08-12-2012, 05:26 PM
Multimedia Streaming Technology n 4G Mobile Communication Systems
Multimedia Streaming.doc (Size: 300 KB / Downloads: 30)
Abstract
The popularity and evolution of mobile devices like
laptops, mobile phones and Personal Digital Assistants (PDA),
and the evolution of fast mobile networks in the last decade, have
made it possible to increase the complexity of mobile applications
and services provided to end-users. It is also a spectacular growth
in multimedia communication especially via the World Wide
Web. This paper explore some of the current technology of
mobile devices, mobile networks and multimedia systems, and is
based on the exploration outline some issues for design and
development of mobile multimedia systems in 4G Mobile
Communication System. Fourth-generation mobile
communication systems will combine standardized streaming
with a range of unique services to provide high-quality content
(Multimedia) that meets the specific needs of the rapidly growing
mobile market. By offering higher data-transmission rates up to
20 Mbps more than 3G for wide-area coverage and local-area
coverage, 4G systems will be able to provide high quality
streamed content to the rapidly growing mobile market.
INTRODUCTION
Many portal sites offer streaming audio and video
services for accessing news and entertainment content on the
Internet from a PC. The term multimedia streaming means that
there are more than one media type involved in the
communication, e.g. text and graphics, voice, animations,
video and audio.
We define multimedia to denote the property of
handling a variety of representation media in an integrated
manner. This means that the various sources of media types
are integrated into a single system framework. Currently, three
incompatible proprietary solutions offered by Real Networks,
Microsoft, and Apple dominate the Internet streaming
software market. In the near future, third-generation mobile
communication systems will extend the scope of today’s
Internet streaming solutions by introducing standardized
streaming services, targeting the mobile users specific needs.
By offering higher data-transmission rates up to 20 Mbps
more than 3G for wide-area coverage and local-area coverage,
4G systems will be able to provide high quality streamed
content to the rapidly growing mobile market. In addition to
higher data rates, these systems also will offer value-added
applications supported by an underlying network that
combines streaming services with a range of unique mobile
4G MOBILE COMMUNICATION SYSTEMS
International Mobile Telecommunications - 2000
(IMT-2000) and the Universal Mobile telecommunications
System (UMTS) will be among the first 3G mobile
communication systems to offer wireless wideband
multimedia services using the Internet protocol. Two
important technological changes will facilitate this
advancement. The first change is a shift from last-generation
radio-access technologies such as the global system for mobile
(GSM) communication, CDMA One (an IS-95 code division
multiple access standard), and personal digital cellular (PDC)
toward more sophisticated systems with higher data-transfer
rates such as the enhanced data.
MOBILE STREAMING CHALLENGES
The widespread implementation of mobile streaming services faces two major challenges: access network and terminal heterogeneity and content protection.
Heterogeneity
In the future, we will have access to a variety of
mobile terminals with a wide range of display sizes and
capabilities. In addition, different radio-access networks will
make multiple maximum-access link speeds available.
Because of the physical characteristics of cellular radio
networks, the quality and, thus, the data rate of an ongoing
connection will also vary, contributing to the heterogeneity
problem. One way to address heterogeneity is to use
appropriately designed capability exchange mechanisms that
enable the terminal and media server to negotiate mobile
terminal and mobile network capabilities and user preferences.
This approach lets the server send multimedia data adapted to
the user’s mobile terminal and the network. For example, a
user accessing a specific service via a WCDMA network
could get the content delivered at a higher bit rate than
someone using a general packet radio service or GSM
network[2]. Similarly, when a person using a mobile
multimedia terminal with a built-in low quality speaker plugs
in a high-fidelity headphone, a dynamic capability exchange
takes place, upgrading the transmission to a high-quality audio
stream for the remainder of the session.
STREAMING STANDARDIZATION
Several organization and industry groups including
the 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 audio
compression/decompression software in end-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
proprietary streaming solutions individually. We must to
address mobile streaming standardization. Streaming services
as an important building block of 4G multimedia applications.
In addition to mobile streaming standardization, it is also
require to addresses other applications such as
videoconferencing and services for composing and receiving
multimedia messages.
Player Application
The player application renders multimedia content
and lets users navigate through the SMIL presentations. Each
multimedia element can be hyperlinked to other presentations.
The players SMIL implementation is fully standard-compliant
as are the supported codec’s, which decode multimedia data
and render it on the output devices. Plug-in capabilities
simplify extending the player with additional codecs.
Applying skins changes the player applications appearance. A
skin is a structure that adapts the look of an applications user
interface. An application can have several skins. For example,
a branding application implements the skin as images mapped
on the side of the players display and control elements.
Selecting a different set of images for 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.
CONCLUSION
Standardization of mobile services is being developed
to overcome the challenges of streaming multimedia content in
4G mobile communication systems. The streaming standard
specifies protocols and codecs that address streaming
multimedia challenges such as the transmission characteristics
of wireless links and the heterogeneity of radio-access
networks and mobile terminals. The Interactive Media
streaming platform, based on the standard, provides interfaces
that application developers can use for charging and billing
functions as well as network operation and maintenance.
Ongoing developments concentrate on optimizing 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 to allow negotiation of
terminal capabilities during session setup and digital rights
management.