hovedoppgave - Department of Computer and Information Science
Transcription
hovedoppgave - Department of Computer and Information Science
NORGES TEKNISK-NATURVITENSKAPELIGE UNIVERSITET FAKULTET FOR FYSIKK , INFORMATIKK OG MATEMATIKK HOVEDOPPGAVE Kandidatens navn: Jon Arvid Børretzen Fag: Datateknikk Oppgavens tittel (norsk): Utprøving av forskjellige multimedia klientteknologier på mobilt utstyr Oppgavens tittel (engelsk): A survey of multimedia client technologies on mobile devices Oppgavens tekst: Oppgaven går ut på å prøve forskjellige klientteknologier på mobilt utstyr for å se på utfordringer/begrensninger med denne type teknologier. Det er spesielt interessant å se på overføring/presentasjon av multimedia fra/til mobilt utstyr. Det kan eksempelvis være digital videooveføring vha. mobiltelefoner (GPRS), streaming av MP3/MPEG til mobiltelefoner/PDA. Oppgaven gitt: 20. januar 2002 Besvarelsen leveres innen: 17. juni 2002 Besvarelsen levert: 14. juni 2002 Utført ved: Institutt for datateknikk og informasjonsvitenskap Veiledere: Alf Inge Wang Trondheim, 14. juni 2002 Faglærer A survey of multimedia client technologies on mobile devices Jon Arvid Børretzen A survey of multimedia technologies on mobile devices ABSTRACT Abstract As mobile devices are getting increasingly more popular, and with the expanding ranges of application for this technology, there is a need to explore the possibilities and limitations of such technology. MOWAHS, a project at IDI, NTNU, is working with mobile work across heterogeneous systems, where mobile computers could become an important part of that heterogeneous environment in the future. This thesis aims to evaluate different aspects of multimedia issues for mobile computing. Mobile devices, network technology and some applications will be presented and compared. The different client technologies for mobile equipment will be presented in order to discover some of the challenges and restrictions with these kinds of technology. Especially the transmission and presentation aspect of multimedia to and from mobile equipment is in focus. The technologies available today and in the near future are then evaluated. This is therefore an exploration into the sort of technology the MOWAHS project will have to deal with when concerned with mobile multimedia issues. Key words Multimedia, mobile devices, wireless networks, mobile phones, PDA v A survey of multimedia technologies on mobile devices PREFACE Preface This thesis is the work done by Jon Arvid Børretzen at IDI – Department of computer and information science and NTNU – Norwegian University of Science and Technology, during the spring of 2002. Firstly, I would like to thank my teaching supervisor Alf Inge Wang for valuable guidance, a lot of good input, and very good collaboration during the writing of this thesis. Secondly, I want to thank co-students Jørgen Austvik and Per Håkon Meland for providing me with helpful tips and useful media files. Furthermore, I would like to thank everyone that has been around for the last five months for the good discussions on the subject I have been researching. Finally I want to thank NTNU and the city of Trondheim for taking care of me for five of the best years in my life. _______________________ Jon Arvid Børretzen, Trondheim, June 14, 2002 vii A survey of multimedia technologies on mobile devices INDEX Index Part I - Introduction ................................................................................... 1 Chapter 1 – Introduction of the thesis .........................................................................3 1.1 Structure of report......................................................................................................3 1.2 Research agenda.......................................................................................................3 1.3 Context for thesis .......................................................................................................3 1.3.1 MOWAHS ............................................................................................................... 3 1.3.2 MOWAHS Background .......................................................................................... 4 1.3.3 Mobility.................................................................................................................... 5 1.3.4 Multimedia .............................................................................................................. 5 1.3.5 Media types ............................................................................................................ 6 1.3.6 Multimedia applications .......................................................................................... 7 1.4 The problem definition...............................................................................................7 1.5 Motivation....................................................................................................................7 1.6 Goals ............................................................................................................................7 1.7 Readers Guide ...........................................................................................................7 Part II - Prestudy........................................................................................ 9 Chapter 2 – Client technology......................................................................................13 2.1 Portable/mobile devices..........................................................................................13 2.1.1 Laptop computers................................................................................................. 13 2.1.2 Personal Digital Assistants................................................................................... 14 2.1.3 Mobile phones ...................................................................................................... 15 2.1.4 Other types of portable units ................................................................................ 16 2.2 Alternative classification .........................................................................................16 2.2.1 Operating systems for portable devices .............................................................. 17 2.2.2 EPOC (Symbian).................................................................................................. 18 2.2.3 PalmOS (Palm).................................................................................................... 18 2.2.4 Pocket PC (Microsoft) .......................................................................................... 19 2.3 Development and application environment for portable devices .....................21 2.3.1 J2ME ..................................................................................................................... 21 2.3.2 CLDC.................................................................................................................... 21 2.3.3 MIDP..................................................................................................................... 21 2.4 Examples of portable devices ................................................................................22 2.4.1 Laptop: Dell Inspiron 2650 ................................................................................... 22 2.4.2 Pocket PC PDA: Compaq iPAQ 3850H Pocket PC ............................................ 23 2.4.3 Pocket PC PDA: Casio E-200 CASSIOPEIA Pocket PC 2002 ........................... 23 2.4.4 Linux PDA: Sharp Zaurus 5000D......................................................................... 24 2.4.5 Palm PDA: Palm m515 ........................................................................................ 24 2.4.6 Palm PDA: Sony Cliè PEG-T615C ...................................................................... 24 2.4.7 Mobile phone: Nokia 7650 ................................................................................... 25 2.4.8 Mobile phone: Sony Ericsson T68i ...................................................................... 25 2.4.9 Mobile phone: Siemens SL45i ............................................................................. 25 2.4.10 Mobile phone: Motorola accompli008 ................................................................ 26 2.5 Comparison elements .............................................................................................26 Chapter 3 – Media player applications.......................................................................27 3.1 Media Players ...........................................................................................................27 3.2 Windows Media Player ...........................................................................................27 ix A survey of multimedia technologies on mobile devices INDEX 3.3 RealOne Player........................................................................................................28 3.4 QuickTime .................................................................................................................28 3.5 PacketVideo PVPlayer ............................................................................................28 3.6 IceStream ..................................................................................................................29 3.7 Pocket DivX ..............................................................................................................30 3.8 PocketTV ...................................................................................................................30 3.9 PhotoSuite .................................................................................................................30 3.10 Other Media player applications ..........................................................................31 Chapter 4 – Network technologies..............................................................................32 4.1 WWAN, WLAN, WPAN ...........................................................................................32 4.2 Mobile networks (WWAN) ......................................................................................33 4.3 Second generation mobile networks.....................................................................35 4.3.1 Global System for Mobile Communications (GSM) ............................................. 35 4.3.2 TDMA.................................................................................................................... 36 4.3.3 CDMA ................................................................................................................... 36 4.3.4 PDC ...................................................................................................................... 36 4.3.5 Short Message Service (SMS)............................................................................. 37 4.3.6 WAP...................................................................................................................... 37 4.3.7 High Speed Circuit Switched Data (HSCSD) ...................................................... 38 4.4 2,5G - Evolved second generation mobile networks..........................................38 4.4.1 General Packet Radio Service (GPRS)............................................................... 38 4.4.2 MMS (Multimedia Messaging Service) ................................................................ 41 4.4.3 i-Mode................................................................................................................... 41 4.5 3G – Third generation mobile networks ...............................................................41 4.5.1 EDGE.................................................................................................................... 43 4.5.2 UMTS.................................................................................................................... 43 4.5.3 cdma2000............................................................................................................. 44 4.6 Wireless network technologies (WLAN & WPAN) ..............................................45 4.6.1 The 802.11 series................................................................................................. 45 4.6.2 The HiperLAN technologies ................................................................................. 47 4.6.3 Bluetooth .............................................................................................................. 47 4.6.4 The WLAN standard muddle................................................................................ 48 4.6.5 Interworking WLANs and WWANs ...................................................................... 48 4.7 Network summary....................................................................................................50 4.8 Comparison elements .............................................................................................50 Chapter 5 – Media architectures ..................................................................................51 5.1 Codecs and file formats ..........................................................................................51 5.2 Media Formats..........................................................................................................51 5.2.1 MPEG formats ...................................................................................................... 51 5.2.2 RealPlayer ............................................................................................................ 53 5.2.3 QuickTime ............................................................................................................ 53 5.2.4 Microsoft’s Window media files ............................................................................ 54 5.2.5 DivX...................................................................................................................... 55 5.2.6 Other media formats............................................................................................. 55 5.3 Media content and interface languages ...............................................................56 5.3.1 SGML .................................................................................................................... 56 5.3.2 HTML .................................................................................................................... 56 5.3.3 XML ...................................................................................................................... 56 5.3.4 WML ..................................................................................................................... 56 5.3.5 SMIL ..................................................................................................................... 56 5.4 Multimedia Messaging Service (MMS).................................................................57 x A survey of multimedia technologies on mobile devices INDEX Chapter 6 – Streaming ....................................................................................................58 6.1 Streaming ..................................................................................................................58 6.2 Pseudo-streaming ....................................................................................................59 6.3 Streaming media players ........................................................................................59 6.4 Streaming infrastructure .........................................................................................60 6.5 Streaming software..................................................................................................60 6.6 Buffering ....................................................................................................................60 6.7 Compression.............................................................................................................60 6.8 Quality of Service.....................................................................................................61 6.9 Multiple Bit Rate Encoding .....................................................................................62 Chapter 7 – Market issues .............................................................................................63 7.1 Hardware demands .................................................................................................63 7.2 Network demands ....................................................................................................64 7.3 Market demands ......................................................................................................64 7.4 Video Services Today and Tomorrow ..................................................................65 Chapter 8 – Multimedia scenarios...............................................................................67 8.1 Scenario classes ......................................................................................................67 8.1.1 Video Conferences............................................................................................... 67 8.1.2 Instruction ............................................................................................................. 68 8.1.3 Surveillance.......................................................................................................... 68 8.1.4 Entertainment ....................................................................................................... 69 8.1.5 Advertising ............................................................................................................ 69 8.1.6 Information Services............................................................................................. 69 8.1.7 Location Oriented services................................................................................... 70 8.1.8 Data Transfer........................................................................................................ 70 8.2 Scenario summary...................................................................................................70 Chapter 9 – The state-of-the-art in today’s situation .............................................71 Chapter 10 – Related work ............................................................................................72 10.1 Comparison to this thesis .....................................................................................73 Part III – My contribution........................................................................75 Chapter 11 – Challenges................................................................................................77 11.1 Processing limitations ...........................................................................................77 11.2 Network limits .........................................................................................................77 11.2.1 Example: GPRS limitations ................................................................................ 78 11.2.2 Mobile networks as IP networks ........................................................................ 79 11.2.3 Network availability............................................................................................. 79 11.2.4 Network diversity ................................................................................................ 80 11.2.5 Lack of Quality of Service .................................................................................. 80 11.3 Economic climate ...................................................................................................80 11.4 What comes first, the new technology or the new services?..........................81 11.5 Mobile content – more important than the terms WLAN and UMTS .............81 11.5.1 A possible scenario ............................................................................................ 81 11.5.2 Delivery challenges ............................................................................................ 82 Chapter 12 – Solutions ...................................................................................................83 12.1 “Time and money” ..................................................................................................83 12.2 Improved client devices ........................................................................................83 12.3 More advanced networks .....................................................................................83 12.4 Interworking of networks.......................................................................................84 xi A survey of multimedia technologies on mobile devices INDEX 12.5 IPv6 ..........................................................................................................................84 Chapter 13 – Evaluation .................................................................................................85 13.1 Evaluation of device hardware ............................................................................85 13.1.1 Laptops ............................................................................................................... 86 13.1.2 PDAs ................................................................................................................... 87 13.1.3 Mobile phones .................................................................................................... 88 13.1.4 Summary and evaluation of mobile devices ...................................................... 90 13.2 Evaluation of network types .................................................................................91 13.2.1 UMTS.................................................................................................................. 92 13.2.2 EDGE.................................................................................................................. 92 13.2.3 GPRS.................................................................................................................. 93 13.2.4 GSM (with HSCSD)............................................................................................ 93 13.2.5 IEEE 802.11b ..................................................................................................... 94 13.2.6 IEEE 802.11a ..................................................................................................... 94 13.2.7 HiperLAN 2 ......................................................................................................... 94 13.2.8 Bluetooth ............................................................................................................ 95 13.2.9 Network summary and evaluation (WLANs + WPAN) ...................................... 95 13.2.10 Network summary and evaluation (WWANs) .................................................. 96 13.3 Evaluation of media technology ..........................................................................98 13.3.1 Windows media player ....................................................................................... 98 13.3.2 RealOne Player .................................................................................................. 99 13.3.3 PocketTV ............................................................................................................ 99 13.3.4 Pocket DivX...................................................................................................... 100 13.3.5 PVPlayer........................................................................................................... 101 13.3.6 IceStream ......................................................................................................... 101 13.3.7 Conditions for trials........................................................................................... 102 13.3.8 Summary of media playing applications .......................................................... 102 13.3.9 General evaluation of media playing on portable unit ..................................... 103 Chapter 14 – A glance at MMS .................................................................................. 105 Part IV – Future Visions........................................................................109 Chapter 15 - Future....................................................................................................... 111 15.1 How long will today’s technologies last? ......................................................... 111 15.1.1 Mobile networks ............................................................................................... 111 15.1.2 Other wireless networks................................................................................... 111 15.2 Hardware technology under development ...................................................... 112 15.2.1 Smartphones .................................................................................................... 112 15.2.2 Power consumption.......................................................................................... 112 15.2.3 Processing capability ....................................................................................... 112 15.2.4 Unit display....................................................................................................... 112 15.2.5 Miniaturisation .................................................................................................. 112 15.2.6 Technology integration ..................................................................................... 113 15.2.7 Operating systems ........................................................................................... 113 15.3 Network Technology in development .............................................................. 115 15.3.1 EDGE and UMTS ............................................................................................. 115 15.3.2 4G ..................................................................................................................... 115 15.3.3 HiperLAN .......................................................................................................... 116 15.4 Evolution of the service environment .............................................................. 116 15.5 Summary.............................................................................................................. 117 xii A survey of multimedia technologies on mobile devices INDEX Part V – Summary & Conclusions ......................................................119 Chapter 16 – Summary ................................................................................................ 121 16.1 Summary of current situation............................................................................ 121 16.2 Summary of this thesis ...................................................................................... 121 Chapter 17 – Conclusion and further work............................................................ 122 17.1 Conclusion........................................................................................................... 122 17.2 Further work......................................................................................................... 122 Part VI – Appendices ............................................................................123 xiii A survey of multimedia technologies on mobile devices LIST OF TABLES List of tables Table 1 - Important acronyms .................................................................................................... 8 Table 2 - Hardware equipment backing for the three most important mobile operating systems ............................................................................................................................. 18 Table 3 - Overview of mobile operating systems..................................................................... 20 Table 4 - Data Rate for GPRS ................................................................................................. 40 Table 5 - Custom bit rate encoding vs. MBR ........................................................................... 62 Table 6 - Data Rate for GPRS ................................................................................................. 78 Table 7 - Hardware evaluation criteria ..................................................................................... 86 Table 8 - Summary of mobile devices...................................................................................... 90 Table 9 - Terms for Table 8...................................................................................................... 90 Table 10 - Evaluation of mobile devices .................................................................................. 91 Table 11 - Network types to be evaluated ............................................................................... 91 Table 12 - Criteria for network evaluation ................................................................................ 92 Table 13 – Summary of WLANs + WPAN ............................................................................... 95 Table 14 - Evaluation of WLANs + WPAN............................................................................... 96 Table 15 - Summary of mobile networks ................................................................................. 96 Table 16 - Evaluation of mobile networks ................................................................................ 97 Table 17 - Properties of Media players.................................................................................. 103 Table 18 - PalmOS 4 vs. PalmOS 5 ...................................................................................... 114 xiv A survey of multimedia technologies on mobile devices LIST OF FIGURES List of figures Figure 1 - The MOWAHS “mascot"..........................................................................................3 Figure 2 – Laptop computer from Dell ...................................................................................13 Figure 3 - Sony VAIO C1 Picturebook....................................................................................13 Figure 4 - HP Jornada 720......................................................................................................13 Figure 5 - Apple Newton.........................................................................................................14 Figure 6 - Palm pilot 5000.......................................................................................................14 Figure 7 - Handspring Visor Prism..........................................................................................14 Figure 8 - An old Nokia mobile phone....................................................................................15 Figure 9 - Nokia 3210.............................................................................................................15 Figure 10 - Siemens SL45i.....................................................................................................15 Figure 11 - Psion Revo, Ericsson R380, Nokia 9210 and Handspring Visor Phone..............16 Figure 12 - Dell Inspiron 2650.................................................................................................20 Figure 13 - Compaq iPAQ 3850H...........................................................................................23 Figure 14 - Casio E-200 Cassiopeia.......................................................................................23 Figure 15 - Sharp Zaurus 5000D............................................................................................24 Figure 16 - Palm m515...........................................................................................................24 Figure 17 - Sony Clié PEG-T615C..........................................................................................24 Figure 18 - Nokia 7650...........................................................................................................25 Figure 19 - Sony Ericsson T68i...............................................................................................25 Figure 20 - Siemens SL45i.....................................................................................................25 Figure 21 - A spreadsheet and a game implemented for the Siemens SL45i........................25 Figure 22 - Motorola accompli008..........................................................................................26 Figure 23 - Conversion from video picture (left) to IceStream format.....................................29 Figure 24 - WWAN, WLAN and WPAN ranges.......................................................................32 Figure 25 - Mobile network evolution according to Elsen et al. .............................................33 Figure 26 - Mobile network evolution according to De Vriendt et al. .....................................34 Figure 27 - Mobile network evolution according to Myllymäki ...............................................34 Figure 28 - Data rates for 2G, 2,5G and 3G mobile networks ...............................................34 Figure 29 - WAP browsing......................................................................................................37 Figure 30 - i-Mode mobile phone............................................................................................41 Figure 31 - Sony Ericsson P800.............................................................................................63 Figure 32 - Video conferencing on mobile phone...................................................................67 Figure 33 - Surveillance example from Mobile Media's IceStream.........................................68 Figure 34 - Windows Media Player.........................................................................................98 Figure 35 - RealOne Player....................................................................................................99 Figure 36 - PocketTV..............................................................................................................99 Figure 37 - Some screenshots from PocketTV.......................................................................99 Figure 38 - Pocket DivX........................................................................................................100 Figure 39 - Screenshots from Pocket DivX...........................................................................100 Figure 40 - PVPlayer.............................................................................................................101 Figure 41 - Screenshot from PVPlayer.................................................................................101 Figure 42 - IceStream...........................................................................................................101 Figure 43 - The Compaq iPAQ 3850H PDA with D-Link DCF-650W WLAN card................102 Figure 44 - Full screen video on PDA...................................................................................104 Figure 45 - MMS Compuser GUI..........................................................................................105 Figure 46 - MMS Composer GUI..........................................................................................106 Figure 47 - MMS Composer GUI..........................................................................................106 Figure 48 - A sequence of slides and animation...................................................................107 Figure 49 - Exporting MMS message to a mobile phone......................................................108 Figure 50 - Today's service environment..............................................................................116 Figure 51 - Service environment of future 3G network.........................................................117 xv A survey of multimedia technologies on mobile devices LIST OF FIGURES Figure 52 - Screenshots of Monsters Inc. trailer played on RealOne Player........................D-1 Figure 53 - Clip information for two different bit rate versions of the Monsters Inc. trailer....D-1 Figure 54 - Video clip in windowed and full screen mode in RealOne Player.......................D-2 Figure 55 - Pictures from PocketTV, a Star Wars trailer and file information for the trailer..D-2 Figure 56 – Screenshots from PocketTV, video and info about video clip............................D-3 Figure 57 - Windows Media Player playing an MP3 music file and MP3 file info.................D-3 Figure 58 - 56 Kb/s video clip and clip info in Windows Media Player..................................D-4 Figure 59 - 256 Kb/s video clip and clip info in Windows Media Player................................D-4 xvi A survey of multimedia technologies on mobile devices PART I - INTRODUCTION Part I - Introduction This part contains an introductory chapter, which gives an overview of the issues this thesis will cover and explains the motivation behind the thesis. Index Chapter 1 – Introduction of the thesis .........................................................................3 1.1 Structure of report......................................................................................................3 1.2 Research agenda ......................................................................................................3 1.3 Context for thesis.......................................................................................................3 1.3.1 MOWAHS ............................................................................................................... 3 1.3.2 MOWAHS Background .......................................................................................... 4 1.3.3 Mobility ................................................................................................................... 5 1.3.4 Multimedia .............................................................................................................. 5 1.3.5 Media types ............................................................................................................ 6 1.3.6 Multimedia applications.......................................................................................... 7 1.4 The problem definition ..............................................................................................7 1.5 Motivation....................................................................................................................7 1.6 Goals ...........................................................................................................................7 1.7 Readers Guide ...........................................................................................................7 1 A survey of multimedia technologies on mobile devices PART I - INTRODUCTION Chapter 1 – Introduction of the thesis This chapter will give a general presentation and description of this thesis. Firstly the structure of the thesis is outlined, and then the context around the thesis and the reasons why this thesis is written is presented. The motivation for investigating this subject is taken up, and finally there will be a summary of the goals this thesis is trying to accomplish. This chapter also includes a readers guide with a short explanation of some of the most important abbreviations and acronyms used in the report. 1.1 Structure of report This first Part introduces the thesis in general terms, giving the reader a feel of what the problem domain and technology involved are without going into in-depth specifics. Part II discusses the technology that dominates this domain, taking into account the history, the existing and current in-use technology. This thesis concentrates on certain aspects of the domain, and this will be further explained in Part II. Part III starts with a discussion of some of the main challenges and restricting factors for mobile multimedia, and continues with the actual evaluations of technology, which is the basis for the survey results. In Part IV, I will try to give an impression of what the future in this area looks like at the current time. The thesis will be summarized and concluded in Part V. Part VI contains appendices like references, glossary and technical notes. 1.2 Research agenda As this thesis is a survey of technologies, the main goal is to give an understanding of the different technologies, their strong and weak points, and on the basis of this, an evaluation of these technologies according to some criteria, which will be defined in part IV. 1.3 Context for thesis This thesis is a part of the MOWAHS [1] project at IDI, NTNU. 1.3.1 MOWAHS MOWAHS is an acronym that stands for Mobile WOrk Across Heterogeneous Systems. MOWAHS is a basic research project at NTNU, supported by the Norwegian Research Council in its IKT-2010 program. The project is carried out jointly by the IDI's groups for software engineering (prof. Reidar Conradi, coordinator) and database technology (prof. Mads Nygård). 3 Figure 1 - The MOWAHS “mascot" A survey of multimedia technologies on mobile devices PART I - INTRODUCTION The project has two parts: • • Explore process support for mobile users using heterogeneous devices (PC, PDA, mobile phones) Explore support for cooperating transactions/workspaces holding work documents. The project will build upon CAGIS [2] technology and an industrial cooperation is planned. 1.3.2 MOWAHS Background The Internet is constantly growing, both in the number of users and in the amount of information available. Nua, an Internet survey company [3], estimates that in August 2001 there were over 500 million users online, and this number will only increase, especially if the 3G mobile technology push where all mobile phones are connected to the Internet is successful. Sources like IDC [4], another industry surveying company, expect about 3 billion mobile phones around the world in 2004, with around one tenth of these having access to the Internet. The concept of virtual organizations therefore will play a more important role for many people and companies in the near future. This involves people working distributed across locations and time zones. Sharing of information will be helped with mobile and both synchronous and asynchronous technology. At this moment though, there is a lack of tools and infrastructure for carrying out real projects in virtual organizations efficiently. In such an environment there will be an extensive heterogeneity in the tools, equipment and in ways of working. There is going to be a need to deal with a wide heterogeneity of tools, equipment (laptops, PDAs, mobile phones) and work models. In addition, mobility of devices and partial lack of connectivity could require regular synchronization of such devices against stationary servers and PCs. A target for the project is to help the research in providing efficient and user-friendly environments for helping users in virtual organizations and coordinating the work at their location-mobile, time and device-independent situation. In support of this research is a big market drive for mobile services, both from user needs and technology push. The result is a considerable amount of research in this domain. The research is diversified over a large array of different aspects of the concept of mobile services. MOWAHS aims to build on existing local research from the EPOS and CAGIS projects that have been carried out the last years, using recent middleware technologies like mobile agents and XML. The MOWAHS project has stated three goals: • • Helping to understand and to continuously assess and improve workprocesses in virtual organizations. Providing a flexible, common work environment to execute and share real workprocesses and their artifacts, applicable on a variety of electronic devices (from big servers to small PDAs). 4 A survey of multimedia technologies on mobile devices • PART I - INTRODUCTION Disseminating the results to colleagues, students, companies, and the community at large. The people involved in the MOWAHS project come from the software engineering and database research groups at IDI, NTNU. The group consists of teachers, PhD students and MSc students. MOWAHS states its approach as a project where: • • • A flexible work environment for virtual organizations using heterogeneous devices, with support for processes and their artifacts and transactions is to be defined. A testbed for process support for virtual organizations, using XML-based and mobile agents shall be implemented Real scenarios to evaluate the environment, e.g., for software development and remote education is to be used. The desired results from the MOWAHS project covers: • • • • • A formalism to define and execute federated and heterogeneous processes, establish and control workspaces and cooperating transactions, based on XML. A simple set of tools to support the above, based on agent technology. A set of scenarios with defined work models, using the above formalisms. A body of experiences from empirical studies of such technologies, as articles, reports etc. General presentation material and courses/seminars. 1.3.3 Mobility As Sørensen writes in [5], mobility can distinguished into the terms physical and logical mobility. Physical mobility then means physical movement of a mobile terminal, and logical mobility means mobile units of code and state that migrate among hosts. Mobile computing traditionally means physical mobility, and this is principally the meaning of mobility in this thesis also, although in some contexts logical mobility may be relevant as well. 1.3.4 Multimedia This thesis will concentrate on the multimedia possibilities for mobile devices, and as such will not delve into the specifics of virtual organizations and cooperation across different systems in the vein of MOWAHS. The point is more to look into what technology the MOWAHS project will have to deal with when concerned with multimedia issues. In Webopedia, multimedia is defined as “The use of computers to present text, graphics, video, animation, and sound in an integrated way.” [6] The foremost example is perhaps the World Wide Web, which more or less incorporates all these media types in one application. In this thesis, most of the media involved in the multimedia term will be graphics, video and sound, but other media types will also be commented on where appropriate. 5 A survey of multimedia technologies on mobile devices PART I - INTRODUCTION 1.3.5 Media types The following media types are listed in order of complexity. Note that in the spirit of multimedia, several of these media types may be combined into a presentation or stream consisting of several or even all of the following types. Text Text is the simplest media type for computers, having the most basic representation of the different types. Hypertext (hyperlinking) The concept of hypertext was introduced with the development of the World Wide Web, and has in the last ten years become a quite natural media form. In addition to all the properties of regular text, hypertext has linking capabilities, which makes it a special database system. The links can also reside in pictures. Hypertext is stored as text files containing tags that are the linking elements, and also can be formatting elements for the text. Hypertext makes the reading of text more interactive, as the user can select topics in the text that he/she wants to explore further. Graphics (pictures) Still images have long been the cornerstone in the multimedia concept, as computers were not always able to display moving pictures as easily as they have been the last years. Still images are still a very important part of multimedia, as we can easily see on the World Wide Web. Sound In multimedia, visual and aural impressions make out the two main components. The visual components can have many different manifestations, but the sound component does not have many different forms other than different qualities. The quality manifests itself in clarity and number of different channels. Sound media contains a temporal component, in that it cannot be recognized at a given instant in time, the meaning of audio information is spread over time. Animation Animation is generally seen as being moving images, but on computer displays they are not recorded in the same way, but is animated using graphic languages, making the computer draw out the moving imagery on the screen. An example of animation is Flash graphics animations. Video The concept of video in terms of multimedia refers to moving images on a display, and being of a recorded nature. This is just displayed on the screen as it was recorded with a camera. The difference between video and animation can be stated as being the same as the difference between a photo and a drawing. Of course, animation can be transferred and stored digitally as video data, in a similar fashion that a drawing can be photographed. 6 A survey of multimedia technologies on mobile devices PART I - INTRODUCTION 1.3.6 Multimedia applications Some examples of current applications of multimedia are e-learning tools on CD-ROM and the World Wide Web. An up and coming multimedia concept is the Multimedia Messaging Service (MMS), which is presented in section 5.4. It is generally believed in the telecommunications industry that multimedia services like MMS will become popular on portable devices in the near future. 1.4 The problem definition The following quote is the actual text of the thesis problem: “The task is to try out different client technologies on mobile equipment, in order to discover challenges and restrictions with these kinds of technology. Especially the transmission and presentation aspect of multimedia to and from mobile equipment are in focus. Examples of this are digital video transmission using mobile phones or streaming of video and sound to PDAs.” In order to complete this task, a study of the existing technology has to be made. This is presented in part II. Furthermore, part III goes specifically into the difficulties that exist in the field and makes some proposals for solutions to these problems. An evaluation of technologies is then made, both existing technologies and up and coming technologies that are to be introduced in the near future. A large part of the thesis is the study and presentation of relevant technologies. Part II, which contains this work therefore makes out a considerable share of the total work that has been put into this report. Even though this should be regarded as a part of the results of this thesis, it has been placed in the prestudy section of the report, as it makes the basis for the evaluations that are made later. 1.5 Motivation The technologic development is very rapid, especially in this area where there is a lot of consumer interest not only for corporations, but also for private users. The motivation for this thesis is a need for information about what technology is available, and what will be available in the future. In addition it tries to evaluate the relevant technologies and to give an outline of the development in this segment of the computing industry. 1.6 Goals The intention with this thesis is to collect information and make a qualified evaluation of the technologies concerning multimedia issues for wireless. This information can be utilised by the MOWAHS project if and when needed. 1.7 Readers Guide To be able to get the most out of this thesis, the reader should be familiar with concepts like networks, multimedia and mobility. Although this thesis explains many of the concepts involved in mobile multimedia, some prior understanding of the subject is beneficial. 7 A survey of multimedia technologies on mobile devices PART I - INTRODUCTION This thesis contains two distinct portions. The first is the prestudy in Part II, which contains information about available and some of the technology in development. This is the basis for the evaluation that is made later. The evaluation as such, together with opinions on the current state and future of this domain, are presented in the second portion, consisting of parts III and IV. The prestudy could be interesting enough in itself, if the reader would like to get an overview of the discussed technologies but is not interested in a direct comparison and evaluation. If the reader is familiar with these technologies already, and would just like to read the evaluation parts, the second portion would be sufficient. In appendix B there is a comprehensive glossary that explain all acronyms used in this thesis, but to ease the reading of this report, the most important and widely used are explained in short here in Table 1. EDGE GSM GPRS HSCSD PDA UMTS Enhanced Data Rates for GSM Evolution. An enhancement of the current GSM technology, enabling greater data transfer rates. Global System for Mobile Communications. GSM is a popular digital wireless communications technology. General Packet Radio Services. Packet Switched data radio technology for GSM networks. High Speed Circuit Switched Data. An enhancement to GSM networks that enables data speeds to be boosted. Personal Digital Assistant. A small, portable device used for computing. Universal Mobile Telecommunication System. A third generation mobile communication system currently in development. Table 1 - Important acronyms 8 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Part II - Prestudy This part describes the subjects that were necessary to have as the basis for the survey of multimedia technology. It contains mostly technology information, but ends with information about usage of multimedia. It will firstly give a presentation of the current technology, both in the hardware, software and network domains. It will then introduce different media types, and discuss certain aspects of media transfer. A presentation of mobile media related scenarios will be given, and finally, state-of-the-art and related work is presented. Index Chapter 2 – Client technology......................................................................................13 2.1 Portable/mobile devices..........................................................................................13 2.1.1 Laptop computers................................................................................................. 13 2.1.2 Personal Digital Assistants................................................................................... 14 2.1.3 Mobile phones ...................................................................................................... 15 2.1.4 Other types of portable units ................................................................................ 16 2.2 Alternative classification .........................................................................................16 2.2.1 Operating systems for portable devices .............................................................. 17 2.2.2 EPOC (Symbian).................................................................................................. 18 2.2.3 PalmOS (Palm).................................................................................................... 18 2.2.4 Pocket PC (Microsoft) .......................................................................................... 19 2.3 Development and application environment for portable devices .....................21 2.3.1 J2ME ..................................................................................................................... 21 2.3.2 CLDC.................................................................................................................... 21 2.3.3 MIDP..................................................................................................................... 21 2.4 Examples of portable devices ................................................................................22 2.4.1 Laptop: Dell Inspiron 2650 ................................................................................... 22 2.4.2 Pocket PC PDA: Compaq iPAQ 3850H Pocket PC ............................................ 23 2.4.3 Pocket PC PDA: Casio E-200 CASSIOPEIA Pocket PC 2002 ........................... 23 2.4.4 Linux PDA: Sharp Zaurus 5000D......................................................................... 24 2.4.5 Palm PDA: Palm m515 ........................................................................................ 24 2.4.6 Palm PDA: Sony Cliè PEG-T615C ...................................................................... 24 2.4.7 Mobile phone: Nokia 7650 ................................................................................... 25 2.4.8 Mobile phone: Sony Ericsson T68i ...................................................................... 25 2.4.9 Mobile phone: Siemens SL45i ............................................................................. 25 2.4.10 Mobile phone: Motorola accompli008 ................................................................ 26 2.5 Comparison elements .............................................................................................26 Chapter 3 – Media player applications.......................................................................27 3.1 Media Players ...........................................................................................................27 3.2 Windows Media Player ...........................................................................................27 3.3 RealOne Player........................................................................................................28 3.4 QuickTime .................................................................................................................28 3.5 PacketVideo PVPlayer ............................................................................................28 3.6 IceStream ..................................................................................................................29 3.7 Pocket DivX ..............................................................................................................30 3.8 PocketTV ...................................................................................................................30 9 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 3.9 PhotoSuite .................................................................................................................30 3.10 Other Media player applications ..........................................................................31 Chapter 4 – Network technologies..............................................................................32 4.1 WWAN, WLAN, WPAN ...........................................................................................32 4.2 Mobile networks (WWAN) ......................................................................................33 4.3 Second generation mobile networks.....................................................................35 4.3.1 Global System for Mobile Communications (GSM) ............................................. 35 4.3.2 TDMA.................................................................................................................... 36 4.3.3 CDMA ................................................................................................................... 36 4.3.4 PDC ...................................................................................................................... 36 4.3.5 Short Message Service (SMS)............................................................................. 37 4.3.6 WAP...................................................................................................................... 37 4.3.7 High Speed Circuit Switched Data (HSCSD) ...................................................... 38 4.4 2,5G - Evolved second generation mobile networks..........................................38 4.4.1 General Packet Radio Service (GPRS)............................................................... 38 4.4.2 MMS (Multimedia Messaging Service) ................................................................ 41 4.4.3 i-Mode................................................................................................................... 41 4.5 3G – Third generation mobile networks ...............................................................41 4.5.1 EDGE.................................................................................................................... 43 4.5.2 UMTS.................................................................................................................... 43 4.5.3 cdma2000............................................................................................................. 44 4.6 Wireless network technologies (WLAN & WPAN) ..............................................45 4.6.1 The 802.11 series................................................................................................. 45 4.6.2 The HiperLAN technologies ................................................................................. 47 4.6.3 Bluetooth .............................................................................................................. 47 4.6.4 The WLAN standard muddle................................................................................ 48 4.6.5 Interworking WLANs and WWANs ...................................................................... 48 4.7 Network summary....................................................................................................50 4.8 Comparison elements .............................................................................................50 Chapter 5 – Media architectures ..................................................................................51 5.1 Codecs and file formats ..........................................................................................51 5.2 Media Formats..........................................................................................................51 5.2.1 MPEG formats ...................................................................................................... 51 5.2.2 RealPlayer ............................................................................................................ 53 5.2.3 QuickTime ............................................................................................................ 53 5.2.4 Microsoft’s Window media files ............................................................................ 54 5.2.5 DivX...................................................................................................................... 55 5.2.6 Other media formats............................................................................................. 55 5.3 Media content and interface languages ...............................................................56 5.3.1 SGML .................................................................................................................... 56 5.3.2 HTML .................................................................................................................... 56 5.3.3 XML ...................................................................................................................... 56 5.3.4 WML ..................................................................................................................... 56 5.3.5 SMIL ..................................................................................................................... 56 5.4 Multimedia Messaging Service (MMS).................................................................57 Chapter 6 – Streaming ....................................................................................................58 6.1 Streaming ..................................................................................................................58 6.2 Pseudo-streaming ....................................................................................................59 6.3 Streaming media players ........................................................................................59 6.4 Streaming infrastructure .........................................................................................60 6.5 Streaming software..................................................................................................60 10 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 6.6 Buffering ....................................................................................................................60 6.7 Compression.............................................................................................................60 6.8 Quality of Service.....................................................................................................61 6.9 Multiple Bit Rate Encoding .....................................................................................62 Chapter 7 – Market issues .............................................................................................63 7.1 Hardware demands .................................................................................................63 7.2 Network demands ....................................................................................................64 7.3 Market demands ......................................................................................................64 7.4 Video Services Today and Tomorrow ..................................................................65 Chapter 8 – Multimedia scenarios...............................................................................67 8.1 Scenario classes ......................................................................................................67 8.1.1 Video Conferences............................................................................................... 67 8.1.2 Instruction ............................................................................................................. 68 8.1.3 Surveillance.......................................................................................................... 68 8.1.4 Entertainment ....................................................................................................... 69 8.1.5 Advertising ............................................................................................................ 69 8.1.6 Information Services............................................................................................. 69 8.1.7 Location Oriented services................................................................................... 70 8.1.8 Data Transfer........................................................................................................ 70 8.2 Scenario summary...................................................................................................70 Chapter 9 – The state-of-the-art in today’s situation .............................................71 Chapter 10 – Related work ............................................................................................72 10.1 Comparison to this thesis .....................................................................................73 11 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Chapter 2 – Client technology This chapter concerns the actual client devices involved in a mobile multimedia scenario. In that lays both a hardware aspect and also a software aspect through the operating systems for the devices. 2.1 Portable/mobile devices In this section the concept of portable or mobile devices will be clarified for the context of this thesis and a classification and further description of portable devices will be made. Portable devices are practical in many situations. In some of these situations portability is essential, whilst in others it may only be a convenience. The degree of portability depends on the unit’s size and weight as well as the way the device is connected to a network, if applicable. In a MOWAHS paper [7], the authors compares different sized mobile units with respects to that paper’s subject, which is an evaluation of a mobile task reporting system for mobile devices. Other expressions that are used about portable devices are “mobile” and the term “nomadic” which was more used before mobile phones became widely used. Portable devices range from the quite large laptop computers, through handheld computers, like PDAs, to even smaller devices, like mobile phones. Even smaller gadgets like pagers can also be put into the portable device category, but as the multimedia options on these kinds of equipment are extremely limited, they will not be covered in this thesis. Figure 2 – Laptop computer from Dell 2.1.1 Laptop computers Laptop computers are typically very powerful computers, Figure 3 - Sony VAIO C1 in most respects comparable to desktop computers. Picturebook They feature full operating systems and have very good processing power and multimedia features. Figure 2 shows an example of a typical laptop computer. Network connection is often achieved by regular TCP/IP Internet connection, either through ordinary LAN connection or by some sort of wireless LAN. More mobile solutions for laptop computers would be using a mobile phone as Internet connection, although this severely affects the network capacity with today’s mobile phone networks. In the segment between laptop computers and PDA’s, are a group of computers that perhaps can be called handheld computers or small notebook computers. 13 Figure 4 - HP Jornada 720 A survey of multimedia technologies on mobile devices PART II - PRESTUDY These are sized between laptops and PDA’s, and features in most cases a keyboard and a reasonably sized screen. One example of a more powerful version of this is the Sony VAIO C1 Picturebook which can run standard operating systems like laptop computers do, another more modest example is the HP Jornada 720 Handheld PC which runs the Microsoft Handheld PC operating system, a version of WinCE. Figure 3 shows the Sony VAIO Picturebook, and Figure 4 shows the HP Jornada 720. 2.1.2 Personal Digital Assistants A category of computers that have had a big increase in attention and development in the last years are Personal Digital Assistants, or PDAs as they will be called here. They are usually seen as keyboardless units with a touch sensitive screen interface. The first real PDA was introduced by Apple in 1993, and was called Newton, shown in figure 5. A few years passed before the world really got their eyes open to this concept. Palm launched its PalmPilot series in 1996, and this was probably when PDAs had their breakthrough in the mass market. One of the first Palm PDAs, the Palm pilot 5000 is shown in figure 6. Figure 5 - Apple Newton More companies have later joined the PDA craze, and this competition makes rapid development of more powerful PDAs possible and necessary. Companies involved with PDA manufacturing today are among others Palm, Psion/Symbian, Compaq, Sony, Motorola, HP, Apple, IBM, Toshiba, Handspring and Sharp. The newest Handspring model, the Handspring Visor Prism is shown in figure 7. As for operating systems on PDAs, there are two solutions that lead the market, Pocket PC (or Windows CE) by Microsoft, and PalmOS which has been developed by Palm. The Pocket PC OS is used by many of the companies making PDAs, Microsoft themselves does not manufacture PDA hardware. PalmOS is of course used in the Palm PDAs, and some other companies also make use of this OS in their products. Sony, Handspring, Symbol, HandEra and IBM are among these. Figure 6 - Palm pilot 5000 A simple description of PDAs is as small handheld personal computers with limited processing and storage capabilities. This description is typical of the current situation, but is not definitive. Future models will most probably try to catch up with regular PC power and functionality, and although PDAs probably will not catch up to standard PCs completely, they will not be lagging very far behind. A few years ago PDAs were not much more than expensive and complex addressbooks, also called “Personal Organisers”, but today some of the models are even sufficiently equipped to play and display audio and video clips. 14 Figure 7 - Handspring Visor Prism A survey of multimedia technologies on mobile devices PART II - PRESTUDY Network connectivity has until recently been achieved by so-called docking, in which the user connects the PDA to a PC, where information gets transferred to the PDA. The newest technology makes this docking procedure obsolete for mobile purposes though, with WLAN and mobile phone cards being made available for most PDAs. In this way the PDA user can be online and mobile at the same time. 2.1.3 Mobile phones Mobile phones are probably the most exciting category of portable equipment development for several reasons. The fact that the user base for this equipment involves a very wide demographic group, in addition to the ever decreasing size of complex components mean that there is an increasing possibility of putting more and more functionality into a small unit. In the beginning of mobile phone history, the mobile phone was nothing more than a circuit-switched analogue phone unit that happened to be mobile. The first multinational mobile phone system was NMT450, which was introduced in Denmark, Finland, Norway and Sweden in 1981. Apart from this there were many different and incompatible analogue systems with each system belonging to one country and using a certain frequency band. This made it nearly impossible to move between different systems. Figure 8 shows one of the early mobile phone models. A common European digital system for mobile phones was the solution. It was called GSM, and this was the beginning of secondgeneration mobile networks, which has evolved even further and now is the basis for the future mobile networks. Figure 8 - An old Nokia mobile phone In a press release on May 11, 2001, Ericsson stated that the number of GSM users had reached 500 million [8]. The mobile phone units themselves have been getting smaller and smaller, but for being useful as a handheld telephonic unit there is a limit for how small a mobile phone should be. Even so, new technology will surely be able to put mobile phone connectivity into even smaller products, but that will probably be as mobile connection peripherals for computers or PDA’s. Today’s popular mobile phones all have a screen and a numeric keyboard with some navigational keys in addition to the obligatory speaker and microphone for audio. The specifications of the display vary a bit, but a display resolution of around 90 x 60 pixels is common. This will probably change though, as new services from the new generations of mobile networks enable more use of displayable content to be sent to the phones. The monochrome, small-resolution screens that are common today do not really encourage multimedia use. Therefore the new models that mobile phone vendors are introducing these days have better displays, with better resolution and colour displays. Figures 9 and 10 show some typical mobile phones of today. Figure 9 - Nokia 3210 Figure 10 Siemens SL45i Most mobile phones available today does not have a “standardized” operating system, but as the mobile phones are rapidly moving in the direction of becoming small PDA-like units, we see that some of the more advanced mobile phones are adopting the use of what we can call 15 A survey of multimedia technologies on mobile devices PART II - PRESTUDY standard OS’s, like PalmOS from Palm, Windows CE from Microsoft and EPOC 32 from Symbian. 2.1.4 Other types of portable units Of course there are units that fall in between of these categories, or rather they can belong to more than one category. There are PDAs that come with small keyboards on the unit or more regularly sized external keyboards, and lately quite a few combined PDA/mobile phone solutions have been presented by different vendors like Nokia, Sony Ericsson and Handspring. These have been dubbed Smartphones or Communicators, and are still quite expensive and bulky. However, since components continually become more integrated and miniaturized, these products will surely become more portable, stylish and reasonably priced with time. Figure 11 shows a selection of such devices. Figure 11 - Psion Revo, Ericsson R380, Nokia 9210 and Handspring Visor Phone 2.2 Alternative classification As well as with differences in the hardware of these laptop/PDA/mobile phone classes they can also be differentiated into categories of operating systems. The operating system should not influence the ability of playing multimedia data too much, as this is a softwareprogramming problem that surely can be overcome for most operating systems. Nevertheless the most available and relevant operating systems will be presented here. First, operating systems for laptop computers are presented in short as these are rather well known. Then, the most important operating systems for smaller portable devices are presented in more depth. 16 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Microsoft Windows (95,98,Me,NT,2000,XP) Microsoft Windows in all its incarnations is the most widespread operating system for full-fledged computers. This is a family of operating systems for personal computers. Windows dominates the personal computer world, running, by some estimates, on 90% of all personal computers. Microsoft Windows is considered as a very good operating system for multimedia use, as it is very versatile and has a huge amount of available multimedia applications, in addition to that it is a quite easy to use system for non-professionals. Windows Media Player is the standard media playing application that is shipped with these operating systems, but a wide range of other software are available free of cost. Unix There is a multitude of different Unix operating systems, each with their own characteristics. The most well known family is Linux, in which there also are a number of different distributions. UNIX has historically been most popular in academic uses, and is considered to be a system aimed more at expert users. The multimedia capabilities are good, but not as accessible as on the Windows platforms. Freeware applications like xshow and xine are examples of media viewing applications for Unix. MacOS MacOS is only readily available for Apple Macintosh computers. This is perhaps most known for being a user-friendly operating system, as well as “the alternative to Microsoft Windows”. Multimedia options are more limited than for Windows though, as Apple has a tendency to constrain the standard releases of their operating systems to their own standards. An example of a media player/format is QuickTime, which has its origin at Apple and which will be presented thoroughly in chapter 5.2.4. Of course, third party software is also available to expand the multimedia capabilities. 2.2.1 Operating systems for portable devices There are three main contenders in the marketplace for mobile operating systems, namely Palm with PalmOS, Symbian with EPOC and Microsoft with Windows CE/Pocket PC. There are also some proprietary operating systems, which are not expected to make significant impact on the market. In addition there are several stale operating systems that are no longer being produced or updated. These will not be presented here. The only alternative contender to the three market leaders may be a mobile version of the open source Linux operating system, and although there are not many available products at present, there are significant moves in this area. The Sharp Zaurus is a relatively new PDA where the operating system is based on Linux and Java. With the advantages that open source software provides, namely a worldwide, free development community, it is important to keep track of developments in this area. 17 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Each of the three named operating systems is backed by a number of hardware equipment manufacturers. Table 2 groups the manufacturers according to what operating system they are supporting. Note that some companies are backing more than one OS, in this overview Sony and Symbol. Symbian EPOC Palm PalmOS Microsoft Pocket PC • • • • • • • • • • • • • • • • • • • • • • Sony Ericsson Motorola Nokia Psion Matsushita Philips Sony Sanyo Palm IBM Sony Dell Handspring Symbol Qualcomm TRG Compaq HP Casio Symbol Siemens/Fujitsu Toshiba Table 2 - Hardware equipment backing for the three most important mobile operating systems 2.2.2 EPOC (Symbian) Symbian was set up in 1998 by Psion, Motorola, Nokia and Ericsson and was joined by Matsushita a year later. With a very significant share of the mobile phone market worldwide (about 60%), Symbian has a commanding position in this area [9]. The company is also enjoying some momentum along with companies like Sony and Sanyo, who joined in August 2000. EPOC is used in a limited number of products on the market available today, including Psion hand-held PCs, Sony Ericsson’s R380 and recently Nokia’s 9210i Communicator. With the newest versions of the EPOC operating system incorporating voice, there will be a number of new products launched from the mobile phone manufacturers. EPOC is being developed in three different versions: one for Smartphones, the voicecentric devices with data functionality, one for Communicator-like devices in the Nokia Communicator form factor, and a third in the tabletstylus form factor like traditional PDAs. EPOC already includes much of the basic functionality such as PIM (personal information manager), integrated e-mail, Web browser and synchronisation capabilities. Future versions will include improved versions of the WAP browser, Bluetooth support, increased security and improved e-mail and messaging capabilities. Symbian enjoys support from a number of major partners including NTT DoCoMo, Sun, Oracle and Sybase. It claims to have a following of over 31,000 software developers worldwide [10]. 2.2.3 PalmOS (Palm) Palm has by far the largest share of market shipments and installed base. The first Palm products were sold in 1996. Since then it has openly licensed the operating system and attracted a number of hardware manufacturers. IBM and Dell also resell original PalmPilot devices. However, Handspring, a company set up by the original developers of the PalmPilot, is rapidly increasing its shipments and could become the largest PalmOS hardware provider as it is offering low cost, expandable devices. As the most mature platform of the three, it enjoys the largest number of applications and application developers. The platform includes a lot of the basic PDA functionality such as 18 A survey of multimedia technologies on mobile devices PART II - PRESTUDY PIM, e-mail and messaging. One of Palm’s advantages is that the hardware manufacturers have enabled expandability of the devices through a number of different formats including CompactFlash, Springboard and Palm clip-on. Future product development is focusing on wireless connectivity, Bluetooth support and improved language support. PalmOS enjoys support from the most important software developers including Computer Associates, IBM, Oracle, Peoplesoft, SAP, AOL, Sun, Siebel and Tivoli. Palm claims to have over 50,000 software developers working on its platform [10]. Functionally, PalmOS seems to be lagging behind Pocket PC in its current version, PalmOS 4. However, there are signs that a new version is on the way in the second half of 2002. Palm OS 5 will include better screen resolution (320x320), better multimedia options, IEEE 802.11b connectivity and more powerful processors, namely ARM, in the same family as processors used in Pocket PC devices [11]. 2.2.4 Pocket PC (Microsoft) The first Windows-powered hand-held PCs became available in 1997. Microsoft’s success has been limited with its Windows CE products and earlier versions of the operating system were limited in performance and functionality, with resulting disappointing sales. A number of hardware manufacturers, such as Philips and Uniden, had to pull out of the market. However, with the introduction of the Pocket PC brand, which refers to the Windows CE operating system on mobile devices, Microsoft seems to have got a better scheme on their hands. With better fundamental aspects such as colour, expandability and user interface, better connectivity support, well-designed hardware and a variety of software developers, Pocket PC is expected to take a fair chunk of the marketplace. This can be seen from the lack of supply of Compaq’s much sought after iPAQ products recently. Building on the standard Pocket PC 2002 software, the Pocket PC 2002 Phone Edition also adds support for data and voice communications to enable integrated wireless Pocket PCs. This offers already existing wireless scenarios such as email, web browsing, and Instant Messaging, while new features offer mobile phone functionality, including voice communication and SMS text messaging. Table 2 compares the three presented operating systems further [12]. 19 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Operating System Summary Operating system Advantages Disadvantages Other Comments • Microsoft launching huge speech and wireless initiative (server infrastructure) • System crashes • • No integrated wireless connectivity yet Better audio support (mp3s), wider range of multimedia applications • Better multimedia PDAs– richer applications, broader sound, and video support. Performance lag when multi-tasking • Built-in character recognizer problematic • Lack of supply (i.e., iPAQ) • Pocket PC • PalmOS EPOC Continuous PC synchronisation • Stable system (very few crashes). • Limited audio support, low image quality • Current leader in the PDA race • Head start with wireless connectivity; wireless Web access for all models is targeted • 16-bit, lack 32-bit power • • Less memory than most Pocket PC devices Best PDA for power users focused on maximizing basic personal information manager (PIM), functionality and mobility (tend to weigh less) • OS more dominant for smartphones, but there are two versions of the OS for palm-sized devices (Quartz and Crystal) • Many companies utilizing Symbian technology in their equipment, including Ericsson, Matsushita Electric, Motorola, Nokia, Philips Electronics, Sony and most recently, Sanyo • Better battery life • Easy interface • Longer battery life due to less power consumption • Memory efficient applications • More easily integrated with local networking standards such as Bluetooth & IrDA • Currently, few handhelds based on this OS (Psion Revo is major) • Focus on telecom integration, technologies such as WAP • Many products still in development stage (especially co-branded products) • Very stable, very few crashes • Requires little memory • Runs much faster on comparable speed chip than competitors • 32-bit interface • More extensible & flexible Table 3 - Overview of mobile operating systems 20 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 2.3 Development and application environment for portable devices Again laptop computers are a special case since they use the same operating systems as regular PCs, such as C/C++, Delphi and Java. Those kinds of development environments will not be presented here. Instead it is the development environments for the smaller portable devices that are the topic. These environments makes it possible to program new applications for the small devices. This is quite a step for mobile phones for example, which previously only had the more or less simple applications that were stored on the phone when purchased. With such development possibilities new applications can be made that are aimed at specific user groups, instead of generic applications that can be neither upgraded nor removed, for instance the obligatory calculator “application”. 2.3.1 J2ME J2ME is short for Java 2 Platform Micro Edition. J2ME is Sun Microsystems' answer to a consumer wireless device platform. J2ME allows developers to use the Java programming language and related tools to develop programs for mobile wireless information devices such as cellular phones and personal digital assistants (PDAs). J2ME consists of programming specifications and a special virtual machine, the K Virtual Machine, that allows a J2MEencoded program to run in the mobile device. J2ME consists of two elements, configurations and profiles [13], [14], [15]. Configurations provide a set of libraries and a virtual machine for a category of wireless device. There are two configurations for J2ME, one for fixed wireless devices and one for mobile wireless devices. Profiles are APIs built on top of configurations to provide a runtime environment for a specific device, such as a PDA, cellphone, or set-top box. The profile manages the application, user interface, networking and I/O. In order to support Java applications, manufacturers need to implement a profile for their specific devices. Devices with systems that exploit J2ME are already available and are expected to become even more available in the next few years. 2.3.2 CLDC There are two programming specifications, the first is Connected, Limited Device Configuration (CLDC). CLDC lays out the application program interface (API) and virtual machine features needed to support mobile devices. 2.3.3 MIDP The second programming specification for J2ME is MIDP. MIDP is short for Mobile Information Device Profile. MIDP adds to the CLDC the user interface, networking, and messaging details needed to interface with mobile devices. MIDP is therefore a set of J2ME APIs that define how software applications interface with cellular phones and two-way pagers. 21 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Applications conforming to this standard are called MIDlets. MIDlets are small Java applications similar to an applet but one that conforms with CLDC and MIDP and is intended for mobile devices. Companies that have worked on the MIDP include AOL, Bull, Ericsson, Fujitsu, Matsushita (Panasonic), Mitsubishi, Motorola, Nokia, NTT DoCoMo, Oracle, Palm Computing, Research In Motion (RIM), Samsung, Sharp, Siemens, Sony, Sun Microsystems (Specification Lead), and Symbian. 2.4 Examples of portable devices Comparisons between mobile devices can be done in two different ways, either as a comparison between all portable devices, or as a comparison between members within a class of portable devices. In this thesis, there will in this chapter first be examples of a few typical portable units where the reader can compare the specs of these units, and in chapter 13 there will be a more critical evaluation of devices where the comparison will be between the different classes of units. The following few sections present some examples of typical units for the particular device classes. For more information about the units visit the respective web pages for that company. 2.4.1 Laptop: Dell Inspiron 2650 This laptop features a Mobile Intel Pentium 4 processor working at 1.4GHz, 1.5Ghz, 1.6GHz or 1.7Ghz. It comes with 128 MB of memory as standard, upgradeable to 512 MB maximum. It comes in two sizes according to the screen size, either 14.1 or 15 inches. With 14.1-inch display it has the following measurements: Width: 328 mm, depth: 275 mm, height: 36 mm. It weighs 3.22 kg with CD, floppy and battery. With 15-inch display it has the following measurements: Width: 332 mm, depth: 275 mm, height: 38 mm. It weighs 3.56 kg with CD, floppy and battery. Figure 12 - Dell Inspiron Approximate operating time is 2-3 hours, but this of course 2650 depends on usage. The unit has the sound capabilities of a regular PC, with its built in speakers and soundcard. The display is capable of multiple resolutions, with 1024 x 768 pixels as maximum. With a powerful graphics card it is very capable in the graphics department. Storage properties are dependant on the users wishes, but Hard Drives of 20, 30 or 40 GB is common. As for removable storage, the Dell Inspiron can use CD-ROM, DVD-ROM, CDRW, CDRW/DVD and floppy drives. Networking can be achieved using the built-in modem port, an optional integrated Ethernet port, or through the use of one of many available general networking options using expansion cards and other equipment. With a standard Intel processor this unit can operate using one or more of a multitude of operating systems like Microsoft Windows, different UNIX versions and others. The price for this unit is around $2000. 22 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 2.4.2 Pocket PC PDA: Compaq iPAQ 3850H Pocket PC This is an example of the popular Compaq iPAQ PDA series, and is one of the newest and most powerful Pocket PC units. Combined with an expansion card jacket, this PDA can be connected to WLAN and mobile phone networks (GPRS/GSM). The newest model (3870) also includes embedded Bluetooth capabilities. This unit features a 3,5” color-reflective TFT liquid crystal display with 65,536 available colours. It also has the usual Pocket PC screen resolution of 240 x 320 pixels with a pixel pitch of 0.24 mm, and the viewable image is 57 mm wide x 77 mm tall Processing wise it has a 206 MHz Intel® Strong ARM 1110 32-bit RISC Processor, which is common for Pocket PC’s these days. It has 64 MB RAM for storage of files and applications, in addition to 32 MB Flash ROM. The audio in/out options consist of microphone, speaker and an audio out jack. Figure 13 - Compaq iPAQ 3850H The weight of the unit is 190 grams, and it has measurements of 130 x 84 x 16 mm. The expansion card jacket including expansion card about the doubles its weight, and makes it quite a bit larger. The battery life is about 10 hours, depending on usage and screen lighting setup. The price for this unit is around $599, with additional cost for network expansion units around $200. 2.4.3 Pocket PC PDA: Casio E-200 CASSIOPEIA Pocket PC 2002 The Casio E-200 CASSIOPEIA is Casio’s most recent Pocket PC PDA. This unit is very similar to the Compaq described earlier, which does not come as a surprise, since all the newest Pocket PC units both look and work in very similar ways. It has a similar 65,536 colour display with 240 x 320 pixel resolution, but the screen is a little smaller. It uses the same Intel Strong ARM 1110 206MHz processor also, and has the same memory set-up as the Compaq model. This unit can also be expanded using an external unit, making IEEE 802.11b and Bluetooth networks available. Casio claims that this PDA has 12 hours of battery time, and it’s measurements are stated to be 130 x 81 x 18 mm, weighing 190 grams. The Casio E-200 CASSIOPEIA costs $599. 23 Figure 14 - Casio E-200 Cassiopeia A survey of multimedia technologies on mobile devices PART II - PRESTUDY 2.4.4 Linux PDA: Sharp Zaurus 5000D The Sharp Zaurus 5000D, is a new, high-end PDA that ships with Linux and PersonalJava technology preinstalled. This indicates that the Linux OS is coming to the PDA market as well. The Sharp Zaurus SL-5000D Linux/Java PDA runs on the 206MHz Intel SA-1110 StrongARM system-on-chip processor and has 32MB SDRAM memory. The display is a 3.5-inch 240 x 320 pixel reflective TFT 65,536 colour LCD with touch panel support. A feature that is a bit special with this unit is the keyboard, a front lighted QWERTY keyboard with a slide cover. Figure 15 - Sharp Zaurus 5000D The unit measures 137 x 74 x 18 mm and weighs 188 grams. The Sharp Zaurus 5000D costs $499. 2.4.5 Palm PDA: Palm m515 The Palm m515 is the most advanced device available from the Palm Company. It features a 33 MHz Motorola Dragonball 32 bit CISC processor and has 16 MB RAM as standard. The 2,5 inch screen has a 160 x 160 pixel resolution and can display 65536 colours. Palm PDAs also feature a “graffiti area”, which is used for writing. This makes the screen area smaller than it appears, as the graffiti area looks like a part of the display, but is not. The Palm m515 offers embedded Bluetooth connection capabilities, using a Bluetooth card. Figure 16 - Palm m515 The size of a Palm m515 is 114 x 79 x 10 mm, it weighs 113 grams and costs $399. 2.4.6 Palm PDA: Sony Cliè PEG-T615C This PDA using the PalmOS operating system is a special version of the Palm PDA, as it features double resolution, 320x320 pixels, on the display. This is what the screen resolution on future Palm models using PalmOS 5 [10, ref palm OS] is going to be like. On Sony models, this is a nonstandard implementation and applications will have to be optimized to use this feature. Other than that it is a reasonably standard Palm PDA, with the 33 MHz Motorola Dragonball processor, and 16 MB RAM memory. The Sony Clié PEG-T615C is 12.5 mm thick, and costs $299. 24 Figure 17 - Sony Clié PEG-T615C A survey of multimedia technologies on mobile devices PART II - PRESTUDY 2.4.7 Mobile phone: Nokia 7650 The newest Nokia mobile phone model is not publicly available at the moment, but its specifications have been made public. Its main new functions include a colour display, built-in digital camera, MMS capabilities and GPRS network. It will have a graphic display capable of 176 x 208 pixels with 4096 colours, and with the display measuring 35 x 41 mm. It is not the smallest Nokia phone measuring 114 x 56 x 26 mm, and weighing 154 grams. Figure 18 - Nokia 7650 Perhaps the most exiting feature of this model is the possibility of sending one’s own composed MMS messages composed of pictures taken with the camera and sound recorded by the microphone. 2.4.8 Mobile phone: Sony Ericsson T68i This is the most recent Sony Ericsson mobile phone, featuring a colour display, MMS capabilities and GPRS connectivity. This mobile phone also has Bluetooth, which means that it can be connected to another portable unit like a laptop or PDA to make a GPRS network connection for these kinds of unit. It weighs 84 grams, and measures 100 x 48 x 20 mm. The display is 34 x 28 mm, and can display 101 x 80 pixels with a colour depth of 256 colours. The Sony Ericsson T68i costs about $599. Figure 19 - Sony Ericsson T68i 2.4.9 Mobile phone: Siemens SL45i This is a Java-enabled mobile phone featuring MIDP (covered in section 2.3.3), which makes it possible to develop new applications for it. Some examples are shown in figure 21. Figure 20 - Siemens SL45i Figure 21 - A spreadsheet and a game implemented for the Siemens SL45i It has a monochrome display with 101x 80 pixels and also has a built in MP3 player, which really is separated from the telephone part of the unit. It costs around $300. 25 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 2.4.10 Mobile phone: Motorola accompli008 The Motorola accompli008 was one of the first models that were named ”smartphone”. It is a combination of a PDA and a mobile phone, with the design being a cross of the two. It features a normal GSM 900/1800 dual band connection, GSM-data (9.6 kb/s) and GPRS data (40.2 kb/s using 3+1 slots). It supports J2ME and has a MIDP 1.0 profile. WAP and e-mail protocols are also supported. Its 2.6-inch touch display measures 54 x 40 mm and can display 320x240 pixels in 4 grey tones. It sports 8MB Flash memory, and 8MB RAM. The whole unit is 98 x 60 x 28 mm and weighs 155 g. In addition to the regular features of a mobile phone, like SMS, WAP browsing and such, this phone also has many PDA-like qualities like touch-screen, handwriting recognition, PCsynchronization and the ability to install new applications through its java environment. Figure 22 - Motorola accompli008 The Motorola accompli008 costs around $499. 2.5 Comparison elements In order to compare the different device types, some comparison properties have to be defined. To compare across unit types, the following properties can be drawn out as interesting elements. • • • • • • • • • Display size, resolution and colour Sound Processor capability, memory and storage Network type and bandwidth Ease of use Battery Application capabilities Price Size/Portability The motivation for choosing exactly these properties are simply put that some of them are the most relevant characteristics in a multimedia setting like screen and sound, while others are more related to public interest, for instance price and size. The comparison elements are formulated into evaluation criteria and the comparison will be dealt with in chapter 13, where the actual evaluation of devices is made. 26 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Chapter 3 – Media player applications This chapter presents some media player applications, predominantly ones that are available for the Pocket PC operating system. The reason for this is that in the media player evaluation in section 13.3, a Pocket PC device is used. 3.1 Media Players Two of the most well-known media players, Windows Media Player and RealPlayer (now known as RealOne Player) are available for both laptop and PDA platforms. Naturally the laptop versions are more advanced and include many additional features as well as being able to play media files. Another well-known media player, QuickTime, is as yet only available for regular PC operating systems. For PDAs there are some media player programs available that are specific for the PDA format. Packetvideo and PocketTV are media player applications only available for the Pocket PC OS, and Fireviewer and gMovie Player are only available for PalmOS. As mobile phone units are not especially open systems at the moment, there aren’t really many applications available for these except java applications for the Java enabled units. The Nokia 9210i Communicator with its Epoc OS has got the RealOne Player media player though, and thus there should be possibilities for other smartphones and units with this OS to use RealOne Player once the developers get around to it. A feature that separates media player applications into two classes is the ability or non-ability to play streaming media. More specifically, a player can have no streaming abilities, pseudostreaming abilities or real streaming abilities [16]. Also it has to be stated that the media playing applications for devices like Pocket PC which are less powerful than regular PCs, although looking much like and seemingly the same application as for a full PC operating system, are quite downsized in comparison and lacks many of the features the full versions possesses. For instance, both RealOne Player and Windows Media Player are unable to accept anything else than media files, media redirection files or Internet links which lead directly to the media file in question. 3.2 Windows Media Player Windows Media Player is the standard media playing tool that comes with the Pocket PC operating system, and is reminiscent of the more advanced Windows Media Player for the full Windows operating systems. Windows Media Player supports the organization and playback of Windows Media content, MP3 audio files, Windows Media Audio, Windows Media Video and streamed content in Windows Media format using Windows Media protocols (http:// and mms://). For more details of media compatibility with Windows Media Player, see appendix C. Note that the mms:// protocol is not related to the MMS messaging service. This application is then streaming capable, although in a quite restricted manner. Streaming of MP3 files is not supported, so that the only streamed content playable with Windows Media Player is the Windows Media formatted content. It allows full screen display of video. 27 A survey of multimedia technologies on mobile devices PART II - PRESTUDY This application in the portable device format only exists for Pocket PC. 3.3 RealOne Player RealOne Player from RealNetworks is another popular media player application, perhaps due to the fact that it was one of the first players to offer true streaming to the public. RealNetworks are showing that they are committing themselves to mobile media, with the incorporation of RealOne Player in the Nokia 9210i (for the EPOC/Symbian OS), and also after having made an agreement with Compaq that has lead to Compaq shipping all new iPAQs with RealOne Player installed. The RealOne Player for Pocket PC devices is a lightweight version optimized for resourceconstrained devices like the ones utilizing the Pocket PC operating system. RealAudio and RealVideo programs can be streamed in real time over a wireless data connection, and supports network types like IEEE 802.11b, GPRS, HSCSD, CSD, CDPD and 1XRTT. RealAudio and RealVideo files can also be downloaded and played back locally. The RealOne Player for the Pocket PC can be used on most Pocket PC devices [17]. 3.4 QuickTime At present QuickTime has no player application for handheld devices. Only QuickTime applications for full PC operating systems like Windows, Linux and MacOS exist. The question is how long QuickTime can wait before releasing an application for mobile devices as well. Apparently, PVPlayer from Packetvideo is able to or will be able to play QuickTime files. 3.5 PacketVideo PVPlayer PacketVideo has a streaming capable player for Pocket PC devices that will allow users to watch movies and listen to audio over a wireless connection, including QuickTime format video. According to PacketVideo, watching movie clips, catching the latest news and sports highlights, checking traffic conditions, seeing your favorite music video, looking in on your child at daycare, is all going to be possible on a Pocket PC using PVPlayer as wireless networks continue to evolve [18]. PVPlayer can decode and play MPEG4 video streamed over both wireless or regular networks for viewing on mobile devices, at data rates from as low as 9.6 kb/s to more than 384 kb/s. It is specially optimized for incorporation into video-enabled phones, PDAs, Smartphones, laptops and other mobile devices with limited processing power, limited battery life and varied display sizes. PVPlayer is compliant with open standards, including MPEG4, IETF, and ITU. PVPlayer will detect, localize and conceal errors that occur during wireless transmission, while supporting 28 A survey of multimedia technologies on mobile devices PART II - PRESTUDY true MPEG4 compliant scalability, which is required for bandwidth-efficient wireless distribution. 3.6 IceStream I was lucky enough to find a company in the local area that was involved with multimedia for mobile devices. Mobile Media had an office in Trondheim, and I got to visit their offices and have a discussion with one of their project managers, Øystein Vik, about their products and related matters. Their main business concept is production, delivery and access of content on the Internet for use with wireless mobile devices. They are also developing platforms that enable access to rich and interactive multimedia content. In addition to applications concerning animation, they had also been involved with SMS services and serving downloads for java-enabled telephones [19], [20]. The application that caught my attention though, was a visual low bit rate streaming application for PDA’s that worked on existing GPRS, and even on HSCSD networks. It was described as streaming motion, rather than streaming video, as the algorithms compressing the visual images worked in a very different way from the typical MPEG way of doing things. Unlike other video streaming applications announced to date, this solution does not require 3G networks or considerable processing capability. This method was based on capturing contour information and drawing surfaces and regions on screen, and the data transferred was more vector-based than bitmap based, as is the case with regular video media. Figure 23 shows an example of how a converted video picture would look in IceStream. Figure 23 - Conversion from video picture (left) to IceStream format As stated on Mobile Media’s web site: “The extremely high video compression ratio is achieved by combining advanced image analysis techniques, where visually important edge and region information is detected and enhanced. Important features such as shadow information are retained and less important information is discarded.” The IceStream Motion Server runs on standard Intel hardware platforms and converts the raw video signal from camera or video storage systems into a highly compressed video stream that can be transmitted to a client over virtually any communication channel, e.g. GSM, HSCSD, CDMA, GPRS or WLAN. At the moment the technology is able to send video with the following characteristics: A monochrome image stream of 80x60 pixels, at 10 frames per second (fps) using 5 kb/s data rate, or a monochrome image stream of 160x120 pixels, at 10 fps using 10-20 kb/s. Sound is also possible to send, which means an additional 13 kb/s, using a version of GSM audio coding. As is shown here, the picture quality is not up to the standard of some other applications, but requires far less network and processing resources at the client side. 29 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Figure 33 in section 8.1.3 shows how this technology works on a PDA. At the moment this technology works on PDA’s, but a goal for the future is to make applications for common-use mobile phones using this technology. This of course depends on the mobile phones getting more powerful processing capabilities. A version of the player is available for J2ME mobile phones, but due to limitations on the mobile phones and on the java runtime environment these are not very well suited for this purpose. Vik said that other challenges Mobile Media is working on are the possibility of adding colour information to the streamed data, and also to improve the adaptive solutions regarding actual data throughput on the network. According to Vik, the Java-enabled phones of today could handle only 1-2 frames per second of picture and had no sound streaming capabilities. Therefore more powerful handsets have to become available before this technology can make its mark on the mobile phone class of devices. 3.7 Pocket DivX The Pocket DivX Player is a FREE Open Source multifunction video and audio player for the Pocket PC platform that can play DivX, OpenDivX, MPEG4, MPEG1 videos and MP3 audio [21]. This application is available in different versions for different Pocket PC devices. 3.8 PocketTV PocketTV [22] by MpegTV is a media playing application available for Pocket PC and Handheld PC operating systems. It can play back standard MPEG1 video files, and seems to be one of few players with this feature among video players for Pocket PC. PocketTV is capable of both local storage playback and streaming of MPEG video files. The streaming is done using standard internet protocols such as http, provided that the device has a wireless network connection that supports the necessary bandwidth i.e. the bitrate of the MPEG file that is to be streamed. 3.9 PhotoSuite PhotoSuite for PalmOS is an application that comes bundled with new Palm devices. The MGI PhotoSuite Mobile Edition allows users to store, view, and share photos and videos on their Palm OS handheld. Loading of media to a Palm device is done by transferring files from a PC to the Palm using synchronisation. The pictures and video are then converted to formats suitable for PalmOS. This application is probably more suitable for pictures than for video clips, as watching video really pushes the limits of both the OS and the processor on a PalmOS device. 30 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 3.10 Other Media player applications There are a number of other media player applications on the market, which will not be presented thoroughly in this thesis. This is because of lacking features, small amount of information available, or that content for the media player is scarce. Emblaze Emblaze develops commercial mobile media solutions for wireless carriers, content providers and handset manufacturers. No application is available for download yet [23]. Fireviewer Fireviewer is a streaming capable media player for PalmOS that claims to be able to play all types of rich content, from text to technical documentation to live video feeds [24]. Tealmovie TealMovie is a Palm multimedia system which enables any model Palm handheld to become a player of video and animation. TealMovie supports smooth playback up to 25 frames per second, high-quality full screen color or grayscale imagery, WAV file playback, and synchronized sound playback capability. An included Windows converter program creates TealMovie-format files from standard AVI and WAV files [25]. ActiveSky ActiveSky is a media publishing and delivery platform, enabling the deployment of rich graphical user-interfaces and multimedia applications on wireless devices. The platform adopts the SMIL 2.0 standard, simplifying the delivery of online services to mobile users. Apparently, ActiveSky is only capable of picture streams, and not video streams [26]. gMovie gMovie Player is an application for playback of color video, animation and still image files on any Palm handheld [27]. 31 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Chapter 4 – Network technologies The network media and protocols used to carry the data are of great importance. There are quite a number of existing systems as well as systems that are in development. The networks that are relevant for this paper are wireless networks, and the networks that exist in this category are often divided into two main groups: mobile (phone) networks, and other wireless networks (i.e. IEE 802.11b and Bluetooth). An even more granular division that will be used in this thesis is into the classes WWAN, WLAN and WPAN. 4.1 WWAN, WLAN, WPAN There are several fundamental differences between wireless network systems, such as range, price, abilities, primary role, power consumption etc. One of the most important, if not the most important, is range. This is one field which is often used (combined with role) to differentiate between wireless technologies. A common practice is to import network (fixed connection) definitions like WAN (Wide Area Network) and LAN (Local Area Network), and to append W (for wireless) to them. Also a less common term PAN is used, (Personal Area Network), and must also be appended with W. Figure 24 gives an understanding of how the different network technologies can be grouped according to range. WWAN R x1 km WLAN WPAN Rx 0 10 m R x 10m Bluetooth, IrDA etc. IEEE 802.11 etc. GSM, GPRS, UMTS Figure 24 - WWAN, WLAN and WPAN ranges This gives us a segmented view of wireless technologies. WWAN technologies would include mobile phone networks such as GSM, GPRS, and UMTS. These are characterised by long range and high power consumption. WLAN technologies would include 802.11b, HiperLAN etc. These are characterised by medium power and medium range. Finally WPAN 32 A survey of multimedia technologies on mobile devices PART II - PRESTUDY technologies would include Bluetooth, IrDA, HomeRF, which have limited range and small power consumption. 4.2 Mobile networks (WWAN) According to De Vriendt et al. [30], during the first half of 2002, the number of mobile phone users will reach 1 billion. This technical revolution has been realized through a continuous evolution of standards and products development trying to keep an optimum level of performance. This evolution started in the early 90s with the replacement of the analogue mobile network by the digital one, and is still going on today with the development and deployment of the third generation (3G) of mobile networks. After leaving the circuit-driven networks we now start to roll out the packet-driven networks through intermediate overlay networks like GPRS, followed in the coming years by full-fledged all-IP networks. Global System for Mobile Communications (GSM) now accounts for 66 percent of the world’s total market [30]. This market share is only likely to increase as major time-division multiple access (TDMA) actors have started the move to GSM. The reason behind the TDMA migration to GSM is not only technical but also financial thanks to GSM’s huge economy of scale. Another technological consolidation is occurring with 3G mobile technologies, where Universal Mobile Telecommunications System (UMTS) is the chosen evolution for all GSM networks, as well as for the Japanese Personal Digital Cellular (PDC) network. As a result UMTS is chosen as 3G technology by about 85 percent of mobile operators. Until now, the increase of mobile phone users has been almost purely driven by the good old voice services. It is only in recent years that data has started to contribute at a considerable level to the revenues of mobile operators, reaching about 10 percent in the second quarter of 2001 for advanced operators like NTT DoCoMo (i-Mode) and Orange (Short Message Service, SMS) [29]. Voice mobility is becoming a commodity for end users, and the market is demanding new applications. Operators currently face the challenge of performing a cultural transition from a voice-only service offering toward offering new applications. This transition is required to keep their revenues growing. The 2G technology GSM has been around for a number of years, the 2.5G technology GPRS was introduced quite recently, while 3G technologies like UMTS are being developed and prepared for release to the general public. TDMA GSM Figures 25 to 27 are an indication of where in the timeline for mobile technology we are right now. Although most users still use 2G technologies, the technology is on its way from 2.5G to 3G very soon. The issue of technology transition by the user base will be covered later in chapter 7. These figures, which are taken from different sources [28], [30], [31], also point out that there is not a total agreement in the industry on the way the evolution has come to pass. The definition of the different generations and on the different technologies’ heritage and EDGE GPRS PDC W-CDMA CDMA 2000 CDMA MC1x 2G Evolved 2G, 2.5G 3G 9.6 - 14.4 kbps 64 - 144 kbps 384 kbps - 2 Mbps Figure 25 - Mobile network evolution according to Elsen et al. [31] 33 A survey of multimedia technologies on mobile devices PART II - PRESTUDY further development is not always in coherence either. Multiradio 3G Network TDMA TDMA GSM/ GPRS/ EDGE GSM/ GPRS GSM GPRS/ EDGE PDC UMTS GSM W-CDMA PDC W-CDMA IS95-A CDMA IS95-B CDMA CDMA 2000 CDMA CDMA 2000 1x 2G 2.5G 3G 2G First steps to 3G Figure 26 - Mobile network evolution according to De Vriendt et al. [30] CDMA 2000 1xEV-DV CDMA 2000 1xEV-DO 3G Phase 1 Evolved 3G Figure 27 - Mobile network evolution according to Myllymäki [28] An example of incoherence in the industry is whether EDGE is a 3G technology or not. Some claim it is only a further development of GPRS, and therefore is a 2,5G technology, while Nokia for instance, put EDGE in the 3G category. The tendency seems to be that commercial groups that produce equipment like network infrastructure and handsets consider EDGE to be 3G, while more academic environments mean that EDGE is 2,5G. 2 Mbps Figure 28 is a diagram that shows the data rates of the 2G technologies GSM and HSCSD, the 2,5G technologies of GPRS and EDGE and the 3G technology of UMTS. 400 Theory EDGE Practice 300 Kbps 200 GPRS 100 GSM 2G GPRS HSCSD HSCSD Unfortunately it appears that the networks do not achieve the theoretical data rates, as practical use of the two technologies HSCSD and GPRS have shown. UMTS 2,5 G 3G Generation Figure 28 - Data rates for 2G, 2,5G and 3G mobile networks 34 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 4.3 Second generation mobile networks This section will present some of the different second generation networks that exist, and then some of the services available for these networks. As GSM is the system used here in Europe, this thesis mainly concentrates on that technology. The sections 4.3.1 to 4.3.4 are concerning network systems, while sections 4.3.5 to 4.3.7 are about data services for the GSM network system. 4.3.1 Global System for Mobile Communications (GSM) Firstly, it should be pointed out that GSM is both used as a term meaning a family of mobile technologies and as a term involving one specific mobile technology. The GSM family of wireless communication platforms include today's GSM, GPRS, EDGE and UMTS (3GSM). Today's second-generation GSM networks deliver high quality and secure mobile voice and data services (such as SMS Messaging) with full roaming capabilities across the world. Today's GSM platform is a very successful wireless technology and perhaps a story of global achievement. In less than ten years after the first GSM network was commercially launched, it became the world's leading and fastest growing mobile standard, spanning over 174 countries. GSM was first introduced in 1991, and today, GSM technology is in use by more than one in ten of the world's population and growth continues to soar with the number of subscribers worldwide expected to surpass one billion by the end of 2003 [32]. To make a pan-European digital cellular system, the Groupe Spécial Mobile (GSM) was formed in 1982 by the Conférence Européenne des Postes et des Télécommunications (CEPT). In 1989, the European Telecommunications Standards Institute (ETSI) made the GSM specifications, and these specifications have recently been transferred to the 3G Partnership Project (3GPP) [30]. GSM commercial service was started mid-1991, although handsets were not readily available before 1992. In 1993, there were 36 GSM networks in 22 countries, including nonEuropean countries such as Australia and South Africa. Today, there are more than 470 GSM operators in 174 countries, and by January 2002 there were 646 million users. [30] GSM allows up to eight users to share a single 200 kHz radio channel by allocating a unique time slot to each user. This technique is called TDMA, and is explained further in section 4.3.2, called TDMA. GSM is used in the 900 and 1800 MHz bands all over the world except North America (1900 MHz band). Eventually, new frequencies will be used in the 450 and 850 MHz bands. Since the beginning, GSM has offered SMS, a connectionless packet service limited to transmitting text messages containing less than 160 characters. Data transfer is also made possible using a service called circuit-switched data (CSD), which offers throughput up to 14.4 kb/s. These limitations led to the standardization of the High Speed Circuit Switched Data (HSCSD) and General Packet Radio Service (GPRS), which are covered in sections 4.3.7 and 4.4.1. The GSM EDGE Radio Access Network group of 3GPP now handles further evolution of the GSM standard. This group covers in particular the connection of GSM/EDGE to future 3G core networks and support of real-time services. 35 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 4.3.2 TDMA TDMA is Short for Time Division Multiple Access, a technology for delivering digital wireless service using time-division multiplexing (TDM). TDMA works by dividing a radio frequency into time slots and then allocating slots to multiple calls. In this way, a single frequency can support multiple, simultaneous data channels. The TDMA technique is employed by the GSM digital mobile system. TDMA can also refer to a particular implementation of TDMA, specifically, the IS-136 standard commonly used in North and South America. Recent developments indicate that the TDMA community is moving toward GSM. AT&T Wireless was the first to announce this decision in November 2000. Since then, Cingular Wireless in the United States and other major Latin American TDMA operators have announced their preference for GSM [30]. These new GSM networks will look to integrate GPRS and EDGE. Deployment of UMTS will require additional spectrum and be limited to 3G operators gaining new frequencies. 4.3.3 CDMA Short for Code-Division Multiple Access, CDMA is a digital cellular technology that uses spread-spectrum techniques. Unlike competing systems, such as GSM, which use TDMA, CDMA does not assign a specific frequency to each user. Instead, every channel uses the full available spectrum. Individual conversations are encoded with a pseudo-random digital sequence. Spread spectrum technology has been used in military applications for a very long time. In the mid-80s, the military in the USA declassified this technology, and it was tested for cellular telephony applications [30]. The spread-spectrum-based code-division multiple access (CDMA) standard, was approved in July 1993 by the Telecommunications Industry Association (TIA). In 1995, commercial CDMA networks opened, but by mid-1998 had attracted only 9 million users. Things have improved since that time though, with around 100 million users today, mainly in the Americas (55 million) and Asia (40 million). CDMA is now called cdmaOne to differentiate it from 3G CDMA systems. With CDMA, up to 64 users share the same 1.25 MHz channel. Attaching a pseudo-random code to each user allows decoders to separate traffic at each end. All base stations transmit the same pseudo-random code with a time offset, and therefore they must remain synchronized. CDMA is used in the 850 MHz and the 1900 MHz bands. IS-95A, the first version of CDMA, offers data throughput limited to 14.4 kb/s, just like GSM. An improvement, IS-95B were specified in June 1997. By assigning up to seven supplementary codes in addition to the fundamental code, data rates up to 64 kb/s are possible. Some Asian operators have started to implement IS-95B services. cdmaOne is the basis for the cdma2000 systems, but the WCDMA system used in UMTS, although using a similar coding technique, is a quite different standard and is not directly related to the original CDMA systems. 4.3.4 PDC PDC is the Japanese TDMA-based standard operating in the 800 and 1500 MHz bands. PDC hosts the most convincing example of mobile Internet, i-Mode. i-Mode has already gathered over 30 million subscribers thanks to a large service offering and an excellent 36 A survey of multimedia technologies on mobile devices PART II - PRESTUDY business model including billing on data volume and a revenue sharing arrangement between network and content owners [30]. Congestion of the PDC system has urged NTT DoCoMo to replace it rapidly with a 3G system. 4.3.5 Short Message Service (SMS) The Short Message Service (SMS) is the ability to send and receive text messages to and from mobile telephones. The text can comprise of words or numbers or an alphanumeric combination. SMS was created as part of the GSM Phase 1 standard. The first short message is believed to have been sent in December 1992 from a personal computer to a mobile phone on the Vodafone GSM network in the UK. Each short message is up to 160 characters in length (when Latin alphabets are used). 4.3.6 WAP WAP is short for Wireless Application Protocol, a specification that allows users to access information instantly via handheld wireless devices such as mobile phones, pagers, two-way radios, smartphones and communicators. The WAP initiative was started by Unwired Planet, Motorola, Nokia and Ericsson [13]. WAP supports most wireless networks, including but not limited to CDPD, CDMA, GSM, GPRS, PDC, TDMA, DECT. WAP is supported by all operating systems. Ones specifically engineered for handheld devices include PalmOS, EPOC, Windows CE, FLEXOS, OS/9, and JavaOS. WAPs that use displays and access the Internet run what are called microbrowsers, browsers with small file sizes that can accommodate the low memory constraints of handheld devices and the low-bandwidth constraints of a wirelesshandheld network. Figure 29 indicates what a WAP browsing session can look like. Although WAP supports HTML and XML, the WML language (an application of XML) is specifically devised for small screens and one-hand navigation without a keyboard. WML is scalable from two-line text displays up through graphic screens found on items such as smart phones and communicators. WAP also supports WMLScript. It is similar to JavaScript, but makes minimal demands on memory and CPU power because it does not contain many of the unnecessary functions found in other scripting languages. Figure 29 - WAP browsing WAP has had a limited commercial success as yet, perhaps due to expensive and slow connections, in addition to limited available content. However, the development and market introduction of faster networks may spark new life into the technology. All new mobile phone handsets released by the major manufacturers feature WAP browsers. 37 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 4.3.7 High Speed Circuit Switched Data (HSCSD) High Speed Circuit Switched Data (HSCSD) is an enhancement of data services (Circuit Switched Data - CSD) of all current GSM networks. It allows you to access non-voice services at 3 times faster, which means subscribers are able to send and receive data from their portable computers at a speed of up to 28.8 kb/s; this is currently being upgraded in many networks to rates of and up to 43.2 kb/s. The theoretical maximal data transfer speed is 57.6 kb/s, but in use this transfer rate does not occur. The HSCSD solution enables higher rates by using up to four communication channels, allowing subscribers to enjoy faster rates for their Internet, e-mail, calendar and file transfer services. HSCSD allows users to access their company LAN, send and receive e-mails and access the Internet whilst on the move. HSCSD is currently available to 90 millions subscribers across 25 countries around the world. HSCSD is offered to subscribers using either voice terminals that support the feature, or a PCMCIA portable computer card, with a built in GSM phone. This means that connection of a HSCSD mobile phone or a PCMCIA card with a computer can turn notebook computers and other portable devices into a mobile networking device with the ability to transfer data at HSCSD speeds, as well as make voice calls on the computer/portable device. The HSCSD service is particularly valuable for users who wish to access the Internet, or their office Intranet, access their mail, or access files stored elsewhere. The service allows a subscriber who is out of office, or who travels abroad in one of the countries in which HSCSD roaming is available, to connect to a local ISP, or directly to one's office, using the cellular device rather than a fixed line. As mentioned, HSCSD enables higher rates, but like CSD it is circuit-based. Therefore, it is inherently not efficient for bursty traffic. This weakness of HSCSD has contributed to only around 30 operators having introduced it so far. Most operators use or will introduce GPRS instead. A positive effect of the circuit-based technique though, is that once a connection is established, the data capacity will be constant through the whole duration of the connection, as channels that are allocated are not lost until disconnection. 4.4 2,5G - Evolved second generation mobile networks A further development of mobile networks from the basis that is the second generation mobile networks has lead to a group of network standards that has gotten the name 2,5G. This indicates that they are positioned between the 2G and the 3G systems in capabilities. 4.4.1 General Packet Radio Service (GPRS) The General Packet Radio Service (GPRS) is a non-voice service that allows information to be sent and received across a mobile telephone network. It supplements today's circuit switched data services (CSD and HSCSD) and Short Message Service (SMS). General Packet Radio Services (GPRS) is a packet-based wireless communication service that have promised data rates from 56 up to 171 kb/s and continuous connection to the Internet for mobile phone and computer users. These higher data rates could allow users to take part in video conferences and interact with multimedia Web sites and similar applications using mobile GPRS handheld devices as well as notebook computers connected to a GPRS unit. 38 A survey of multimedia technologies on mobile devices PART II - PRESTUDY In theory, packet-based service should cost users less than circuit-switched services since communication channels are being used on a shared-use, as-packets-are-needed basis rather than dedicated only to one user at a time. It should also be easier to make applications available to mobile users because the faster data rate means that middleware currently needed to adapt applications to the slower speed of wireless systems will no longer be needed. Mobile users of a virtual private network (VPN) will be able to access the private network continuously rather than through a dial-up connection. GPRS will also complement Bluetooth, a standard for replacing wired connections between devices with wireless radio connections, which is presented later in section 4.6.3. In addition to the Internet Protocol (IP), GPRS supports X.25, a packet-based protocol that is used mainly in Europe. GPRS is an evolutionary step toward Enhanced Data GSM Environment (EDGE) and Universal Mobile Telephone Service (UMTS). Because GPRS is an overlay technology on GSM, the investments necessary to upgrade the networks are not very high. The drawback of this semi-step towards 3G is that the data transfer speeds will not be as high as many would have hoped. What does the introduction of GPRS mean? As a convergence of mobile telecommunications and data networking, GPRS brings Internet Protocol (IP)-based services to the mobile mass market, as GPRS handsets are given an IP address when connecting to their mobile service provider. For instance, GPRS is a good bearer of services based on Wireless Application Protocol (WAP). General Packet Radio Service is a milestone on the road to 3G and All-IP providing packetswitched data, primarily for GSM and 2G networks. The information is transmitted in short bursts of data over an IP-based network. With a GPRS-enabled mobile phone, a user can be continuously connected to data networks and access information and entertainment services. Services are received faster than with GSM phones and GPRS makes WAP services faster and more enjoyable to use. Key features of GPRS Speed: Theoretical maximum speeds of up to 171.2 kb/s are achievable with GPRS using all eight timeslots at the same time. This is almost three times as fast as the data transmission speeds possible over today's fixed telecommunications networks (if compared to single line ISDN) and ten times as fast as standard Circuit Switched Data (CSD) services on GSM networks. By allowing information to be transmitted more quickly, immediately and efficiently across the mobile network, GPRS may well be a relatively less costly mobile data service compared to SMS and Circuit Switched Data. Immediacy: GPRS facilitates instant connections whereby information can be sent or received immediately as the need arises, subject to radio coverage. No dial-up modem connection is necessary. This is why GPRS users are sometimes referred to be as being "always connected". Immediacy is one of the advantages of GPRS when compared to Circuit Switched Data. High immediacy is a very important feature for time critical applications such as remote credit card authorization where it would be unacceptable to keep the customer waiting for a dial-up connection. New and better applications: GPRS facilitates several new applications that have not previously been available over GSM networks due to the limitations in speed of Circuit Switched Data (9.6 kb/s) and message length of the Short Message Service (160 characters). GPRS will fully enable the Internet applications we are used to on our desktops 39 A survey of multimedia technologies on mobile devices PART II - PRESTUDY from web browsing to chat over the mobile network. Other new applications for GPRS could include file transfer and home automation - the ability to remotely access and control inhouse appliances and machines [33]. To use GPRS, users specifically need: • • • • A mobile phone or terminal that supports GPRS A subscription to a mobile telephone network that supports GPRS Use of GPRS must be enabled for that user. Automatic access to the GPRS may be allowed by some mobile network operators, others will require a specific opt-in A destination to send or receive information through GPRS. Whereas with SMS this was often another mobile phone, in the case of GPRS, it is likely to be an Internet address, since GPRS is designed to make the Internet fully available to mobile users for the first time. From day one, GPRS users should be able to access any web page or other Internet applications- providing an immediate critical mass of uses. According to VOCAL there are four coding schemes for GPRS, CS1 to CS4 [34]. CS1 offer the lowest throughput but the best error detection, while CS4 provide the highest throughput but have little or no error correction features. Table 3 shows the different data rates that the coding techniques offer. Data Rate 1 Timeslot 8 Timeslots CS1 CS2 CS3 CS4 9.05 kb/s 13.4 kb/s 15.6 kb/s 21.4 kb/s 72.4 kb/s 107.2 kb/s 124.8 kb/s 171.2 kb/s Table 4 - Data Rate for GPRS Summary of GPRS To sum up; GPRS, which keeps the GSM radio modulation, frequency bands, and frame structure, is designed around a number of guiding principles [30]: • Always on: Allows sending or receiving data at any time • High bit rates: An actual bandwidth roughly equivalent to a wireline modem • Separate allocation of uplink and downlink channels • Simultaneous voice call and data transfer • Billing based on volume of data transferred In September 2001 around 100 operators, including several American operators, deployed GPRS. The emerging technology of Enhanced Data Rate for Global Evolution (EDGE) improves GPRS by introducing a new radio modulation scheme that triples the bandwidth offered by GPRS. The fact that newer network types are being developed may mean that GPRS will have a relatively short lifespan. If network providers are successful in promoting and recruiting users to more advanced networks, there may not even be a second generation of GPRS handsets. 40 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 4.4.2 MMS (Multimedia Messaging Service) MMS is a relatively new standard that has been defined for use in advanced mobile terminals. This service concept has been derived from SMS, and gives the possibilities for non-realtime transmission of different types of multimedia content. With MMS, it is possible to combine conventional text messages with richer content types such as photographs, images, animation, voice messaging and, eventually, video clips. An example of MMS messages content and composing will be made in chapter 14, using the Sony Ericsson MMS Composer tool. 4.4.3 i-Mode i-Mode is NTT DoCoMo's packet-based mobile Internet access system. NTT DoCoMo is a leading mobile phone service provider in Japan. This network standard has become very popular in Japan. i-Mode offers near always-on connectivity, limited www-access through cHTML (compact HTML), email, and access to other services suited to this client technology. This system was introduced about at the same time as WAP in Europe and has similar functionality. The mobile phone handsets are more advanced than regular GSM phones, as with WAP handsets compared to standard GSM handsets. But in contrast to WAP, i-Mode has definitely catched on and has become a huge success for the mobile service providers. Figure 30 shows an example of a i-Mode capable mobile phone. Figure 30 - i-Mode mobile phone First introduced in 1999, i-Mode was the world's first smart phone for Web browsing. The iMode wireless data service offers colour and video over many phones. Its mobile computing service enables users to do telephone banking, make airline reservations, conduct stock transactions, send and receive e-mail, and have access to the Internet. As of early 2000, iMode had an estimated 5.6 million users. By January 2002, this figure had risen to 30 million. Recently, i-Mode services have been introduced in the Netherlands and Germany as well. 4.5 3G – Third generation mobile networks 3G - or 3rd generation - technology is a general term for the next generation of mobile communications, which promises to greatly enhance user services. 3G mobile devices and new types of services will bring high-speed, real-time connectivity to wireless communications, regardless of time and place. The notion of 3G became evident with the need for greater capacities, more frequencies and higher data transfer rates. The target was initially to agree upon a truly international standard, although this has not been completely successful. 3G is an International Telecommunication Union (ITU) specification for the third generation of mobile communications technology. 3G promises increased bandwidth, up to 384 kb/s when a device is stationary or moving at pedestrian speed, 128 kb/s in a car, and 2 Mb/s in fixed 41 A survey of multimedia technologies on mobile devices PART II - PRESTUDY applications. 3G will work over wireless air interfaces such as GSM, TDMA, and CDMA. The new EDGE air interface has been developed specifically to meet the bandwidth needs of 3G. 3G builds on the already available GPRS system in that it seeks to further implement the use of IP-traffic for mobile wireless devices. One could also claim that 3G really is the standard that GPRS tries to emulate, only that GPRS will be less capable yet quicker to implement given the existing GSM systems. In many ways 3G systems will share the characteristics of GPRS, in that both systems are packet based and always online. Therefore much of what has been said about the basic concept of GPRS also goes for 3G technology. Services It is expected that no single 3G application will dominate the market. High-speed content like video on demand, multimedia and always-on Internet access are just a few of the possibilities. According to Nokia it is anticipated that MMS (Multimedia Messaging Service) will be one of the first successful services on the market. Technologies GPRS is an important step towards 3G as it introduces and provides always-on services to users. According to Nokia, 3G users will be best served by EDGE, the technology for existing frequencies, together with WCDMA, the technology for new UMTS frequencies. It is expected that practically all GSM and TDMA operators will implement EDGE when data and multimedia services become more popular and more capacity is required in the network. EDGE and WCDMA will then be used in parallel in mobile networks for a number of years to come. Availability 3G network solutions are beginning to be rolled out in Europe, although the pace of the implementation has apparently slowed quite a bit the last year. The first WCDMA and EDGE networks are expected to be launched commercially during the second half of 2002, with EDGE being introduced before WCDMA in the Americas, and WCDMA being introduced before EDGE in Europe [35]. 3GPP 3GPP (Third Generation Partnership Project) is a collaboration agreement that brings together standards bodies for developing the standards for WCDMA as well as GSM/EDGE technologies. It started developing the WCDMA standards in early 1999 and the 3GPP Release 1999 standard was the first release introducing the WCDMA air interface and radio access network, with more releases following. GSM/EDGE standards have been developed as part of the project since 2001. 3G network standards As mentioned earlier, the original intention was to define an international standard that would be interoperable across the world. But this has not been entirely successful, and there are now two main proposed systems for 3G, in addition to EDGE, which despite being approved as a 3G system, could be considered a simpler evolution of existing GSM/GPRS systems described earlier. The two proposed systems are UMTS and cdma2000, which are presented after EDGE. 42 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 3G units The first 3G WCDMA/GSM mobile phones, by some named imaging phones, are expected to be available during the second half of 2002. Nokia also plans to introduce EDGE handsets before the end of 2002. This company also expects all GSM/GPRS and WCDMA terminals to include EDGE functionality by the end of 2004. Additionally, PCMCIA and CompactFlash computer network cards will also appear for direct computer connection. Why would people use a 3G phone? The concept of mobile voice calls will radically change as multimedia capabilities are added. For example, it will be possible to share data and images simultaneously with users who are connected with a voice or video connection, leading to richer and hopefully more effective communications. 4.5.1 EDGE EDGE (Enhanced Data rates for GSM/Global Evolution) is a standardised set of improvements to the GSM radio interface. It defines new modulation and radio protocols that bring higher maximum data rates (384 kb/s) than the GSM wireless service and increased spectral efficiency. EDGE is applicable to both GPRS traffic and circuit-switched data traffic (CSD and HSCSD). EDGE can be implemented on the existing GSM frequency bands. The EDGE upgrade will start in 2002, mostly in the United States during the first phase. 4.5.2 UMTS UMTS (Universal Mobile Telecommunications Service) is a so-called third-generation (3G), broadband, packet-based transmission of text, digitized voice, video, and multimedia at data rates up to 2 Mb/s that will offer a consistent set of services to mobile computers, wireless devices and phone users no matter where they are located in the world. Based on the Global System for Mobile (GSM) communication standard, UMTS, endorsed by major standards bodies and manufacturers, is the planned standard for mobile users around the world by 2002. Once UMTS is fully implemented, computer and phone users can be constantly attached to the Internet as they travel and, as they are using a roaming service, have the same set of capabilities no matter where they travel. Users will have access through a combination of terrestrial wireless and satellite transmissions. Until UMTS is fully implemented, users can have multi-mode devices that switch to the currently available technology (such as GSM 900 and 1800) where UMTS is not yet available. Today's cellular telephone systems are mainly circuit-switched, with connections always dependent on circuit availability. The introduction of GPRS have given mobile networks packet-switched connection, using the Internet Protocol (Internet Protocol), something that UMTS will build upon in the future. This packet-switched connection means that a virtual connection is always available to any other end point in the network. It will also make it possible to provide new services, such as alternative billing methods (pay-per-bit, pay-persession, flat rate, asymmetric bandwidth, and others). The higher bandwidth of UMTS also promises new services, such as high quality video conferencing. It should be noted that as Wideband CDMA (WCDMA) will be the dominant technology used in UMTS, the terms UMTS and WCDMA is often used about one another. 43 A survey of multimedia technologies on mobile devices PART II - PRESTUDY UMTS licences By the end of 2001 there were approximately 100 UMTS licenses worldwide. All the global operators have selected WCDMA as their choice for 3G technology and Nokia expects that by 2006, over 85% of mobile subscribers will be GSM/EDGE/WCDMA users [28]. UMTS Modes UMTS is composed of two different but related modes [30],[36]: • • CDMA-direct spread: Wideband CDMA (WCDMA), also called frequency division duplex (FDD) CDMA-TDD (time-division duplex) Technical specification work on FDD and TDD standardization is being done within the 3GPP. The edition of specifications is phased in different releases: • 3GPP release 3 specifications, formerly called release ’99, define FDD and TDD modes, and are based on asynchronous transfer mode (ATM) in the radio access network. Release 3 was actually issued in March 2000 and became stable in June 2001. • 3GPP release 4 specifications define a new version of TDD and FDD mode improvements. Release 4 was frozen in March 2001. • 3GPP release 5 specifications shall include IP-based transport within the radio access network. Release 5 was scheduled for March 2002. FDD mode is considered the main technology for UMTS. FDD mode is derived from CDMA and also uses pseudo-random codes. Separate 5 MHz carrier frequencies are used for the uplink and downlink, respectively, allowing an end user data rate per channel of up to 384 kb/s (2 Mb/s per carrier). Later on, high-speed downlink packet access (HSDPA) will allow downlink data rate transmission to increase. FDD allows the operation of asynchronous base stations. The TDD mode likely to be deployed is called timedivision-synchronous code-division multiple access (TD-SCDMA). TD-SCDMA operates with 1.6 MHz carrier spacing instead of 5 MHz for the other wideband standards. It allows end-user data rates up to 2 Mb/s in optimal conditions. NTT DoCoMo commercialized a 3G service, called FOMA, in October 2001. Elsewhere, the installation of the first UMTS system (FDD mode only) will start in 2002, and marketing of services during 2003. 4.5.3 cdma2000 Technical specification work for cdma2000 standardization is being done within 3GPP2 in the following steps [30]: 1. cdma2000 1x, which is an evolution of cdmaOne, supports packet data service up to 144 kb/s. 44 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 2. cdma2000 1xEV-DO introduces a new air interface and supports high-data-rate service on downlink. It is also known as high rate packet data (HRPD). The specifications were completed in 2001. It requires a separate 1.25 MHz carrier for data only. 1xEV-DO provides up to 2.4 Mb/s on the downlink (from base station to terminal), but only 153 kb/s on the uplink. Simultaneous voice over 1x and data over 1xEV-DO is difficult due to separate carriers. 3. cdma2000 1xEV-DV, which will introduce new radio techniques and an all-IP architecture for radio access and core network. The completion of specifications is expected in 2003. It promises data rates up to 3 Mb/s. SK Telecom from Korea was the first operator to launch cdma2000 1x in October 2000. Since that time, only a few operators have announced cdma2000 1x service launches. Some operators recently announced setting up cdma2000 1xEV-DO trials. 4.6 Wireless network technologies (WLAN & WPAN) Other wireless network technologies will be discussed in the following sections, both WLANs and WPANs are presented. 4.6.1 The 802.11 series 802.11 refers to a family of specifications developed by the IEEE for wireless LAN technology. 802.11 specifies an over-the-air interface between a wireless client and a base station or between two wireless clients. The IEEE accepted the specification in 1997. This technology for WLAN use is based on installing access points for wireless devices around a building or area so that users has access to the network there. Each radio may act, depending on software, as a hub or for computer-to-computer transmission, but it's much more common that a WLAN installation uses one or more access points, which are dedicated stand-alone hardware with typically more powerful antennae. The access point often includes routing, DHCP server, Network Address Translation (NAT) and other features necessary for small to large site operation. Similar to access points are residential gateways, a new class of device, which offers similar features but without the advanced management required for corporate networks or high-traffic installations. The IEEE 802.11 specifications are wireless standards that specify an "over-the-air" interface between a wireless client and a base station or access point, as well as among wireless clients. The 802.11 standards can be compared to the IEEE 802.3 standard for Ethernet for wired LANs. The IEEE 802.11 specifications address both the physical and Media Access Control layers and are tailored to resolve compatibility issues between manufacturers of Wireless LAN equipment. There are several specifications in the 802.11 family: • 802.11 - applies to wireless LANs and provides 1 or 2 Mb/s transmission in the 2.4 GHz band using either frequency hopping spread spectrum (FHSS) or direct sequence spread spectrum (DSSS). 45 A survey of multimedia technologies on mobile devices PART II - PRESTUDY • 802.11a - an extension to 802.11 that applies to wireless LANs and provides up to 54 Mb/s in the 5GHz band. 802.11a uses an orthogonal frequency division multiplexing encoding scheme rather than FHSS or DSSS. • 802.11b - an extension to 802.11 that applies to wireless LANS and provides 11 Mb/s transmission (with a fallback to 5.5, 2 and 1 Mb/s) in the 2.4 GHz band. 802.11b uses only DSSS. 802.11b was a 1999 ratification to the original 802.11 standard, allowing wireless functionality comparable to Ethernet. • 802.11g - applies to wireless LANs and provides 20+ Mb/s in the 2.4 GHz band. The technology that is being adopted most widely today is 802.11b, and this will be further explored below. IEEE 802.11b (Wi-Fi) The IEEE 802.11b specification allows for the wireless transmission of approximately 11 Mb/s of raw data at distances from several dozen to several hundred feet over the 2.4 GHz unlicensed band. The distance depends on impediments, materials, and line of sight. 802.11b is an extension of Ethernet to wireless communication, and as such is quite liberal about the kinds of data that pass over it. It's primarily used for TCP/IP, but can also handle other forms of networking traffic, such as AppleTalk or PC filesharing standards. Wi-Fi stands for wireless fidelity and is just another name for IEEE 802.11b. This is a term used and advertised by the Wireless Ethernet Compatibility Alliance (WECA). "Wi-Fi" is used in place of IEEE 802.11b in the same way that the term "Ethernet" is used in place of IEEE 802.3. The industry group known as WECA certifies its members equipment as conforming to the 802.11b standard, and allows compliant hardware to be stamped Wi-Fi compatible, short for Wireless Fidelity. The Wi-Fi seal of approval is an attempt at a guarantee of intercompatibility between hundreds of vendors and thousands of devices. The reason IEEE does not have such a mechanism, is that it only promulgates standards. WECA’s mission is to certify interoperability of Wi-Fi products and to promote Wi-Fi as the global wireless LAN standard across all market segments. 802.11b has become the only standard deployed to a great extent for public short-range networks, such as those found at airports, hotels, conference centres, cafés and restaurants. Several companies currently offer paid hourly, session-based, or unlimited monthly access via their deployed networks around the USA and internationally. IEEE 802.11b is an improvement of IEEE 802.11, as it can transmit data at speeds of up to 11 Mb/s as opposed to 2 Mb/s for IEEE 802.11. Yet this speed is only theoretical, as part of the signal only gets transmitted at 1 Mb/s anyway. According to Network Computing [37], because a 192-bit header payload is transmitted at 1 Mb/s, 802.11b is at best only 85 percent efficient at the physical layer. The standard is backwards compatible with the earlier specification 802.11, allowing speeds of 1, 2, 5.5 and 11 Mb/s on the same transmitters. If an 802.11b device is moving, the device and access point adapts and uses a less complex and slower encoding mechanism to send data. 46 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Several new, incompatible protocols are in the process of being released, including 802.11a (54 Mb/s over the 5 GHz band) and 802.11g (22 Mb/s over 2.4 GHz). IEEE 802.11a is also called Wi-Fi5, as it also is approved by WECA and operates in the 5GHz band. 4.6.2 The HiperLAN technologies HiperLAN is a set of WLAN communication standards primarily used in European countries. There are two specifications: HiperLAN 1 and HiperLAN 2. These are both developed by the European Telecommunications Standards Institute (ETSI). The HiperLAN standards provide features and capabilities similar to those of the IEEE 802.11 wireless local area network standards [14]. HiperLAN1 provides communications at up to 20 Mb/s in the 5-GHz range of the radio frequency spectrum. HiperLAN 2 operates at up to 54 Mb/s in the same RF band. HiperLAN 2 is supposed to be compatible with 3G WWAN systems for sending and receiving data, images, and voice communications. HiperLAN 2 has the potential, and is intended, for implementation worldwide in conjunction with similar systems in the 5-GHz RF band. 4.6.3 Bluetooth Bluetooth is the name of a short-range radio technology aimed at simplifying communications among networking devices and between devices and the Internet. It also aims to simplify data transfer between peripheral devices and computers. Bluetooth's founding members include Ericsson, IBM, Intel, Nokia and Toshiba. Bluetooth is a standard developed to allow any sort of electronic equipment, from computers and cell phones to keyboards and headphones, to make its own connections, without wires, cables or any direct action from a user. Bluetooth is intended to be a standard that works at two levels, both at the physical level as a radio communication standard, and at higher network layer levels as the protocol for connection setup and communication control. From a user's point of view, there are three important features to Bluetooth: • • • It's wireless. There is no need to worry about keeping track of all the cables to attach the various components, and you can design your office without wondering where all the wires will go. It's inexpensive. The technology is designed with manufacturing expenses in mind, which should make it possible to make networking products, which use Bluetooth cheaper than other wireless systems. You don't have to think about it. Bluetooth doesn't require you to do anything special to make it work. The devices find one another and strike up a conversation without any user input at all. The most serious drawback to the Bluetooth technology is that the low power limits the range of two Bluetooth devices communicating with each other to about 10 meters. Bluetooth is capable of both synchronous and asynchronous data transfer. If a particular use calls for an asynchronous, Bluetooth can transmit up to 721 kb/s in one direction, with 57.6 kb/s in the other. If the use calls for the same speed in both directions, a link with 432.6-kb/s capacity in each direction can be made. The channel actually has a capacity of 1Mb/s, but 47 A survey of multimedia technologies on mobile devices PART II - PRESTUDY headers and handshaking information take up about 20 percent of the capacity. If several devices (more than two) are interconnected, they set up a piconet, where the total transfer capacity still is 1 Mb/s. Several piconets can coexist without interfering with each other though, making it possible to have more than one Bluetooth connection in an area. [38] 4.6.4 The WLAN standard muddle The fact that WLAN technologies employ frequency bands that are not licensed, mean that there are many of these technologies that use the same frequencies. This means that one can in practice only use one technology at a time, introducing another could mean considerable interference and therefore less effective networks. In the 2.4 GHz band IEEE 802.11b leads current deployment, but the emerging technology of Bluetooth will also be using this frequency. It is expected that when the amount of Bluetooth equipment becomes significant, WLAN products will migrate to the 5 GHz band to avoid interference created by Bluetooth. This could mean that current IEEE 802.11b networks will be phased out, and that the 5 GHz technologies will take over as leading WLAN technologies. The 5 GHz band will be the frequencies used by IEEE 802.11a and the ETSI HiperLAN2. There are discussions of a convergence of 802.11a and HiperLAN2 technologies, which would be beneficial by providing a clear market focus in the 5 GHz band similar to what has been accomplished in the 2.4 GHz band. This initiative was launched recently between IEEE and ETSI, and thanks to the harmonization effort already made, this can be envisaged in reasonable time. 4.6.5 Interworking WLANs and WWANs Parallel to the expansion and upgrading of mobile phone networks and services, we see that in the public environment operators are starting to offer wireless services in the form of WLANs in selected hot spots, airports, hotels, and cafés. These services are data only and oriented to nomadic use. For both WLANs and WWANs, a constant objective is to evolve into higher throughput in a mobile environment, similar to the performance users experience in the wirelined business and home environments. To reach such performance, new radio interfaces have to be envisaged, similar to current WLAN technologies. WLAN does not belong to the evolution path of mobile phone networks presented before, but started as a wireless extension to enterprise LAN networks. Confined to a second tier role for a long time, it has recently affected a breakthrough from its original application toward home and public space, appearing as a disruptive technology due to its undisputed cost to performance ratio. Some are even seeing WLAN as a replacement for mobile networks whereas it should be seen from its strong points more as a complement to the widearea 3G networks, offering close interworking to ensure proper delivery of services according to the most appropriate available access network. 48 A survey of multimedia technologies on mobile devices PART II - PRESTUDY A future seamless network architecture Three different network layers can be defined [30]: • • • A mobile cellular layer for full coverage, multimedia, medium-bit-rate applications. This is the area of GSM, EDGE, or UMTS mobile networks. A hot spot layer for high bit rates in a short-range local mobility environment. This is the area of WLAN networks. A personal network layer to provide a short range of interconnectivity between different equipment like printers, PDAs, mobile phones or even home appliances. Interconnection of this equipment to the other layers of communications via multimode terminals is the area of Bluetooth. The transparent delivery of services across these network layers in an optimum way will require a dynamic bandwidth management function operating on diverse wireless technologies while maintaining a continuous session. This new media access layer will connect the access networks to the core network while ensuring mobility management, security, and Quality of Service (QoS). The ETSI Broadband Radio Access Network standardization body investigates two approaches for interconnection of WLAN and UMTS networks in connection with HiperLAN 2 standardisation: • A tight coupling scheme, offering seamless handover and the same level of security in WLAN and UMTS networks. This approach would require a simplified WWAN interface to renter interconnection of WLAN network to UMTS core network possible. • A loose coupling scheme, which would rely on IP protocols to organize mobility and roaming between access networks. Interworking between WLAN and the core network is performed between the authentication, authorization, and accounting server and the home location register on the mobile network. Mobile IP and the home agent/foreign agent concept will extend mobility to any network while preserving seamless operation. In the longer term, another approach is considered with the application making its own choices based on application and user requirements together with the capability of the different networks [30]. This would require higher intelligence in the terminals to make best use of the different applications available locally. At the price of this complexity, this vision brought out by the Wireless Strategic Initiative (WSI) may become real, bridging all access technologies from fixed to satellite and from person to person to customized broadcast. Roaming In a typical environment, two or more access points will provide signals to a single client. The client is responsible for choosing the most appropriate access point based on the signal strength, network utilization and other factors. When a station determines the existing signal is poor, it begins scanning for another access point. This can be done by passively listening or by actively probing each channel and waiting for a response. Once information has been received, the station selects the most appropriate signal and sends an association request to the new access point. If the new access point sends an association response, the client has successfully roamed to a new access point (make, then break behaviour). 49 A survey of multimedia technologies on mobile devices PART II - PRESTUDY This kind of network behaviour is common within all widely used networks, and a big challenge for the telecommunications industry is to provide opportunities for users to experience the same behaviour across network systems, making roaming possible not only within one network, but across all networks. 4.7 Network summary 2G mobile communications has brought about a revolution in ways of living. In Western Europe the penetration rate has reached more than 70 percent in less than 10 years since the commercial launch of GSM. The uptake of 2G technologies has been tremendous, even though several systems exist that are not interoperable. And the revolution is not over, with mobile Internet and 3G services being offered in coming years. 3G will bring some convergence, but will not achieve the goal of a single global technology. Through an evolution of technology, new services have been or will be offered to subscribers. Data services have really taken off in the last couple of years with SMS and iMode. GPRS packet data services have recently been launched, providing higher data rates and the always-on capability, and at the network level, IP is becoming more important. UMTS and its evolutions will provide even higher data rates, and a more comfortable offering of more demanding services. The evolution from 2G toward 3G will also lead to more convergence through a reduction of the number of main 3G cellular technologies. In hot spot environments, WLAN is bringing a complementary technology toward cellular. In the longer term, possibilities of interworking WWAN with WLAN technology are envisioned. Even all this will not be the end of the evolution of mobile communications as activities are ongoing within the research community on topics beyond 3G, for instance a satellite component of UMTS and a Mobile Broadband System (MBS) at 60 GHz. 4.8 Comparison elements In order to have some criteria for comparison of the different network types, some properties must be chosen for comparison. The ones chosen here are the ones seen as relevant both for users and network providers. • • • • • Data throughput Mobility characteristics Equipment cost for end-users Installation cost for network provider Data transfer costs for end-user 50 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Chapter 5 – Media architectures This section will present some media types, mainly video formats, as this is perhaps the most challenging aspect of multimedia transfer. 5.1 Codecs and file formats The term codec is an acronym that stands for compression/decompression. A codec is an algorithm, or specialized computer program, that reduces the number of bytes consumed by large media files and programs. In order to minimize the amount of storage space required for a complicated file, such as a video, compression is used. Compression works by eliminating redundancies in data. Compression can be done for any kind of file, including text, programs, images, audio, video, and virtual reality (VR). Compression can reduce the size of a file by a factor of 100 or more in some cases. For example, a 15-megabyte video might be reduced to 150 kilobytes. The uncompressed file would be far too large to download from the Web in a reasonable length of time, but the compressed file could usually be downloaded in a few seconds. For viewing, a decompression algorithm, which "undoes" the compression, would have to be used. There are numerous standard codec schemes. Some are used mainly to minimize file transfer time, and are employed on the Internet. Others are intended to maximize the data that can be stored in a given amount of disk space, or on a CD-ROM. Codecs can be implemented in software, hardware, or a combination of both. They are used in many popular Internet products, including QuickTime, Windows Media Player and Netmeeting. A file format may also be called a file architecture, and defines how data is stored. Two examples of this is Microsofts ASF-file format, and the more open AVI-file format. Both file formats can act as containers for video coded with specific codecs, for instance MPEG4. 5.2 Media Formats Media formats are the form and technology used to communicate information. Multimedia presentations, for example, combine sound, pictures, and videos, all of which are different types of media. In section 1.3.5, a simple introduction to the different classes of media was presented, and the following sections dwell further on the more complex media types of sound and video as certain media formats of these types are presented. 5.2.1 MPEG formats The MPEG family of file formats includes some well-known file types with the following file name extensions: .mpg, .mpeg, .mp3, .mpa and .mpe. The Moving Picture Experts Group (MPEG) standards are an ever-evolving set of standards for video and audio coding and compression, which are developed by the Moving Picture Experts Group. The best known standards are MPEG1, MPEG2, MPEG Audio Layer 3 (MP3) and the new MPEG4. The following is a short description of each of these formats. MPEG1: This standard was designed to allow coding of progressive video at a transmission rate of about 1.5 Mb/s. This file format was originally designed specifically for Video-CD 51 A survey of multimedia technologies on mobile devices PART II - PRESTUDY (VCD) and CD-i media. The most common implementations of the MPEG1 standard provide a video resolution of 352x240 (NTSC) / 352x288 (PAL) at 30 (NTSC) / 25 (PAL) frames per second (fps), although other resolutions and frame rates are possible. When using this standard, the result is a video quality slightly below the quality of conventional VHS VCR videos. MPEG2: MPEG2 is an enhanced form of MPEG1; it even includes MPEG1 headers in the data stream. Major improvements include prediction modes and increased precision. The result is a higher quality video, though at the expense of additional encoding/decoding power. Video encoded with MPEG2 commonly uses a higher resolution than MPEG1, but this is not an absolute rule. DVD video, as well as Super Video-CD (SVCD) is coded with MPEG2. The screen resolution of DVD is 720x480 (NTSC) / 720x576 (PAL), while SVCD uses 480x480 (NTSC) / 480x576 (PAL) [39]. MPEG Audio Layer-3 (MP3): This standard has also evolved from early MPEG work. It is an audio compression technology that is part of the MPEG1 and MPEG2 specifications. MP3 was developed in 1991 by the Fraunhofer Institute in Germany, and it uses perceptual audio coding to compress near-CD-quality sound by a factor of 12, while providing almost the same fidelity. Perceptual audio coding eliminates audio frequencies which is inaudible to the human ear. It is noteworthy that there exist quite a few audio coding schemes that are more efficient and produces the same or better quality sound than MP3, but because of it’s great success in the PC user base, it has become a de facto standard for storing music on computers. MPEG4: MPEG4 is the result of another international effort involving hundreds of researchers and engineers from all over the world in the Motion Picture Experts Group. MPEG4, whose formal ISO/IEC designation is ISO/IEC 14496 was finalized in October 1998 and became an International Standard in the first months of 1999. The backward compatible extensions under the title of MPEG4 Version 2 were frozen at the end of 1999, to acquire the formal International Standard Status early in 2000. Some work, on extensions in specific domains, is still in progress. MPEG4 builds on the proven success of three fields: • • • Digital television; Interactive graphics applications (synthetic content); Interactive multimedia (World Wide Web, distribution of and access to content) MPEG4 provides the standardized technological elements enabling the integration of the production, distribution and content access paradigms of the three fields. Microsoft created the first implementation of this standard in the United States in Windows Media Technologies with the release of the Microsoft MPEG4 version 3 video codec. This standard was developed for encoding multimedia content efficiently in a variety of bit rates, including low Internet rates to rates that reproduce a full-frame, television-quality presentation. The Microsoft MPEG4 video codec intrinsically supports streaming multimedia by allowing multiple streams to exist in one encoded data stream. This standard also has an advanced motion estimation algorithm, which allows for greater compression. Other versions of MPEG4 has since been developed by other authors. Both QuickTime and DivX support their own versions of MPEG4. The goal over time will be to make the different MPEG4 versions interoperable so that any player can play clips authored by any other vendor. 52 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 5.2.2 RealPlayer Media files with the file extensions .ra, .rm and .ram are known as RealPlayer files. Realplayer content is media that has been created by the software that is developed by RealNetworks. This software can stream live or pre-recorded audio or video to a client computer, either to a RealPlayer client program or a Web browser with the RealPlayer plugin, by decompressing it dynamically so that it can be played back in real time. Real Networks is one of the industry leaders in Internet audio and video streaming technologies. Their competitors include primarily Apple Computer's QuickTime and Microsoft's Windows Media formats. Their core technologies Real Video and Real Audio form the basis of many content distribution systems for the Internet. Unlike many other solutions, their streaming technologies use UDP and RTP, and require a special streaming server. Their main consumer end software product is RealPlayer (now known as RealOne Player), the front-end to the aforementioned technologies. Real Audio and Real Video download a .ram file to your computer, which gives directions on how to retrieve the audio stream. RealPlayer then connects and retrieves the .rm (Real media/video) or .ra (Real audio) file. RealPlayer supports Synchronized Multimedia Integration Language (SMIL), which is a language for delivery of multimedia presentations. 5.2.3 QuickTime QuickTime is more than it is often believed to be. In addition to the common understanding that it is a video file format using the file extensions .mov and .qt, it is also a programming library and API in C and Java made by Apple. The QuickTime concept includes a browser plug-in and file format for the display, playback, editing and creation of all kinds of multimedia, e.g. audio, video, animation, graphics, 3D graphics and VR. It is probably Apple's most important technology after the Mac OS. Official versions are available for Mac and Windows only, but there are several free software projects to offer support on Linux as well. In May 1991, Apple announced the first version of QuickTime, available on Macintosh only. It was not until the World Wide Web became more widely used, and particularly when in 1994, Apple released a version for Windows, that QuickTime came into its own. The QuickTime plug-in enabled web users to view content such as movies and sound that were starting to become available. Despite heavy competition from RealOne Player and Windows Media Player, QuickTime is very popular. Over 100 million copies of QuickTime 4 were downloaded, and QuickTime 5 is on track to exceed that within its first year of release. A large proportion of this popularity is attributable to the fact that QuickTime is by far the most popular format for the delivery of movie trailers on the web. Trailers such as those for Star Wars: Episode I and Lord of The Rings were primarily available in QuickTime .mov format, and millions of people installed it in order to able to view these. It should be pointed out that QuickTime File Format (.mov) is not a codec itself, but a format for delivering a large number of other codecs. The format is based on the Macintosh resource fork, and is represented by a tree-like structure. Data and metadata is stored 53 A survey of multimedia technologies on mobile devices PART II - PRESTUDY atoms, which are just containers. Branch atoms contain several related leaf atoms, which hold the data itself. The actual media data is stored in tracks, so, for example, a movie clip may contain a video track, an audio track and perhaps several text tracks for subtitles/closed captions. This format is very flexible, and openly documented, meaning third parties such as the QuickTime for Linux project can create software that reads and writes .mov files without the need for QuickTime to be installed. The format also actually forms the basis for the MPEG 4 standard. QuickTime supports a large number of video compressors or codecs, but the most important codec for QuickTime is probably the Sorenson codecs. These are licensed exclusively to Apple and is a large factor in many decisions to choose QuickTime over other platforms for video. The Sorenson codec gives very good quality and relatively small file sizes, and is probably the thing that Linux and other non- Windows or Mac users miss most through not having official QuickTime. It is supposedly a great codec, and Apple guards it jealously, with good reason. The full list of codecs supported for input and output in QuickTime, can be found in appendix C. Developers can also create plug-ins to enable further formats, which can be automatically loaded when a file requiring them is encountered. This media format also supports SMIL, and Apple has announced that support for official MPEG4 will come in the next version. QuickTime is also scriptable, with its own language, QScript. This can be embedded with QuickTime movies, enabling developers to create mini applications that run through the QuickTime player. A movie can also hold an embedded skin track that can turn the QuickTime player into an easily customisable GUI for an application. 5.2.4 Microsoft’s Window media files The following file formats are standards for the Microsoft Windows operating sytems, but are also possible to use with Windows Media Player for other operating systems, like Linux and MacOS [40]. Audio Visual Interleave (.avi): Audio Video Interleave (AVI) is a special case of Resource Interchange File Format (RIFF). AVI is also a format that has been defined by Microsoft. The .avi file format is perhaps the most common format for audio and video data on computers, and this file format is a good example of a de facto standard. Many different codecs can be used to form an .avi-file. Advanced Streaming Format (.asf): This file format stores both audio and video information, and it is specifically designed to run on networks like the Internet. This file format is a flexible and compressed format that can contain streaming audio and/or video, slide shows, and synchronized events. When .asf files are used, content is delivered to the application as streamed data, whether it is streamed from the Internet or not. An Audio Video Interleave (.avi) file can be compressed and converted to an .asf file, the result being that the file can begin playing over networks after only a few seconds. Files can be unlimited in length and can run over Internet bandwidths. Windows Media Audio (.wma): This file type uses the Windows Media Audio codec created by Microsoft. The codec is designed to handle all types of audio content. Such files are very resistant to signal degradation that is caused by loss of data. This loss-tolerance makes this 54 A survey of multimedia technologies on mobile devices PART II - PRESTUDY file type useful with streaming content. In addition, when an improved encoding algorithm is used, this codec processes audio quickly. According to Microsoft, this improved compression algorithm also creates smaller audio files than those that are created with most other codecs that compress the same content. The smaller file size means that content that is created by using the Windows Media Audio codec can be downloaded faster. The quality may suffer as a consequence of fast and efficient compression though. According to Microsoft “Windows Media Audio sounds better, delivering the same quality as MP3 at half the size“. [40] Windows Media file with Audio and/or Video (.wmv): You can use a .wmv file either to download and play files or to stream content. The .wmv file format is similar to the Advanced Streaming Format file format. See above in the section on the .asf file type for more information about the properties of these files. Audio for Windows (.wav): Microsoft Windows uses the Wave Form Audio (WAV) file format to store sounds as waveforms. 5.2.5 DivX DivX is a video codec, and originally started as an alternate version of the Microsoft MPEG4 version 3 video codec, but DivX has gradually evolved into its own format. It is not a particularly standardised format, as it has origins from the Open Source environment, and is regurlarly updated. Currently, DivX version 5 is the latest, with more versions are sure to follow. DivX movie files often employ an MP3 audio codec for sound, but other sound codecs can also be used. This video file format has become very popular over the last couple of years as it makes it possible to compress the video data from a DVD disc holding up to 8 GB of data to the size of a CD disc, which holds around 700 MB. Of course this means sacrificing picture and sound quality, but the result is more than acceptable in many cases. 5.2.6 Other media formats It is worth mentioning a few other examples of media formats. One example of a more effective audio compression scheme for network delivery purposes than the popular MP3 format is ZeroChain [41], which uses an algorithm to combine sound source coding with network channel coding. This means that not only the sound data is taken into consideration when encoding the media file, but also the network channel properties influence the encoding. This makes the media format more robust, for instance by providing packet loss recoverability and continuous bit rate scalability. Mpeg.org claims that Advanced Audio Coding (AAC) is more efficient than MP3 and is the state of the art in audio compression technology [42], [43]. AAC is one of the audio compression formats defined by the MPEG2 standard. Ac cording to Nokia [44], tests have shown that AAC produces the same audio quality as MP3 using only 70% of the data rate. 55 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 5.3 Media content and interface languages To describe the content and presentation of multimedia, a few languages exist that cater for different segments of media presentation. 5.3.1 SGML SGML is an abbreviation of Standard Generalized Markup Language, a system for organizing and tagging elements of a document. SGML was developed and standardized by the International Organization for Standards (ISO) in 1986. SGML itself does not specify any particular formatting; rather, it specifies the rules for tagging elements. These tags can then be interpreted to format elements in different ways. SGML is used widely to manage large documents that are subject to frequent revisions and need to be printed in different formats. Because it is a large and complex system, it is not yet widely used on personal computers. However, the growth of Internet, and especially the World Wide Web, is creating renewed interest in SGML because the World Wide Web uses HTML, which is one way of defining and interpreting tags according to SGML rules. SGML itself is not used for multimedia presentation purposes. 5.3.2 HTML Short for HyperText Markup Language, the authoring language defined by the World Wide Web Consortium (W3C) and used to create documents on the World Wide Web. HTML is similar to SGML, although it is not a strict subset. HTML defines the structure and layout of a Web document by using a variety of tags and attributes. There are hundreds of tags used to format and layout the information in a Web page. Tags are also used to specify hypertext links. These allow Web developers to direct users to other Web pages with only a click of the mouse on either an image or word(s). 5.3.3 XML Short for eXtensible Markup Language, a specification also developed by the W3C. XML is a pared-down version of SGML, designed especially for Web documents. It allows designers to create their own customized tags, enabling the definition, transmission, validation, and interpretation of data between applications and between organizations. 5.3.4 WML Short for Wireless Markup Language, an XML language used to specify content and user interface for WAP devices; the WAP forum provides a DTD for WML. Almost every mobile phone browser around the world supports WML. WML pages are requested and served in the same way as HTML pages. 5.3.5 SMIL Short for Synchronized Multimedia Integration Language, a new markup language being developed by the W3C that would enable Web developers to divide multimedia content into separate files and streams (audio, video, text, and images), send them to a user's computer individually, and then have them displayed together as if they were a single multimedia stream. The ability to separate out the static text and images should make the multimedia content much smaller so that it doesn't take as long to travel over the Internet. 56 A survey of multimedia technologies on mobile devices PART II - PRESTUDY SMIL is based on the eXtensible Markup Language (XML). Rather than defining the actual formats used to represent multimedia data, it defines the commands that specify whether the various multimedia components should be played together or in sequence. 5.4 Multimedia Messaging Service (MMS) MMS is a new globally accepted standard that lets users of MMS supportive mobile phones send and receive messages with formatted text, graphics, photo-graphic imagery and audio and video clips. Video sequences, audio clips and high-quality images can be downloaded to the phone from WAP sites, transferred to the phone via an attached accessory, such as a digital camera, or received in an MMS message. MMS messages can be sent either to another MMS-enabled mobile phone or to an e-mail address. Photos, sound and video clips can also be stored in the phone for later use. MMS supports standard image formats such as GIF and JPEG, video formats such as MPEG4 and audio formats such as MP3 and MIDI. Multimedia messaging is dependent on high transmission speeds, something GPRS and certainly the new high-speed 3G technologies should provide. To support the MMS technology, existing GSM networks need to be upgraded with an MMS-C (Multimedia Messaging Service Centre). In chapter 14 an application for composing MMS messages is demonstrated. 57 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Chapter 6 – Streaming The following section will try to explain and discuss the concept of streaming media and some of the issues related to streaming technology, like buffering, compression and Quality of Service. 6.1 Streaming It is important to be able to separate what is considered real streaming from what can be called near streaming or pseudo-streaming. In addition, media that has to be completely downloaded before viewing is another category. To view a video or listen to audio via the Internet, you can either download it, or stream it. The difference is that streamed media will begin playing as soon as a small portion of the entire file has been buffered to the player. A downloaded video must be downloaded in entirety, and then played. Examples of streaming formats are Windows Media, and Real Media. An example of download formats is AVI. Streaming media can be produced either live, or be previously edited. If it is produced in a streaming format, you will be able to view it streaming - whether its live or previously edited. Streaming media enables real-time or on-demand access to audio, video, and multimedia content via the Internet or an intranet. Streaming media is transmitted by a specialized and dedicated media server application, and is processed and played back by a client player application, as it is received, leaving behind no residual copy of the content on the receiving device. When media is being streamed, be it true streaming or pseudo-streaming, it is the use of buffering that cause a little wait time before playback begins. With this technique there is no need to wait for the audio and video files to fully download before starting to view them. Some defining characteristics of “streaming media” Streaming is an emerging technology. There are many diverse, and often quite confusing, definitions floating around. This section deals with streaming media only, i.e., audio, fullmotion video, and multimedia content, as opposed to other applications of streaming technology, such as the streaming of real-time stock quotes. For this purpose, three primary characteristics combine to define streaming media, as explained below: 1. Streaming media technology enables real-time or on-demand access to audio, video, and multimedia content via the Internet or an intranet. Streaming technology enables the near real-time transmission of events recorded in video and/or audio, as they happen, sometimes called “Live-Live,” and commonly known as “webcasting”. Streaming technology also makes it possible to conveniently distribute pre-recorded/preedited media on-demand. In other words, media that is stored and published on the Web in streaming formats can be made available for access at any time. 2. Streaming media is transmitted by a media server application, and is processed and played back by a client player application, as it is received. A client application, known as player, can start playing back streaming media as soon as enough data has been received, without having to wait for the entire file to have arrived. As data is transferred, it is temporarily stored in a buffer until enough data has accumulated to be properly assembled into the next sequence of the media stream. When streaming technology was first available, 58 A survey of multimedia technologies on mobile devices PART II - PRESTUDY the ability to begin playback before the entire file had been transferred was a distinct advantage. Now, however, pseudo-streaming techniques, such as progressive download, allow some other formats to begin to play before file download is completed. So, while the ability to begin playback prior to completing file transfer is a characteristic of streaming, it is not, in and of itself, a differentiating factor. 3. A streamed file is received, processed, and played simultaneously and immediately, leaving behind no residual copy of the content on the receiving device. An important advantage of streaming media (unlike either traditional or progressive download) technology is the copyright protection it provides. No copy of the content is left on the receiving device. Therefore, the recipient can neither alter nor redistribute the content in an unauthorized manner. In addition, there is far less need for substantial storage and memory capabilities on the client device, as data that has been played is thrown away instantly. 6.2 Pseudo-streaming For many purposes, streaming as strictly defined as above is not necessary. Pseudostreaming is another way of fetching media in a way that can be compared to real streaming in many senses. One benefit of this setup is that it is very easy to set up pseudo-streaming servers; usually they are just ordinary HyperText Transfer Protocol (HTTP)-servers that are capable of transmitting a steady flow of data using the HTTP-protocol. To the user who is receiving the media, it is hard to tell the difference. If the player is enabled for this kind of transmission, it can start playing the media after a short while of buffering, still downloading the rest of the media file while playing back the media. Ideally, the transmission speed will be higher that the bandwidth of the media file, or else the playback will catch up with the download process, and the playback will suffer from pauses. There are of course drawbacks with this simpler form of media transmission. As it uses the HTTP-protocol, there is no way of negotiating quality versus network bandwidth. The user should therefore be able to choose a media bandwidth that is lower than the network capacity for the network type they will be using. Since it uses a reliable TCP-connection, no lost packets are skipped, so the player will have to wait for delayed packets to arrive before going on if there is a delay in packets received. This will have the positive effect of quality in picture and sound being just as good as when it was encoded, but the quality of continuity could suffer. To prevent interruptions, the video being streamed should be received at least as fast as the video is being decoded and displayed. 6.3 Streaming media players Streaming audio is likely one of the most widely known applications of streaming media across the Web. In 1995, RealNetworks Inc. released their RealPlayer plug-in to facilitate real-time or streaming audio via Web browsers. The company expanded to address real video with their streaming media plug-ins. As of 2000, there were three leading streaming media players: RealPlayer, from RealNetworks, had over 130 million users; Windows Media, from Microsoft, over 100 million users; QuickTime, from Apple Computer, 50 million users. For strictly streaming audio purposes, MP3 had 50 million users. Nokia, the mobile handset supplier, will offer RealNetworks’ RealOne Player tool on its EPOC-based communicators and smart phones. RealNetworks and Sony recently signed an agreement whereby RealOne Player will be embedded on Sony’s Playstation2 game consoles. Microsoft’s Windows Media Player is available for the Pocket PC and is expected to be available on Microsoft’s X-Box gaming console. This and other similar announcements 59 A survey of multimedia technologies on mobile devices PART II - PRESTUDY provide opportunities for rich streaming media content delivery to mobile phone and wireless computing devices. The mobile Internet computing market allegedly has the potential to grow to 1 billion users by 2005. The media players are presented in more detail in chapter 3. 6.4 Streaming infrastructure The Synchronized Multimedia Integration Language (SMIL) presented in section 5.3.5, assists with assembling an integrated multimedia streaming presentation. SMIL is a markup language for describing the temporal behavior, screen layout and associated hyperlinks of a streaming media presentation. The SMIL specification was fostered by the World Wide Web Consortium (W3C) and is emerging as a technology for next-generation Web development. Streaming media servers need to be configured to support SMIL. Currently, RealSystem Server and QuickTime Streaming Server products support SMIL. In addition, a number of software tools that facilitate creating layout templates to easily build customized SMIL presentations are starting to emerge. These tools are similar in functionality to HTML editors and include the GriNS authoring tools from Oratrix Development [45] and Fluition from Confluent Technologies [46]. 6.5 Streaming software Tools for authoring, editing and encoding streaming media are also available from RealNetworks, Apple, Microsoft and other companies. RealNetworks’ RealSystem Server software supports serving and delivering streaming content across the Web. Apple’s QuickTime Streaming Server and Microsoft’s Windows Media Server are other alternatives for delivering streaming audio and video across the Internet. 6.6 Buffering Buffering is also known as caching, and in this context it is a technique used in streaming, both in real streaming and in pseudo-streaming. In order to smooth out the fluctuations in the rate the media data arrives in, a chunk of the media data is stored before playback begins. When enough data has been received, playback starts form the stored chunk, while data coming in is again stored. This means that the media is not played back instantly as it comes in, resulting in a little delay. When playing pre-recorded media, this is not something that matters for the user, but when playing live media, buffering means a little delay for the streamed media. The reason for using buffering is the unreliable nature of the Internet, where data may arrive out of order, too late or not at all. With a reserve of data, the problems are lessened when applications can dip into the buffer and use that until the data stream is running as it should again. If the data stream stop too long though, the buffer will be used up, and the media stream will pause, or at least glitch. 6.7 Compression Data compression means storing data in a format that requires less space than usual. There are two ways of doing this, non-lossy compression and lossy compression. 60 A survey of multimedia technologies on mobile devices PART II - PRESTUDY The non-lossy compression method means that one can transform the compressed data back into the non-compressed form and it will be exactly the same as before. Examples of this method are ZIP and ARJ. Lossy compression technologies on the other hand attempt to eliminate redundant or unnecessary information, which means that the original data cannot be regained. Most video and audio compression technologies, such as MPEG, use a lossy technique. Lossy techniques are much more efficient than non-lossy techniques. 6.8 Quality of Service Often shortened to QoS, Quality of Service is a concept that is highly relevant to multimedia delivered on networks. This is a networking term that specifies a guaranteed throughput level. When a client sets up a connection with a server, some kind of QoS parameters could be agreed, and the user would have a guarantee that the connection would be at least as good as the agreed parameters. In the current Internet there really is no QoS levels, as it works on a best-effort basis. Nevertheless, the have been developed QoS protocols that are being used in some networks. The most common QoS protocols are ATM, DiffServ, IntServ/RSVP, and MPLS. Many groups are researching QoS for Internet; one of them is the Internet2 consortium [47], more specifically the “Internet2 QoS Working Group”, whose mission is “to support the development and deployment of advanced network applications through the use of IP traffic differentiation. Their main project is the Qbone, an effort to specify, deploy, and evaluate new IP services in an interdomain testbed. [48] 61 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 6.9 Multiple Bit Rate Encoding Multiple Bit Rate Encoding (MBR) is a technique where several versions of a media file is stored in the same file on a media server, each version with a different bit rate. This means that clients only download a part of the media file, namely the version that suits the connection speed. The alternative to MBR is custom bit rate encoded files, which really is the simplest and most common way of doing things. Table 4 compares some aspects of MBR files and custom bit rate files [49], [16]. Optimizes Frame Size Single File for Multiple Connection Speeds Adjusts Stream for Network Congestions Advantages Custom Bit rate Files Multiple Bit Rate Files YES NO NO YES NO YES Size of the window varies according to connection speed so that viewers with faster connections can view the video in a larger window, making the experience more enjoyable. Viewer receives the stream appropriate for their connection speed. Requires only one link on the site. The sound can also be encoded with different qualities. Disadvantages There must be placed multiple links on the site (one for each file). Viewer must know and select their connection speed. Viewers with high connection speeds will have to view video in smaller frame size to accommodate viewers watching lower bit rate files. The sound settings must be the same for all bandwidth streams to avoid soundtrack disruptions as the stream is adapted to variable conditions. Table 5 - Custom bit rate encoding vs. MBR RealOne Player and Windows Media support MBR files. 62 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Chapter 7 – Market issues Despite decreasing profits for the major mobile phone manufacturers the last year, it must be said that there should be a very good market for mobile devices and multimedia services for these units. The amount of research and development that is being done in this area points to a substantial optimism about the possibilities, both in income and services, for the new mobile devices. As ITU Secretary General Yoshio Utsumi optimistically says in [50]: “The huge sums of money that operators were prepared to invest in obtaining licences show the degree of confidence in the technology and the potential market demand. Now that the first systems are being deployed and 3G services and applications are being offered to the public, demand for wireless multimedia development is likely to be on a growth curve for the next 10 years.” Yet there has been a slowdown in development in this market segment as in many other ITrelated segments, due to cash dry out after a bad time for the IT stock markets. In addition there have been some standardisation delays concerning both network standards and content standards. This chapter will take up some of the issues related with the mobile multimedia market. 7.1 Hardware demands Mobile devices are fast becoming common property. This means that for the device manufacturers to continue their earnings, they have to constantly design new devices with more and better features. Recently, more devices have appeared that are fusions of mobile phones and PDAs, which are called Smartphones. In the future, these will no doubt become more popular, and will probably get smaller and lighter, although they will have to accommodate the unit size to the unit’s display size. The screen display of future handheld devices will become more important as the services and content evolve from speech to picture and video. Devices could end up as no more than touch sensitive displays with all input done by touch-screen or speech commands. Integration will become important, to fit networking, processing and multimedia capabilities into one single unit is no doubt the goal for many device manufacturers. Figure 31 shows the soon to be released Sony Ericsson P800, which looks to be an exciting new addition to the handheld market. Featuring a mobile phone, PDA-like functions and a digital camera, it will be interesting to see how it catches on. Figure 31 - Sony Ericsson P800 63 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 7.2 Network demands The promise of new wireless services technologies has spread around a large array of numbers concerning network data throughput. The numbers that count is from 9.6 kb/s to as much as 2 Mb/s and beyond. The question still remains: “How much capacity is really needed?” The answer may not be as high as one might think. If the capabilities of new wireless technologies such as GPRS and EDGE are compared to the capabilities of a typical 56K dial-up modem, we find that most applications can be done with much less bandwidth than the new technology hype indicates. Most of us have used the Internet for some form of multimedia transfer, be it audio or video streaming applications. Non-real-time streaming works well on modem connections. The limiting factor is often how long people are willing to wait for that first chunk of the file to come in. Full streaming video is the big bit stealer of applications. Video on demand still proves to be a challenge for most fixed/landline networks. True real-time video conferencing requires not only bandwidth but also QoS, which is required to reserve the resources to make it all work. QoS improvements are being implemented in packet networks; an example is IPv6. Initial applications has been limited to non-real time, which means that with the first offerings, wireless networks included such favorites as e-mail, messaging, file transfer and Web surfing, along with features dependant on these such as e-commerce and chat. Some of these applications were offered using simple SMS. The difference between this and the newer services is that the new networks promise reduced latency and a more robust connection. “Always on” connections and the ability to connect securely to private networks make these new connections the first real glimpse at true mobile Internet. Now, the question is, if users can do all of this in the existing, lower bandwidth, why would a carrier want to implement new technology such as EDGE or UMTS? According to Mike Walters [51] the answer is capacity. EDGE and UMTS will bring improvements in overall capacity to the wireless networks. We already know that multimedia applications for wireless devices are possible. Now the service providers need to make these applications more robust and capable of supporting more subscribers using new applications. Simply put, as the market grows for data in the wireless networks, we have to squeeze more out of the available spectrum. 7.3 Market demands The same thing that has been the case of the computer revolution that has happened the last 20-30 years is also in a large degree happening in the field of wireless systems today. Many different vendors, in the hope that consumers want to use it, are developing new technologies. The technology itself has been the main market driving force. The reason for this is that these are totally new markets that consumers have no real experience with. Twenty years ago, one could not really see the need for home consumers to have as powerful personal computers at home as was used in work places. Yet it seems, that 64 A survey of multimedia technologies on mobile devices PART II - PRESTUDY because the products were made available and affordable to the public, they wanted to buy them. This is perhaps also the case with mobile computing. Some years ago, there was not much talk about mobile computing; even the use of ordinary mobile phones was not common. But as new technology made units smaller and more affordable, everyone seemed to want, and even need a mobile phone. Now that mobile phones are commonplace and the sales of PDA and similar products are rising, the industry is looking at making earnings not just from the technology, but also on content for use on the technology. One of the main challenges for providers and manufacturers of mobile devices and services will be to create the market for these services. A relevant question is “How important is the multimedia market for the mobile networks?“ The answer is simple, very important. It is not only the consumers who wish to be able to view video and other media using their mobile handsets, in fact the wish for multimedia on handsets may be even more expressed from service providers and equipment manufacturers. “Mobile video services provide operators with opportunities to generate airtime traffic, revenue and customer loyalty that they cannot afford to overlook”, says a report by analysts Northstream [52]. Main challenges for mobile operators will be to define a suitable service roadmap and evolution; to come up with acceptable pricing models both for the providers and consumers and to focus on content and digital rights management. In addition terminal adaptation and traffic dimensioning will be key issues for supporting applications with higher bandwidth requirements. The Northstream report says that there are currently at least three types of mobile video services that are identified as important in the 2.5-3G systems arena: mobile video messaging, video telephony and mobile video distribution. It also claims that users will react differently to each type. • • • Mobile video messaging will catch on quickly because market studies show a strong demand for multimedia messaging services (MMS), including video. Mobile video telephony services will also increase speedily as they significantly enhance personal communications. Once consumers experience rich telephony, they will quickly become accustomed to it and their expectations will rise accordingly. The future of mobile video distribution services is unclear. Although Internet streaming companies can use mobile networks to provide mobility, localization and personalization and charge end users for accessing video content, it is uncertain whether people will accept pay-per-view schemes, because video files can be freely downloaded from the Internet. 7.4 Video Services Today and Tomorrow With the widespread introduction of GPRS, mobile video messaging services and downloading small video files into mobile devices will be possible due to the increased data rates and the non-real-time characteristics of these services. The more demanding mobile video services will only be a reality with the introduction of UMTS or other true 3G technologies. Mobile-equipment vendors, such as Ericsson, Nokia, Siemens etc, are developing solutions that will enable the delivery of rich content to mobile devices, including video. Both messaging and telephony are also a high priority, as this is what the public expects as a 65 A survey of multimedia technologies on mobile devices PART II - PRESTUDY minimum. The migration path comprises enhancements to the SMS and MMS systems, which will enable mobile video messaging applications. Video telephony services need 3G because it offers data rates equal of circuit-switched networks, and a data rate of 64 kb/s both to and from the terminal, which is a minimum for acceptable video telephony quality, according to Ericsson. Streaming video distribution services are best supported with 3G although sending full-length films to a phone or handheld appliance will be a niche application for a long time. 66 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Chapter 8 – Multimedia scenarios To illustrate some benefits and usage areas for multimedia services and applications on mobile clients, some possible scenarios for the use of this kind of technology will be presented. In addition to mobile units being used as multimedia clients, some of the scenarios could also be thought of in the context of the mobile unit being able to send multimedia over the network as well as receiving it. This will be further explained in the scenario examples. The set of future applications for 3G mobile systems are far from completely defined. This is partly because of a lack of accurate marketing input on the development of applications [53], and also from uncertainty about the portable devices’ design and specifications. Both are important aspects in determining customer acceptance and the level of subscriber base for the new systems. 8.1 Scenario classes Scenarios can be grouped to make classes of scenarios that fundamentally do the same thing, although in different contexts. The classes defined here are the following: • • • • • • • • Video Conferences Instruction Surveillance Entertainment Advertising Information services Location oriented services Data transfer 8.1.1 Video Conferences A very much publicized scenario for wireless multimedia is the ability to carry out video conferences. This would mean that the wireless device in question would have to have a camera and good video processing abilities, as well as a good network connection in order to get the quality that is needed. Figure 32 shows a prototype mobile phone from Alcatel/Mitsubishi where video conferencing is tried out. The following paragraphs describe possible scenarios using video conferencing. Remote surveying An example of this is that an employee at the road administration near to a site of interest, for instance a bridge or tunnel, can travel a short distance to examine something, while a more experienced expert can be of assistance or recieve needed information, both video of the site and speech input from the actual surveyor through the video conference. 67 Figure 32 - Video conferencing on mobile phone A survey of multimedia technologies on mobile devices PART II - PRESTUDY Business and pleasure Video conferencing is a well-known scenario, which is not really more than a complicated phone call, where a video picture of the parties in question is also transferred. There seems to be a wish for this kind of technology both in business life and also in social life, although in social terms the technology would be called video telephoning rather than video conferencing. 8.1.2 Instruction Tele-education Due to the lack of specialists and professionals in certain professions and areas, it could be very useful to have the possibility of transmitting a lecture via the Internet or some other network to interested parties. Normally this would probably be transmitted in a broadcasting form to a larger audience, perhaps on stationary computers. But one could also imagine users getting the transmission on a portable computer or on a PDA. Remote instruction In certain cases it could be useful to have a database of video clips or other media with instructions on how to perform a certain task. This could be relevant in emergency situations, or in other busy situations where the top expertise cannot be called upon very easily or if this expertise would be too costly. 8.1.3 Surveillance Alarm central / Mobile video surveillance There are two main points to this scenario class. One is that a person on a guard duty can have control of several cameras with a portable device as he is walking his watch round. Another is the possibility for the guard to have a camera on his device so that he can transmit what he sees to a central. Figure 33 shows an example of a surveillance camera concept from Mobile Media, using their image streaming technique over a low bit rate network. A user having a PDA with a GPRS or HSCSD network connection to a camera or server controlling multiple cameras can follow what is happening while in a mobile situation. Figure 33 - Surveillance example from Mobile Media's IceStream 68 A survey of multimedia technologies on mobile devices PART II - PRESTUDY 8.1.4 Entertainment Broadcasting of entertainment This scenario is highly relevant and will probably appear on mobile terminals as soon as the providers can manage. It most probably will not feature length movies, because as Robert Tercek, president of PacketVideo’s applications and services unit, says in [54] “You should not expect multimedia on mobile phones to be like TV – you won’t see half-hour TV programs on the phone. It’ll be very much about quick hits, with video running 15-30 seconds, a minute tops.” But devices like PDAs are more likely to be used for prolonged viewing, as the screen is quite large. Games The game industry will undoubtedly also welcome the new mobile multimedia options with open arms. There is a big market potential in mobile gaming, as is shown by the big sales of portable gaming devices, added to the fact that when new technologies in this industry is presented, there has always been a game used on the technology to show the capabilities. As was shown with the Siemens SL45i mobile phone in section 2.4.9, it is possible to download games to some mobile phones today, but this market will grow as more phones takes up this kind of technology. 8.1.5 Advertising This concept is already beginning to become more and more a part of the day-to-day use of the Internet as well as in use of mobile phones. In the same way as television advertisements appear between television programs, video advertisements have started to appear before and after video clips available on the internet. This is especially the case when the sources of the video clips are web sites run by television stations and newspapers. When media is sent to mobile device, some advertising could be piggy-backed with the wanted media, perhaps to lower the cost for the end users. Mobile users can experience this phenomenon particularly by SMS messages containing advertisements or publicity information. Often these messages will be sent to the user by a mobile service provider or other sources, to which a user has stated his or her phone number. With the introduction of MMS and similar multimedia options, more advanced advertising schemes are sure to follow. 8.1.6 Information Services A multimedia terminal can be a good bearer of information, and a wireless multimedia terminal can be a good bearer of information that one can carry around. Here there are several scenarios that spring to mind. Multimedia library A library of multimedia clips or otherwise that can be accessed at will. This would be something like browsing the Internet perhaps, only that the content would be centered on a certain target group. 69 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Map services There are already map services that exist for mobile devices, examples are map services for WAP phones and map devices for cars. There could be a market for making these more general and more informative, and this would probably be very suitable for use with PDAs. E-news This is also a well known application, with several possible ways of actually implementing it. It could be a newscast, with users getting news on topics they have notified their interest for, or the users could browse for news, a common practice on WWW and WAP. Finally one could imagine news broadcasts like on TV sent to mobile devices if the networks could handle it. 8.1.7 Location Oriented services If the networks are able to work out the position of the mobile devices, some application opportunities arise from this. E-commerce Shops could transmit an advertisement showing a sale to the user as he/she passes the shop, a restaurant could send the menu, or a cinema could send an overview of current films, with the possibility of buying tickets. Travelling assistance and Tourist information At airports, train stations and similar facilities it could be useful to get information about locations and schedules directly to your mobile device. Also, users could be notified when passing geographical places worth seeing. For instance, a user could be informed as he/she is walking by a museum, and upon entering, a map of the building and information about the displays could be downloaded to the user’s unit. 8.1.8 Data Transfer With network speeds increasing, there will probably be a better market for data transfer services on mobile clients. 8.2 Scenario summary Most of the scenarios mentioned are available in some form on the Internet today, so there are no revolutions in that sense. What these scenarios add to the existing services is the ability to get these services or perform certain tasks whilst on the move. 70 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Chapter 9 – The state-of-the-art in today’s situation In this chapter, an outline the technologies on the market that are most advanced and the ones that are making the basis for the next generation of available technology will be made. Wireless networks The two network technologies that are most popular at the moment are GSM and IEEE 802.11b. One can clearly see that these are not the best technologies available, as markets do not always go for the best technology, but perhaps for the one that is most available, most affordable or most advertised. IEEE 802.11a cards and access points are readily available, and not much more expensive than the slower IEEE 802.11b technology, and with the possible frequency clash between IEEE 802.11b and Bluetooth, there could be reason to think that the popularity of IEEE 802.11a could rise. At the moment IEEE 802.11a is the fastest standardised WLAN technology available. In the WWAN segment, the fastest and most advanced network currently available is GPRS, but since this technology really does not outpace GSM with its HSCSD technology by much, it is probably only the packet-based always-on part of this technology that makes it something special. This feature is very important though, and really makes GPRS a breakthrough technology despite its limited transfer rate. Mobile phones For mobile phones, it is perhaps the forthcoming smartphones and communicators that can be said to be the outstanding devices, especially ones with Java support. They offer far better displays than “regular” mobile phones and in most cases have the possibility of expanding their application range with downloadable applications. PDAs In the PDA class, Pocket PC PDAs are certainly leading the pack, both in processing power and multimedia capabilities. Although Palm is working to close the gap, the Pocket PCs will undoubtedly evolve as well. Media technology It is highly debatable which media format is “the best”. The answer is perhaps “some of them”. As it stands, there are three main Internet media formats, Windows media, Real media and QuickTime media. To say that one of these three is better than the others would not be right, as they all have aspects that stand out to the alternatives. MPEG4 has been introduced to the public in the last years, and work is still in progress on its standardisation. This media format is certainly marked as the format for mobile multimedia purposes. 71 A survey of multimedia technologies on mobile devices PART II - PRESTUDY Chapter 10 – Related work This chapter presents a few related surveys, to show some of the other work that has been done in the field of mobile multimedia. • Multimedia standardization for 3G systems [55] by P. Haavisto, R. Castagno, and H. Honko. This article concentrates on the standards being made by ITU, 3GPP and others, and discusses both the standards and the bodies that make these standards. • Processors for mobile applications [56] by F. Koushanfar, V. Prabhu, M. Potkonjak and J.M. Rabaey. This is an article that surveys embedded mobile processors, in the context of mobile devices like laptops, PDAs and mobile phones. • Recent advances in cellular wireless communications [57] by M. Zeng, A. Annamalai, and V.K. Bhargava. This is a survey of mobile network standards, both 2G and 3G and goes into quite specific details about the different networks. • A survey on the diffusion of existing media and the attitude towards new multimedia services in Belgium [58] by A. Belpaire, T. Duhamel, H. Commandeur, W. Verrycken, and N. Schillewaert. This article is concerned with a survey on consumer’s views and wishes for new multimedia service. • Standards for Multimedia Streaming and Communication over Wireless Networks [59] by Dror Gill. This is a document that describes possible standards for use in wireless media streaming and communication applications. • Mobile Broadband Services: Classification, Characterization and Deployment Scenarios [53] by Fernando J. Velez and Luis M. Correia. This article is a classification for mobile broadband services, and goes into detail about characteristics of different service classes • Mobile Multimedia – Challenges and opportunities by Stephan Hartwig [60] by Matthias Lück, Janne Aaltonen, Reza Serafat and Wolfgang Theimer. This article talks about different factors concerned with mobile multimedia, but also about other media distribution types. 72 A survey of multimedia technologies on mobile devices • PART II - PRESTUDY Mobile Network Evolution: A Revolution on the Move [30] by Johan De Vriendt, Philippe Lainé, Christophe Lerouge, and Xiaofeng Xu. This is an article that discusses the development of the mobile network architecture from 2G to 3G. 10.1 Comparison to this thesis Compared to this thesis, it can be said that the mentioned works are much more narrow in their focusing points, some going into very specific details on the covered subjects, others more general but still within a certain area of mobile multimedia. This thesis on the other hand takes a much wider view, trying to grasp as many aspect of the mobile multimedia situation as possible. It is therefore more of a wide overview over the whole domain than a narrower survey into a part of the domain. 73 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION Part III – My contribution Part three starts with a presentation and discussion of the difficulties that wireless multimedia are facing, and proposes some solutions to these problems. Then follows the evaluation of multimedia technology, in the forms of mobile devices, network systems and video player applications. Finally in this part there is a short presentation of a MMS composing tool, used to better explain the concept of MMS messages. Index Chapter 11 – Challenges................................................................................................77 11.1 Processing limitations ...........................................................................................77 11.2 Network limits .........................................................................................................77 11.2.1 Example: GPRS limitations ................................................................................ 78 11.2.2 Mobile networks as IP networks ........................................................................ 79 11.2.3 Network availability............................................................................................. 79 11.2.4 Network diversity ................................................................................................ 80 11.2.5 Lack of Quality of Service .................................................................................. 80 11.3 Economic climate ...................................................................................................80 11.4 What comes first, the new technology or the new services?..........................81 11.5 Mobile content – more important than the terms WLAN and UMTS .............81 11.5.1 A possible scenario ............................................................................................ 81 11.5.2 Delivery challenges ............................................................................................ 82 Chapter 12 – Solutions ...................................................................................................83 12.1 “Time and money” ..................................................................................................83 12.2 Improved client devices ........................................................................................83 12.3 More advanced networks .....................................................................................83 12.4 Interworking of networks.......................................................................................84 12.5 IPv6 ..........................................................................................................................84 Chapter 13 – Evaluation .................................................................................................85 13.1 Evaluation of device hardware ............................................................................85 13.1.1 Laptops ............................................................................................................... 86 13.1.2 PDAs ................................................................................................................... 87 13.1.3 Mobile phones .................................................................................................... 88 13.1.4 Summary and evaluation of mobile devices ...................................................... 90 13.2 Evaluation of network types .................................................................................91 13.2.1 UMTS.................................................................................................................. 92 13.2.2 EDGE.................................................................................................................. 92 13.2.3 GPRS.................................................................................................................. 93 13.2.4 GSM (with HSCSD)............................................................................................ 93 13.2.5 IEEE 802.11b ..................................................................................................... 94 13.2.6 IEEE 802.11a ..................................................................................................... 94 13.2.7 HiperLAN 2 ......................................................................................................... 94 13.2.8 Bluetooth ............................................................................................................ 95 13.2.9 Network summary and evaluation (WLANs + WPAN) ...................................... 95 13.2.10 Network summary and evaluation (WWANs) .................................................. 96 75 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION 13.3 Evaluation of media technology ..........................................................................98 13.3.1 Windows media player ....................................................................................... 98 13.3.2 RealOne Player .................................................................................................. 99 13.3.3 PocketTV ............................................................................................................ 99 13.3.4 Pocket DivX...................................................................................................... 100 13.3.5 PVPlayer........................................................................................................... 101 13.3.6 IceStream ......................................................................................................... 101 13.3.7 Conditions for trials........................................................................................... 102 13.3.8 Summary of media playing applications .......................................................... 102 13.3.9 General evaluation of media playing on portable unit ..................................... 103 Chapter 14 – A glance at MMS .................................................................................. 105 76 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION Chapter 11 – Challenges This chapter addresses the challenges connected with multimedia transfer to mobile devices. Both the transfer and the presentation aspects have their difficulties, as well as other important factors that come into the equation, namely users and providers. Firstly some of the more obvious technical difficulties will be presented, and then more commercial and social challenges are discussed. 11.1 Processing limitations Looking at contemporary technology, the common impression is that the smaller a computer unit is, the less processing power it possesses. As mobile devices are getting smaller and smaller, it is hard to imagine them getting more powerful processors. But of course there is a limit for how small a hand held device can be if it is to be of any use, and when the average unit comes down to this size, the power of the processors will begin to increase more than they are now. This is in line with the evolution of for instance laptop computers. The amount of processing power needed for the display of fluent video of a reasonable size is not insignificant. And the more compressed the video, the more power it takes to decompress and display it. Therefore it is important that units with modest network bandwidth have powerful processors, as the video transferred over low and medium rate networks (such as GPRS and EDGE) will have to be considerably compressed. Today, only Pocket PC devices using a 206 MHz processor can claim to have enough processing power to handle most of the video formats available. As pointed out earlier in chapter 2, the lesser handhelds like Palm devices and mobile phones have quite limited processing capabilities, and acceptable quality video decoding will certainly be to difficult a task for these devices. Another issue here is the encoding of video, which would be relevant in scenarios with the mobile device having a built-in camera, like the scenarios in sections 8.1.1 and 8.1.3. If the processor were too weak, the device would only be able to send a small resolution and/or slide show reminiscent video stream. This also clearly points to a need for more powerful processors in such devices. 11.2 Network limits A very important part of the notion of delivering multimedia services to wireless units is the network capacity. As Tim Kridel says in [61]; “The first law of wireless data is that no technology can ever hope to live up to its hype”. A good example of this is GPRS. It promised so much when it was introduced with its theoretical data rate of 172 kb/s. When users now experience real data transfer rates of about 30 kb/s with their new GPRS mobile phones it must be said to be a bit of a disappointment. Future networks will undoubtedly also suffer from practical limitations, bringing the actual bandwidth down a bit from the theoretical maximum. There are always the problems of possible weak signals and interference when using radio communication. When transferring data, this leads to capacity-sapping overhead from resending lost or corrupted packets. Another result is that data rate drops when changing from one coding method to another to compensate for deteriorating conditions, in which more robust error detection and correction 77 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION algorithms come into play. An example of the limitations with a network system follows next, and it is the newest commercially available network standard GPRS that gets criticised. 11.2.1 Example: GPRS limitations It is clear that GPRS is a welcome addition to the existing mobile data services, as it offers an improvement in spectrum efficiency, capability and functionality compared to earlier nonvoice mobile services. However, it must be stated that there are some limitations with GPRS. Limited cell capacity for all users GPRS does impact a network's existing cell capacity. There are limited radio resources that can be deployed for different uses - use for one purpose precludes simultaneous use for another. For example, voice and GPRS calls both use the same network resources. The extent of the impact depends upon the number of timeslots, if any, that are reserved for exclusive use of GPRS. However, GPRS does dynamically manage channel allocation and allow a reduction in peak time signalling channel loading by sending short messages over GPRS channels instead. Unlike HSCSD, the number of communication channels that have been allocated for data transfer can and will change in the duration of the transfer, causing network capacity to vary. The effect of this is that GPRS data throughput is quite variable, and users can experience much lower data rates than expected. Speeds much lower in reality Achieving the theoretical maximum GPRS data transmission speed of 172.2 kb/s would require a single user taking over all eight timeslots of a channel without any error protection. Clearly, it is unlikely that a network operator will allow all timeslots to be used by a single GPRS user. Additionally, the first GPRS terminals that have been released are somewhat limited, supporting a maximum of four timeslots. According to Nokia, their GPRS mobiles will support a 3+1 or 2+2 timeslot configuration [62], which corresponds to 3 slots for incoming data and 1 slot for outgoing data, and 2 outgoing and 2 ingoing timeslots respectively. The bandwidth available to a GPRS user will therefore be severely limited if compared to the theoretical maximum bandwidth. As such, the theoretical maximum GPRS speeds should be checked against the reality of constraints in the networks and terminals. The reality is that mobile networks are always likely to have lower data transmission speeds than fixed networks. Data Rate 1 Timeslot 8 Timeslots CS1 CS2 CS3 CS4 9.05 kb/s 13.4 kb/s 15.6 kb/s 21.4 kb/s 72.4 kb/s 107.2 kb/s 124.8 kb/s 171.2 kb/s Table 6 - Data Rate for GPRS Table 6 is the same table as Table 4, repeated here for the ease of the reader. If we assume that CS2 with good error correction capabilities will be the most common coding of GPRS data, we can see that 3 timeslots gives 3 x 13.4 kb/s = 40.2 kb/s, which is under a quarter of the theoretical maximum transfer speed of GPRS. The result is that relatively high mobile data speeds are not available to individual mobile users until Enhanced Data rates for GSM Evolution (EDGE) or Universal Mobile Telephone System (UMTS) are introduced. 78 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION Suboptimal modulation GPRS is based on a modulation technique known as Gaussian minimum-shift keying (GMSK). EDGE is based on a new modulation scheme that allows a much higher bit rate across the air interface- this is called eight-phase-shift keying (8 PSK) modulation. Since 8 PSK will also be used for 3G, network operators will need to incorporate it anyway at some stage to make the transition to third generation mobile phone systems. This means that GPRS certainly will be edged out by EDGE (or equivalent) in the future. Transit delays GPRS packets are sent in all different directions to reach the same destination. This opens up the potential for one or some of those packets to be lost or corrupted during the data transmission over the radio link. The GPRS standards recognize this inherent feature of wireless packet technologies and incorporate data integrity and retransmission strategies. However, the result is that potential transit delays can occur. A negative characteristic of data transfer on mobile networks is the fact that roundtrip time for a data packet is quite long. Roundtrip propagation delays have been reported to be up to several hundred milliseconds, and according to Øystein Vik at Mobile Media they experience delays in practice up to one second. This means that when packets are lost and have to be retransmitted, there could be a long pause in the data stream. The result is significant quality loss or even pause in the media playback. Transfer protocols like HTTP use ordinary TCP/IP connections, and media transferred with this protocol would suffer from this problem. Because of this, applications requiring broadcast quality video may well instead be implemented using High Speed Circuit Switched Data (HSCSD). HSCSD is as mentioned earlier simply a Circuit Switched Data call in which a single user can take over up to four separate channels at the same time. Because of its characteristic of end-to-end connection between sender and recipient, transmission delays are less likely. The result is that HSCSD could still be a needed technology, at least until networks with much greater capacities are publicly available. 11.2.2 Mobile networks as IP networks The transmission of IP packets on the mobile networks is not an ideal way of doing things. When the mobile networks of today like GSM was designed, the intention was to carry voice data and little else to end-users. Even with the introduction of GPRS the transmission of IP packets does not go entirely smoothly. 11.2.3 Network availability Getting the most out of the network when it is available is one thing, getting hold of the network at all is another thing. When it comes to the new mobile phone networks, there are constantly reports of delays on rollout for public use. The current status in Norway and much of Europe, is that 3G network availability will come in the later stages of 2002. Another angle on the availability issue is that of new network coverage. It is not certain that all areas currently covered by GSM will get more advanced network coverage. 79 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION Wireless networks specifically for data traffic in the form of WLANs are being installed in a number of hotels, airports and other hot spots. As these kinds of networks only cost a few thousand dollars to install even in large premises, for areas where it is natural for people to use computers, 3G phone networks like UMTS will not be competitive in price. 11.2.4 Network diversity Today there are many different standards available. Harmonization and convergence of these standards means compromising, and compromising usually means a loss of performance. 11.2.5 Lack of Quality of Service The pure simplicity of the best-effort service model is one of the most important reasons for the success of the Internet. It has allowed the IP protocol to be implemented over all kinds of link-layer and has rendered extremely simple network management and inter-provider peering possible. Together with the natural strengths of connectionless networking and the end-to-end design principle, the best-effort service model has enabled a fast, dumb, cheap, and hugely scalable Internet. Quality of Service is a term used to described mechanisms that try to optimize the usage of a network. They might include traffic shaping, priorities, services classes and such. In short, network throughput is distributed and regulated using a given set of rules to guarantee a higher quality of service. In today’s Internet environment there really is no way of ensuring any Quality of Service. This means that transfer of data could be slowed or even stopped if there is too much network congestion. In order for content providers of mobile multimedia to justify charging users for the services, it is imperative that the services keep up a quality that is in line with the price of the service. If QoS is not implemented properly, the services will seem flawed to the users, and this would mean that it would be hard to justify billing of such services. 11.3 Economic climate The last few years have not been as booming for the IT and telecom industry as was expected in the mid-90s. This has meant that development of new technologies have slowed down somewhat, a fact that also has been noticed in the mobile computing industry. Both the development of new technology and services have been slower than previously anticipated, because of more careful actors within the domain. One example of problems related to the economy of mobile computing is the huge amount of money that was spent on UMTS licences. For instance, British Telecom (BT) paid around £4 billion for a 20-year UMTS license in the UK, and subsequently ended up in serious financial troubles. One of the chief executives at BT at the time, Peter Bonfield, later said that they had probably paid twice the amount they should have done. This is certainly not the only example of this sort, and it goes to show that too optimistic visions a year or two ago, have now forced the business into absolute wariness. 80 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION 11.4 What comes first, the new technology or the new services? The answer to this question is of course the technology. But many equipment manufacturers are reluctant to produce devices, having no available services. So even if the technology exists, no product actually using the technology is made. And conversely, no services will be made and provided if there are no devices that can make use of these services. Since mobile multimedia is rather unknown territory commercially, no company wants to be the first to place their bet, as the outcome is quite ambiguous. The massive commitment to WAP on mobile phones cannot be said to have been anywhere near as successful as was hoped, and now the new GPRS technology may suffer the same way. If the usage of GPRS where it is available is anything to go by, new mobile technologies are in for a hard time. In a report from Gartner Group, it is said that GPRS is not going to fulfil the telecom business’ expectations for profits [63]. The reports claim that despite plenty of GPRS phones being sold and the GPRS service being readily available, it is not being used. The reason for this, they claim, is that neither the phones nor the service fulfils the customer’s expectations of the new technology. In contrast to this, in Japan, the i-Mode technology has been a tremendous success, and the new 3G networks are tipped to improve this service further, increasing both the number of users and the amount of profits being made. The problem is that without proper content, the new technology and services will be meaningless. No one needs a faster connection if there is nothing reasonable to connect to. 11.5 Mobile content – more important than the terms WLAN and UMTS Today’s debate about mobile content mainly focuses on which technologies that should be delivering the content and how the income is to be divided between the content deliverer and the network operator. This perspective only covers some of the future challenges. One can visualize a future where most content can be delivered to a personalized mobile service, where it will be natural to utilize different access technology and act with several different specifications, according to what equipment is connected. Imagine a “connection unit” that has a range of application that traditionally is covered by telephone, PDA, PC and TV. With such a service, perhaps manifested in some sort of connection card, one can imagine delivery of mobile content where the quality varies according to the changes in the networks and client technology. This kind of unit merges the terms of physical and logical mobility. 11.5.1 A possible scenario The user is in the office with “the unit” connected to a LAN, and a large computer screen available. His/her favourite team is about to play a World Cup football match, which is starting before the user can go home from work. He/she starts to watch the game in a window on the computer screen, delivered with TV quality on the LAN. Then, when it’s time to go home, the user takes the connection unit and connects it to a PDA, where the game is transferred to via a WLAN. On the way through the building, he/she gets good quality for the PDA screen. As the user steps out to take the bus home, the network connection is handed 81 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION over to a WWAN network, be it UMTS, EDGE, GPRS or GSM. Depending on what network is available and what quality the user is willing to pay for, he/she can get either the best UMTS rate, delivering both good quality picture and sound, a low EDGE rate, delivering reasonable quality pictures or perhaps only a GSM rate, with just the sound commentary delivered to his device. When the user finally comes home, he/she connects the unit to the home entertainment system and can enjoy the game with full digital TV quality. In this scenario it becomes obvious that the delivery of mobile content is something completely different than content delivered on a mobile network. For the user that receives the content, it is irrelevant if the delivery is made by wire or radio signals. It is also irrelevant for the consumer if there is more than one network provider involved in the delivery. What is not irrelevant, though, is what this kind of delivery would cost. 11.5.2 Delivery challenges The consumer expects seamless delivery of content over heterogeneous networks. To manage such a sequence of handovers, the industry will have to work with challenges on technical, commercial and regulatory levels. The technical challenges are quite obvious. A seamless integration of networks demands that: • • • • The units get unique addresses that are valid across all networks Information about the connected unit and the networks’ capacity are mediated between units, networks and content provider. Security issues like authentication, encryption and handling of a single sign on must be handled equally in the different wired and wireless networks. Information that makes out the billing information for the service must be distributed to the different actors of the content delivery. In short, this scenario requires a considerable effort on standardisation issues for all actors involved. The commercial challenges are also very comprehensive. If a seamless integration like this is realised, it demands that the following issues are resolved: • • • • Agreements between the different parties that renders the content roaming possible, perhaps even across national borders. Mechanisms that ensure a correct account settlement for the end-user even with the use of heterogeneous network during the delivery. Price and contract structures that ensures that the income distribution between content owner and content distributor is fair. Assurance of content copyrights for the content owners. Finally the question about regulatory issues comes up. If it looks like that the industry is unable to ensure fair conditions for content providers, this may lead to regulation on content provision. Regulations on resale of content, between content provider and network provider and other such matters would have to be prepared and enforced, something that could lead to long delays because of the bureaucracy involved. 82 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION Chapter 12 – Solutions In Chapter 11, a number of problems with today’s mobile computing situation were raised. In this chapter, most of these problems will be addressed and some suggestions of solutions will be discussed. 12.1 “Time and money” Two key words are time and money, as is often the case with problems in the computing field. Because the different factors are dependent on each other, technology development and market needs are going to evolve in small steps. The network infrastructure will not be expanded and upgraded as quickly as one could hope, as this costs a lot of money. As long as there is a lack of both handsets and content for 3G mobile networks, the networks will not be built quickly as there is not a large market for it. Conversely, consumers don’t want to buy expensive new devices if the infrastructure does not allow optimal use of the devices. An answer to this dilemma could be for the device manufacturers and content providers and deliverers to create a market for these kinds of devices and services. Preparing a wide range of services and quality content before offering the technology to the public could do this. The experience with SMS messages was that even though it was available right from the start of GSM in 1991, it was not until 2001 that this service got popular worldwide. In Scandinavia users took an interest to SMS earlier, but it was not before 1998 the operators felt there was a market for billing these messages. This goes to show that a big success like SMS was not an instant success; it took a lot of time for it to become popular. 12.2 Improved client devices As section 11.1 says, if there are to be introduced more complex services, the handsets for mobile computing must generally become more powerful. Fortunately, there are no indications that this is not going to happen. There are continually new devices being presented with more powerful processors and more power efficient components, which show that the development in this area by no means has stopped. Some examples follow: The next generation of Pocket PCs will have processors running at double the speed of todays models. The next generation of PalmOS devices will employ 32-bit processors instead of the 16-bit ones they have today. And finally mobile phones are likely to be given cut-down versions of PDA processors, which really are much more powerful than those they have today. 12.3 More advanced networks The solution to the problems with network bandwidths from section 11.2 are really easily solved, as there are new and more capable networks on the way already. EDGE and UMTS promises to give data speeds of 384 kb/s to 2 Mb/s, and although neither are likely to fulfil those promises completely, it is clear that data bit rates on mobile WWANs will increase. Besides, the evolution of mobile networks does not end with 3G. Section 11.2.2 also mentioned a problem of using IP on mobile networks. This may be a problem on the 2,5G technologies like GPRS, as this is really just an overlay technology on 83 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION 2G. But with true 3G mobile networks, where IP is an integral part of the architecture, even mobile networks should finally become a quality media for IP transmission of data. The problem raised in section 11.2.3, with possible lack of coverage by networks is not that easy to solve, since the network providers will want to install their networks so as to make the most profit. This means that some areas may never get UMTS for example. But then, one may not need UMTS everywhere. Since areas without coverage of the most advanced network system are most likely to be less populated, there will be much less demand on total available bandwidth. So these areas may get the same bit rates from EDGE as more densely populated areas would get from UMTS. In section 11.2.4 the wide variety of networks is mentioned, and that harmonisation is needed for interworking of these networks. There is no other solution for this than to do exactly that, harmonise and converge. This means that networks will be more complex, but hopefully also more flexible for new solutions. 12.4 Interworking of networks By making different networks able to communicate better with one another, network integration could be possible. This means that a user can continue a network session going on one network type when he enters an area with another network type. This kind of seamless handovers would mean that users could focus less on the technology and more on the actual content or service delivered. That would in turn mean easier access to services, something that most certainly would improve use and therefore profit for content providers and deliverers. 12.5 IPv6 The new IP protocol, IPv6 will enhance mobility and QoS issues greatly as this new protocol inherently contains parameters that are related to these issues. The greatest challenge for Internet QoS is to implement lightweight traffic differentiation schemes that improve use without adding considerable additional operational complexity or endangering the principles that have made the Internet so successful. In the context of multimedia delivery, QoS has a significant role. As audio and video data has a temporal component, the data has to be delivered on time in order for the audio/video to be played correctly. A QoS-quality in the network would be of great help when delivering such media, as this could help to ensure that users got what they expected/paid for. QoS for the Internet is a complicated work in progress designed to increase the ability of real-time applications on the Internet. The Internet was designed as a "best-effort" network that does not differentiate its service response between different traffic streams. The idea behind QoS is to allow for different levels of bandwidth, delay variance (jitter) and so on. These service levels will in effect augment the Internet to allow superior service levels, or predictable service responses independent of network conditions. A widespread and end-toend QoS deployment would allow for applications to provide services such as video conferencing, Internet phones, streaming media, multicasting and conferencing at different rates for different service qualities. 84 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION Chapter 13 – Evaluation This part will describe how I evaluated mobile devices, media technology and network systems, followed by the results of these evaluations. As in [7], we need some terms that can be used to compare the different technologies. These terms will be the sets of evaluation criteria that form the basis of comparison, firstly between the mobile devices and later between the network types and media technologies. First, there will be a presentation of the evaluation criteria used to evaluate mobile devices with respect to several matters that are relevant to multimedia use. Thereafter, the actual evaluation is done, with explanations and reasoning behind the evaluations. The evaluations will consist of scores for each evaluation criteria on the following scale: • • • • • Very Good Good Fair Poor Very Poor Similar sections concerning networks and media player technology are then presented. After some criteria for evaluation is explained, the actual evaluation follows. 13.1 Evaluation of device hardware Table 7 contains the criteria used to evaluate the device classes. The reasoning behind the choice of criteria is that I have tried to pick out the elements that have the most impact on multimedia capabilities, along with more general elements that have to do with the public’s demands for handheld devices. The importance of the criteria are not equal, and must be related to the setting in which the portable device is going to be used. For instance, price (H5) and portability (H3) may be very important to young users, while device capability (H9) and application capabilities (H2) may be more important to corporate users. For the multimedia aspects, display (H1), device capability (H9) and sound (H10) will be significant factors, while for mobility purposes, portability (H3) and network connectivity (H4) are the most important criteria to consider. In this evaluation some of the devices have not actually been tried out first hand, nevertheless an evaluation is made as most criteria are sufficiently “measured” by reading about them. 85 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION H1 Display – Describes how good the display capabilities of the device are in terms of display size, resolution, colour depth and general viewing quality. H2 Application capabilities – This criterion is meant to describe the variety of multimedia application options available for a device. H3 Portability – This describes how suited the device is for mobility in terms of size, weight and mobile convenience. H4 Network connectivity – Describes how the device is connected to a network and tells something about the speed, ease of connectivity, how accessible this network is and how versatile that network is. H5 Price – This describes the cost of the device. H6 Usage costs – This is meant to describe the cost of device usage in terms of network use. H7 Ease of use – This criterion describes how intuitive and user friendly a device is in terms of multimedia use, for instance the user interface. H8 Battery capability – This describes the longevity of the battery of the device, which shows how long one can “stay mobile” in one go. H9 Device capability – Describes some other capabilities of the device like processing power (CPU), memory and storage. H10 Sound capabilities – This is a criterion that describes the sound capabilities of the device Table 7 - Hardware evaluation criteria 13.1.1 Laptops The display capabilities (H1) on laptop computers are excellent. One can have as large screens as 15 inches, and resolutions up to at least 1600x1200 are getting common. Application capabilities (H2) are also excellent, as virtually all applications can be run on this kind of device. Portability (H3) is not very good compared to other mobile devices, even if units are getting lighter and thinner, they still need to be of a certain size to contain a full keyboard and a good display. In addition, accessories like extra batteries and battery charging equipment also take up space. As for network connectivity (H4), laptops are able to cope with all kinds of networks, from WLANs down to GSM connections using a mobile phone or a GSM card. The connection will nearly always be a TCP/IP connection to the Internet. Laptop computers are clearly the most expensive units (H5) among the portable devices. A run-of-the-mill laptop computer will cost about $1000 and upwards. The usage costs (H6) for mobile computing depends on the type of network used and on who provides the network connection. WLAN use can be free e.g. on school areas and in 86 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION business buildings, or there can be a fee for connecting, e.g. in hotels and on airports. Mobile connection using the mobile phone networks will have the same rate as other mobile phone connections of this type. The use (H7) of a laptop in multimedia terms is very easy. As the operating systems are fully capable of showing most any content the media is “only a click away” and perhaps even not that. The battery (H8) is often one of the problems with laptops when mobility is an issue. This is because of the rather great power consumption a laptop computer will have. A powerful processor, a large screen and devices hard disks and CD-ROMs all add up to a considerable power use. Therefore the battery on a laptop computer normally do not last more than 2-4 hours when in full use. The general capabilities (H9) of the device are as one can read between the lines above very good indeed. In fact many users have laptops as their main personal computer. It has good display capabilities, can have powerful processors and large storage options, and can also be expanded to some extent. A laptop has the potential for very good sound (H10) options. State-of-the-art soundcards and large speakers mean that laptops are able to produce as good sounds as any other PCs. 13.1.2 PDAs The evaluation of PDA capabilities is going to be general, but there will be comments on issues that divide the two main PDA classes, the Pocket PC units and the PalmOS units. The display (H1) on a PDA takes up most of its front, which makes it a fairly good-sized screen compared to the size of the whole unit. The resolution on Pocket PC units is 240x320 pixels, and on Palm devices it is 160x160. Virtually all Pocket PCs have colour displays, with up to 65000 colours available. Palm devices are traditionally not as colourful, the older and more reasonably priced models do not have colour screens at all using monochrome displays, and even some of the newer models have only 4096 colours available. In terms of multimedia applications (H2), Pocket PC units fare better than Palm units. Pocket PC has the processing capability to display video clips as well as play audio, and even to play some quite processor intensive games. Palm units have a far inferior processor, and multimedia applications are therefore not as abundant, nor as advanced. Portability (H3) of PDAs must be said to be very good. The average size of a PDA is about the size of a hand, with Palm PDAs generally being a little smaller than their Pocket PC counterparts. Adding network connectivity can pull down the portability impression, though. The addition of a expansion jacket with network card to a Compaq iPAQ, about doubles its weight, and also adds somewhat to its size. Bluetooth connectivity using Palm does on the other hand not have to mean lessened portability, as its new Bluetooth connection card is very small and inserted directly into the PDA. The network connectivity (H4) features of PDAs very much depend on the infrastructure the user has around him- or herself. Connection is possible with different types of network cards or connection with mobile phones, resulting in networks ranging from GSM to IEEE 802.11b. The price (H5) of a PDA also varies greatly, not at least between Palm and Pocket PC units. Currently a Palm m515 (PalmOS) costs $399, and both the HP Journada 568 and the 87 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION Compaq IPAQ H3835 (Pocket PCs) costs $599. The usage cost (H6) of wireless networks for PDAs will be the same as for laptops. For multimedia use (H7), the PDAs fare reasonably well comparable to laptops, but are definitely in a class beneath them. Since both the input features are limited and screen space for control interface for applications is sparse, it is less comfortable controlling the device. In addition, the multimedia applications themselves are often poorer in many respects because of memory and processing limits. Battery capability (H8) of course varies between different models, but depending on how much severe processing is done, the battery capacity on PowerPC devices can last up to 8 hours (HP Journada 690) before needing recharging. Palm devices on the other hand have much longer battery life before recharging is needed, up to several weeks. The processing power (H9) of PDAs have greatly increased with the emergence of the Pocket PC family, but certain PDAs, especially the PalmOS PDAs are lacking in this department. With current Pocket PC employing a 206 MHz processor, they can actually be compared to desktop computers of 3-4 years back. The sound (H10) options on PDAs vary a bit, with some of the Pocket PCs having good sound processing capabilities and a reasonable speaker, while Palm units have until recently not had proper sound output, just a speaker which could make beeping sounds and the like. Pocket PC vs PalmOS As one can see, there are quite some differences between devices using the two main competitors of PDA operating systems. The display on current Pocket PC devices sport better resolution than their Palm counterparts, although this may change with the next version of PalmOS. Furthermore, the processing power of Pocket PC is quite a big way ahead of Palm devices. This may mean that Pocket PCs are more power demanding, but as they recharge quickly and most have enough battery to last a workday, this is in most cases not really a very serious problem. The sound capabilities of a Palm device has until now not been very impressive, but again, this is a area that may be evened out between the two OS’ in time. 13.1.3 Mobile phones What is most striking are the limited display capabilities (H1) of mobile phones. Until recently most models featured only a monochrome display, and screen resolutions were just around 90x60 pixels. The newer models have colour screens, but resolution is still very low. And as the screens are bound to be small, mobile phones will probably never become popular as units used for prolonged viewing. A very limiting fact is that few mobile phones allow new applications (H2) to be installed on the handsets. A new class of mobile phones are emerging, Java-enabled phones where new applications are downloadable from the Internet or other sources. But the applications themselves are not very advanced yet. One advanced application is WAP-browsers, and iMode phones are even more advanced, where display of moving video is possible. Some handsets allow playback of MP3 music files stored on the unit. Mobile phones are becoming very small and light, and their portability (H3) must be said to be excellent. The networking options (H4) are limited to the mobile networks like GSM and GPRS, which severely limit the available network bandwidth. 88 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION The cost (H5) of purchasing a mobile phone varies a lot, a high-end mobile phone can cost up to $500 depending on the network subscription offers, while a more commonly purchased model but still with many of the important features like GPRS and Java-support may cost around $300. Network use (H6) with mobile phones can be costly, as the mobile networks charge users for the usage. GPRS and other packet-based networks are probably less costly, as users are only charged for the data actually transmitted. The ease of multimedia use (H7) is not easy to evaluate for mobile phones, as there are few phones that actually have any capabilities of this sort. User interfaces on mobile phones are not very advanced, usually limited to a text menu system. Battery capacities (H8) on mobile phones are generally very good, lasting perhaps a week without recharging. But as with any portable unit, the more powerful the device, the more power it drains from the battery. Processing power (H9) on mobile phones has to be said is very poor. There is generally not enough processing capability to decode neither video nor audio media. As for sound (H10), mobile phones have not proved to have any good qualities in this area, with an exception for a few select models with built-in MP3 players. It should be pointed out though, that the MP3 playing part of such mobile phones is not strongly connected to the rest of the phone, in terms of software and memory. The newer Smart Phones and Communicators that are becoming available do feature other and more advanced characteristics, and would come out better in evaluation like this. 89 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION 13.1.4 Summary and evaluation of mobile devices Table 8 compares examples of actual values for the evaluation criteria. Table 9 explains the terms used. The division of the PDA class into a Pocket PC class and a PalmOS class is due to the obvious capability differences in several of the properties. Laptops PDA (Pocket PC) PDA (Palm OS) Mobile Phones R: 1024x728 C: 16 million S: 15” R: 240x320 C: 65000 S: 3.5” R: 160x160 C: 65000 S: 3” R: ~100x60 C: 2-256 S: 1.5” Application Numerous Good range Limited Very limited Portability W: ~4000 grams W: ~190 grams W: ~140 grams W: ~100 grams WWANs WLANs WPANs WWANs WLANs WPANs WWANs WLANs WPANs WWANs WPANs Price ~$2000 ~$600 ~$400 ~$300 Usage cost None – High None – High None – High High Ease of use Excellent Good Good Fair Battery 2-3 hours 8-10 hours 1 week 1 week P: 1800 MHz M: 256 MB S: 40 GB P: 206 Mhz M: 64 MB S: <64 MB P: 33 Mhz M: 16 MB S: <16 MB P: Slow M: Little S: <Little Full PC quality sound Stereo sound Very limited Very Limited Display Network Device capabilities Sound Table 8 - Summary of mobile devices Display Portability Device capabilities R = resolution, C = colour depth, S = size in inches W = weight P = processor speed, M = memory, S = storage Table 9 - Terms for Table 8 Note that memory and storage uses the same memory/storage space in PDAs and mobile phones. 90 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION Table 10 evaluates the different device classes according to the evaluation criteria. Laptops PDA (Pocket PC) PDA (PalmOS) Mobile Phones Very Good Good Fair Poor Application Very good Fair Good Poor Portability Poor Good Good Very Good Network Very Good Good Good Poor Price Poor Fair Good Very Good Usage cost Good Good Good Fair Ease of use Very Good Good Good Poor Battery Poor Fair Very Good Very Good Very Good Good Poor Very Poor Very Good Good Poor Poor Display Device capabilities Sound Table 10 - Evaluation of mobile devices We see that laptops generally get high scores, and this reflects the versatility and power of laptop computers. It scores low in two important mobile characteristics though, namely Portability and Battery. Pocket PC and PalmOS devices naturally, score quite similarly, but Pocket PC is better in key areas for multimedia like Device capabilities, Display and Sound. Mobile phones generally get low scores, this is because of less developed multimedia characteristics. It does score very well in mobility areas though. 13.2 Evaluation of network types To evaluate the different network types in terms of being suitable for multimedia, one could be excused for thinking that capacity would be the only criteria worth investigating. But other factors come into play as well, for this purpose mobility is very important, and cost is always a relevant issue. In this evaluation the network types in Table 11 will be evaluated: WWANs: • UMTS • EDGE • GPRS • GSM WLANs • IEEE 802.11a • IEEE 802.11b • HiperLAN 2 WPAN • Bluetooth Table 11 - Network types to be evaluated 91 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION As we can see, not all of these network types, like UMTS and HiperLAN 2, are available to the public, and may even not be properly specified as yet, but they are taken into consideration in the evaluation since they are highly relevant and the information available about them is abundant. Table 12 contains the criteria used to evaluate network types: H1 Throughput – Describes the data rate available H2 Mobility – Describes network range and network coverage H3 Unit price – Equipment cost for end-user H4 Investment cost – Installation cost for network provider H5 Usage cost – Usage cost of data transfer for end-user Table 12 - Criteria for network evaluation 13.2.1 UMTS The data rates of 3G networks are still very much discussed, and everything from 384 kb/s to 2 Mb/s is being touted as the maximum transfer speed (N1), depending on location and device. The truth is probably somewhere in between. When fully operational, the theoretical speed of UMTS will be 2 Mb/s, but this will be lower in practise because of limited total capacity meaning that the more users, the lower the transfer rate for each user. Mobility (N2) for UMTS users will be very good as it is a WWAN technology. And the ability to roam over country borders and still have the same connection is very good. One problem might be that UMTS may not be installed everywhere in the beginning, if at all. Urban areas will be first, and it is unlikely that areas with low population will get UMTS, but insuch locations a network type with a lesser capacity will probably do. Prices (N3) for UMTS enabled handsets/cards are not available at the moment, but it is clear that they will cost more than similar equipment of GSM/GPRS and EDGE type. This is because they will probably include all these network systems, and be GSM/EDGE/UMTS handsets. The investment (N4) needed to cover the existing mobile-networked areas with UMTS are enormous, and that probably the main reason for things taking time. Usage costs (N5) for the UMTS network is also an unknown quantity, as the market does not know how to value the services yet. 13.2.2 EDGE EDGE is another technology that has not become available commercially, and therefore some criteria will be difficult to evaluate. The maximum transfer speed (N1) is said to be 384 kb/s, but in practice this will probably be somewhat lower. 92 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION Mobility (N2) of EDGE will be very good, as with other WWAN technologies. A point that detracts from this is that EDGE may not be implemented in some areas if the network evolution goes directly from GPRS to UMTS and there is not seen a need for EDGE. EDGE clients will probably be more expensive (N3) than GPRS units, since they will probably have both technologies available. The cost (N4) for network providers to roll out EDGE networks is considerable, although much of the technology upgrades needed for EDGE is also needed for UMTS, so since EDGE is “on the way to UTMS” it is not likely that this would be the biggest problem. Pricing of EDGE use (N5) is not as yet known. 13.2.3 GPRS GPRS has not really lived up to its expectations on data throughput (N1), as there was talk of 150 kb/s ++ data rates a few years ago. The reality is that average speed on handsets will be about 40 Kb/s, with bursts of up to 70 kb/s at occasions. The mobility (N2) of a GPRS terminal/card is very good. They are small, so the personal mobility is very good and because upgrading network stations from GSM to GPRS enabled is not very expensive, location mobility is very good as well. Most areas with GSM will have GPRS coverage in the near future. At the moment GPRS units are priced (N3) about $100 above their GSM-only counterparts, but this may not be only because of the GPRS feature. As the GPRS models also are the newest models it is natural that the prices are somewhat higher. The Ericsson T65 is probably one of the cheaper GPRS phones, costing about $250. GPRS is favourable in the network investment department (N4), since the upgrading of the GSM stations to GPRS stations are not very expensive. Since GPRS services are quite new, the pricing of services (N5) are not settled yet and is quite diverse from service provider to service provider and even from country to country. In Norway the price of 1 MB downloaded data is about $3. 13.2.4 GSM (with HSCSD) GSM is very limited in data throughput (N1) with only 9.6 kb/s as standard, but the GSM HSCSD is clearly better with a theoretical top speed of 57.6 kb/s. The experienced throughput will be more in the region of 40 kb/s though. Coverage of GSM is excellent; it is the most used mobile network system in the world. Mobility (N2) is therefore also excellent, although there are certain restrictions on roaming across national borders. GSM units are not expensive (N3) at all, with prices varying from $10 to $500. A reasonable handset with most options should not cost more than $100. As GSM already has been implemented practically all over the world, there will not be much more network investment (N4) done with this technology. Usage costs (N5) are measured in time spent connected and not in data volume transferred, which means that the cost depends on the transfer speed as well as the volume. Cost for HSCSD use is commonly twice as expensive as normal GSM data use. If we assume a constant transfer speed of 30 kb/s, 1 MB would take 267 seconds to download, which in Norway would cost about $3. 93 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION 13.2.5 IEEE 802.11b The data throughput (N1) of this wireless network technology is stated as being 11 Mb/s at maximum, with slower rates when conditions deteriorate. In reality the data rates usually are more like 5.5 Mb/s. Mobility (N2) is not IEEE 802.11b’s best quality. Although one can move around freely, its range is quite limited. Officially it has a range of 100 meters, but under tests the signal quality quickly deteriorates when moving away from the well-covered area, and 20 meters from the building the signal was gone. In addition, there had been need to install many access points in the building, a lot more than what the 100 meter range would suggest. Network coverage is far from the levels of WWANs, but as the technology is popular there are many places with IEEE 802.11b network access possibilities, An IEEE 802.11b network card is not very expensive (N3), a D-Link DCF-650W card costs $99, and installation of a WLAN (N4) in a site/building using this technology is regarded as being good value for money. Companies and institutions can fairly simply install their own WLAN using this technology. As for usage costs for users (N5), there really is not any when the network is up and running, except for the possibility of the network providers charging users for access to their network. This could be the case in hotels and conference areas etc. 13.2.6 IEEE 802.11a IEEE 802.11a has a maximum data rate (N1) of 54 Mb/s, but in practice the rate is around 30 Mb/s. The mobility characteristic (N2) of range is the same as for IEEE 802.11b, but network coverage is more limited as this technology is newer and less used. Unit prices (N3) are about the same as for IEEE 802.11b. Network cards cost a little more than IEEE 802.11b, but as sale volumes increase, the difference will probably disappear. Investment costs (N4) are not higher than for 802.11b. Usage cost (N5) is basically free. 13.2.7 HiperLAN 2 HiperLAN 2 is not a fully specified network technology, as it is still under development. HiperLAN 2 promises maximum data rates (N1) of 54 Mb/s. Typical rate will be around 40 Mb/s. As a WLAN, its range (N2) is limited. Sources claim the range will be 50 meters indoors and 300 meters outdoors. As a totally new technology it will initially have no network coverage when released to the market. Unit prices (N3) and investment costs (N4) are unknown, but will probably be somewhat higher than other WLAN technologies. Usage costs (N5) will be non-existent for corporate users, although hot-spot areas could offer access services for temporary users for a small fee. 94 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION 13.2.8 Bluetooth Bluetooth offers a data rate (N1) of around 1Mb/s theoretically, although real transfer rates will be somewhat lower. The mobility (N2) of Bluetooth technology is really not very good. The range is only five to ten meters, which really makes the Bluetooth connected equipment stationary, although wireless. The size and weight of Bluetooth connection cards are on the other hand very portable, as they are very small and light. Bluetooth cards for computer connectivity are allegedly going to become quite cheap (N3) when the technology catches on commercially. At present, a Bluetooth from 3com costs $104. As Bluetooth is not a WLAN as such, there are very few cases where Bluetooth would be used as a networking technology in the common sense. Therefore, the price (N4) for a Bluetooth installation is not relevant in that respect. Bluetooth use does not cost (N5) anything, and it is very doubtful that it ever will. 13.2.9 Network summary and evaluation (WLANs + WPAN) The technologies are split into two groups, WLANs (including the WPAN) and WWANs. This is because of rather big differences in usage and application at the moment. Table 13 sums up some defining characteristics for the selected WLANs and WPAN. Frequency band Maximum data rate Typical carrier rate Typical range (m) Unit Price Availability Handover support Radio link quality control Bluetooth IEEE 802.11b IEEE 802.11a ETSI HiperLAN 2 2.4 GHz 2.4 GHz 5 GHz 5GHz 1.5 Mb/s 11 Mb/s 54 Mb/s 54 Mb/s < 1Mb/s 5.5 Mb/s 30 Mb/s 40 Mb/s 5-10 50-100 50-100 50 (indoor)/ 300 (outdoor) ~$100 ~$100 ~$150 ? Now Now Now Late 2002 No No No Yes No Yes Yes Yes Table 13 – Summary of WLANs + WPAN Table 14 shows the evaluation of WLANs and WPAN according to the chosen criteria. The evaluation scale is the same as for hardware devices. 95 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION Bluetooth IEEE 802.11b IEEE 802.11a HiperLAN 2 Fair Good Very Good Very Good Mobility Poor Fair Fair Fair Unit Price Good Good Good ? Investment cost Very Good Good Fair ? Usage cost Very Good Very Good Very Good Very Good Data rate Table 14 - Evaluation of WLANs + WPAN Bluetooth is not suited for very mobile applications, but scores well otherwise. It really has its own application area as a WPAN technology, and would work well in cooperation with a WWAN or a WLAN. IEEE 802.b and IEEE 802.a scores well and quite similarly, although IEEE 802.a has quite an advantage with many times faster bit rate. For HiperLAN 2 price issues are unknown, but otherwise the technology is promising. 13.2.10 Network summary and evaluation (WWANs) Table 15 sums up characteristics of mobile networks. Frequency band Maximum data rate Typical rate Availability Network availability Unit Price Investment costs Usage costs GSM/HSCSD GPRS EDGE UMTS 900/1800 MHz 900/1800 MHz 900/1800 Mhz 2000 MHz 9.6 – 57.6 kb/s 171.2 kb/s 384 kb/s 2 Mb/s 9.6~37 kb/s 40 kb/s N/A N/A Now Now 2003? Late 2002 (?) “Everywhere” Dependant on providers Dependant on providers Urban only(?) ~$100 ~$250 ? (>GPRS) ? (>EDGE) Low Medium High Very High High High ? ? Table 15 - Summary of mobile networks 96 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION Table 16 evaluates the mobile networks (WWANs) according to the evaluation criteria. GSM GPRS EDGE UMTS Poor Poor Fair Good Mobility Very Good Good Fair Fair Unit Price Very Good Good ? (Poor) ? (Poor) Investment cost Very Good Fair Poor Very Poor Usage cost Poor Poor ? (Fair) ? (Fair) Data rate Table 16 - Evaluation of mobile networks This evaluation also has some unknown factors. Cost of units and usage are completely unknown as yet, and coverage of all networks except GSM is also quite uncertain. The most uncertain elements are marked with question marks, but with tentative evaluations based on expectations. GSM as a technology is well rated, except for data rate. This is certainly an important criteria, and the development of new technologies are because of GSMs shortcomings here. GPRS really is not much of an improvement on GSM, when compared to other technologies. EDGE will be an improvement bit rate-wise, but there still remains a question about how widespread this technology will be. UMTS is what everyone is looking forward to, and it certainly has promise, but investment costs may lead to delays and poor network coverage initially. As Table 16 shows, none of the mobile networks are rated as having good usage prices. Certainly GSM and GPRS usage prices today are too high for those networks to be used extensively, and although usage cost for EDGE and UMTS is as yet unknown, prices will certainly be much higher than with WLAN use. 97 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION 13.3 Evaluation of media technology This evaluation is somewhat limited, as it only applies for some selected applications in a certain group of multimedia, namely video streaming/playback. The trials were done somewhat informally, on a Compaq iPAQ 3850H PDA device with a D-Link DCF-650W IEEE 802.11b network card. The following applications was tried and tested under various conditions: • • • • • • Windows Media Player 8.0 RealOne Player (version 2.0.0.24) PocketTV (version 0.6.8) PVPlayer (version 2.0) Pocket DivX (version 0.8) IceStream The media player applications tested to a serious extent were Windows Media Player 8, RealOne Player, PocketTV and Pocket DivX. In addition, PVPlayer and a special version of the IceStream player were tried. The goals for the testing of these applications were to investigate what kind of quality one can expect from a device like this and with different types of network environments. Playback of media was done both with downloaded media resident in the device’s memory, and with streaming media on the Internet. There were not directly chosen any evaluation criteria for this evaluation, as this evaluation is less dependent on numbers and known values. 13.3.1 Windows media player This is the standard media playing application for the Pocket PC 2002 OS. It can only play back the Microsoft windows media file formats wma, wmv and asf, in addition to MP3 files. Although Microsoft claims that both the mms:// and http:// protocols can be used to view the Microsoft media formats, I only managed to view these files after downloading them locally, in other words it did not accept pseudo-streaming of these files. Either the files must be downloaded locally, or true streaming must occur. MP3 files must always be downloaded before playback. Playback of video worked very well when playing locally, except for playing files with too high bit rates. Probably because of Figure 34 - Windows processing capabilities limitations on the iPAQ, the video picture Media Player got glitchy when too demanding video files were played. When playing files with bit rates up to about 200 kb/s everything looked and sounded good, but when playing files of 256 kb/s and above the quality was less than impressive. Streaming media files to Windows Media Player did not work in these tests either. 98 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION 13.3.2 RealOne Player The RealOne Player application was special in the sense that there is an option of setting the network type and bandwidth the device is using. As I had the best network type available, IEEE 802.11b with a bandwidth of 11 Mb/s, I could use the other settings to “slow down” the network to see how streaming would be using other network connectivity set-ups. The available network types are 802.11b, HSCSD, GPRS, CDPD, CSD (GSM) and CDMA. The bandwidth options were in the range from 9.6 kb/s to 11 Mb/s, depending on the selected network type. Of course, only the 802.11b network type could offer network rates over 200 kb/s. The playback of both local and streamed files worked very well, although video files with high data rates became glitchy. Again, This is probably an indication that the iPAQ was unable Figure 35 - RealOne to decode the high bit rate video data fast enough. There were Player signs of this at 256 kb/s, and at 512 kb/s it was very evident that the application did not handle the data. At 200 kb/s the playback was fine. This application featured many available options for network use and video presentation, and had a very good full screen display, even at low bit rates. The use of the options to reduce the network capacity made it possible to examine the streaming of media files on low bandwidths. The result was quite good, as most of the real media files were encoded with MBR. This lead to the player getting a media stream that was adapted for the available network bandwidth. 13.3.3 PocketTV This application was quite impressive. It can play back MPEG1 files very well both locally and from the net using pseudostreaming. It seemed to play high data rate files better than the other MPEG1 capable player, but even so, at high bit rates the video quality was reduced quite a bit. This is because of the processing limitations on a handheld device. Nevertheless, the application was very well made, and had a good full screen mode. Figure 36 - PocketTV Figure 37 - Some screenshots from PocketTV 99 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION 13.3.4 Pocket DivX Pocket DivX was stated to be able to play DivX video files, MPEG1 files and MP3 audio both locally and pseudostreaming from the Internet. During my test I was unable to stream any DivX files properly, only some still images was displayed, even with a low bit rate DivX file. Streaming of MPEG1 worked fine, though. When playing local files, the DivX and MP3 files played very well, and high bit rate MPEG1 files was a bit glitchy. This application’s strongest points are the capability of viewing several formats as well as good quality playback. The weak points are that the player crashes somewhat often, and that it can only play back DivX files encoded with the oldest DivX codec, namely DivX 3.11. In addition, the full screen mode seemed to be a bit flawed. Figure 38 - Pocket DivX Figure 39 - Screenshots from Pocket DivX 100 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION 13.3.5 PVPlayer Unfortunately I was unable to find very little media for the PVPlayer application that would play. After many attempts on the Packetvideo website, I finally managed to download one MP4-file. This would more often than not only play the sound, with no picture. As I have read favourable reviews of this application my guess is that there are some software conflicts on the iPAQ device I was using that lead to my failure. Yet, when it worked it played the file rather smoothly, and the full screen mode worked very well. Another disappointing fact is that it is only willing to load files with an .MP4 file-extension, and thus will not load any QuickTime files, contrary to what is claimed from certain sources [54]. Figure 40 - PVPlayer Figure 41 - Screenshot from PVPlayer 13.3.6 IceStream The version I tried was very special in that it only had one kind of content, namely streaming of the Internet coverage of Big Brother Norway. Nonetheless, it is the same technology that will be used in a regular version of the application. Even though this is a technology aimed at very low bit rate conditions, the image quality is questionable, and has to be improved if it is to be made commercially viable. As the transmissions were supposed to be with bit rates of about 30 kb/s, which could be compared to some of the media files played on RealOne Player and Windows Media Player, they were quite disappointing in comparison to these formats. Figure 42 - IceStream 101 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION 13.3.7 Conditions for trials The network I had available for the tests was an IEEE 802.11b WLAN installed on campus. This of course offers much better data transfer rate than would be experienced with mobile networks, but as the RealOne Player had an option of limiting the transfer speed and thereby emulate other network types, I could use that application to get an impression of how networks with lesser capacity would function with video transmission. For instance I could emulate GPRS with 1 to 8 slots, or HSCSD with different speeds. This emulation of lower bit rate networks was not overly realistic, though, since there really was an IEEE 802.11b connection behind the GPRS/HSCSD connection. This meant that there would be no lost packets, no packet roundtrip delay and no sudden drop in connection data rate, which are problems that are experienced with regular mobile networks when used for real. Except for Windows Media Player, which is bundled with the Pocket PC OS as standard, all applications were downloaded for free on the Internet. Content used was also found on the internet, or provided to me by a group of students writing a thesis on “Storing, searching and delivering temporal data”. The content for IceStream was really part of a pay service, but as an academic user, Mobile Media allowed me use of this application for free. Figure 43 - The Compaq iPAQ 3850H PDA with D-Link DCF-650W WLAN card The equipment I had available for execution of any first hand testing was a Compaq iPAQ 3850H and an IEEE 802.11b network card, shown in figure 43. As this is a very versatile device I felt that I could present a meaningful media player “test” after doing some trials with some different applications. 13.3.8 Summary of media playing applications The range of applications reflects the many media formats available. Although desktop and laptop applications in many cases are able to play a wide array of formats, the cut down handheld versions of the applications concentrate on one or a few formats. This is done so as to keep down the size of the application and perhaps also to concentrate on doing as good a job as possible on the media formats it supports. RealOne Player is the only player capable of playing Realmedia, and it does so very well. Windows Media Player also keeps largely to playing it’s own formats (plus MP3) and works fine when playing local files, but streaming was unsuccessful in my attempts. If it in fact does work, it is not an easy task to accomplish. PocketTV was only capable of playing MPEG1 format files, and did so very well, both with local and streamed files. Pocket DivX Player had an advantage in being able to play several 102 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION file formats, although PocketTV did the playback of MPEG1 files better. The ability to play DivX files was unique though, and this worked very well. Since PVPlayer did not work very well in my tests, and since IceStream both is based on a totally different method of display and is in early stages of development, I feel that it is unfair to compare them directly with the other players. PVPlayer uses a seemingly proprietary MP4 format, and content for this application was hard to find. IceStream seems to be more suited to smaller displays like mobile phones than on PDA devices since PDAs have display capabilities way beyond what IceStream is capable of showing. To sum up, RealOne Player and Windows Media Player seems to be “must have”applications because of their ability to play the proprietary, but hugely popular formats for the Internet, and PocketTV and Pocket DivX works well with MPEG1 and DivX, which can become more popular as network bandwidths increase with new technology. Table 17 sums up some important properties of the media player applications and the total impression given by the applications. Supported formats Streaming capable Full Screen mode Framerate Proneness Impression to glitch of and jitter application quality Windows Media, MP3 Yes(?) Yes Good Minor Good Real media Yes Yes Very Good Minor Very Good PocketTV MPEG1 Pseudostreaming Yes Good Minor Good Pocket DivX MPEG1, DivX, MP3 Pseudostreaming Yes Good Some Good Proprietary MP4, QuickTime? ? Yes Fair Some Poor Proprietary streaming format Yes No Fair None Poor Windows Media Player RealOne Player PVPlayer IceStream Table 17 - Properties of Media players 13.3.9 General evaluation of media playing on portable unit The impression given by the tests performed, strongly indicated that a device of the type used, the Compaq iPAQ, is more than powerful enough for playback of good quality video streams. Most media files that were played back were smooth and of good quality, except those of bit rates higher than 250 kb/s. The trouble that was experienced with these video streams is really not relevant, as that kind of high quality content is aimed at a larger display than handheld devices are able to provide. When playing video files of small bit rates, the quality suffered of course, but even with bit rates as low as 27.0 kb/s, the picture was acceptably crisp and generally not too jittery to watch. The sound was good even at this low rate, and high bit rate sound files like MP3 music files sounded as good as from any desktop PC. 103 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION Connection speed certainly did have an effect, as video played at 100 kb/s and above both had fluent and well defined picture as well as good sound. With EDGE and UMTS this kind of bit rate should be possible to achieve. But even GPRS/HSCSD bit rates were good enough for enjoyable viewing of short video clips. For prolonged viewing, though, a better connection and quality should be used. The fact that several different media technologies worked so well also indicates a strong device capability that also has a very general operation capability. The display of a device like this is quite suitable for mobile viewing of video, an example of full screen video is shown in Figure 44. The display is large enough for enjoyable viewing at 3,5 inches, whilst the device in it self still manages to be quite small and light. The quality of the Compaq iPAQ display was also good, although some darker media clips were a bit hard to make out under certain lighting conditions. This is a characteristic that will differ between various brands of PDA or similar devices. Figure 44 - Full screen video on PDA The sound output quality on the PDA was also very good when using earphones instead of the rather mediocre internal speaker on the device. It should be noted that several of the video player applications had full screen display ability, but as this used a screen mode that the screen capturing application was unable to handle, all screen shots taken are of the media files being played in windowed mode. Windows Media Player and RealOne player seemed to be using this video mode in windowed mode as well, so no screen captures were made of video playback on these applications. Instead, pictures taken with a camera show video playback on these applications. More pictures of media playing can be found in appendix D. 104 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION Chapter 14 – A glance at MMS In order to show how the “next big thing” in mobile phones is shaping up, the technology of MMS messages are presented by showing how these kind of messages are built up. Sony Ericsson has developed a MMS composer utility for PC use, which gives an idea of how MMS messages are constructed. To get a better understanding of MMS and the buildup of these messages, this software is presented in short here. The software itself is freely downloadable from Sony Ericsson’s web pages [64], and is available for Microsoft Windows platforms only. The version tested here is not a full version, as it could not transfer the MMS messages to a mobile phone. The application GUI is shown in figures 45 to 47. Figure 45 - MMS Compuser GUI There is an area on the left, which is used to browse in media files like sounds, pictures and animations. In addition it features a MMS player/emulator that plays the composed MMS message. On the right, a series of slides are shown to illustrate the different visual content used in a message. Beneath these slides is a timeline, which the user can alter to set the timing of the media components in the MMS message. As is shown, the build-up of a message is a number of slides, which can contain a picture, a sound or some text, or a combination of these three. The user sets the timing of the media 105 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION component, that is he/she indicates when the media component shall start to be played/displayed and when it shall stop. Figure 46 - MMS Composer GUI Figure 47 - MMS Composer GUI 106 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION The media components used can be pictures like JPEG and GIF files, animations like GIF or MPEG4 animations, sounds like WAV and MP3 files and finally text strings that are typed by the user. This version did only accept WAV sound files and JPEG and GIF picture files. Figure 48 shows the sequence of images and text that appear when the MMS message is played. Of course, there is sound as well. Figure 48 - A sequence of slides and animation 107 A survey of multimedia technologies on mobile devices PART III – MY CONTRIBUTION When the user is satisfied with his MMS message, he or she can transfer it to a mobile phone with MMS capabilities, shown in figure 49. Figure 49 - Exporting MMS message to a mobile phone This application shows some of the capabilities of MMS, although it produces MMS messages that are no doubt simpler than what commercial MMS service providers will be able to produce. MMS messages that are composed on a MMS phone will probably be similar to this in complexity. 108 A survey of multimedia technologies on mobile devices PART IV – FUTURE VISIONS Part IV – Future Visions This part discusses the evolution in the mobile multimedia domain, and looks to point out future directions for networks and devices. Index Chapter 15 - Future....................................................................................................... 111 15.1 How long will today’s technologies last? ......................................................... 111 15.1.1 Mobile networks ............................................................................................... 111 15.1.2 Other wireless networks................................................................................... 111 15.2 Hardware technology under development ...................................................... 112 15.2.1 Smartphones .................................................................................................... 112 15.2.2 Power consumption.......................................................................................... 112 15.2.3 Processing capability ....................................................................................... 112 15.2.4 Unit display....................................................................................................... 112 15.2.5 Miniaturisation .................................................................................................. 112 15.2.6 Technology integration ..................................................................................... 113 15.2.7 Operating systems ........................................................................................... 113 15.3 Network Technology in development .............................................................. 115 15.3.1 EDGE and UMTS ............................................................................................. 115 15.3.2 4G ..................................................................................................................... 115 15.3.3 HiperLAN .......................................................................................................... 116 15.4 Evolution of the service environment .............................................................. 116 15.5 Summary.............................................................................................................. 117 109 A survey of multimedia technologies on mobile devices PART IV – FUTURE VISIONS Chapter 15 - Future This chapter introduces some of the developments in mobile multimedia. First the future for current networks is discussed, and then the evolution of devices and networks are outlined. Finally, a short summary of the future for mobile computing is made. 15.1 How long will today’s technologies last? With current popular technologies in some cases over ten years old, like GSM, one would think that with all the development being done in this domain, it would be time for the old technologies to be phased out. This section discusses the future for the state of the art in WWAN and WLAN segments. 15.1.1 Mobile networks Today the most advanced technology in mobile phone networking that has been widely implemented is GPRS (although the i-Mode technology is probably more advanced). The 3G technologies have not been launched commercially, and reported delays mean that it could still be a while before they are available to the general public. The first step in the drive towards 3G would naturally be EDGE, but there seems to be a lack of interest in expanding existing networks to EDGE capability in the hope that UMTS and similar technologies will be ready for deployment in the near future. The GSM network is the backbone of the whole GSM/GPRS/EDGE/UMTS evolution, and as long as the user base for ordinary GSM is big, GSM will most probably not be phased out. And with many users content with the simpler services provided by GSM, sales of GSM handsets will probably be good for some time to come, especially if the price of more advanced EGDE/UMTS handsets do not come down to the same level as GSM handsets. 15.1.2 Other wireless networks The most widely used WLAN, IEEE 802.11b, has built itself a good foundation in the market, but the emergence of Bluetooth in the same frequency band makes further investment in that WLAN technology uncertain. Other WLAN technologies like IEEE 802.11a and HiperLAN promises far superior transfer rates without the same frequency clash problems, as they operate in another band entirely. Vendors recommend investing in IEEE 802.11a instead of IEEE 802.11b, this is not only because of increased capacity, but also so the vendors can start selling a whole new WLAN infrastructure. 111 A survey of multimedia technologies on mobile devices PART IV – FUTURE VISIONS 15.2 Hardware technology under development In this section some issues concerning future mobile devices are discussed. 15.2.1 Smartphones The first smartphones have already been introduced to the public, although only a few early models have actually been released for sale. As the networks and services become more suited to these kinds of handsets, and as the handsets themselves get more advanced, there will probably be a greater market for these. 15.2.2 Power consumption Power efficiency is an important matter for portable units, as being independent of any wired connections is the main function of such devices. There are two kinds of improvement possible here, components that drain less energy from the batteries and batteries that last longer. As battery technology has been researched far longer than component efficiency, it is likely that it is the latter technology that has the biggest potential for improvement. 15.2.3 Processing capability As is natural, devices will get more powerful as components get “smarter” and faster. The next generation of Pocket PCs will probably use a 400MHz Intel XScale Processor, and the next PalmOS PDAs will move from the Motorola Dragonball processor to ARM processors like the ones in use in current Pocket PC units, which also will mean more processing power. According to ZDNet, Casio, Hitachi, Toshiba, Acer, HP and Fujitsu are all in the process of making such models [66], which will feature both faster data processing and better battery life. Intel says that the new processors are going to drain between 25 and 75 percent less power than the previous processor, the Intel StrongARM SA-11110. Other versions of the Intel Xscale processor running at 133, 200 and 300 MHz are also going to be available, and will be put in use in less expensive PDA models, and perhaps even in mobile phones. 15.2.4 Unit display The displays on mobile devices has improved considerably the last couple of years, but with the current PDA displays able to display over 65000 colours with a resolution of 240 x 320, it is not too likely that there is any immediate need for improvement in this area. On mobile phones there may be a tendency to increase display size, but this can be seen already on Smartphones. Higher resolution displays could be an issue, but the 240 x 320 of Pocket PCs and the upcoming 320 x 320 resolution of Palm OS devices should be enough for displays of that size. 15.2.5 Miniaturisation Devices are constantly getting smaller and lighter up to the point that is sensible. The main miniaturisation issues will perhaps be the integration of more technology into a single unit, rather than developing a smaller unit. 112 A survey of multimedia technologies on mobile devices PART IV – FUTURE VISIONS 15.2.6 Technology integration We are already seeing some mobile devices that have been released recently, where network technology is embedded on the unit, instead of having to buy an external network card. Perhaps units will come with more than one network option, making the scenario of a multinetwork connection unit with seamless handover plausible. 15.2.7 Operating systems According to reports, the Pocket PC OS will be released in new versions soon. One version for smartphone devices, called Smartphone 2002, will take the Microsoft operating system into the mobile phone segment of mobile devices. This version is planned to be released later in 2002, and is aimed at voice-centric devices. The other version, Pocket PC 2002 Phone Edition, is more data oriented, but will also have voice features. This version is planned to be used in the upcoming Pocket PC PDAs. For PalmOS PDAs the most exiting development at the moment must be the promised PalmOS 5. This operating system promises to run 10 times faster than the version on current Palm handhelds. In table Table 18 is an overview taken from ZDNet [70] of how the new features in Palm OS 5 will stack up against its predecessor. 113 A survey of multimedia technologies on mobile devices PART IV – FUTURE VISIONS Features PalmOS 4 PalmOS 5 Processor support As a 16-bit OS, it supports the Motorola 68000 series chips. Currently, all Palm devices are powered by a Dragonball processor. Will support ARM-based processors from companies like Motorola, Intel, and Texas Instruments. This means that processing power of 32-bit OS 5 handhelds can run up to 10 times faster than current devices. In OS 4, you can only run one task or program at a time. For example, when you switch from Date Book to Memo Pad, the OS closes one app and starts the other. OS 5 supports multithreading. This means multiple tasks can be running at the same time. Software for older versions, if written properly, will be able to run on OS 4 devices. To protect investment in older software, OS 5 supports the Application Programming Interface (API) of OS 4. So the new OS will be able to run software that is fully compliant with OS 4. Basic security available include locking the device and hiding records. However, there's no support for stronger 128-bit encryption except through third-party solutions. OS 5 will have robust security options and offer a system-wide 128-bit encryption, including Secure Sockets Layer (SSL) services for secure Internet transactions, as a standard feature. A new authorization and authentication manager also allows various methods of restricting access and identification via biometric verfication (voice, fingerprints or handwriting) and smart cards. OS 4 has drivers and APIs that support wireless connectivity via Bluetooth, GSM, CDMA, and 2.5G/3G networks. OS 5 extends the native support to include 802.11b (Wi-Fi) wireless networks. Screen resolution of 160 x 160 pixels is standard for OS 4. Sony, however, was able to tweak the OS such that it supports 320 x 320 pixels on the CLIEs. User interface is consistant with previous versions of the Palm OS. High-resolution 320 x 320-pixel screens are supported. Enhancements to fonts, icons, graphics and other user interface elements will be made to take advantage of this feature. The OS is also now "theme-able" and different color themes are included. Weak support for audio and video files. Video and audio capabilities improved with a new set of APIs that developers can harness to deliver multimedia apps and solutions. No built-in Web browser. However, third-party solutions are available. PalmSource will provide a new, standards-compliant browser for OS 5. Program execution Backward compatibility Security Wireless support Graphics user interface (GUI) Multimedia Web browsing Table 18 - PalmOS 4 vs. PalmOS 5 114 A survey of multimedia technologies on mobile devices PART IV – FUTURE VISIONS 15.3 Network Technology in development 15.3.1 EDGE and UMTS Although several 3G network systems are presented earlier in the report, their specifications are far from finished, and implementations are still on the testing stadium. The fact that there are several competing network standards being developed in parallel do not ease the insecurity over what the next big network is going to be. If we concentrate on the GSM-related technologies of EDGE and UMTS, it is planned that both network types will be implemented and rolled out for public use. But since EDGE really is an inferior standard to UMTS, there are concerns that EDGE never will be implemented in full scale. The hype around UMTS have been enormous the last years, while EDGE has not really been in the spotlight at all. The fate of EDGE lies in the hands of the leading GSM operators, who may end up ignoring EDGE and rather commit to UMTS, in which there have been made heavy investments already, just for the licenses. Also, the availability of handsets with the ability to use GPRS, EDGE and UMTS networks is critical. Without this kind of triple terminals, a combined EDGE/UMTS 3G launch will be meaningless. If the handset manufacturers and network operators do not do an effort to “save” EDGE, perhaps the technology of UMTS can do it, or rather the lack of UMTS technology. Some sources like Bengt Nordström, president and CEO of Northstream AB, claim that there is a possibility of rather serious launch delays for UMTS [67]. Signals of such delays are causing uncertainty among GSM operators about when UMTS actually will be operational. If wireless data is made popular with GPRS, there will be a considerable capacity and quality shortage before UMTS can take over for GPRS. Upgrading GPRS with EDGE takes considerably less investment, even less of an investment than deploying additional GPRS sites to increase bandwidth. This scenario is only applies if there is a considerable difference in the time between availability of EDGE and UMTS, and at this time the official UMTS release schedule is still the second half of 2002. As long as this is the case it is not likely that EDGE will become a bridge between GPRS and UMTS. 15.3.2 4G Already before 3G mobile networks are introduced to the public, there is considerable activity concerning yet another generation of mobile networks, suitably named 4G [68]. The enthusiasm for 4G is perhaps not so much because of accelerated progress in the science of mobile networks, but more because of disappointment with the 3G standards. Instead of one standard worldwide, there will be several that are not interoperable. The data speeds that will actually be available will be considerably lower than early expectations pointed to. Therefore, a Fourth-Generation Mobile Forum [69] has been set up, and companies will have invested over $30 billion in 4G research and technology by 2003. Unlike previous G’s, 4G will not be a product of the mobile phone industry alone, as several actors in the wireless LAN domain are looking to be fused into the next generation of mobile computing. 115 A survey of multimedia technologies on mobile devices PART IV – FUTURE VISIONS One of the most advanced projects is the Mobile Broadband System (MBS), with a prototype system operating in the 60 GHz band, where there is much unused bandwidth, but as range is limited to about 100 meters, a WWAN solution would require millions of base stations to cover Europe. The prototype built in 1995 had a data rate of 34 Mb/s, although the target for MBS was 155 Mb/s. Velez et al. also discusses MBS in [53]. With Japan being the only country where mobile multimedia data services have proved to be profitable as yet, it is not surprising that there is development of new wireless technology there either. NTT DoCoMO actually plans to have a 4G system operational by 2006. Just the current packet-switching upgrade technology of GPRS is called 2,5G, improved versions of 3G systems are often called 3,5G. The 3,5G upgrade closest to reality is called High Speed Downlink Packet Access (HSDPA), which is set to be standardized during 2002. This employs more efficient modulation techniques to reach up to 10 Mb/s. 15.3.3 HiperLAN 15.4 Evolution of the service environment Elsen et al. has a very good figure in [30], which has been recreated here in figures 61 and 62. These indicate that the service environment for mobile service will shift from a vertically integrated to a horizontally layered mobile service environment. The future networks will seamlessly integrate Internet protocol transport with a variety of different access networks. This means that the same services should be accessible to all sorts of terminals using the same transport protocol, for instance IPv6. The network carrying the data will depend on availability and subscription, but all networks will be able to carry the data/media to the end-user’s terminal of choice. Today Services Mobile networks PSTN/ ISDN Cable television Data/IP networks | Figure 50 - Today's service environment 116 A survey of multimedia technologies on mobile devices PART IV – FUTURE VISIONS Future Services Mobile networks PSTN/ ISDN Data/IP networks Cable television Transport | Figure 51 - Service environment of future 3G network 15.5 Summary Although current technologies probably have quite a bit of their lifetimes left, many new technologies are being developed in order to take over and improve use of mobile computing. Certainly, improvement of mobile computing infrastructure, in forms of networks and protocols, will have a great effect on the possibilities for offering multimedia services for mobile clients. A movement towards harmonization and convergence of different data transport technologies will in time probably also lead to a convergence of services, so that the same services and transport networks can be used by all kinds of client hardware, from PCs to mobile phones. 117 A survey of multimedia technologies on mobile devices PART V – SUMMARY & CONCLUSIONS Part V – Summary & Conclusions The main results of the survey and evaluation are identified in this part. The results are outlined in a summary of the evaluation part, and with main basis in the prestudy part and the evaluation part, a conclusion to the thesis is drawn. Index Chapter 16 – Summary ................................................................................................ 121 16.1 Summary of current situation............................................................................ 121 16.2 Summary of this thesis ...................................................................................... 121 Chapter 17 – Conclusion and further work............................................................ 122 17.1 Conclusion........................................................................................................... 122 17.2 Further work......................................................................................................... 122 119 A survey of multimedia technologies on mobile devices PART V – SUMMARY & CONCLUSIONS Chapter 16 – Summary 16.1 Summary of current situation At the present time, multimedia for mobile devices is certainly in a very early phase. There are not many devices that can support advanced multimedia, and the coverage of networks that have sufficient throughput is rather limited. One question that is open to debate is how popular the next generation of mobile networks will become. It not only depends on the quality of transmissions one would be able to receive, another very important factor is the range of services and the quality of content that is made available for public consumption. The cost for consumers, both in regards to equipment cost and subscription and usage costs will also be a factor to be considered. In chapter 13 evaluations of device hardware, wireless networks and media player applications were made. The results point to an increasing maturity of mobile devices in the laptop and PDA segment of devices, with mobile phones quite a way away from mobile multimedia fitness yet. The WWANs are not yet capable of proper multimedia transfer, but WLANs have more than enough throughput to enjoy multimedia services whilst mobile. The trouble with WLANs is of course limited mobility and network availability. Media players available for portable devices was shown to be diverse and in most respects well functioning. 16.2 Summary of this thesis In this thesis I have looked into different technologies related to multimedia technologies for mobile clients. The main focusing points have been portable devices, mobile/wireless networks and media applications. Evaluations of products in the different segments have been performed, and can be found in chapter 13. In short, the results point to relative maturity in the device and application segment, while the networks are as yet lagging behind in development and quality. A drawback with this thesis is the fact that there were limited resources available for the testing part. The evaluation was done only in part with actual hands-on testing, while most of it was an evaluation using read material and theory. Simulation of network technologies using available equipment and software increased the applicability of the evaluation. 121 A survey of multimedia technologies on mobile devices PART V – SUMMARY & CONCLUSIONS Chapter 17 – Conclusion and further work 17.1 Conclusion With the introduction of powerful PDAs with impressive sound and video capabilities, the industry have shown that the technical aspect of the client devices are in place for very versatile and potentially very complex services. For a mobile device to have any use as a multimedia tool it has to have a reasonable display, and PDAs are the smallest current technology to have such a feature. The upcoming smartphones will perhaps come close in ability, and eventually mobile phones and PDAs will probably merge into one class of portable communication devices with multimedia capabilities. The networking aspect of mobile multimedia has a considerable longer way to go before reaching as high standards. Many of the current networks are not very capable in multimedia terms, but the next generation (3G) of networks will hopefully deliver what it takes to provide enjoyable use of mobile multimedia. The most important factor in the success of mobile multimedia is not the technologies involved, though. Without suitable and popular services for mobile clients, the technology would be rendered virtually unused by a demanding public. 17.2 Further work As the 3G networks finally get released into public use, it would be interesting to investigate the true performance of such networks. Also, a further study of services and scenarios would be useful. Perhaps the most interesting and challenging problem that has been discussed in this thesis is the integration of different network types and the possibility of seamless transfer of access across these networks. This problem is highly relevant to the MOWAHS project. 122 A survey of multimedia technologies on mobile devices PART VI – APPENDICES Part VI – Appendices This part contains the appendices for this thesis. Index Appendix A – References .........................................................................................A-1 Appendix B – Glossary..............................................................................................B-1 Appendix C - Technical information..........................................................................C-1 Appendix D – Pictures...............................................................................................D-1 123 A survey of multimedia technologies on mobile devices PART VI – APPENDICES Appendix A - References [1] MOWAHS. Web: http://www.mowahs.com [2] CAGIS. Web: http://www.idi.ntnu.no/~cagis/ [3] Nua. Web: http://www.nua.com/surveys/ [4] IDC. Web: http://www.idc.com/ [5] Carl-Fredrik Sørensen. Issues for Development of Mobile Multimedia Systems. NTNU – Dept. of Computer and Information Science, 2001 [6] Webopedia. Web: http://www.webopedia.com/TERM/m/multimedia.html [7] Alf Inge Wang, Carl-Fredrik Sørensen, Øystein Hoftun and Kenneth Aron Bjørkhaugen. An Evaluation of a Mobile Task Reporting System for Different Mobile Devices. NTNU – Departement of Computer and Information Science, March 2002 [8] Ericsson. Web: http://www.ericsson.com/press/20010511-1243.html [9] Symbian. Web: http://www.symbian.com/index.html [10] Jan ten Sythoff. Wireless Operating Systems. Frost & Sullivan, 2001 [11] Eirik Rossen. Beta av PalmOS er klar. digi.no, february 6, 2002. Web: http://www.digi.no/digi98.nsf/pub/dd20020206090801_ero_17842984 [12] Josh Fisher and Rosemary Wang. Overview of the Handheld Device Market, Mar 14, 2002. Web: http://www.pdare.com/vertical/features/overmarket.xml [13] Webopedia. Web: http://www.webopedia.com [14] WhatIs. Web: http://www.whatis.com [15] Java Mobiles. 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Web: http://www.howstuffworks.com [39] VCD help. Web: http://www.vcdhelp.com [40] Microsoft Windows Media. Web: http://www.microsoft.com/windows/windowsmedia/default.asp [41] Ben Leslie and Mark Sandler. Packet Loss Resilient, Scalable Audio Compression and Streaming for IP Networks. 3G Mobile Communication Technologies, 26-28 March 2001, Conference Publication No. 477 [42] Mpeg.org. Web: http://www.mpeg.org/MPEG/aac.html [43] Karlheinz Brandenburg. Low Bitrate Audio Coding – State-of-the-art, Challenges and Future Directions. Proceedings of ICSP2000 [44] Nokia Glossary of 3G. Web: http://www.nokia.no/ordlista/3g.php A-2 A survey of multimedia technologies on mobile devices PART VI – APPENDICES [45] Oratrix. Web: http://www.oratrix.com/ [46] Confluent Technologies. Web: http://www.confluenttechnologies.com/ [47] Internet2. Web: http://www.internet2.edu/ [48] QBone. Web: http://qbone.internet2.edu/ [49] Mediastream Network. 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Processors for mobile applications. Computer Design, 2000. Proceedings. 2000 International Conference on, 2000, p 603 –608 [57] M. Zeng, A. Annamalai and V.K. Bhargava. Recent advances in cellular wireless communications. IEEE Communications Magazine, Volume: 37, Issue: 9, Sept. 1999, p 128 –138 [58] A. Belpaire, T. Duhamel, H. Commandeur, W. Verrycken, and N. Schillewaert. A survey on the diffusion of existing media and the attitude towards new multimedia services in Belgium. Community Networking, 1996. Proceedings, 3rd International Workshop on, 1996. p 65 –69 [59] Dror Gill. Standards for Multimedia Streaming and Communication over Wireless Networks. Emblaze Reasearch, July 2000 [60] Stephan Hartwig, Matthias Lück, Janne Aaltonen, Reza Serafat and Wolfgang Theimer. Mobile Multimedia – Challenges and opportunities. IEEE Transactions on Consumer Electronics, Vol. 46, No. 4, November 2000. p 1167-1178 [61] Tim Kridel. GPRS: Not so Fast. The Net Economy, February 5, 2001 A-3 A survey of multimedia technologies on mobile devices PART VI – APPENDICES [62] Nokia GPRS. Web: http://www.nokia.com/gprs/qa_starting.html [63] Jan Erik Range. Alle har det - ingen bruker det. Itavisen.no, 6. jun 2002. Web: http://itavisen.no/art/1298849.html [64] Sony Ericsson MMS Composer. Web: http://www.ericsson.com/mobilityworld/sub/news/SubPages/MMS_composer [65] QuickTime. Web: http://www.apple.com/quicktime/specifications.html [66] Matthew Broersma. Xscale tips the power to Pocket PCs. ZDNet, May 30, 2002. Web: http://zdnet.com.com/2100-1103-929024.html [67] Bengt Nordström. In defence of EDGE. Telecommunications Online, Feb 2001 [68] Andy Dornan. Fast Forward to 4G? Network Magazine, March 4, 2002. Web: http://www.networkmagazine.com/article/NMG20020304S0010 [69] 4G Mobile. Web: http://www.4gmobile.com [70] Ernest Khoo. Palm OS 5 vs. Palm OS 4. ZDNet April 26, 2002. 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Web: http://www.ncsu.edu/ced/mentornet/tutorials/video/technology.html A-5 A survey of multimedia technologies on mobile devices PART VI – APPENDICES Appendix B - Glossary 1G First generation mobile telecommunication systems. Analogue systems developed solely for speech. Very few still remain. 1XRTT An implementation of CDMA. 2G Second generation mobile telecommunication systems. Digital systems capable of speech/data transfer 3G Third generation mobile telecommunication systems. Not yet fully specified or implemented. 3GPP Third Generation Partnership Project Organ that formulates technical specifications for 3G mobile systems 3GPP 2 Third Generation Partnership Project 2 Yet another organ that formulates technical specifications for 3G mobile systems. Lead by American National Standards Institutes (ANSI) to promote intersystem operations. AAC Adaptive Audio Coding MPEG2 AAC is a new audio coding standard used in digital TV broadcasting. AC3 Dolby Digital 5.1. AC3 is a method of encoding sound to five discrete or separate channels. ANSI American National Standards Institute API Application Programming Interface ARJ File compression format ASF Advanced Streaming Format ATM Asynchronous Transfer Mode Technology for high speed data transfer AVI Audio Video Interleaved Digital movie format CAGIS Cooperative Agents in a Global Information Space CD-i Compact Disc – interactive A multimedia CD format specified in 1986 CDMA Code Division Multiple Access A digital spread-spectrum wireless technology CDPD Cellular digital packet data A digital cellular standard used in some smart phones. Transmission rates are limited to 19.2 kb/s. B-1 A survey of multimedia technologies on mobile devices PART VI – APPENDICES CEPT European Conference of Postal and Telecommunications Administrations cHTML Compact HTML CLDC Connected Limited Device Configuration CSD Circuit Switched Data A data transmission service that used circuit switched communication channels. For GSM systems, this has a maximum transfer rate of 14.4 kb/s CODEC Coder/Decoder DECT Digital European Cordless Telecommunication. A cordless telephone system DHCP Dynamic Host Configuration Protocol DSSS Direct Sequence Spread Spectrum DTD Document Type Definition EDGE Enhanced Data for Global Evolution: A technology that increases available time slots and data rates over existing wireless networks. EPOC Lightweight operating system developed by Psion and Symbian. EPOS Expert System for Program and System Development ETSI European Telecommunication Standards Institute FDD Frequency Division Duplex FHSS Frequency Hopping Spread Spectrum FPS (fps) Frames Per Second GIF Graphics Interchange Format: GPRS General Packet Radio System: An addition to GSM technology, it is a protocol for sending and receiving data packets over a digital wireless network. It is considered an efficient use of limited bandwidth and is particularly suited for sending and receiving small bursts of data. GSM Global System for Mobile Communications: A digital wireless standard used widely in Europe GSM1800 GSM network operating in the 1800 MHz frequency band. Primarily used in urban areas in Europe. GSM1900 GSM network operating in the 1900 MHz frequency band. Primarily used in urban areas in the US. GSM900 GSM network operating in the 900 MHz frequency band. The original GSM frequency band. B-2 A survey of multimedia technologies on mobile devices PART VI – APPENDICES H.323 H.323-recommendation: Defines multimedia and communications algorithms and protocols for IP networks HIPERLAN High Performance Radio Local Area Network HIPERLAN/2 High Performance Radio Local Area Network - Short Range Variant HomeRF A digital wireless communications protocal designed for the transport of voice and multimedia content between consumer electronic devices including PCs in a residential setting. Operates at 2.4 Ghz HRPD HSCSD High Rate Packet Data High Speed Circuit Switched Data: An upgrade of CSD for GSM networks, which gives a maximum transfer rate of 57.6 kb/s HSDPA HTTP High Speed Downlink Packet Access HyperText Transfer Protocol IEC International Engineering Consortium IEEE Institute of Electrical and Electronics Engineers IETF Internet Engineering Task Force i-Mode i-Mode is the packet-based service for mobile phones offered by Japan's leader in wireless technology, NTT DoCoMo. IMT-2000 International Mobile Telecommunication 2000 IP Internet Protocol: A communication protocol common in the equipment that makes out the Internet IPv6 Internet Protocol version 6: A new version of IP that extends the address space and adds new features. IrDA The Infrared Data Association Infrared data transfer protocol IS-136 American implementation of TDMA IS-95A/B Circuit Switched Data Services for CDMA ISDN Integrated Services Digital Network ISO International Organisation for Standardization ISP Internet Service Provider ITU International Telecommunications Union J2ME Java 2 Micro Edition JPEG Joint Photographic Expert Group Compression Standard Compression standard for pictures, developed by ISO and ITU B-3 A survey of multimedia technologies on mobile devices PART VI – APPENDICES LAN Local Area Network MBR Multiple Bit Rate encoding MBS Mobile Broadband System MC1x Upgrade of cdmaOne to allow bit rates of 144 kb/s MIDI Musical Instrument Digital Interface MIDP Mobile Information Device Profile MMS Multimedia Messaging Service MOWAHS Mobile WOrk Across Heterogeneous Systems MP3 MPEG1 Layer 3 MPEG Moving Picture Experts Group NAT NMT Network Address Translation Nordic Mobile Telephone Analogue mobile phone system used in Finland, Sweden, Denmark, Norway and Iceland. NMT operated in the 450 MHz and 900 MHz-bands. NTSC National Television Standards Committee Encoding of video signals used in North America OS Operating System PAL Television standard used in most of Europe PCMCIA Personal Computer Memory Card International Association PDA Personal Digital Assistant PDC Personal Digital Communications A digital mobile phone standard used in Japan. PIM Personal Information Manager PSTN Public Switched Telephone Network: QoS Quality of Service QoS states the user’s view of a certain service and is defined by a range of technical parameters. RTP Real Time Protocol SGML Standard Generalized Markup Language SMIL Synchronized Multimedia Integration Language A language enabling the transmission of several media streams to be transferred individually, and being presented as if it were a single media stream. B-4 A survey of multimedia technologies on mobile devices PART VI – APPENDICES SMS Short Message System - SMS messages SVCD Super Video CD TCP Transmission Control Protocol TD/CDMA Time Division/Code Division Multiple Access TDD Time Division Duplex. TDMA Time Division Multiple Access A digital cellular technology that works by subdividing a radio signal to handle multiple calls. It is a component of GSM cellular phones. TIA Telecommunications Industry Association UDP User Datagram Protocol UMTS Universal Mobile Telephone System A third generation technology for faster transfer of data and multimedia over wireless devices, mainly based on WCDMA. URL Uniform Resource Locator An addressing system used on the Internet VCD Video CD VPN Virtual Private Network VR W3C Virtual Reality World Wide Web Consortium A consortium of many Internet related businesses with the goal of promoting WWW-technology standardization. WAP Wireless Application Protocol A standard for communication between wireless Net devices. Global de facto standard for browser services on mobile phone microbrowsers. WAV Microsoft Windows audio file format WCDMA Wideband Code Division Multiple Access A third-generation mobile communications protocol similar to GSM that is expected to provide enough bandwidth for wireless multimedia applications. WCDMA-DS Wideband Code Division Multiple Access Direct Spread WECA Wireless Ethernet Compatibility Alliance Wi-Fi IEEE 802.11b Wi-Fi5 IEEE 802.11a B-5 A survey of multimedia technologies on mobile devices PART VI – APPENDICES WLAN Wireless Local Access Network This type of network allows wireless access to an Ethernet network using some WLAN device and access points. WMA Windows Media Audio WMV Windows Media Video WML Wireless Markup Language The markup language developed for and used in the Wireless Application Protocol (WAP). WPAN Wireless Personal Area Network WSI Wireless Strategic Initiative WWAN Wireless Wide Area Network WWW World Wide Web XML eXtensible Markup Language ZIP File compression format B-6 A survey of multimedia technologies on mobile devices PART VI – APPENDICES Appendix C - Technical information QuickTime These are the standard formats and codecs supported in QuickTime [65]. Video codecs Audio codecs H.261 H.263 Animation Apple BMP Apple Video Cinepak Component video DV NTSC and PAL Graphics (Apple) Microsoft OLE Microsoft Video 1 Motion JPEG A and B Photo JPEG Planar RGB Sorenson Video 1, 2, and 3 24-bit integer 32-bit floating point 32-bit integer 64-bit floating point ALaw 2:1 AU IMA 4:1 MACE 3:1 MACE 6:1 MS ADPCM QDesign Music 2 Qualcomm PureVoice Import File Formats Export file formats 3DMF AIFF AU Audio CD Data AVI BMP Cubic VR DLS DV FlashPix FLC GIF JPEG/JFIF Karaoke MacPaint Macromedia Flash 4 MIDI MPEG1 MP3 M3U (MP3 playlist) Photoshop (.psd) PICS PICT PLS PNG QuickTime Image File QuickTime Movie (.mov) SoundFont 2 (SF2) SGI Sound Targa Text TIFF TIFF Fax Virtual Reality (QuickTime VR) Wave AIFF AU AVI BMP DV Stream FLC Image sequence JPEG/JFIF MacPaint MIDI Photoshop PICT PNG QuickTime Image QuickTime Movie SGI System 7 Sound Targa Text TIFF WAV D-1 A survey of multimedia technologies on mobile devices PART VI – APPENDICES Windows Media Player File type information for Windows Media Player for Pocket PC: Supported If They Are Encoded in a Supported Manner Not Supported in Any Way .wma (playback and stream) .wmp (playback and stream) .wmv (playback and stream) .asf (playback and stream) .mp3 (playback only, no stream) any Real Audio format any Apple, Inc. QuickTime format anything uncompressed any multi-cast only mp3 playlists (.m3u, .pl, and so on) AVI AVR MPEG1 (.mpg) MIDI (.mid) 3dmf AIFF AU Supported Redirect Files (Must Point at Supported Data Files) .asx .wax .wmx .wmp .wm .wx Supported Codecs Not Supported .mp3 (Fraunhoffer) .wma (all iterations, version 2, version 7, and version 8 codecs) .MPEG4 (version 2, version 3, iso codecs) .wmv (version 7, version 8) JPEG motion Apple Inc. QuickTime Sorenson Video Any Apple Inc. video Format Supported Transport Protocols Not Supported http HTTP Proxy mms mmst mmsu rtp rtsp D-2 A survey of multimedia technologies on mobile devices PART VI – APPENDICES Appendix D – Pictures Figures 52 to 59 show more pictures and screen captures done during the testing and evaluation of media player applications. Figure 52 - Screenshots of Monsters Inc. trailer played on RealOne Player Figure 53 - Clip information for two different bit rate versions of the Monsters Inc. trailer D-1 A survey of multimedia technologies on mobile devices PART VI – APPENDICES Figure 54 - Video clip in windowed and full screen mode in RealOne Player Figure 55 - Pictures from PocketTV, a Star Wars trailer and file information for the trailer D-2 A survey of multimedia technologies on mobile devices PART VI – APPENDICES Figure 56 – Screenshots from PocketTV, video and info about video clip Figure 57 - Windows Media Player playing an MP3 music file and MP3 file info D-3 A survey of multimedia technologies on mobile devices PART VI – APPENDICES Figure 58 - 56 Kb/s video clip and clip info in Windows Media Player Note that the screen shots of figures 58 and 59 have been manipulated, where the video pictures were taken with a digital camera and superimposed on the original screen captures which only showed a black field where the video was played. Of course, when playing the files everything worked fine, it was only the screen capturing process that was not entirely successful. Figure 59 - 256 Kb/s video clip and clip info in Windows Media Player D-4