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                           Multimedia streaming technology in 4G mobile
                                                 communication systems


     ABSTRACT
     The popularity and evolution of mobile devices like      offered by Real Networks, Microsoft, and Apple
     laptops, mobile phones and Personal Digital Assistants   dominate the Internet streaming software market. In the
     (PDA), and the evolution of fast mobile networks in      near future, third-generation mobile communication
     the last decade, have made it possible to increase the   systems will extend the scope of today_s Internet
     complexity of mobile applications and services           streaming solutions by introducing standardized
     provided to end-users. It is also a spectacular growth   streaming services, targeting the mobile user_s specific
     in multimedia communication especially via the           needs.
     World Wide Web. This paper explore some of the           By offering higher data-transmission rates up to 20 Mbps
     current technology of mobile devices, mobile             more than 3G for wide-area coverage and local-area
     networks and multimedia systems, and is based on the     coverage, 4G systems will be able to provide high
     exploration outline some issues for design and           quality streamed content to the rapidly growing mobile




                                                                                          m
     development of mobile multimedia systems in 4G           market. In addition to higher data rates, these systems
     Mobile Communication System. Fourth-generation           also will offer value-added applications supported by an
     mobile communication systems will combine                underlying network that combines streaming services
     standardized streaming with a range of unique services   with a range of unique mobile specific services such as




                                                                                co
     to provide high-quality content ( Multimedia ) that      Multimedia content, geographical positioning, user
     meets the specific needs of the rapidly growing mobile   profiling, and mobile payment.
     market. By offering higher data-transmission rates up    Mobile cinema ticketing is one example of such a
     to 20 Mbps more than 3G for wide-area coverage and       service. First, the mobile network or a terminal
     local-area coverage, 4G systems will be able to          integrated positioning system such as GPS would




                                                                      gi.
     provide high quality streamed content to the rapidly     determine the user_s geographical location. Then, the
     growing mobile market.                                   service would access a cinema database to generate a list
                                                              of nearby movie theatres and a user profile database to
                                                              determine what kind of movies the user likes best. Based
     1. INTRODUCTION
                                                              on the geographical location information and user-
     Many portal sites offer streaming audio and video
                            omyo
                                                              defined preferences, the service would offer the user a
     services for accessing news and entertainment content
                                                              selection of available movies and show times. The user
     on the Internet from a PC. The term multimedia
                                                              would then have the option of using the mobile device to
     streaming means that there are more than one media
                                                              view corresponding movie trailers through a streaming
     type involved in the communication, e.g. text and
                                                              service. Upon choosing a film, the user could purchase a
     graphics, voice, animations, video and audio. We
                               t
                                                              ticket through payment software on the mobile device.
     defines multimedia to denote the property of handling
                                                              This and other mobile application scenarios present
                         i.cen

     a variety of representation media in an integrated
                                                              numerous challenges, such as how to provide spectrum
     manner. This means that the various sources of media
                                                              efficient streaming services over varied radio-access
     types are integrated into a single system framework.
                                                              networks to different types of end-user terminals. Our
     Currently, three incompatible proprietary solutions
                                                              standard-based Interactive Media platform addresses
                                                              these challenges by using an architecture that fits
                      otgud


                                                              seamlessly into 4G mobile communication systems. An
                                                              integral part of this architecture is a streaming proxy,
                                                              which acts on both the service and transport levels. It is
                                                              flexible enough to deal with different operator
                                                              requirements and that it can provide high-quality
                                                              streaming services in a mobile application environment.
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www.studentyogi.com                                                                 www.studentyogi.com
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Multimedia Streaming Technology In 4g Mobile Communication Systems
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       2. 4G MOBILE COMMUNICATION                                   such as mobility management and location-based
       SYSTEMS                                                      computing.
       International Mobile Telecommu-nications - 2000
       (IMT-2000) and the Universal Mobile                          3. MOBILE STREAMING CHALLENGES
       Telecommunications System (UMTS) will be among               The widespread implementation of mobile streaming
       the first 3G mobile communication systems to offer           services faces two major challenges: access network and
       wireless wideband multimedia services using the              terminal heterogeneity, and content protection.
       Internet protocol. Two important technological
       changes will facilitate this advancement. The first          3.1 Heterogeneity
       change is a shift from last-generation radio-access          In the future, we will have access to a variety of mobile
       technologies such as the global system for mobile            terminals with a wide range of display sizes and
       (GSM) communication, CDMAOne (an IS-95 code                  capabilities. In addition, different radio-access networks
       division multiple access standard), and personal digital     will make multiple maximum-access link speeds
       cellular (PDC) toward more sophisticated systems             available. Because of the physical characteristics of
       with higher data-transfer rates such as the enhanced         cellular radio networks, the quality and, thus, the data
       data. fourth-generation mobile communication                 rate of an ongoing connection will also vary,
       systems will combine standardized streaming with a           contributing to the heterogeneity problem. One way to
       range of unique services to provide high-quality             address heterogeneity is to use appropriately designed
       content that meets the specific needs of the rapidly         capability exchange mechanisms that enable the terminal
       growing mobile market. GSM environment (EDGE),               and media server to negotiate mobile terminal and
       wideband CDMA (WCDMA), and cdma2000. As                      mobile network capabilities and user preferences. This
       Figure 1 illustrates, the second important technology        approach lets the server send multimedia data adapted to
       shift is from a vertically integrated to a horizontally      the user_s mobile terminal and the network. For example,




                                                                                              m
       layered service environment. A horizontally layered          a user accessing a specific service via a WCDMA
       4G service network seamlessly integrates Internet            network could get the content delivered at a higher bit
       protocol transport into a mobile service environment         rate than someone using a general packet radio service or
       with a variety of access networks, opening up many           GSM network. Similarly, when a person using a mobile




                                                                                   o
       new opportunities for IP-based mobile applications.          multimedia terminal with a built-in lowquality speaker
       For example, mobile terminals will be able to access         plugs in a high-fidelity headphone, a dynamic capability
       existing Internet content through protocols and




                                                                               i.c
                                                                    exchange takes place, upgrading the transmission to a
       markup languages such as WAP and WML that are                high-quality audio stream for the remainder of the
       optimized for wireless application scenarios. 4G             session. A related problem is how to efficiently deliver
       mobile communications will have transmission rates           streamed
       up to 20 Mbps_ higher than of 3G. The technology is          multimedia content over various radio-access networks
       expected to be available by the year 2010. 4G is being
       developed with the following objectives:
       1. Speeds up to 50 times higher than of 3G. However,
       the actual available bandwidth of 4G is expected to be
       about 10 Mbps.
                                                                     og
                                                                    with different transmission conditions. This is achievable
                                                                    only if the media transport protocols incorporate the
                                                                    specific characteristics of wireless links, such as delays
                                                                    due to retransmissions of corrupted data packets. Here,
                                                                    proxies are a suitable approach for caching data packets
       2. Three-dimensional virtual reality_imagine
                                                             nty
                                                                    and optimizing the data transport over the wireless links
       personal video avatars and realistic holograms, and          to a mobile terminal.
       the ability to feel as if you are present at an event even
       if you are not. People, places, and products will be
       able to interact as the cyber and real worlds merge.
       3. Increased interaction between corroborating
       technologies; the smart card in your phone will
                                                   de


       automatically pay for or will tell your car to warm up
       in the morning as your phone has noted you leaving
       the house. We can use new technology such as CDMA
       wireless access technology, advanced antenna
       systems, next-generation mobile Internet, quality of
                                      stu



       service, power amplifier technology, and wireless
       access networks in 4G mobile communication
       system.4G applications include high-performance
       streaming of multimedia content based on agent
       technology and scaleable media coding methods.4G             Figure 1. The shift from a ver-tically integrated to a
       will solve problems like limited bandwidth in 3G             horizontally layered mobile service envi-ronment. 4G
                            w.




       when people are moving and uncertainty about the             network seamlessly integrate Internet protocol tran-
       availability of bandwidth for streaming to all users at      sport with a variety of access networks.
       all times. The 4G networks will also provide access to
       support services such as authentication, security, and
       billing mechanisms as well as mobile-specific services
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                                                                                                    940
International Conference on Systemics, Cybernetics and Informatics
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                                                                      codecs. The protocols and their applications, illustrated
                                                                      in Figure 3, are
                                                                      " Real-time streaming protocol (RTSP) and session
                                                                      description protocol (SDP) for session setup and control,
                                                                      " Synchronized Multimedia Integration Language
                                                                      (SMIL) for session layout description,
                                                                      " Hypertext transfer protocol (HTTP) and transmission
                                                                      control protocol (TCP) for transporting static media such
                                                                      as session layouts, images, and text, and
       Figure 2. The protocols integrate simultaneously               " Real-time transfer protocol (RTP) for transporting real-
       playing video, audio, images, and formatted text               time media such as video, speech, and audio. The codecs
       into mobile multimedia appli-cations                           and media types are
                                                                      " H.263 video,
       3.2 Content protection                                         " MPEG-4 simple visual profile video (optional),
       At the application level, controlling what users can do        " AMR (adaptive multirate) speech,
       with content is an important challenge. The simplest           " MPEG-4 AAC low complexity (AAC-LC) audio
       form of content protection is simply disallowing the           (recommended but optional),
       storage of received content. Content protection is part        " JPEG and GIF images, and
       of the much broader digital rights management (DRM)            " XHTML-encoded, formatted text.
       concept, which uses techniques such as encryption and
       conditional access based on usage rules to protect and
       manage access to multimedia data. Content providers
       are reluctant to deliver premium content over digital




                                                                                                 m
       networks without DRM mechanisms in place to
       prevent widespread illegal copying of valuable
       multimedia content such as music and movies.




                                                                                     o
       4. STREAMING STANDARDIZATION
       Several organization and industry groups including the




                                                                                 i.c
       Internet Streaming Media Alliance (ISMA) and the
       Wireless Multimedia Forum (WMF) have recognized
       the need for standardization of streaming services.
       Mobile streaming services in particular require a
       common standardized format because it is unlikely
       that mobile terminals will be able to support all
       proprietary Internet streaming formats in the near
       future. Using standardized components such as
       multimedia protocol stacks and codecs_video and
                                                                       og
       audio compression/decompression software_in end-
                                                           nty
       user equipment will help reduce terminal costs.
       Furthermore, preparing and providing content in one
       standardized format is less time consuming and
       expensive than setting up content for several                  Figure 3. Overview of streaming client
       proprietary streaming solutions individually. We must
       to address mobile streaming standardization.                   To enable interoperability between content servers,
       Streaming services as an important building block of           especially when inter working with MMS, the standard
                                                 de


       4G multimedia applications. In addition to mobile              specifies using MPEG-4 as an optional file format for
       streaming standardization, it is also require to               storing media on the server. The standardization process
       addresses other applications such as                           selected individual codecs on the basis of both
       videoconferencing and services for composing and               compression efficiency and complexity. When combined
       receiving multimedia messages. Multimedia
                                     stu



                                                                      using the SMIL presentation description language, the
       messaging services can include text, images, audio,            codecs enable rich multimedia presentations and
       short video clips, or video-stream URLs.                       applications, including video, audio, slideshows, and
                                                                      Multilanguage subtitling. Figure 3 shows the logical
       We have to use the mobile packet-switched streaming            components and data flow in a block diagram of a
       service. This service integrates simultaneously playing        Streaming Standardization mobile-streaming terminal,
       video, audio, images, and
                           w.




                                                                      including the individual codecs and presentation control.
       formatted text into mobile multimedia applications.            The network transmits the data and passes it to the
       The protocols and terminals for streaming applications         application from Standard format link Layer. The
       are less complex than for conversational services,             application demultiplexes the data and distributes it to
       which require media input devices and encoders.                the corresponding video and audio decoders. The
       There are some standard specifies both protocols and
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                                                                                                       941
Multimedia Streaming Technology In 4g Mobile Communication Systems
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       streaming standard offers the possibility of creating    such as an image, is fetched from a Web server via
       presentations in which several media elements such as    HTTP.
       video, audio, images, and formatted text play at the     The chosen protocols are fully compliant with existing
       same time. SMIL, an XML-based presentation               standards. HTTP provides access to static content
       language developed by the World Wide Web                 through a TCP connection, while RTP packets transport
       Consortium, is the _glue_ that combines these            streaming content via UDP connections. RTSP manages
       different elements to create an interactive multimedia   streaming sessions. As the Streaming standardization
       presentation. SMIL is HTML with additional notions       standard requires, the system uses SDP via an RTSP
       of time and temporal behavior. Thus, it can describe a   connection to access stream descriptions. Introducing a
       media screen and control the placement of media          proxy is necessary to fulfill the requirements of a mobile
       elements in space and time. The streaming client         Internet application using off-the-shelf components
       interprets the SMIL scene description and uses it to     designed for the fixed Internet. It also shields the core
       control the spatial layout and synchronization in the    network from the back-end components and vice versa.
       multimedia presentation. The standard specifically       Additionally, the back-end components can be located
       uses the SMIL 2.0 Basic Language Profile as well as      outside the operator domain, using the proxy with a
       the Event Timing, Meta Information, and Media            firewall extension. This leads to a truly distributed
       Clipping modules. The additional modules add             architecture that puts the components into locations
       functionality such as changes in the presentation        where they operate most effectively.
       schedule based on user interaction (EventTiming),
       sending etainformation about the multimedia data         5.1 Content Creation Machines
       (MetaInformation), and rendering only parts of a         The content creation machines depicted in Figure 4 host
       transmitted media stream (Media- Clipping). In           the applications needed for creating both live and offline
       addition, a streaming client can support the             content. They are used to prepare streaming content, for




                                                                                           m
       PrefetchControl module, which lets the content creator   example, to edit videos and images and encode them in
       include hints about when to start a media stream.        the appropriate formats for mobile streaming.
                                                                Additionally, these machines create the SMIL files,
       5. INTERACTIVE MEDIA PLAT-FORM                           which are a kind of storybook for the interactive




                                                                                o
       The Interactive Media system, illustrated in Figure 4,   presentation. They upload the content to the streaming
       is a software platform for mobilestreaming               servers_for dynamic content_and to the Web servers,
       applications. Designed as an end-to-end solution, the    which hold the static content and the SMIL files.




                                                                            i.c
       system consists of
       _Dedicated content creation machines,                    5.2 Player Application
       _A player application that runs on widely used           The player application renders multimedia content and
       operating systems such as Windows CE and EPOC,           lets users navigate through the SMIL presentations. Each
       _Content servers that hold the newly created
       multimedia content, and A proxy, which builds the
       interface between the player application and other
       parts of the platform.
                                                                 og
                                                                multimedia element can be hyperlinked to other
                                                                presentations. The player_s SMIL implementation is
                                                                fully standard-compliant as are the supported codecs,
                                                                which decode multimedia data and render it on the
                                                                output devices. Plug-in capabilities simplify extending
                                                           nty
                                                                the player with additional codecs. Applying skins
                                                                changes the player application_s appearance. A skin is a
                                                                structure that adapts the look of an application_s user
                                                                interface. An application can have several skins. For
                                                                example, a branding application implements the skin as
                                                                images mapped on the side of the player_s display and
                                                                control elements. Selecting a different set of images for
                                                 de


                                                                the skin brands the application for various customers.
                                                                After launching the player application separately, the
                                                                user can select a SMIL presentation or a single stream to
                                                                navigate through a hierarchy of SMIL presentations. An
                                                                alternative is to click a hyperlink in a standard Web
                                     stu



                                                                browser that anchors a SMIL presentation. In either case,
                                                                the player fetches the SMIL file from a Web server via
                                                                the proxy. The player_s SMIL engine interprets the
                                                                contents of the SMIL file and fetches the streams (using
                                                                the RTSP protocol) and the static content (using HTTP)
       Figure 4. Interactive Media platform.                    according to the storyboard the SMIL file describes. The
                           w.




                                                                engine launches the content-specific codecs to render the
       The client uses HTTP to request a SMIL presentation      information. Each of the elements in the SMIL file can
       from a Web server. Within the SMIL presentation, the     have an underlying hyperlink. When the user clicks on a
       client finds links to the streaming content, which it    region of the screen that is associated with a hyperlink,
       acquires from the streaming servers. Static content,
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       the SMIL engine fetches the anchored file and                The operator also has the option of limiting bandwidth
       interprets its content.                                      consumption to a certain user group, such as flat-rate
                                                                    subscribers. The system creates a reliable connection
       5.3 Content Servers                                          between the proxy and the client by retransmitting lost
       Two kinds of back-end servers store the content the          UDP packets_for example, if the user passes through a
       player renders: Off-the-shelf Web servers hold the           tunnel and temporarily loses connection to the radio
       SMIL pages, images, and other static content, and            network. To provide streaming without losing
       dedicated streaming servers store streaming content          information, the proxy automatically pauses the
       and related information. On reception of an HTTP             presentation when the connection is lost and then
       GET request for an SMIL file from the proxy or the           unpauses it after the terminal regains the network link.
       player, the Web server processes the request and             The proxy is also the interface to the operator_s network
       fetches the appropriate content. Subsequent HTTP             components, including operation and maintenance,
       GET requests fetch the associated static content, or the     charging and billing, and subscription management.
       user can click on a hyperlink in a SMIL file to fetch        Mobile network operators can easily integrate the
       the new presentation. The player application uses the        Interactive Media platform into existing structures and
       RTSP protocol to control the operation of the                combine it with off-the-shelf products. The proxy itself
       streaming server. After fetching the description of a        is fully scalable at the machine level, using Telco
       streaming session, which it transports using the             standard load-balancing solutions when multiple
       session description protocol, the player application         machines use the same IP address. The proxy_s major
       sets up the streams of this session, for example, the        task is to adapt the streaming multimedia to the mobile
       video and audio track. When it receives an RTSP              network link_s continuously changing conditions.
       PLAY request, the server starts sending out RTP
       packets that transport the streaming content. Each           6. CONCLUSION




                                                                                              m
       stream can be in a different state_for example, being        Standardization of mobile services is being developed to
       set up, playing, paused. Therefore, the streaming            overcome the challenges of streaming multimedia
       servers must keep track of all active sessions. The          content in 4G mobile communication systems. The
       server uses the real-time control protocol to provide        streaming standard specifies protocols and codecs that




                                                                                   o
       the player, proxy, and streaming server with additional      address streaming multimedia challenges such as the
       information about the session such as packet loss.           transmission characteristics of wireless links and the
       Each stream that the server sends out has an RTCP            heterogeneity of radio-access networks and mobile




                                                                               i.c
       connection.                                                  terminals. The Interactive Media streaming platform,
                                                                    based on the standard, provides interfaces that
       5.4 Proxy                                                    application developers can use for charging and billing
       The proxy is the system_s interface to both the radio        functions as well as network operation and maintenance.
                                                                    Ongoing developments concentrate on optimizing
       network and the back-end components. This central
       component_s major task is to adapt the streaming
       multimedia on the fly to the mobile network link_s
       continuously changing conditions. When a client
       requests an interactive multimedia presentation, the
                                                                     og
                                                                    mobile content applications by supporting additional
                                                                    codes and offering a broader range of interfaces for
                                                                    proxy management and operation. Eventually, the
                                                                    platform will include extensions for capability exchange
       streaming proxy initially loads the SMIL file. The           to allow negotiation of terminal capabilities during
                                                             nty
       proxy_s basic HTTP functionality optimizes the client        session setup and digital rights management.
       connection according to the mobile IP network_s
       characteristics. The client fetches the SMIL file and        REFERENCES
       interprets it on the client, then the client requests both   1. G.J. Conklin et al., _Video Coding for Streaming
       static and streaming content from the back-end               Media Delivery on the Internet,_ IEEE Trans. Circuits
       servers. Acquiring static content such as images and         and Systems for Video Technology, Mar. 2001, pp. 269-
                                                   de


       text files is very straightforward, but the proxy_s value    281.
       becomes more apparent when it transmits streaming            2. D. Wu et al., _Streaming Video over the Internet:
       data to the client. During transmission of streaming         Approaches and Directions,_ IEEE Trans. Circuits and
       data, the proxy dynamically adapts the delivered             Systems for Video Technology, Mar. 2001, pp. 282-300.
       quality of service in accordance with available              3. J. Vass, S. Zhuan, and X. Zhuang, _Scalable, Error-
                                      stu



       bandwidth. To achieve this dynamic adaptation, the           Resilient, and High- Performance Video
       proxy uses feedback information from the player              Communications in Mobile Wireless Environments,_
       application, radio network, and IP network. The user,        IEEE Trans. Circuits and Systems for Video Technology,
       content-provider, and operator use the proxy to              July 2001, pp. 833-847.
       configure preferences. A content provider can specify        4. L. Boman, _Ericsson_s Service Network: A _Melting
       a minimum bandwidth to ensure acceptable video-              Pot_ for Creating and Delivering Mobile Internet
                            w.




       stream quality. If this bandwidth is not available, a        Service,_ Ericsson Rev., vol. 78, no. 2, 2001, pp. 62-67.
       slide show is presented instead. If the current
       bandwidth is insufficient for delivering a video, the
       proxy switches on the fly to a lower bandwidth as long
       as the QoS does not drop below a predefined value.
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4 G Mobile Communications Paper Presentation

  • 1. www.studentyogi.com www.studentyogi.com Multimedia streaming technology in 4G mobile communication systems ABSTRACT The popularity and evolution of mobile devices like offered by Real Networks, Microsoft, and Apple laptops, mobile phones and Personal Digital Assistants dominate the Internet streaming software market. In the (PDA), and the evolution of fast mobile networks in near future, third-generation mobile communication the last decade, have made it possible to increase the systems will extend the scope of today_s Internet complexity of mobile applications and services streaming solutions by introducing standardized provided to end-users. It is also a spectacular growth streaming services, targeting the mobile user_s specific in multimedia communication especially via the needs. World Wide Web. This paper explore some of the By offering higher data-transmission rates up to 20 Mbps current technology of mobile devices, mobile more than 3G for wide-area coverage and local-area networks and multimedia systems, and is based on the coverage, 4G systems will be able to provide high exploration outline some issues for design and quality streamed content to the rapidly growing mobile m development of mobile multimedia systems in 4G market. In addition to higher data rates, these systems Mobile Communication System. Fourth-generation also will offer value-added applications supported by an mobile communication systems will combine underlying network that combines streaming services standardized streaming with a range of unique services with a range of unique mobile specific services such as co to provide high-quality content ( Multimedia ) that Multimedia content, geographical positioning, user meets the specific needs of the rapidly growing mobile profiling, and mobile payment. market. By offering higher data-transmission rates up Mobile cinema ticketing is one example of such a to 20 Mbps more than 3G for wide-area coverage and service. First, the mobile network or a terminal local-area coverage, 4G systems will be able to integrated positioning system such as GPS would gi. provide high quality streamed content to the rapidly determine the user_s geographical location. Then, the growing mobile market. service would access a cinema database to generate a list of nearby movie theatres and a user profile database to determine what kind of movies the user likes best. Based 1. INTRODUCTION on the geographical location information and user- Many portal sites offer streaming audio and video omyo defined preferences, the service would offer the user a services for accessing news and entertainment content selection of available movies and show times. The user on the Internet from a PC. The term multimedia would then have the option of using the mobile device to streaming means that there are more than one media view corresponding movie trailers through a streaming type involved in the communication, e.g. text and service. Upon choosing a film, the user could purchase a graphics, voice, animations, video and audio. We t ticket through payment software on the mobile device. defines multimedia to denote the property of handling This and other mobile application scenarios present i.cen a variety of representation media in an integrated numerous challenges, such as how to provide spectrum manner. This means that the various sources of media efficient streaming services over varied radio-access types are integrated into a single system framework. networks to different types of end-user terminals. Our Currently, three incompatible proprietary solutions standard-based Interactive Media platform addresses these challenges by using an architecture that fits otgud seamlessly into 4G mobile communication systems. An integral part of this architecture is a streaming proxy, which acts on both the service and transport levels. It is flexible enough to deal with different operator requirements and that it can provide high-quality streaming services in a mobile application environment. nty.s de w w www.studentyogi.com www.studentyogi.com stuw w. ww
  • 2. Multimedia Streaming Technology In 4g Mobile Communication Systems www.studentyogi.com www.studentyogi.com 2. 4G MOBILE COMMUNICATION such as mobility management and location-based SYSTEMS computing. International Mobile Telecommu-nications - 2000 (IMT-2000) and the Universal Mobile 3. MOBILE STREAMING CHALLENGES Telecommunications System (UMTS) will be among The widespread implementation of mobile streaming the first 3G mobile communication systems to offer services faces two major challenges: access network and wireless wideband multimedia services using the terminal heterogeneity, and content protection. Internet protocol. Two important technological changes will facilitate this advancement. The first 3.1 Heterogeneity change is a shift from last-generation radio-access In the future, we will have access to a variety of mobile technologies such as the global system for mobile terminals with a wide range of display sizes and (GSM) communication, CDMAOne (an IS-95 code capabilities. In addition, different radio-access networks division multiple access standard), and personal digital will make multiple maximum-access link speeds cellular (PDC) toward more sophisticated systems available. Because of the physical characteristics of with higher data-transfer rates such as the enhanced cellular radio networks, the quality and, thus, the data data. fourth-generation mobile communication rate of an ongoing connection will also vary, systems will combine standardized streaming with a contributing to the heterogeneity problem. One way to range of unique services to provide high-quality address heterogeneity is to use appropriately designed content that meets the specific needs of the rapidly capability exchange mechanisms that enable the terminal growing mobile market. GSM environment (EDGE), and media server to negotiate mobile terminal and wideband CDMA (WCDMA), and cdma2000. As mobile network capabilities and user preferences. This Figure 1 illustrates, the second important technology approach lets the server send multimedia data adapted to shift is from a vertically integrated to a horizontally the user_s mobile terminal and the network. For example, m layered service environment. A horizontally layered a user accessing a specific service via a WCDMA 4G service network seamlessly integrates Internet network could get the content delivered at a higher bit protocol transport into a mobile service environment rate than someone using a general packet radio service or with a variety of access networks, opening up many GSM network. Similarly, when a person using a mobile o new opportunities for IP-based mobile applications. multimedia terminal with a built-in lowquality speaker For example, mobile terminals will be able to access plugs in a high-fidelity headphone, a dynamic capability existing Internet content through protocols and i.c exchange takes place, upgrading the transmission to a markup languages such as WAP and WML that are high-quality audio stream for the remainder of the optimized for wireless application scenarios. 4G session. A related problem is how to efficiently deliver mobile communications will have transmission rates streamed up to 20 Mbps_ higher than of 3G. The technology is multimedia content over various radio-access networks expected to be available by the year 2010. 4G is being developed with the following objectives: 1. Speeds up to 50 times higher than of 3G. However, the actual available bandwidth of 4G is expected to be about 10 Mbps. og with different transmission conditions. This is achievable only if the media transport protocols incorporate the specific characteristics of wireless links, such as delays due to retransmissions of corrupted data packets. Here, proxies are a suitable approach for caching data packets 2. Three-dimensional virtual reality_imagine nty and optimizing the data transport over the wireless links personal video avatars and realistic holograms, and to a mobile terminal. the ability to feel as if you are present at an event even if you are not. People, places, and products will be able to interact as the cyber and real worlds merge. 3. Increased interaction between corroborating technologies; the smart card in your phone will de automatically pay for or will tell your car to warm up in the morning as your phone has noted you leaving the house. We can use new technology such as CDMA wireless access technology, advanced antenna systems, next-generation mobile Internet, quality of stu service, power amplifier technology, and wireless access networks in 4G mobile communication system.4G applications include high-performance streaming of multimedia content based on agent technology and scaleable media coding methods.4G Figure 1. The shift from a ver-tically integrated to a will solve problems like limited bandwidth in 3G horizontally layered mobile service envi-ronment. 4G w. when people are moving and uncertainty about the network seamlessly integrate Internet protocol tran- availability of bandwidth for streaming to all users at sport with a variety of access networks. all times. The 4G networks will also provide access to support services such as authentication, security, and billing mechanisms as well as mobile-specific services ww www.studentyogi.com www.studentyogi.com 940
  • 3. International Conference on Systemics, Cybernetics and Informatics www.studentyogi.com www.studentyogi.com codecs. The protocols and their applications, illustrated in Figure 3, are " Real-time streaming protocol (RTSP) and session description protocol (SDP) for session setup and control, " Synchronized Multimedia Integration Language (SMIL) for session layout description, " Hypertext transfer protocol (HTTP) and transmission control protocol (TCP) for transporting static media such as session layouts, images, and text, and Figure 2. The protocols integrate simultaneously " Real-time transfer protocol (RTP) for transporting real- playing video, audio, images, and formatted text time media such as video, speech, and audio. The codecs into mobile multimedia appli-cations and media types are " H.263 video, 3.2 Content protection " MPEG-4 simple visual profile video (optional), At the application level, controlling what users can do " AMR (adaptive multirate) speech, with content is an important challenge. The simplest " MPEG-4 AAC low complexity (AAC-LC) audio form of content protection is simply disallowing the (recommended but optional), storage of received content. Content protection is part " JPEG and GIF images, and of the much broader digital rights management (DRM) " XHTML-encoded, formatted text. concept, which uses techniques such as encryption and conditional access based on usage rules to protect and manage access to multimedia data. Content providers are reluctant to deliver premium content over digital m networks without DRM mechanisms in place to prevent widespread illegal copying of valuable multimedia content such as music and movies. o 4. STREAMING STANDARDIZATION Several organization and industry groups including the i.c Internet Streaming Media Alliance (ISMA) and the Wireless Multimedia Forum (WMF) have recognized the need for standardization of streaming services. Mobile streaming services in particular require a common standardized format because it is unlikely that mobile terminals will be able to support all proprietary Internet streaming formats in the near future. Using standardized components such as multimedia protocol stacks and codecs_video and og audio compression/decompression software_in end- nty user equipment will help reduce terminal costs. Furthermore, preparing and providing content in one standardized format is less time consuming and expensive than setting up content for several Figure 3. Overview of streaming client proprietary streaming solutions individually. We must to address mobile streaming standardization. To enable interoperability between content servers, Streaming services as an important building block of especially when inter working with MMS, the standard de 4G multimedia applications. In addition to mobile specifies using MPEG-4 as an optional file format for streaming standardization, it is also require to storing media on the server. The standardization process addresses other applications such as selected individual codecs on the basis of both videoconferencing and services for composing and compression efficiency and complexity. When combined receiving multimedia messages. Multimedia stu using the SMIL presentation description language, the messaging services can include text, images, audio, codecs enable rich multimedia presentations and short video clips, or video-stream URLs. applications, including video, audio, slideshows, and Multilanguage subtitling. Figure 3 shows the logical We have to use the mobile packet-switched streaming components and data flow in a block diagram of a service. This service integrates simultaneously playing Streaming Standardization mobile-streaming terminal, video, audio, images, and w. including the individual codecs and presentation control. formatted text into mobile multimedia applications. The network transmits the data and passes it to the The protocols and terminals for streaming applications application from Standard format link Layer. The are less complex than for conversational services, application demultiplexes the data and distributes it to which require media input devices and encoders. the corresponding video and audio decoders. The There are some standard specifies both protocols and ww www.studentyogi.com www.studentyogi.com 941
  • 4. Multimedia Streaming Technology In 4g Mobile Communication Systems www.studentyogi.com www.studentyogi.com streaming standard offers the possibility of creating such as an image, is fetched from a Web server via presentations in which several media elements such as HTTP. video, audio, images, and formatted text play at the The chosen protocols are fully compliant with existing same time. SMIL, an XML-based presentation standards. HTTP provides access to static content language developed by the World Wide Web through a TCP connection, while RTP packets transport Consortium, is the _glue_ that combines these streaming content via UDP connections. RTSP manages different elements to create an interactive multimedia streaming sessions. As the Streaming standardization presentation. SMIL is HTML with additional notions standard requires, the system uses SDP via an RTSP of time and temporal behavior. Thus, it can describe a connection to access stream descriptions. Introducing a media screen and control the placement of media proxy is necessary to fulfill the requirements of a mobile elements in space and time. The streaming client Internet application using off-the-shelf components interprets the SMIL scene description and uses it to designed for the fixed Internet. It also shields the core control the spatial layout and synchronization in the network from the back-end components and vice versa. multimedia presentation. The standard specifically Additionally, the back-end components can be located uses the SMIL 2.0 Basic Language Profile as well as outside the operator domain, using the proxy with a the Event Timing, Meta Information, and Media firewall extension. This leads to a truly distributed Clipping modules. The additional modules add architecture that puts the components into locations functionality such as changes in the presentation where they operate most effectively. schedule based on user interaction (EventTiming), sending etainformation about the multimedia data 5.1 Content Creation Machines (MetaInformation), and rendering only parts of a The content creation machines depicted in Figure 4 host transmitted media stream (Media- Clipping). In the applications needed for creating both live and offline addition, a streaming client can support the content. They are used to prepare streaming content, for m PrefetchControl module, which lets the content creator example, to edit videos and images and encode them in include hints about when to start a media stream. the appropriate formats for mobile streaming. Additionally, these machines create the SMIL files, 5. INTERACTIVE MEDIA PLAT-FORM which are a kind of storybook for the interactive o The Interactive Media system, illustrated in Figure 4, presentation. They upload the content to the streaming is a software platform for mobilestreaming servers_for dynamic content_and to the Web servers, applications. Designed as an end-to-end solution, the which hold the static content and the SMIL files. i.c system consists of _Dedicated content creation machines, 5.2 Player Application _A player application that runs on widely used The player application renders multimedia content and operating systems such as Windows CE and EPOC, lets users navigate through the SMIL presentations. Each _Content servers that hold the newly created multimedia content, and A proxy, which builds the interface between the player application and other parts of the platform. og multimedia element can be hyperlinked to other presentations. The player_s SMIL implementation is fully standard-compliant as are the supported codecs, which decode multimedia data and render it on the output devices. Plug-in capabilities simplify extending nty the player with additional codecs. Applying skins changes the player application_s appearance. A skin is a structure that adapts the look of an application_s user interface. An application can have several skins. For example, a branding application implements the skin as images mapped on the side of the player_s display and control elements. Selecting a different set of images for de the skin brands the application for various customers. After launching the player application separately, the user can select a SMIL presentation or a single stream to navigate through a hierarchy of SMIL presentations. An alternative is to click a hyperlink in a standard Web stu browser that anchors a SMIL presentation. In either case, the player fetches the SMIL file from a Web server via the proxy. The player_s SMIL engine interprets the contents of the SMIL file and fetches the streams (using the RTSP protocol) and the static content (using HTTP) Figure 4. Interactive Media platform. according to the storyboard the SMIL file describes. The w. engine launches the content-specific codecs to render the The client uses HTTP to request a SMIL presentation information. Each of the elements in the SMIL file can from a Web server. Within the SMIL presentation, the have an underlying hyperlink. When the user clicks on a client finds links to the streaming content, which it region of the screen that is associated with a hyperlink, acquires from the streaming servers. Static content, ww www.studentyogi.com www.studentyogi.com 942
  • 5. www.studentyogi.com www.studentyogi.com the SMIL engine fetches the anchored file and The operator also has the option of limiting bandwidth interprets its content. consumption to a certain user group, such as flat-rate subscribers. The system creates a reliable connection 5.3 Content Servers between the proxy and the client by retransmitting lost Two kinds of back-end servers store the content the UDP packets_for example, if the user passes through a player renders: Off-the-shelf Web servers hold the tunnel and temporarily loses connection to the radio SMIL pages, images, and other static content, and network. To provide streaming without losing dedicated streaming servers store streaming content information, the proxy automatically pauses the and related information. On reception of an HTTP presentation when the connection is lost and then GET request for an SMIL file from the proxy or the unpauses it after the terminal regains the network link. player, the Web server processes the request and The proxy is also the interface to the operator_s network fetches the appropriate content. Subsequent HTTP components, including operation and maintenance, GET requests fetch the associated static content, or the charging and billing, and subscription management. user can click on a hyperlink in a SMIL file to fetch Mobile network operators can easily integrate the the new presentation. The player application uses the Interactive Media platform into existing structures and RTSP protocol to control the operation of the combine it with off-the-shelf products. The proxy itself streaming server. After fetching the description of a is fully scalable at the machine level, using Telco streaming session, which it transports using the standard load-balancing solutions when multiple session description protocol, the player application machines use the same IP address. The proxy_s major sets up the streams of this session, for example, the task is to adapt the streaming multimedia to the mobile video and audio track. When it receives an RTSP network link_s continuously changing conditions. PLAY request, the server starts sending out RTP packets that transport the streaming content. Each 6. CONCLUSION m stream can be in a different state_for example, being Standardization of mobile services is being developed to set up, playing, paused. Therefore, the streaming overcome the challenges of streaming multimedia servers must keep track of all active sessions. The content in 4G mobile communication systems. The server uses the real-time control protocol to provide streaming standard specifies protocols and codecs that o the player, proxy, and streaming server with additional address streaming multimedia challenges such as the information about the session such as packet loss. transmission characteristics of wireless links and the Each stream that the server sends out has an RTCP heterogeneity of radio-access networks and mobile i.c connection. terminals. The Interactive Media streaming platform, based on the standard, provides interfaces that 5.4 Proxy application developers can use for charging and billing The proxy is the system_s interface to both the radio functions as well as network operation and maintenance. Ongoing developments concentrate on optimizing network and the back-end components. This central component_s major task is to adapt the streaming multimedia on the fly to the mobile network link_s continuously changing conditions. When a client requests an interactive multimedia presentation, the og mobile content applications by supporting additional codes and offering a broader range of interfaces for proxy management and operation. Eventually, the platform will include extensions for capability exchange streaming proxy initially loads the SMIL file. The to allow negotiation of terminal capabilities during nty proxy_s basic HTTP functionality optimizes the client session setup and digital rights management. connection according to the mobile IP network_s characteristics. The client fetches the SMIL file and REFERENCES interprets it on the client, then the client requests both 1. G.J. Conklin et al., _Video Coding for Streaming static and streaming content from the back-end Media Delivery on the Internet,_ IEEE Trans. Circuits servers. Acquiring static content such as images and and Systems for Video Technology, Mar. 2001, pp. 269- de text files is very straightforward, but the proxy_s value 281. becomes more apparent when it transmits streaming 2. D. Wu et al., _Streaming Video over the Internet: data to the client. During transmission of streaming Approaches and Directions,_ IEEE Trans. Circuits and data, the proxy dynamically adapts the delivered Systems for Video Technology, Mar. 2001, pp. 282-300. quality of service in accordance with available 3. J. Vass, S. Zhuan, and X. Zhuang, _Scalable, Error- stu bandwidth. To achieve this dynamic adaptation, the Resilient, and High- Performance Video proxy uses feedback information from the player Communications in Mobile Wireless Environments,_ application, radio network, and IP network. The user, IEEE Trans. Circuits and Systems for Video Technology, content-provider, and operator use the proxy to July 2001, pp. 833-847. configure preferences. A content provider can specify 4. L. Boman, _Ericsson_s Service Network: A _Melting a minimum bandwidth to ensure acceptable video- Pot_ for Creating and Delivering Mobile Internet w. stream quality. If this bandwidth is not available, a Service,_ Ericsson Rev., vol. 78, no. 2, 2001, pp. 62-67. slide show is presented instead. If the current bandwidth is insufficient for delivering a video, the proxy switches on the fly to a lower bandwidth as long as the QoS does not drop below a predefined value. ww www.studentyogi.com www.studentyogi.com
  • 6. www.studentyogi.com www.studentyogi.com om i.c og nty de stu w. ww www.studentyogi.com www.studentyogi.com