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Internet, the World Wide Web and Issues in Delivering Multimedia Content on the Net

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Title: Internet, the World Wide Web and Issues in Delivering Multimedia Content on the Net


1
Internet, the World Wide Web and Issues in
Delivering Multimedia Content on the Net
2
Background
  • Internet was born 1960s
  • US DoD, create a non-centralized network designed
    to survive partial nuclear war and still function
    when parts of the network were down or destroyed
  • ARPANET (Advanced Research Projects Agency
    Network) with the aim of providing a secure and
    survivable communications network for
    organizations engaged in defense-related research

3
Background
  • 1969, first attempted to implement a long
    distance networked computers
  • 4 computers linked by 50Kbp circuits
  • UCLA
  • Stanford Research Institute (SRI)
  • UC Santa Barbara
  • University of Utah in Salt Lake City
  • Telephone connection

4
Background
  • Standard protocols IP (Internet Protocol)
  • 1977 TCP/IP (Transmission Control Protocol /
    Internet Protocol)
  • Allowed users to link various branches of other
    complex networks directly to the ARPANet, which
    soon came to be called the Internet
  • MiliNet (dedicated to military research
    establishment) and dropped the ARPAnet
  • ARPAnet grew, 1985 National Science Foundation
    (NSF) establish Internet access across the United
    States

5
Background
  • Internet global network of computers connected
    together using the TCP/IP technology
  • Web (Encyclopedia Britannica 2002)
  • WWW, (byname THE WEB), is the leading
    information retrieval service of the Internet
    (the worldwide computer network). The Web gives
    users access to a vast array of documents that
    are connected to each other by means of hypertext
    or hypermedia links-i.e. Hyperlinks, electronic
    connections that link related pieces of
    information in order to allow a user easy access
    to them

6
Background
  • How multimedia could help in utilizing the
    Internet
  • Global exchanges of information, which could
    contain media rich, content, i.e. electronic
    mails enhanced by audio and video and
  • Creation of new environments for business,
    education, entertainment and delivery of news of
    information.

7
Delivering Multimedia Content on the Web
  • Content of Internet has transformed form
    text-based environment to graphics, animation,
    audio and video
  • Graphics format used GIF, JPEG and GIF
  • Streaming technology and compression techniques
    help speed up the download time

8
Audio and Video Streaming
  • The audio file is broken up into small pieces
    (streams) and then sent from the sever to the
    clients machine
  • Browser on the clients machine uses a helper
    application (like RealAudio) to re-assemble the
    audio stream
  • Advantage
  • No waiting time (or very little) from the time
    the mouse is clicked until the time the sound
    start playing
  • RealAudio producer to broken the audio file into
    streams ready for broadcasting over the Internet

9
Compression
  • Audio
  • MIDI
  • A musical score, such as notes and what
    instrument will play these notes
  • MPEG (MP3)
  • Deletes the redundant information that human
    hearing could not pick up, reducing the file size
    up to 12 times
  • Video
  • MPEG
  • Remove spatial redundancy within the video frame
    and temporal redundancy between frame

10
SMIL
  • The Synchronised Multimedia Integrated Language
    (SMIL, pronounced smile) enables simple
    authoring of interactive audiovisual
    presentations. SMIL is typically used for rich
    media / multimedia presentations which integrate
    streaming audio and video with images, text or
    any other media type. SMIL is an easy-to-learn
    HTML-like language, and many SMIL presentations
    are written using a simple text-editor W3C
  • XML-based language that allows control over the
    what , where, and when of media elements in a
    multimedia presentation.

11
SMIL
  • Functionality
  • Timing
  • Time manipulations
  • Animation
  • Content control
  • Layout
  • Linking
  • Media objects
  • Meta information
  • Structure and
  • transitions

12
SMIL
  • mechanism used to enable the clients
    browser to make informed decision about the
    presentation
  • To check the internet connection of a client
  • Tutorial
  • http//www.helio.org/products/smil/tutorial/

13
Mobile Multimedia Technology
  • Emergence of multimedia computer systems
    integrated into the telecommunications and
    networking infrastructures and offer access to
    services and applications using combinations of
    data, text, voice, video to anybody, anytime,
    anywhere
  • 1980s Advanced Mobile Phone Systems
  • First generation of cellular systems in U.S.
  • Speech transmission
  • NMT (Nordic Mobile Telephone System)
  • Europe, use FM Modulation

14
Mobile Multimedia Technology
  • GSM (Global System for Mobile Communications)
  • 2nd generation of mobile communication
  • 13.8kbps
  • Based on circuit switching
  • Once the connection established, the user has the
    exclusive access to certain amount of bandwidth
    until the connection terminates
  • Voice calls, send and receive data
  • 2.5G, improved data capabilities, and
    always-on-connection

15
Mobile Multimedia Technology
  • i-mode
  • NTTDoCoMo largest cellular operator inJapan
  • Wireless technology offering wireless web
    browsing and email from mobile phones
  • Access internet via their wireless phones
  • Based on packet data transmission

16
Mobile Multimedia Technology
  • 3rd generation (2005)
  • Higher data rates (Mbps) intended for
    applications other than voice such as mobile
    games
  • Support full-motion video, video conferencing and
    advanced data services with full Internet access
  • Universal Mobile Technology Services (UMTS), 2Mbps

17
Mobile Multimedia Technology
  • Bluetooth
  • A short-range radio technology designed to
    simplify peer-to-peer connectivity
  • Enables mobile phones, printers, PCs and PDAs to
    communicate directly with each other at high
    speeds without the need for a network server or
    cables
  • Uses radio transmission, transfers voice and data
    in real time
  • Operates in the 2.4Ghz frequency band (problem in
    France!)

18
Mobile Multimedia Technology
  • Application areas
  • M(Mobile)-commerce shopping, ticket purchases,
    reservations, and comparison shopping
  • Finance statements, funds transfer, and shares
    trading
  • M-billing notification, presentation, and
    payment of bills
  • Enterprise Access inventory, shipment/sales
    updates, and email access
  • M-care customer service, payment status, and
    other backroom operations
  • Entertainment games, gambling, and interactive
    multi-player events
  • Messaging communication and collaboration
  • Traveling scheduling, reservations and advisories

19
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