Tag Archives: society

Preparing for music rights protection on the internet

Napster users on the night of the first injunction found downloads crawling as peers were scrambling to loot the music warehouses. Consumer preparations for the fall of Napster indicate that many worry that they will have to pay for music downloads in the future.

On the other side of the coin, the Recording Industry Association of America (RIAA) is looking for new channels for online music sales that will allow them to capture as much value from their music portfolios as possible. With their music less available, they believe consumers will pay for their recordings on the internet, just as they do with traditional media like tapes and CDs.

The Internet is preparing for the fall of Napster as well. Many DRM providers, AnIdea Corporation included, now make it possible for record labels (or anyone else) to list and sell their music online. Content markets for Music are attached it to tracking, accounting, and billing systems. AnIdea.com makes many of these services free for everybody. Each listing is managed by the music owners, including any promotional materials. Distribution occurs in a manner that finally compensates the music owners for their sales.

The Music Industry and the Internet are constantly evolving under the prevailing winds of the markets and their legal frameworks, and how we acquire music is far from settled. Some things seem clear, though: that music will continue to be protected by copyrights, that people love internet music distribution, and that technology will adapt to fit the markets and the laws.

It is probably just a matter of time before media players come with fingerprinting software that analyses the waveform, generates an ID, and compares it against a public database of waveform IDs. A system like this could be used to apply copyright protection to the files you think you got away with. In other words, the free files you have downloaded for free from Napster might someday require a fee to play. Same file, new price.

Innovation in the 21st Century

The rate of innovation will continue to increase as communications and transportation help us to conquer time and space. The value of innovation will become quantifiable and attributable – leading to a renaissance in most fields, and a new breed of professional innovators currently being born as a new sector in the consulting industry.

Community in the 21st Century

Communities will be based on areas of interest, discussion, belief, and informational interaction, rather than physical proximity and race. Individuals will be members of many unrelated communities.

Community sets may overlap in telling ways when looking at large numbers of people. This data might be used for suggesting additional community associations and interpersonal relationships with shared interests.

Markets and marketing will be based on these communities.

Entertainment is Evolving

Movies, music, images, and all sorts of digitally transferable media will migrate from broadcast to 2-way networks. Complex, and dynamically updating, personalization engines will determine content selection by default. The media will reach us over wired and wireless networks using highly compressed secure digital signals – rather than local storage. Centralized systems will have dominant personalization systems and data, and so will be the primary tool for selecting media and interface content. Media serving will be decentralized, however, as the media serving and the web serving are separated. Distribution will occur through all sorts of networked devices, including the personal computer… which will come to be characterized as a small wireless device used for all aspects of an individual’s computing needs. Mass media will evolve with the interface devices that are supported by personal computers. In other words, as our interface technology improves, mass media will be developed to take advantage of it. An example of this co-evolution will be the stereo monitor (one image for each eye) – allowing 3d graphics, and marking a key step for 3d media entertainment.