1 / 69

MITA : Seminar 12 Applications

Daniela Grudinchi, Petri Heinilä, Paula Hiltunen Pekka Jäppinen, Jarno Laitinen, Saku Vaittinen Lappeenranta University of Technology. MITA : Seminar 12 Applications. Overview of Presentation. Rich call Streaming Browsing Coffee break & free discussion Messaging DRM.

ceri
Download Presentation

MITA : Seminar 12 Applications

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Daniela Grudinchi, Petri Heinilä, Paula Hiltunen Pekka Jäppinen, Jarno Laitinen, Saku Vaittinen Lappeenranta University of Technology MITA : Seminar 12Applications

  2. Overview of Presentation • Rich call • Streaming • Browsing Coffee break & free discussion • Messaging • DRM

  3. Mobile environment [5,6] • Network limitations • Connectivity • Bandwidth • Latency • Cost of use • Terminal limitations • Display size • Input methods • CPU • Compatibility

  4. Animations Sounds Multimedia Physical effects • Consist of calls combining different media and services into a single call session What is rich call • Information • Text • Graphics • Images

  5. Mobility in rich call and streaming • Rich call and streaming need: • Reliable communication medium with enough bandwidth • Terminals that have needed media presentation and management properties • Modern devices with enough memory for applications and data

  6. Rich Call Example • Form a standard plain voice call • During the call transmit piece of video from last vacation • Before ending the call play an interactive game with the mobile device

  7. Value to the Consumer • Connectivity – Being together • Personality – Self-Expression and Seamless Continuous Mobile Awareness • Content Richness – Rich Multimodal Mobile Communication Experience

  8. Consumer Service Concepts • Seamless Interaction • Usage of different services simultaneously • Smart Service Routing: the calls can be • Let through • Redirected • Barred • Incoming call may have different attributes: • Subject and priority • Media type and characteristics • User’s location • Calendar, time, and presence information

  9. Consumer Service Concepts • End-to-End Communication:- • Communication will move from ears or eyes to both ears and eyes • “Hear what I say” will be supplemented with “see what I mean”

  10. A -subscriber Network B -subscriber Rich call service Rich call service Rich call service Phone book Presence service Phone book Initiating applications Capability service Initiatingapplications Supporting application Phone book/ Directory service Supportingapplication Rich Call context diagram

  11. Rich call in MITA • MITA Interaction modes • Messaging • Browsing • Rich Call • Rich Call Interaction mode deals with the characteristics related to communication session and end-to-end content transport and processing • The rich call interaction mode defines communication capabilities to be provided for applications

  12. Rich call in MITA • Rich Call applications deliver services to the consumer • Rich Call support uses the services of the Mobile Internet layer for communication and local processing

  13. Application Layer Other and 3rd party applications Browser Application Email Application Phone Application Streaming Application Instant Messaging Application • AApplication Programming Interfaces Browsing Support Messaging Support Rich Call Support Application Development Interfaces Rich call in MITA Layered Element Model

  14. Streaming • Oneway communication to transfer media type information from sender (server) to client • Sequential, data frames should be ordered (but not have to) • Session based, immediate (no storage) • Streaming has soft realtime constraints (for human)

  15. Communication model of streaming • Participants: client(s) , sender (server) and router • After discovery client asks media (stream) from sender • Sender determines QoS parameters for the requested media and configures the routers along the path to the client. => Streaming session initiated • Sender pushes data blocks / frames to client. At end of media sender closes the streaming session.

  16. Streaming applications • Audio • News, Radio,.. • Video (usually with audio) • Movies, Live-broadcasts, .. • Mass software delivery • Requirements • Buffering and caching • Coding: AAC (Advanced Audio Coding) MPEG4

  17. Simple streaming • Client device gets the stream location URL • Client initiates the “session” with HTTP GET • Server starts to push media resource over HTTP channel. At end of the resource server closes channel. • Client may buffer and cache the stream • Client uses codec (eg. MPEG2) to show the stream

  18. Simple streaming consequences • Point-to-point model • Each packet is individually routed from server to client => huge network level overhead • No real-time quarantees • Existing infrastructure, HTTP • Extremely large number of existing servers and client HTTP components • Media and data type independence

  19. Advanced Streaming • Using multicast and router QoS configuration • IPv4 or IPv6 multicast – channel group based sending of the stream • RTP (Realtime Protocol) – Transport of the media stream, timing, UDP • RTSP (Realtime Streaming Protocol) – Control of the media flow • SIP (Session Initiation Protocol) – Transferring session initialization

  20. Advanced Streaming consequencies • Multicast – copy on routing branch semantics, rational network level overhead • If used RSVP (Resource reservation protocol) QoS settings can be applied to communication channel • Control of timing with RTP • Infrastructure is complex and not (yet) supported • Routers does not have or have incompatible QoS configuration capabilities (easier to add bandwith to the network than control capabilities).

  21. Streaming in mobile devices • For streaming, mobile device represents just another access technology • Wireless bandwith, GPRS (56Kib/s avg), EDGE (116Kib/s avg) – sufficient • Handover resolving – buffering • Disconnected communication - Synchronization capabilities • Memory issues – buffering and caching • Need modern mobile devices

  22. Browsing • Asymmetric system • Client-server communication model • Browser (client) connects to the server and requests document • Server replies with the requested document • Sessionless communication • Requests are not linked to each other. • Markup-based description languages are the backbone of the services

  23. Browser • Browser consists of two main parts: • Content Access (based on Mobile Internet protocols supporting HTTP requests and URI addressing) • Content Handling (based on plug-in architecture) • Markup language describes the content of document • Cascading Style Sheets (CSS) describes how browser presents the content

  24. Browsing effects to mobile world • Mobile devices are designed primarily to support two main interaction modes, calling and messaging • Browsing is seen as a complementary near real-time interaction • The browser is an application in a mobile device used to access mobile services in the form of pages • The use of mobile device is changing • Accessing data services in additionto the regular calling and messaging services

  25. Limitations from mobility [1,7] • Small screen size (many shapes available) • Typically one hand operation (pointing methods) • harder text input and harder object activation (e.g. keyboard and mouse not common) • Some devices support only vertical scrolling • Slower data transfer between the terminal and the server • The amount of stored cookie data is limited • Expenses (bandwidth rate compared to wire line)

  26. Mobile browsers [1] • Basically mobile browsing basic structure and behavior do not differ from web browsing • e.g. mobile billing provides mechanisms for receiving, viewing and paying bills • Some extensions, features not very useful in web browsing • Location information for e.g. guiding services • Mobile commerce aspect • Interfaces for many mobile commerce related services, e.g. mobile wallet

  27. Mobile browsers [1,8] • There are and will be a wide variety of different kinds of mobile devices • Information about characteristics and user preferences is needed • XHTML MP supports CSS as Wireless CSS • All web sites can be shown in any class of device and screen size • only the style sheet is amended for different needs • Different mobile browsers interpret the standards and protocols in different ways

  28. Mobility and browsing services • Service has to be designed for mobile users • Personalisation and content adaption becomes more important • The purpose of use is different in web browsing and mobile browsing • More infotainment than entertainment • Services have to be quick to find, easy to use, carrying no extra baggages [8]

  29. Possibilities and challenges • Location information can provide new possibilities • Local browsing • Advertisement on services become problematic • Should user pay for getting advertisements? • Distributed content fetch • Some content coming over GPRS service while other come from local proxy over Bluetooth

  30. The latest (Nokia) news of mobile browsing • Mobile terminals will use Wireless Profiled TCP/IP (wTCP/IP) • Part of OMA WAP 2.0 specification • Includes optimized settings that improve performance over wireless links

  31. The latest (Nokia) news of mobile browsing • XHTML Mobile Profile (XHTML MP) has replaced WAP’s content language WML • A subset of XHTML • Drops things that are not useful for small screens, e.g. frames • Content can be shown both in web and mobile browsers • Phones with WAP 2.0 supporting XHTML MP have been already released

  32. Some trends in development [1] • Service discovery and service installation more user friendly • Optimize the engines of the mobile devices for handling various kinds of XML-based data • Java also common in low-end devices • Ability to access services offline • True device independent environment (Semantic web) • Capabilities to use voice based services (VoiceXML)

  33. VoiceXML [11] • Standardisation is required to enable effective voice-activated retrieval of Internet content • Internet applications with • Spoken selection dialogues • Voice commands • Interactive replies • Well-suited for two tasks • Delivering Internet content in speech form (e.g. enables access via mobile phones) • Developing new interactive and voice-controlled phone services

  34. Voice Browsing [9,11] • Voice browsing technology is a rapidly-growing field • Prediction: by the end of 2005 there will be 56 million mobile voice portal users with 250,000 voice sites in North America • The evolution of voice browsing • Speech recognition software gives the caller series of options, e.g. booking airline tickets • Voice browsing websites offering voice portals, e.g. search engines over wireless devices • The voice web: entirely voice-based network of sites

  35. Voice Browsing [10,12] • Multimodality is coming • Web access by more than one channel at a time, e.g. using voice and keypad at the same time • In October this year one demonstration of multimodal web browsing for wireless users was announced • Multimodal user interface enables users to switch between applications in the same session

  36. And now something completely different… • The Coffee Break!!!

  37. Messaging • Non real-time, client-server based communication • Store-and-forward messaging • SMS, MMS • Store-and-retrieve messaging • e-mail, Instant Messaging (IM) • Store-and-push • e.g. stock information, kyykkä headlines

  38. Instant Messaging • Short and direct peer-to-peer text conversations • Definition has evolved as user interfaces and networking capabilities have improved • Message can be any kind of data (text, voice, video etc.)

  39. Roots of IM • Early days of multi-user (UNIX) computers • Communication: talk, write • Presence: finger • Limited user community • university, corporation • IRC, MUD first multi-user “chat rooms”

  40. Towards Modern IM • Graphical user interfaces and Internet have lead to rapid increase in IM in fixed networks • AIM, Jabber, ICQ, Yahoo, MSN Messenger etc. • Combined communication and presence information • File sharing, white boards, meeting features

  41. Going Mobile • The same features are now in mobile devices • Extended reachability: “any time, anywhere” • Ubiquitous access • Start conversation in your desktop computer and continue with your mobile terminal • Location-based functions and services • Example: Send IM to city's taxi service to pick me up “right here”

  42. Presence • Consumer's ability and willingness to communicate • Dynamic profile of the consumer containing customer information • Availability, mood, intentions, contact preferences etc. • Buddy list

  43. Presence • Current sessions • Phone call, browsing, retrieving streaming content etc. • Customer context • In a meeting, on a holiday etc. • Preferred communication type • IM, pager, phone etc.

  44. Location • Location Services are (going to be) integral part of the Mobile Internet • New dimension to mobile applications by adding value to services • Can be adapted straight to MIM applications • Buddy list showing user's location • Machine-to-person messaging (advertisements, tickets etc.)

  45. Applications • SMS based solutions • Every message charged as single SMS • WAP based solutions • Extends use of first GPRS capable phones • Smart phone applications • All-IP • “Always on”

  46. Applications • Familiar user interface • Lots of MIM applications in market already • Combine messaging and presence, location support is still tomorrow's technology

  47. Future • Messaging services will evolve into more versatile and flexible communication means • New paradigms, technologies and content types • Location-based messaging and services • UMTS, 4G, WLAN? • Video and gaming services • Local presence? • Obviously great market potential

  48. Introduction to DRM • …was done two weeks ago (team Hautamäki & Kangas) • next week mobile devices & DRM • this time application oriented Digital Rights Management (DRM) technology protects content owner rights when selling and distributing the content online in a digital form.[15]

  49. Client Phone manufacturer Payment Client Services, Connection, Invoice Payment (Virtual) Telecom operator Marketing Data Payment Content aggeregators, portals Content providers artists coders.. Payment Players of the value chain of mobile services DRM device Local usage rights • Superdistribution: • give rights • & content • copy content • - new rights created • -> new payment • (Details p. 445-449 [1]) personalisation, entertainm. See [19,20] for more (better charts)

  50. Nokia’s requirements for a DRM system (2000)[18] • ”A key component of this vision [MITA] is protection of the: • intellectual property of businesses • the privacy of individuals and • the rights of content providers These are Nokia's general needs of a DRM system.” • Efficiency. Makes efficient use of limited resources of mobile device • Support for multiple deliverychannels (streaming, superdistribution..) • Support for a variety of devices • Interoperability between various content provider's DRM systems • Ease of use. • Cost effectiveness. • Support for relative, emerging standards. • Support for flexible rights management (metered, pay per view..)

More Related