Playing for a change : Stand By Me
December 22nd, 2008Everything about DRM
December 19th, 2008
Condensed explanation: Digital rights management is a corporate pain in the ass that stops you from doing whatever you want with music and movies in the name of fighting piracy. But there’s more to it.
Straight up, you run into DRM pretty much every day. Bought music from three of the four major labels or any TV show from iTunes? Played a game on Steam? Watched a Blu-ray movie? Hello, DRM. If you wanna get technical about it, digital rights management and copy protection are two different, if similar things. Digital rights management is copy protection’s sniveling, more invasive cousin—it isn’t designed simply to make it harder to steal content like straightforward copy protection—you thieving bastard you—but to control exactly how and when you use media. We’re going to cover both here, since they both refer to technologies that restrict what you do with music, movies and more.
There are, approximately, 10,742,489 kinds of DRM and copy protection. Almost every company or format has its own flavor that works in a slightly different way from everyone else—Apple’s iTunes-smothering FairPlay, Blu-ray’s BD+, the restrictions built into every gaming console. They’ve gotten more complex and nuanced over time, too, as content delivery has evolved. For instance, elementary-school DRM would simply keep you from copying or converting or doing other unseemly things to a file, like playing it on a non-sanctioned device. Or you might remember old-school CD keys, before the days of online activation. Today’s DRM, like for movie rentals, music subscriptions or software, constructs more elaborate obstacle courses, nuking videos 24 hours after you press play, or allowing a certain number of copies.
Many of these work in similar ways—files are encrypted with the DRM flavor of the day, and they’re unlocked or decrypted for your use by authorized programs and devices. Think of it like a secret handshake that only certain programs or pieces of hardware know. Often, they’re tied to an account like on Steam or iTunes. This makes it easy for the Man to keep track of and manage what you’re doing with stuff—how many copies you’ve made, how many machines you’ve authorized to play your content, whether your monthly all-you-can-eat music subscription is still active, that kind of thing. DRM-busting cracks look for ways to strip that encryption out to allow free usage, copying or modification of the file.
So, aside from the fact that DRM keeps you copying or modifying content, and playing it on whatever damn player you wanna play it on, and maybe limits your time with a movie to a fleeting window, it doesn’t sound so bad. Okay, it does. But it can get worse—like when DRM breaks. For instance, Valve’s Steam network had a hiccup in 2004 that meant people were locked out of the game they paid to play. Or when Windows cocks up and tells users their OS isn’t genuine. Or Sony’s infamous rootkit CDs. Or when DRM servers are shut down, rendering music useless. The list goes on.
But wait, haven’t you heard that DRM’s dead? Or has a cold? Weeellll, yes and no. Sure, some music stores sell DRM-free MP3s—Amazon is unrivaled in that has ‘em from every major label, and iTunes sells DRM-free music from EMI. And CDs have never had ‘em, except for that aforementioned BS copy protection from Sony and a few other short-lived misguided attempts. So, it’s sort of going away for pay-to-own music, but it’s still fairly ubiquitous, in all-you-can-eat subscription music, in movies and in software, and it’s not going away anytime soon. The emergence of streaming serious video content, like with Hulu in particular, sort of challenges this on the video front—there’s no DRM, but then again, it’s not as easy to rip a stream for Joe Blow as it is to share a file over Limewire. Harder questions, though, like whether DRM means you ever really own anything anymore, we’ll leave to the lawyers.
Here’s a list an quick blurb on every major kind of DRM you’re likely to run into, and why it sucks (beyond the whole keeping-you-from-sharing-it-with-all-your-friends business):
Audio
• FairPlay is Apple’s flavor of DRM that’s baked right into iTunes, iPods, QuickTime and iEverything else—most music from the iTunes store is lojacked with it, with exceptions from EMI and some indie labels. It allows for unlimited copies of music files, but only five computers at a time can be authorized. FairPlay files only play on Apple’s own iThings. Like every other DRM scheme, it’s been cracked.
• PlaysForSure (now simply “Certified for Vista,” which is confusing since not all “Certified for Vista” stuff will play PlaysForSure, like Microsoft’s own Zune) was Microsoft’s attempt to get everyone in the portable player industry on the same Windows Media DRM. Even though Microsoft has basically ditched it, it’s successful in that a bunch of services, like Rhapsody and Napster, and players—essentially everyone Apple, from Sony to Toshiba to SanDisk—have used or supported it. It’s fairly generic copy protection that keeps you from sending it to all of your friends, though it works with and enforces subscriptions, with the biggest bitch being that it restricts you to Windows and to PlaysForSure devices. (Read: Not iPods.)
• Zune uses a totally different DRM tech than PlaysForSure and is incompatible with it. It allows you to share DRM’d subscription content with up to three other Zunes, though it won’t let you burn songs unless you buy ‘em. And if subscriptions die, it nukes your songs. It also manages the Zune’s “squirt” feature, making sure you don’t play beamed songs more than a few times and other annoying restrictions.
• PlayReady: Hey lookie, another Microsoft DRM scheme. This one’s different from the similar-sounding PlaysForSure in that while it’s backward compatible with Windows Media DRM, it works with more than just Windows Media audio or video files, like AAC and MPEG, and is meant to cover a broader range of devices, like mobile phones.
Video
• FairPlay for video is a lot like the audio version, but adds a couple tricks like nuking rental videos 24 hours after pressing play and presenting a slightly more complicated obstacle course to sync them to portable iThings.
• High-Bandwidth Digital Copy Protection prevents video from being copied as it moves across certain digital video interfaces like HDMI, DisplayPort and DVI, which sounds innocent enough, until you try to watch something on a non-HDCP compliant display—and you can’t.
• Content Scrambling System (CSS) was DVD’s piddly encryption scheme, long ago busted open like a rotten watermelon.
• AACS (Advanced Access Content System) is one layer of copy protection that’s part of the spec of both HD DVD and Blu-ray. It’s way stronger than DVD’s CSS setup with several components involved in the encryption/decryption process, and allows for blocking specific players that have their keys compromised. Plus it can allow specific numbers of DRM’d copies of content, like for portable players. Also cracked, rather explosively.
• BD+ is Blu-ray’s secret sauce DRM that’s actually a virtual machine, allowing it to do stuff like make sure the hardware and keys are kosher, and execute code. It’s been cracked, twice actually, but part of the appeal is that it can be updated—the last version is at least three months away from being cracked again, though it totally will be. BD+ was the main reason some studios supported Blu-ray over the AACS-only HD DVD, and you can see why.
• Macrovision VHS, yep, that old chestnut: copy protection on VHS tapes that made everything squiggly when you tried to run two VCRs together. Why include it in a digital roundup? Well, besides nostalgia, if you want to convert your original 1986 Star Wars VHS tape to digital, this will make your life difficult—fortunately, a quick Google search turns up ways around it.
• TV and cable—there’s a lot going on there to keep you from stealing cable’s goods, so you need a box or a CableCard to take the encrypted feed and make it watchable. The industry didn’t even really get behind the plug-n-play CableCard, either—it was more or less forced on them. There’s also this thing called a broadcast flag that stations like ABC or NBC or HBO can embed in shows at will so you can’t record them.
• Tivo uses DRM from Macrovision that can slap you with all kinds of restrictions, ranging from no copying at all to automatic expiration, limiting copies or managed transfers to PCs, or even not allowing you to view certain football games outside of a designated region. Its TivoToGo, for porting stuff to portable devices, actually uses Windows Media DRM though.
• Windows Media DRM, speaking of it, is one of the more popular off-the-shelf DRM kits, used by everyone from Netflix for its streaming service to Amazon’s defunct Unbox downloads (now Video on Demand downloads) to Walmart’s old video store, that’s somewhat flexible it what it allows or doesn’t, depending on the service’s wants—from no copying to nothing but Windows Media compatible devices (i.e., no iPods). It only runs on Windows, naturally.
• Even Adobe Flash has DRM now. If you’ve used the streaming part of Amazon’s Video on Demand service, you’ve run into Flash DRM (which had a lovely Antarctica-sized hole allowing you to rip movie streams until a couple months ago). Two bad things about this DRM, notes the EFF: First, with an unencrypted stream it’s “unlikely that tools to download, edit, or remix them are illegal.” That changes if it’s locked up with DRM. Also, it means you’ll have to use Adobe’s own Flash player to video Flash videos. Lame.
• PlayReady is another Microsoft DRM flavor, aimed mostly at portable devices, but it also powers the DRM in Microsoft’s Silverlight, which is what just brought Netflix streaming to Macs.
Software
• Windows Genuine Advantage is what makes sure you’re not using a pirated copy of Windows. It phones home occasionally, which can cause bad things if the servers go down. If your copy is legit and it says you’re a pirate, you’re not the first person it’s falsely accused.
• Valve’s Steam is one of the most elegant, integrated DRM solutions we’ve seen in a physical-media-be-damned world (except for its two infamous outages). Unlimited copies of games on unlimited computers, but only one can play on an account at a time. It’s fairly seamless, like good DRM should be.
• EA’s copy protection system got real famous, real fast thanks to Spore, and nefariously restricts game installations to three computers—in its lifetime, not just at one time like some media DRMs.
• Pretty much every console has varying levels of DRM and copy protection (duh, it’s a closed system), but DRM issues are coming more brightly into focus as we download games from stores, like on the Xbox 360 and Wii, where games are tied to your original system, so you’re screwed if you get a replacement—it’ll take some decent footwork to get your games back, at the very least.
• Not software DRM per se, but Windows Vista has a ton of DRM technologies baked right into it.
Any DRM schemes we missed, feel free to complain about how they make your life more miserable in the comments.
Source: Gizmodo.com
Video Codecs Explained
November 20th, 2008
Once upon time, video codecs and formats were really only the concern of AV nerds, anime freaks and hardcore not-so-legal movie downloaders. Now, even the most part-time of geeks has to deal with them, whether they’re trying to stream a flick across their house with an Apple TV, dump some video onto their phone or just trying to grab last night’s episode of Dexter because they, uh, forgot to renew their Showtime subscription that’ll work in their media player. It’s messy and annoying, but we’re here to clean it up. Take a deep breath.
You might recall our discussion about video bitrates earlier, or how much data is packed into a file. As a general rule, more bits per second translates into more betterer quality audio and video. The variable in that—the other part of the equation—is how the content is compressed and de-compressed. Better compression techniques—the zen of knowing what bits of data to pull out to make big data chunks smaller—make for better quality video while taking up less space on your hard drive. Basically, the part you need to know is that codecs are the software that make that magic happen.
Standard Standards
• H.261 is not a term you have to worry about, but it’s the technology that most video standards and codecs were originally based on. Originating in 1990, it’s the first major digital video compression standard, and like other “H” standards, it was developed by the International Telecommunication Union. This one was primarily for teleconferencing over ISDN lines, and as such, it looks like ass.
• MPEG-1 Part 2 is another oldie, developed by the Movie Picture Experts Group and approved in 1991. (All of the MPEG codecs we talk about, btw, will have an associated layer, since the video section is only part of the full standard, which includes audio and other stuff. MPEG-1 Layer 3, you probably know, is MP3.) Based quite a bit on H.261, MPEG-1 was designed to take VHS quality video and squeeze it down to a bit rate of about 1.5Mbps, optimized for CD transfers. No surprise, it’s the standard used for all VCDs (which can play in most DVD players), but not a standard you would see hanging around today.
• With MPEG-2 Part 2, approved in 1994, we’re finally talking decent vid. Also known as H.262, since it was developed jointly by the ITU-T and ISO, MPEG-2 is an extension of MPEG-1 that delivers better resolution and higher bit rates (3-15Mbps for standard def and 15-30Mbps for HD). It’s the video codec used by DVD and digital television, though now it’s slowly being replaced by the more efficient MPEG-4, except on DVDs, where it’ll ride out that disc format’s lifetime.
• H.263 is designed for sending video over crappy connections. So it’s used to encode most Flash video and to send video over mobile networks.
• MPEG-4 is where we really stand right now. It has a much broader scope than past MPEG standards, aiming to tackle both the low end (crappy cellphones on a crappy network) and the high end (Blu-ray). It’s still developing, so it’s not-so-coincidentally where this whole story gets messier. There are two relevant parts of the MPEG-4 standard for our myopic video purposes: Part 2 and Part 10—which is also known as H.264 or Advanced Video Coding (AVC). To be clear though, even though they’re both part of the MPEG-4 standard, they’re totally different formats. Nevertheless, both are more efficient at compression than past MPEG codecs, delivering better quality using less space.
• Okay, so if you’ve ever frequented a Torrent site, you’ve actually watched tons of videos that use MPEG-4 Part 2, though it’s not like they would’ve had a flashing sign telling you so. MPEG-4 Part 2 actually has different “profiles”—the two that matter being Simple Profile, for low bitrate, low-res stuff, and Advanced Simple Profile. The latter profile is what’s used by movies you would download in formats like DivX or XviD or 3ivx—which are all codecs that are essentially just differing implementations of the MPEG-4 Part 2 standard.
• MPEG-4 Part 10, the other part, was actually co-devopled by MPEG and the ITU-T, so it’s also known—in fact, more commonly known—as H.264. It’s more efficient than MPEG-2 and MPEG-4 Part 2, delivering the same quality video in as little as half the space, making it suitable for the low and high-end. Because of this, it’s quickly becoming the standardest standard. It’s part of the HD DVD and Blu-ray spec, replacing MPEG-2 in digital TV (like with satellite services and AT&T’s U-Verse IPTV) and supported by pretty much every portable video player on the planet from the iPod to the PSP. Apple has a decent, if Kool-Aid flavored, FAQ about H.264.
• VC-1 is essentially a Microsoft developed alternative video codec to H.264 released as a standard by the Society of Motion Picture and Television Engineers, though it descends from the same H.26X/MPEG family. (It essentially started life as WMV9, but then Microsoft shopped it to the SMPTE to make it an industry standard, and now it is.) It too, is part of the mandatory Blu-ray and HD DVD spec, and is the official video codec of the Xbox 360. It’s pitch is the same as H.264’s—trying to deliver better quality using less space, like HD video in 6-8Mbps.
Free-Floating Codecs
Okay, so all that stuff up there are industry-wide standard video codecs. On top of all of those, various entities love putting out their own spin on those standards. As we mentioned before, DivX (proprietary) and XviD (open source), for instance, use MPEG-4 Part 2 (more specifically, MPEG-4 ASP) compression, meaning stuff that’ll natively play back MPEG-4 ASP will also play back DivX. Like the Xbox 360, for instance. There are a ton of MPEG-4 ASP-based codecs, actually, like FFmpeg, 3ivx and others, but DivX and XviD are the most common. Same deal with H.264: Some well known codecs that use it are Apple’s Quicktime H.264, x264 and Nero Digital. You’ve also got Windows Media Video (WMV) codecs, which are Microsoft’s proprietary twists on industry standards.
Containers aka Wrappers
Alright, well you’ve probably noticed that none of your video files have the extension .h264 or .vc1 or the like. That’s because videos are packaged in containers or wrappers that stuff things like the audio, navigational info, etc. along with the video in a single pretty file. Naturally, there are about as many of them as there are codecs. To be clear, you would take a video encoded with, say, H.264, and wrap it up as a .mp4 or .avi file.
The majors ones are:
• AVI (Audio Video Interleave) is Windows’ standard multimedia container
• MPEG-4 Part 14 (known to you as .mp4) is the standardized container for MPEG-4
• FLV (Flash Video) is the format used to deliver MPEG video through Flash Player
• MOV is Apple’s QuickTime container format
• OGG is an open-standard container
• MKV (Mastroska) is another open-specification container that you’ve seen if you’ve ever downloaded anime
• VOB means DVD Video Object. Guess what? It’s DVD’s standard container, and what you get when you rip a DVD.
• ASF is a Microsoft format designed for WMV and WMA—files can end in .wmv or .asf
So, in order to play a video file, your setup has to be able to handle both the actual video codec and the container. It’s why you can try to play an AVI file and Windows Media Player laughs at you, even though it totally played one a minute ago— the container was no problem, but it didn’t have the right codec. Or conversely, even though an iPod could play back an H.264 encoded video, if it was wrapped up in MKV, it won’t be able to read it.
Okay, my brain hurts. Hopefully this will make yours hurt less when it comes to dealing with pesky videos. If you’d like to do even more homework, Wikipedia, as always, has a more in-depth discussion. And Doom9 is always an amazing resource for all things digital video.
If matrix ran on Windows…
November 10th, 2008iPhone Developer University Program
September 24th, 2008The iPhone Developer University Program is a free program designed for higher education institutions looking to introduce curriculum for developing iPhone or iPod touch applications. The University Program provides a wealth of development resources, sophisticated tools for testing and debugging, and the ability to share applications within the same development team. Institutions can also submit applications for distribution in the App Store.
Student Development Team
The iPhone Developer University Program allows instructors and professors to create a development team with up to 200 students.
Development Resources
With the suite of sophisticated and elegant tools included in the iPhone SDK, and a wide-range of resources in the iPhone Dev Center, students participating in the class will have everything they need to create innovative applications for iPhone and iPod touch.
Testing, Debugging, and Optimizing
Students can test, debug, and optimize their applications using Xcode’s graphical debugger, or collect real-time performance data in Instruments’ timeline view. These powerful optimization tools allow for quick identification of any performance issues.
Distributing Applications
The iPhone Developer University Program allows students within the same development team to share their applications with each other through email, or by posting them to a private website for presentation and grading purposes. In addition, higher education institutions can submit applications for distribution in the App Store.
Source: http://developer.apple.com/iphone/program/university.html
Processing, visual programming language
September 23rd, 2008Processing is an open source programming language designed for visual artists, “created to teach fundamentals of computer programming within a visual context and to serve as a software sketchbook and professional production tool.” Originally developed at the MIT Media Lab, it’s a free alternative to fancy, expensive, proprietary software tools. And man, can you make some cool stuff with it. This video, created by Glenn Marshall using Processing, is called Metamophosis. Featuring music by the incomparable Boards of Canada, it’s a remarkable testament to what you can create with a simple programming language if you’ve got the chops. [Fubiz via Notcot]
Education Technology Spending To Top $56 Billion by 2012
September 20th, 2008In the United States, IT spending in education will reach $47.7 billion by the end of this year and is expected to top $56 billion by 2012, according to a new report from Compass Intelligence, an IT consultancy and market research firm. This growth in education–both K-12 and higher ed–is being fueled in particular by expenditures in telecommunications, collaborative technologies, and outsourced IT services.
According to the new report, “Education Snapshot: Learning with Technology,” the bulk of education IT spending is occurring in higher education–about 64 percent versus 36 percent in K-12. In 2008, telecommunications accounted for almost $16 billion of total education expenditures, but, according to Compass, this category will be outpaced by outsourced IT services over the next four years.
![]() |
Stephanie Atkinson, managing partner and principal analyst for Compass Intelligence, told us in an e-mail interview, “Most of the spending is in telecommunications and applications. Applications is one of the fastest growing categories. This includes things such as learning content, student-teacher-admin portals, video applications, and more.” She told us that shifts in IT spending in education are being impacted largely by “the younger generation entering into the education workforce, [who] are becoming increasing factors in terms of influencing the decision-making process for IT purchases.”
Another large category for education in general, according to the report, is wireless technology. It’s expected to account for $13 billion in education IT spending in 2008, or about 27 percent of the total forecast. More than half of higher education campuses are currently using wireless, and some 35 percent of total K-12 schools are using or are expected to be using wireless by the end of the year. This wireless explosion, in turn, is also fueling spending on security.
Internet and electronic learning tools will account for $9.1 billion in spending in 2008, which the report said is expected to grow to $12.9 billion by 2012.
The report also highlighted mobile computing as a growing category, a trend that’s expected to continue for the next three to five years. According to information released by Compass Thursday, “When asked which mobile and Internet applications Education IT decision-makers plan to roll out within the next six months, collaboration applications ranked the highest.”
Atkinson also cited virtualization as an important factor impacting IT spending, although virtualization was not quantified in the report. “It is becoming increasingly difficult to manage disparate IT systems, servers, and networks,” Atkinson said. “Virtualization could be a crucial area to help improve these challenges. With bandwidth and security of IT systems becoming large priorities, virtualization can do nothing but improve IT management for schools and universities.”
Dave Nagel, “Education Technology Spending To Top $56 Billion by 2012,” T.H.E. Journal, 9/18/2008, http://www.thejournal.com/articles/23299
Touchscreen in Education
September 18th, 2008
Education is a bitch. Teachers usually leave the profession within five years, kids either bomb standardized tests or learn them so well they bottom out immediately after, and funding is scarcer and scarcer to come by. The solution? Interactive multi-touch desks, naturally!
Currently in England’s Durham University, researchers received about $3 million to create SynergyNet, a system of infrared-sensitive multi-touch desks for children. The goal is to improve collaboration between students and with their teachers, and to engage “hard to reach” kids, especially boys who are increasingly disenfranchised. It makes sense in a lot of ways: Not only does it let kids share their work and even their desks with others for group activities, but the high-end processing includes video support and a game-quality physics engine, so who knows what might appear in the lesson plan?
Source: http://www.reghardware.co.uk/2008/09/17/touchscreen_school_tech/
If Wikipedia was a professor, College would be awesome
September 16th, 2008Makes you think twice again if you are going to cite your resources from Wikipedia.
Playing with Moon
September 6th, 2008


















