated. A particular type of MOGs, namely the first-person-shooter (FPS) game, is examined. Potential unfair scenarios in FPS games due to disparate network delays are analyzed. A fairness definition and two fairness metrics are introduced. Two strategies to achieve fairness in FPS games on a deadline-based network are developed. The first strategy is based on end-system delay compensation; the other is based on the characteristics of the underlying network. The performance of the developed strategies is evaluated by simulation. Experiments show that by employing these two strategies, game fairness can be significantly improved. I. INTRODUCTION Recently, the number of real-time applications running on packet-switched computer networks increased rapidly. They vary from stock quote update and online auction, to audio, video conferencing, Internet telephony, and real-time interac- tive online games. These applications require timely delivery of real-time data across the transport network. In order to support this, quality of service (QoS) support at the transport network is required. Deadline-based network resource management (1) is a new approach to supporting real-time applications in packet- switched networks. In this approach, a pair (size, deadline) is specified for each application data unit (ADU). An ADU can be a file, a state update message in an online game, or an audio or video frame in multimedia applications. The ADU deadline specifies the absolute time at which the ADU should be received by the receiving application. For delivery, an ADU may be fragmented and sent in more than one packet. The ADU deadline is mapped to packet deadlines, which are carried by packets and used by routers for channel scheduling. Deadline-based scheduling is employed in routers. When com- pared to the first-come first-served scheduling, which is used on the classic Internet, deadline-based channel scheduling was shown to yield better performance in terms of the percentage of ADUs that are delivered on time (1). In the literature, the effectiveness of deadline-based scheduling has been evaluated assuming generic real-time traffic rather than traffic from more specific types of real-time applications. In this research, as a step towards real-world application support, we investigate the capability of deadline-based networks in support of MOGs. MOGs are computer games in which multiple game players simultaneously participate in a game session over a computer network. MOGs are increasingly popular on today's Internet. The implementation of MOGs often adopts a client-server architecture in which each game client is connected to a game server via a computer network. State update messages are transmitted between the game clients and the game server. There are various types of MOGs, among which the FPS games often have the most stringent requirement on the delay performance of
{"title":"Fairness in Multi-Player Online Games on Deadline-Based Networks","authors":"Anh Le, Yanni Ellen Liu","doi":"10.1109/CCNC.2007.137","DOIUrl":"https://doi.org/10.1109/CCNC.2007.137","url":null,"abstract":"The fairness issue in multi-player online games (MOGs) on deadline-based networks is investigated. A particular type of MOGs, namely the first-person-shooter (FPS) game, is examined. Potential unfair scenarios in FPS games due to disparate network delays are analyzed. A fairness definition and two fairness metrics are introduced. Two strategies to achieve fairness in FPS games on a deadline-based network are developed. The first strategy is based on end-system delay compensation; the other is based on the characteristics of the underlying network. The performance of the developed strategies is evaluated by simulation. Experiments show that by employing these two strategies, game fairness can be significantly improved. I. INTRODUCTION Recently, the number of real-time applications running on packet-switched computer networks increased rapidly. They vary from stock quote update and online auction, to audio, video conferencing, Internet telephony, and real-time interac- tive online games. These applications require timely delivery of real-time data across the transport network. In order to support this, quality of service (QoS) support at the transport network is required. Deadline-based network resource management (1) is a new approach to supporting real-time applications in packet- switched networks. In this approach, a pair (size, deadline) is specified for each application data unit (ADU). An ADU can be a file, a state update message in an online game, or an audio or video frame in multimedia applications. The ADU deadline specifies the absolute time at which the ADU should be received by the receiving application. For delivery, an ADU may be fragmented and sent in more than one packet. The ADU deadline is mapped to packet deadlines, which are carried by packets and used by routers for channel scheduling. Deadline-based scheduling is employed in routers. When com- pared to the first-come first-served scheduling, which is used on the classic Internet, deadline-based channel scheduling was shown to yield better performance in terms of the percentage of ADUs that are delivered on time (1). In the literature, the effectiveness of deadline-based scheduling has been evaluated assuming generic real-time traffic rather than traffic from more specific types of real-time applications. In this research, as a step towards real-world application support, we investigate the capability of deadline-based networks in support of MOGs. MOGs are computer games in which multiple game players simultaneously participate in a game session over a computer network. MOGs are increasingly popular on today's Internet. The implementation of MOGs often adopts a client-server architecture in which each game client is connected to a game server via a computer network. State update messages are transmitted between the game clients and the game server. There are various types of MOGs, among which the FPS games often have the most stringent requirement on the delay performance of ","PeriodicalId":166361,"journal":{"name":"2007 4th IEEE Consumer Communications and Networking Conference","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114549159","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Wireless ad hoc networks are so vulnerable to passive attacks and eavesdropping adversaries due to their shared medium which makes network traffic easy to capture and analyze. Therefore, security and privacy protections are of extreme importance for protocols and applications in such networks. In this paper, we introduce a new framework for anonymous routing, named chain-based routing, to improve the privacy. In our framework, nodes on a path are virtually bound to each other like a chain. Each node is only aware of its associated links in a flow and does not require any other information about source, destination, or other parts of the chain. Based on this framework, we propose an on-demand routing protocol, called Chain-based Anonymous Routing (CAR), which uses unicast-based broadcast data transfer to fulfill anonymous communication in wireless ad hoc networks. Through hiding identifiers of nodes inside the chain, CAR realizes sender, receiver, and relationship anonymity in addition to untraceability in the network. Moreover, it is resistant to a wide range of passive attacks while adapting to implement other security mechanisms in the presence of active attacks.
{"title":"Chain-Based Anonymous Routing for Wireless Ad Hoc Networks","authors":"R. Shokri, N. Yazdani, A. Khonsari","doi":"10.1109/CCNC.2007.65","DOIUrl":"https://doi.org/10.1109/CCNC.2007.65","url":null,"abstract":"Wireless ad hoc networks are so vulnerable to passive attacks and eavesdropping adversaries due to their shared medium which makes network traffic easy to capture and analyze. Therefore, security and privacy protections are of extreme importance for protocols and applications in such networks. In this paper, we introduce a new framework for anonymous routing, named chain-based routing, to improve the privacy. In our framework, nodes on a path are virtually bound to each other like a chain. Each node is only aware of its associated links in a flow and does not require any other information about source, destination, or other parts of the chain. Based on this framework, we propose an on-demand routing protocol, called Chain-based Anonymous Routing (CAR), which uses unicast-based broadcast data transfer to fulfill anonymous communication in wireless ad hoc networks. Through hiding identifiers of nodes inside the chain, CAR realizes sender, receiver, and relationship anonymity in addition to untraceability in the network. Moreover, it is resistant to a wide range of passive attacks while adapting to implement other security mechanisms in the presence of active attacks.","PeriodicalId":166361,"journal":{"name":"2007 4th IEEE Consumer Communications and Networking Conference","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127391820","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Matuszewski, M. Garcia-Martin, N. Beijar, Juuso Lehtinen
This paper presents the architecture and the signaling flows of a multi-service overlay network implemented over the IP Multimedia Subsystem (IMS). The overlay network uses the concept of SIP-based Peer-to-peer (P2P) for providing resource sharing services, such as photograph exchange, allowing the distribution of resources across an overlay network formed for that purpose. The SIP P2P overlay network forms a cost efficient platform for providing innovative mobile services. Using the presented platform, fixed and mobile operators can provide valuable services utilizing the strengths of the IMS such as sophisticated charging, control, security and authentication mechanisms.
{"title":"Resource Sharing and Discovery on Top of IMS","authors":"M. Matuszewski, M. Garcia-Martin, N. Beijar, Juuso Lehtinen","doi":"10.1109/CCNC.2007.102","DOIUrl":"https://doi.org/10.1109/CCNC.2007.102","url":null,"abstract":"This paper presents the architecture and the signaling flows of a multi-service overlay network implemented over the IP Multimedia Subsystem (IMS). The overlay network uses the concept of SIP-based Peer-to-peer (P2P) for providing resource sharing services, such as photograph exchange, allowing the distribution of resources across an overlay network formed for that purpose. The SIP P2P overlay network forms a cost efficient platform for providing innovative mobile services. Using the presented platform, fixed and mobile operators can provide valuable services utilizing the strengths of the IMS such as sophisticated charging, control, security and authentication mechanisms.","PeriodicalId":166361,"journal":{"name":"2007 4th IEEE Consumer Communications and Networking Conference","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125252493","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The use of adaptive systems provides means to ensure anytime, anywhere and any device entertainment experiences for heterogeneous players. In this paper, we present an approach to dynamically transcode edutainment contents and to facilitate user interactions in context-aware scenarios. We focus on those typologies of interactive online applications, for which edutainment activities are structured as a combination of delivery of rich media contents interleaved with interactive choices made by the users (e.g., multimedia quizzes). As a matter of facts, today's edutainment contents are mostly produced to be delivered through TV or broadband networks. Thus, typically they are not encoded to be used in nomadic contexts. It turns out that the use of an adaptation process (based on user profiles) results as an important tool to face with the poor computational and networking capabilities of (mobile) devices. Moreover, a higher level of accessibility can be guaranteed to users with disabilities, since contents are transcoded based on user preferences. Results gathered from a real evaluation assessment show the viability of our solution.
{"title":"Transcoding in Online Rich-Media Edutainment: a Dynamic Approach Based on Content/Context Awareness","authors":"S. Ferretti, S. Mirri, P. Salomoni","doi":"10.1109/CCNC.2007.217","DOIUrl":"https://doi.org/10.1109/CCNC.2007.217","url":null,"abstract":"The use of adaptive systems provides means to ensure anytime, anywhere and any device entertainment experiences for heterogeneous players. In this paper, we present an approach to dynamically transcode edutainment contents and to facilitate user interactions in context-aware scenarios. We focus on those typologies of interactive online applications, for which edutainment activities are structured as a combination of delivery of rich media contents interleaved with interactive choices made by the users (e.g., multimedia quizzes). As a matter of facts, today's edutainment contents are mostly produced to be delivered through TV or broadband networks. Thus, typically they are not encoded to be used in nomadic contexts. It turns out that the use of an adaptation process (based on user profiles) results as an important tool to face with the poor computational and networking capabilities of (mobile) devices. Moreover, a higher level of accessibility can be guaranteed to users with disabilities, since contents are transcoded based on user preferences. Results gathered from a real evaluation assessment show the viability of our solution.","PeriodicalId":166361,"journal":{"name":"2007 4th IEEE Consumer Communications and Networking Conference","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128079120","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bomjun Kwon, Sungho Yoon, Youngki Ahn, Hyung-Won Jung, Jangseok Seo
SHADOWis a middleware for building GUI applications in home digital media devices. It is a part of home software platform that solves portability issues and it provides a universal application framework for OS independence. It also supports C++ class libraries for object-oriented design of GUI applications. SHADOW was successfully used for building GUI applications for TV-like home devices. In this paper, we describe how SHADOW is designed and implemented in order to support home applications.
{"title":"SHADOW: A Cross-Platform GUI Middleware for Home Devices","authors":"Bomjun Kwon, Sungho Yoon, Youngki Ahn, Hyung-Won Jung, Jangseok Seo","doi":"10.1109/CCNC.2007.183","DOIUrl":"https://doi.org/10.1109/CCNC.2007.183","url":null,"abstract":"SHADOWis a middleware for building GUI applications in home digital media devices. It is a part of home software platform that solves portability issues and it provides a universal application framework for OS independence. It also supports C++ class libraries for object-oriented design of GUI applications. SHADOW was successfully used for building GUI applications for TV-like home devices. In this paper, we describe how SHADOW is designed and implemented in order to support home applications.","PeriodicalId":166361,"journal":{"name":"2007 4th IEEE Consumer Communications and Networking Conference","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126669300","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The use of cross layer communication in the form of link-layer triggers is a growing trend in mobility management schemes because traditional movement detection techniques are no longer suitable for fast handover protocols. Achieving seamless mobility is a major challenge for current and future wireless networks and is the focus of much research. This paper presents a prediction assisted fast handover protocol (PA-FMIP) that uses a data mining based prediction algorithm to replace the need for a pre-trigger. It is a continuation of previous work that aims to improve the packet loss problem inherent in reactive handovers. We further evaluate PA-FMIP through simulation and focus on the capabilities of the mobility prediction algorithm, particularly when faced with random mobility. The impact of a PA-FMIP handover for real-time and TCP application performance is also thoroughly evaluated. It is found that the data mining based prediction algorithm can achieve 100% accuracy for regular mobility. It is also found that the type of TCP used by the user significantly influences throughput. The improvement in the number of lost packets by PA-FMIP increases the overall throughput for any TCP variant.
{"title":"Movement Prediction Assisted Fast Handovers for Seamless IP Mobility","authors":"Andre E. Bergh, N. Ventura","doi":"10.1109/CCNC.2007.79","DOIUrl":"https://doi.org/10.1109/CCNC.2007.79","url":null,"abstract":"The use of cross layer communication in the form of link-layer triggers is a growing trend in mobility management schemes because traditional movement detection techniques are no longer suitable for fast handover protocols. Achieving seamless mobility is a major challenge for current and future wireless networks and is the focus of much research. This paper presents a prediction assisted fast handover protocol (PA-FMIP) that uses a data mining based prediction algorithm to replace the need for a pre-trigger. It is a continuation of previous work that aims to improve the packet loss problem inherent in reactive handovers. We further evaluate PA-FMIP through simulation and focus on the capabilities of the mobility prediction algorithm, particularly when faced with random mobility. The impact of a PA-FMIP handover for real-time and TCP application performance is also thoroughly evaluated. It is found that the data mining based prediction algorithm can achieve 100% accuracy for regular mobility. It is also found that the type of TCP used by the user significantly influences throughput. The improvement in the number of lost packets by PA-FMIP increases the overall throughput for any TCP variant.","PeriodicalId":166361,"journal":{"name":"2007 4th IEEE Consumer Communications and Networking Conference","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126825674","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The intelligent dissemination of context information to enable context-aware applications is a topic often discussed in current research. However, related approaches are not able to cope with the unknown and dynamically changing nature often found in ad-hoc peer-to-peer environments. In this paper, we propose a flexible means of gathering, interpreting, and providing context information in a distributed manner. For this purpose, we describe a request-driven model for the interaction of context providers and requesters. We incorporate a bio- inspired pheromone-based approach of intelligently storing and disseminating information based on the data really requested and needed. Semantic Web technology is utilized to obtain a loosely coupled interaction pattern and an adaptable representation of context information. Thus, desired information can be accessed by external applications and services in a flexible and transparent manner.
{"title":"Autonomous Context Data Dissemination in Heterogeneous and Dynamic Environments","authors":"C. Jacob, D. Linner, S. Steglich, I. Radusch","doi":"10.1109/CCNC.2007.90","DOIUrl":"https://doi.org/10.1109/CCNC.2007.90","url":null,"abstract":"The intelligent dissemination of context information to enable context-aware applications is a topic often discussed in current research. However, related approaches are not able to cope with the unknown and dynamically changing nature often found in ad-hoc peer-to-peer environments. In this paper, we propose a flexible means of gathering, interpreting, and providing context information in a distributed manner. For this purpose, we describe a request-driven model for the interaction of context providers and requesters. We incorporate a bio- inspired pheromone-based approach of intelligently storing and disseminating information based on the data really requested and needed. Semantic Web technology is utilized to obtain a loosely coupled interaction pattern and an adaptable representation of context information. Thus, desired information can be accessed by external applications and services in a flexible and transparent manner.","PeriodicalId":166361,"journal":{"name":"2007 4th IEEE Consumer Communications and Networking Conference","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127030957","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In conventional wireless sensor networks, sinks collect data from sensors and/or aggregators and interact with end-user applications via centralized gateways. However, there exist application scenarios where this modus operandi may not be suitable. In such cases it is preferable that the applications interact directly with the sensors. This paper proposes a Web- service based architecture with an overlaid UDDI for these cases. It also presents simulation results for these scenarios to demonstrate performance gains.
{"title":"Web Services-Based Architecture for the Interactions between End-User Applications and Sink-Less Wireless Sensor Networks","authors":"R. Glitho, F. Khendek, N. Y. Othman, S. Chebbine","doi":"10.1109/CCNC.2007.175","DOIUrl":"https://doi.org/10.1109/CCNC.2007.175","url":null,"abstract":"In conventional wireless sensor networks, sinks collect data from sensors and/or aggregators and interact with end-user applications via centralized gateways. However, there exist application scenarios where this modus operandi may not be suitable. In such cases it is preferable that the applications interact directly with the sensors. This paper proposes a Web- service based architecture with an overlaid UDDI for these cases. It also presents simulation results for these scenarios to demonstrate performance gains.","PeriodicalId":166361,"journal":{"name":"2007 4th IEEE Consumer Communications and Networking Conference","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122110311","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A digital rights management (DRM) system grants specific rights for content use to a user. Such rights may however exclude desired but legal content use and thus cause inconvenience for the user. Moreover, unauthorized content distribution via peer-to-peer (P2P) networks occurs. In this paper, we explore user-enabled monitoring to give users more freedom in content use and to discourage unauthorized content distribution. The monitor is placed at the interface between the user's device(s) and the public Internet. With the monitor, the user cannot upload unauthorized content but as a tradeoff the user is offered benefits. Digital rights management; DRM; monitoring I. INTRODUCTION A typical digital rights management (DRM) system encrypts digital content with a secret key. A license protects and transports this key to a DRM client. The license also contains rights describing under which conditions the content may be used. The DRM client decrypts and renders the content if the conditions stated in the rights are met. These rights may sometimes be experienced as too restrictive and cause inconvenience to the users. Furthermore, there is unauthorized content distribution over the Internet especially via peer-to-peer (P2P) content distribution. In this paper, we explore user-enabled monitoring to reduce unauthorized content distribution and to provide more freedom of using the content. The main functionalities of the monitor are to block unauthorized upload of the content to the Internet and to tag the content downloaded from the Internet. The monitor does not block downloading to not annoy users. User-enabled monitoring provides an option to a user to voluntarily enable the monitor. When the user enables the monitor, the user can obtain benefits as a reward. Examples of benefits are discount for purchasing digital content, legalizing unauthorized content that the user has downloaded with a reasonable price, or free content management service such as backup. The monitor may (as an additional benefit) generate digital evidence (3) for the user to prove that the user was not involved in any unauthorized content distribution. We do not justify which of these benefits is the most effective and attractive to the users in this paper.
{"title":"Reducing Unauthorized Content Distribution with Monitoring","authors":"Cheun Ngen Chong, F. Kamperman","doi":"10.1109/CCNC.2007.212","DOIUrl":"https://doi.org/10.1109/CCNC.2007.212","url":null,"abstract":"A digital rights management (DRM) system grants specific rights for content use to a user. Such rights may however exclude desired but legal content use and thus cause inconvenience for the user. Moreover, unauthorized content distribution via peer-to-peer (P2P) networks occurs. In this paper, we explore user-enabled monitoring to give users more freedom in content use and to discourage unauthorized content distribution. The monitor is placed at the interface between the user's device(s) and the public Internet. With the monitor, the user cannot upload unauthorized content but as a tradeoff the user is offered benefits. Digital rights management; DRM; monitoring I. INTRODUCTION A typical digital rights management (DRM) system encrypts digital content with a secret key. A license protects and transports this key to a DRM client. The license also contains rights describing under which conditions the content may be used. The DRM client decrypts and renders the content if the conditions stated in the rights are met. These rights may sometimes be experienced as too restrictive and cause inconvenience to the users. Furthermore, there is unauthorized content distribution over the Internet especially via peer-to-peer (P2P) content distribution. In this paper, we explore user-enabled monitoring to reduce unauthorized content distribution and to provide more freedom of using the content. The main functionalities of the monitor are to block unauthorized upload of the content to the Internet and to tag the content downloaded from the Internet. The monitor does not block downloading to not annoy users. User-enabled monitoring provides an option to a user to voluntarily enable the monitor. When the user enables the monitor, the user can obtain benefits as a reward. Examples of benefits are discount for purchasing digital content, legalizing unauthorized content that the user has downloaded with a reasonable price, or free content management service such as backup. The monitor may (as an additional benefit) generate digital evidence (3) for the user to prove that the user was not involved in any unauthorized content distribution. We do not justify which of these benefits is the most effective and attractive to the users in this paper.","PeriodicalId":166361,"journal":{"name":"2007 4th IEEE Consumer Communications and Networking Conference","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124644190","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}