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Multimedia streaming technology in 4G mobile

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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
defines 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 user_s specific
needs.


4G MOBILE COMMUNICATION SYSTEMS

International Mobile Telecommu-nications - 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, CDMAOne (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. fourth-generation mobile communication
systems will combine standardized streaming with a
range of unique services to provide high-quality
content that meets the specific needs of the rapidly
growing mobile market.


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. Similarly, when a person using a mobile
multimedia terminal with a built-in lowquality 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. A related problem is how to efficiently deliver
streamed


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.


Content Creation Machines
The content creation machines depicted in Figure 4 host
the applications needed for creating both live and offline
content. They are used to prepare streaming content, for
example, to edit videos and images and encode them in
the appropriate formats for mobile streaming.
Additionally, these machines create the SMIL files,
which are a kind of storybook for the interactive
presentation. They upload the content to the streaming
servers_for dynamic content_and to the Web servers,
which hold the static content and the SMIL files.


INTERACTIVE MEDIA PLAT-FORM
The Interactive Media system, illustrated in Figure 4,
is a software platform for mobilestreaming
applications. Designed as an end-to-end solution, the
system consists of
_Dedicated content creation machines,
_A player application that runs on widely used
operating systems such as Windows CE and EPOC,
_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.