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Internal Digital Watermarking

Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
07-29-2006 08:48
Just resuggesting an old idea to prevent most texture theft.

i) Resident uploads a texture
ii) Somewhere on the asset server, a digital watermark is placed onto the texture with timestamp and resident information
iii) Texture thief rips off texture using intercept tool
iv) Texture thief attempts to upload texture
v) Asset server recognizes that an existing watermark is on the texture
vi) Texture is not uploaded, a request informs the creator for permission to upload the texture (just in case the creator is using an alt)

- recognizing an invisible digital watermark doesnt require scanning through all the terabytes of texture assets.
- most texture thieves do not alter the ripped off texture. If they do alter it, it requires significant degrading and modification to the texture to break the watermark.
- while anyone can steal textures for external uses, we are only concerned with the inherent value when they are uploaded inworld. Preventing the upload prevents thieves.
- it requires minimal human labour to moderate its usage

Will this work? I have no idea. But at least give it a try.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
07-31-2006 10:39
This relates to the "first use metadata" project we've got in the works. So I'm glad you brought this up; I'll include your feedback within. Thx Cot.
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