How to Buy and Download Digital Music or Movies Over a Phone Line
This 1993 patent describes a system for a customer to pay for and download digital audio or video files from a remote server to their own storage device using a phone line.
Patent Number
US 5191573
Status
Active
Filing Date
September 18, 1990
Grant Date
March 2, 1993
Expiration
~September 2010 (estimated)
Claims
8
Assignee
Individual
Inventors
Arthur R. Hair
Citations
260 forward · 5 backward
What it covers
This patent describes a method for a customer, referred to as the "second party," to obtain a digital audio or video file from a seller, the "first party." First, the customer electronically transfers money to the seller using a telecommunications line, such as by providing a credit card number over the phone, as described in claims 3 and 6. Next, the seller's digital storage (first memory) connects electronically with the customer's digital storage (second memory) via a telecommunications line. Then, the desired digital audio or video signal is transmitted from the seller's memory to the customer's memory, where it is stored, as detailed in claims 1 and 4. For example, a person could call a service, pay with a credit card, and then have a specific song downloaded directly to their home computer's hard drive.
What it doesn't cover
- —Does not cover streaming content that is played without being permanently stored on the customer's device.
- —Does not cover the physical delivery of media, such as mailing a CD or DVD.
- —Does not cover the distribution of free content where no electronic money transfer occurs.
- —Does not cover non-digital signals or data that are not specifically audio or video.
- —Does not cover in-person cash payments or other non-electronic money transfer methods.
- —Does not cover content transfers that do not use a telecommunications line, such as direct physical connection or local network transfers.
The clever bit
The novelty was combining electronic payment with the electronic transmission and permanent storage of specific digital media (audio or video) over a telecommunications line, effectively creating a digital 'store' and 'delivery' system before the internet made such services commonplace.
Why it matters
This patent outlines a foundational concept for digital content distribution, predating the widespread commercial internet. It describes the core steps of paying for and receiving digital media electronically, which became the basis for services like iTunes and other digital storefronts. It envisioned a future where media could be purchased and delivered directly to a user's device without physical copies.
Real-world examples
- 1.iTunes Store for music and movies
- 2.Amazon Prime Video for digital purchases and downloads
- 3.Google Play Movies & TV for purchased content
- 4.Xbox Games Store for digital game downloads
Generated by PatentBrief · Not legal advice · patentbrief.org
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