Entertainment Device Media Access Rights Management
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Solution Overview
Problem
Existing digital rights management schemes restrict users from accessing game content on different devices, limiting social interactions like collaborative jamming sessions due to locked media assets, which can lead to unauthorized copying and copyright infringement issues.
Innovation Solution
An entertainment device and method that receive media data with signature data for usage rights, allowing temporary access to media assets on other devices while ensuring authorized usage, enabling collaborative jamming sessions without permanent unauthorized copying.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If media data is locked to a specific entertainment device for copyright protection, then copyright infringement is prevented, but users cannot access their purchased content on other devices for collaborative sessions
Solution Approach 1:
The usage rights are segmented into different types: primary device access (unlimited), secondary device access (time-limited), and tertiary device access (session-only). This segmentation allows the system to provide different levels of access to different devices, resolving the contradiction between copyright protection and device accessibility.
Solution Approach 2:
The access rights are made dynamic through time-limited licenses and session-based authorization. The system transitions from static device-locking to dynamic access control where permissions can change based on time, device, and usage context, enabling both copyright protection and flexible access.
2Adaptability or versatility
If media data is made accessible on multiple devices for social collaboration, then user experience is enhanced, but unauthorized copying and copyright infringement may occur
Solution Approach 1:
The system introduces an intermediary authorization mechanism that mediates between the user's purchased content and the target device. The authorization server acts as a trusted intermediary that verifies rights and imposes appropriate restrictions, enabling safe multi-device access without direct peer-to-peer copying risks.
Solution Approach 2:
The system changes the parameters of access rights by introducing time limits, device identifiers, and usage conditions. Instead of binary authorized/unauthorized access, the system uses parameterized rights that specify duration, device, and usage type, allowing controlled accessibility that prevents infringement while enabling collaboration.
3Reliability
If time-limited access is implemented for borrowed content, then copyright protection is maintained, but user convenience is reduced
Solution Approach 1:
The system implements self-service authorization where users can independently borrow content from friends' devices through automated verification of their purchase rights. The time-limited access is automatically enforced by the system without requiring manual intervention, maintaining both protection and convenience.
Data Source
AI summary
An entertainment device comprises communication means operable to receive media data from a media data source, storage means operable to store the received media data, in which the storage means limits the duration of access to the media data which was received from the media data source.


