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1.

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  OVERVIEW

1.1

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  • DCP

This document advocates for the creation of a Distributed Curation Platform (DCP) on Hyperledger Fabric, using the example of two musical formats: audio files (MP3, WAV, FLAC, etc) and NFTs (non-fungible tokens). The DCP will curate, document, and fairly manage media assets on the blockchain. It will accurately establish the provenance of an asset (its past) and assure that the asset’s creators or rights holders are properly acknowledged and remunerated in the future. For this reason, the DCP is suitable for museums, galleries, labels, and publishers on one hand, while proving equally helpful to artists or content creators on the other. In both environments the watchword will remain fairness. The following paragraphs outline a plan to build the DCP in a modular fashion, together with definitions of the relevant and manageable technologies. 

And so, to reiterate, this document explains how to manage two musical formats:

  1. Audio files
  2. NFTs

In two environments:

  1. Curatorial (libraries, museums)
  2. Commercial (licensing, NFT auctions, etc.)

And from three points of view:

  1. Artist
  2. Publisher / Owner
  3. Public

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  • DAM

The DCP is a form of Digital Asset Management application (DAM), composing and deploying a smart contract on a Hyperledger Fabric Network. Users interact with this application via a user interface made using VueJS. DAMS ensure that operations are only performed on a digital asset by individuals (or organizations) that have the right access rights and permissions for the asset. The digital asset is defined as the content and its metadata. The metadata could be as simple as the name of the asset, the name of the owner of the asset and the date of creation of the asset, or it could be something more complex, such as extracted speech or lyrics (as subtitles). In any DAM, there can be any number of users, who in turn may have the ability to perform permission-specific actions. Examples of such actions include:

  1. User registration and user login.
  2. Viewing all existing assets in the system.
  3. Viewing assets owned by the user that is currently logged in.
  4. Uploading a new asset.
  5. Deleting an existing asset.
  6. Suggesting edits to an existing asset.
  7. Viewing suggested edits for an asset that is owned by the user that is currently logged in.
  8. Approving or denying suggested edits for an asset that is owned by the user that is currently logged in.
  9. Allowing other users the permission to update an asset owned by the user that is currently logged in.
  10. Assigning another user as the owner of an asset that is owned by the user that is currently logged in.
  11. Downloading assets.

The large number of users (participants) in this use case, as well as the different kinds of actions (transactions) executed, indicate a good use case for blockchain.

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1.2 Cultural Context and Schelling Foci

Early curatorial enterprise on the blockchain was celebrated in 2017 by Consensys’ own Engineer of Societies, Simon de la Rouviere. In his overview of P2P distributed curation markets (DCMs), de la Rouviere quoted Umberto Eco’s equation of curation or list-making with culture itself.

The list is the origin of culture. It’s part of the history of art and literature. What does culture want? To make infinity comprehensible. It also wants to create order — not always, but often. And how, as a human being, does one face infinity? How does one attempt to grasp the incomprehensible? Through lists, through catalogs, through collections in museums and through encyclopedias and dictionaries.

The benefits offered by a blockchain DCP, de la Rouviere claimed, are not only decentralization and related systems of accountability. They also include the “the [cultural] wisdom of a crowd sharing at scale “ and micro-transactions or tokenized payments. Both will be addressed here.

There are certainly lots of existing content aggregation tools, operating with human or artificial intelligence. Given, however, that DCPs rely on both the filtering of information and an attribution of value to those selected assets, AI is (thus far) less likely to to attribute lasting or accurate cultural worth to any resulting list than a known, human entity within a relatively small and permissioned environment. Culture is a profoundly human and abstract activity, revolving around what many blockchain/DCP scholars like to term a ”Schelling (i.e., focal) point” of consideration. Some DCPs that have arisen around such foci are

In all cases, a relatively small and specialized community creates worth in a permissioned or walled environment, within which individuals determine a value-system. We will move along the same lines, following a brief introduction into existing overlaps between Hyperledger and curated, value-making blockchains. 

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1.3 HL Rights Management for Older or “Heritage” Assets. The Museum Network.

In building a test-case or POC, this DCP project will employ a large, existing audio database: a collection of approximately two million audio files that span the history of recorded sound in Russia. These files have recently been recently donated to the Wende Museum of the Cold War in Los Angeles (Instagram / Museum Review). What they require, over and above any issues of metadata, provenance, or rights management, is a public-facing API or decentralized streaming system of direct benefit to other archives, galleries, and publishers internationally. This use-case we will henceforth refer to as MN (“museum network”).

The physical collection from which the test files were partially generated can be seen here: these vinyl recordings, tapes, flash drives, mini-discs, traditional CDs, etc., will help the ME-SIG to define best practices for placing tangible, often antique objects on the blockchain.

The MN will be built with two primary emphases in mind:

  • Digital lending with ISCCs (see below)
  • Decentralized curation and records management

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1.4 HL Rights Management for Contemporary and Future Assets. The Contemporary or Commercial Network.

In addition, MN will grow parallel to a more contemporary or commercial alternative, designed to help the work of living artists alive today from the same eleven time zones. The API or UI for this network (henceforth “CN”) will focus upon the following issues:

  • Easier access to (and the improved exchange) of better metadata
  • Compensation for the composers of audio works using ISCCs*
  • Support for the micro-sale of sync licenses across social media. (How might an individual or company legitimately license and share the work of a major artist, say, on social media?)
  • Support for the tokenization of audio with Hyperledger’s Fabcoin and/or NFTs**
  • Support for healthier competition in the subscription market. (How might an individual launch a subscription service for my customers/audience and easily access proper licenses?)
  • and a geo-sensitive/hyper-localized news service. News of cultural or political worth will be embedded in a map, showing (in cultural cases) the geographic origin of a file and (in journalistic cases) verifiably true statements about both local events and regional politics. As a result, CN will aid freedom of speech and freedom of expression in territories where both are rare. Evidence of background work is gathered here.

It is hoped that one API or app will suffice for both MN and CN, with either different interfaces and/or functionality to meet divergent needs. Those divergences might include the expression of rights (i.e., rights-expression languages or REL) and matters of post-transaction fulfillment (DRM, access control). Alternatively, those same functions—for example the presence or absence of payment details—could be embedded into the files themselves, thus largely eliminating the need to separate or isolate a museum collection from a contemporary or commercial equivalent. One app, two forms of access: archival or commercial. Non- or for-profit, filtered by the app’s search engine. 

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2. HYPERLEDGER AND MUSIC

2.1 Background and Current Context

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Introduction

This study project aims to analyze and document the best practices, architectural framework and design patterns for applications of blockchain technology in the gaming space. Examples being, use of BaaS (Blockchain as a service), SSI (Self sovereign Identity) and blockchain agnostic frontends and backends. This project will be accomplished in three parts as below:

1) Introduction to Blockchain Gaming

2) Deep Dive into Use Cases of Blockchain Technology in Gaming

3) Best Practices, Architectural Frameworks, Design Patterns and Tokenomics for Blockchain Gaming

1.2 Scope

The scope of this research paper is limited to researching the use cases, design principles and architectural standards of use blockchain technology in gaming space. This paper does NOT delve into details of so called "metaverse", which is still an undefined target state. Also, this paper is not intended to provide the standards or frameworks for games in general. 

1.3 Timeline

This research paper was started around Jan 23rd, 2022 and is planned to be completed in 3 parts as below:  

Part 1: Introduction to Blockchain Gaming

TaskTarget End DateStatus
Define and formalize scope of research paperJan 31, 2022Completed
Finalize list of games to be researchedJan 31, 2022Completed
Complete research on selected gamesFeb 05, 2022Completed
Draft research paperFeb 28, 2022Completed
Peer review of research paperMar 06, 2022In Progress
Finalize research paperApr 23, 2022Not Started
Publish research paperApr 30, 2022Not Started


Part 2: Deep Dive into Use Cases of Blockchain Technology in Gaming

TaskTarget End DateStatus
Initiate Draft Paper Mar 05, 2022Not Started
Finalize use cases for researchMar 19, 2022Not Started
Complete Initial research May 14, 2022Not Started
Peer review of research workMay 28, 2022Not Started
Finalize research paperJune 11, 2022Not Started
Publish research paperJune 25, 2022Not Started


Part 3: Best Practices, Architectural Frameworks and Design Patterns for Blockchain Gaming

Task

Target End Date

Status
Initiate Draft PaperMid MarNot Started
Finalize Scope of PaperMid MayNot Started
Complete Initial research Mid AugNot Started
Peer review of research workMid SepNot Started
Finalize research paperEnd SepNot Started
Publish research paperEnd SepNot Started

2. PROJECT DETAILS

2.1 Draft 

Draft format for paper

2.2 Details

In order to conduct this analysis, following aspects of selected games will be considered:

  • Overview of game platform / game (includes little bit of history of game if applicable)
  • Gameplay
  • UX
    • User entry point
  • Game Economy (Tokenomics)
    • NFTs
    • DeFi
  • Technology stack
    •  Blockchain (Layer)
    • SDK
    • Cloud services used
    • Game engine 
    • Mobile/web/PC/console (is the game offline or online?)
  • Governance Model
  • Roadmap


We’ll choose top 5 (or more) games based on following criteria:

  • Game popularity 
  • Technology stack 
  • Gameplay 
  • Tokemomics 
  • Value of research to open source blockchain


Potential Games / Game Platforms to be Researched 

#

Game

Category

Publisher

Blockchain platform

Game Engine

Reason to choose

Misc. Info

1

Axie Infinity 

Pay to play

Sky Mavis

Ronin (L2)

Ethereum (L1)


One of the most popular blockchain games

https://whitepaper.axieinfinity.com/

2

Blankos

Free to play, freemium

Mythical Games

Mythical Chain

(L1 / Permissioned)


Unicorn company, highly anticipated to be a top contender.  https://mythicalgames.com/platform

3

DeFiKingdoms

Pay to play


Harmony + others expected soon


First game on multiple blockchains

https://defikingdoms.com/team.html
4

Ice Poker

(Decentraland)







5

The Sandbox

Free to play, freemium

Animoca Brands

PIXOWL

Ethereum

Unity

Anticipated to be one the key Metaverse players

https://installers.sandbox.game/The_Sandbox_Whitepaper_2020.pdf?_ga=2.59089646.21688530.1643172232-31323037.1640876417

3. REFERENCES

3.1 Industry Research to be used

The Block Research is a media research company that provides research to companies (payable) on various topics such as Fintech, Blockchain Gaming, etc.  Below is a list of some links that can be referred to be in preparation of our research paper:

https://www.theblockresearch.com/data/nft-non-fungible-tokens/gaming


Some reference links for Tokenomics of The SAND token.

https://installers.sandbox.game/The_Sandbox_Whitepaper_2020.pdf?_ga=2.7108790.509198276.1642960281-31323037.1640876417

https://medium.com/sandbox-game/land-token-economics-1efe442eb49

https://www.gemini.com/cryptopedia/the-sandbox-sand-crypto-nft-virtual-world

In this same spirit of curatorial inclusion, value-creation, and proper attribution, it is therefore proposed that the ME-SIG embody the inclusive 2020 vision of Ashna Gupta​. Her example of music is translatable to other digitized narratives, be they e-books, photojournalism, e-games, or movies.

Imagine this: a single platform where you can search for a song and uncover a record of every single player that has touched that song from inception to delivery. Every songwriter, producer, sound engineer, and everyone in between. Imagine a transparent revenue-sharing model that pays artists their fair share of royalties right away. Imagine a world of increased trust and accountability between artists and large media corporations

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