Sony Develops Blockchain-based digital rights management system

Blockchain-based digital rights management system
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Sony Develops Blockchain-based digital rights management system

Blockchain-based digital rights management system

Sony has announced the launch of a blockchain-based digital rights management system.

In a statement released via its official website, the company revealed that the new framework is built on a prior system for authenticating, sharing, and managing rights to educational data previously developed by Sony and Sony Global Education.

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Following finding out of the loop hole in the digital rights management process that blockchain technology can solve, Sony actualized its plan to develop a suitable system for digital content using blockchain technology.

The company filed an application for a patent to store users’ digital rights data on the blockchain on April 26th 2018.

An excerpt from the statement reads:

“Today, advances in technologies for digital content creation allow anyone to broadcast and share content, but the rights management of that content is still carried out conventionally by industry organizations or the creators themselves, necessitating a more efficient way of managing and demonstrating ownership of copyright-related information for written works.”

Adding to the functions of the earlier management system, this system also provides digital rights management for several new types of content.

The statement also read:

“[It is] specialized for managing rights-related information of written works, with features for demonstrating the date and time that electronic data was created, leveraging the properties of blockchains to record verifiable information in a difficult to falsify way, and identifying previously recorded works, allowing participants to share and verify when a piece of electronic data was created and by whom.”

Other types of content whose digital rights management is provided includes – electronic textbooks and other educational content, music, films, audio, games, scientific data, medical data, VR content, and e-books.

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