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MITA : Seminar 12 Applications

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Title: MITA : Seminar 12 Applications


1
MITA Seminar 12Applications
2
Overview of Presentation
  • General about applications
  • Rich call
  • Streaming
  • Browsing
  • Messaging
  • DRM

3
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

4
Mobile environment 5,6
  • Network limitations
  • Connectivity
  • Bandwidth
  • Latency
  • Cost of use
  • Terminal limitations
  • Display size
  • Input methods
  • CPU
  • Compatibility

5
What is rich call
  • Information
  • Text
  • Graphics
  • Images
  • Animations
  • Sounds
  • Multimedia
  • Physical effects

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
  • users 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
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
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 push data blocks / frames to client. At
    and 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 consequencies
  • 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 Initiating Protocol) Transferring
    session initialization

20
Advanced Streaming consequencies
  • Multicast copy on routing branch seantics,
    rational network level overhead
  • If used RSVP (Resource reservation) 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
    cababilities).

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

22
Questions?
23
Browsing
  • Client-server communication model
  • Browser (client) connects to the server and
    request 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

24
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) 1
  • Markup language describes the content of document
  • Cascading Style Sheets (CSS) describes how
    browser presents the content

25
Browsing effects to mobile world 1
  • 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 addition to the
    regular calling and messaging services

26
Limitations from mobility 1,7
  • Small screen size (many dimensions 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)

27
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
  • interface for many mobile commerce related
    services, e.g. mobile wallet

28
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

29
Browsing differences
  • 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

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
    WAPs 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 has 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
  • Voice enabled web access by maximum
    standardization of 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
Questions?
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
  • 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. 14

49
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 6,7 for more (better charts)
50
Nokias requirements for a DRM system (2000) 17
  • 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 delivery channels
    (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..)

51
Example of challenges
  • Standardization Fragmentation e.g. 14 payment
    schemes 16, 25 DRM standards initiative 21.
    Does OMA help?
  • Example MPEG-21 multimedia delivery standard 14
  • Open Mobile Alliance (Nokia et al.)
  • Open Digital Rights Language
  • XML-based, open, free standard
  • Motion Picture Experts Group (MPEG)
  • eXtensive rights Markup Language (XrML)
  • - more complicated than OMA

52
OMA mobile DRM roadmap
  • OMA DRM 1.0
  • Forward-lock
  • phone wont send
  • Combined content and
  • rights e.g. use for a day
  • Separate encrypted content
  • and rights delivery
  • enables superdistribution
  • to other users

- v.2 PKI-infrastructure?
14
53
Nokia content delivery platform 14
1 client initiates purchase 2 discussion about
content rights 3 announcement to user 4
client initiates download 5 authentication 6
content from storage 7 content rights to
user 8 charging OMA v1.0 compliant system
product data from Nokia
54
Another DRM solution (NDS) 23
  • Various formats end-to-end encrypted
  • User need certain player for handset
  • Operator of course needs different components
  • (encryption, license server, ticket server,
    delivery..)
  • Own extensions, but OMA compliant
  • Other NDS DRM methods (not too cheap and easy?)
  • use OS and SIM integrated security
  • hardware encryption

55
MITA book reference implementation
  • Requirements for MITAs DRM demonstration 1
  • Only compliant (so called TransSec nodes)
    devices
  • may get rights
  • Possible to track rights (on-line)
  • Creating rights possible off-line
  • Any payment method will do
  • Modularity e.g. separate protocol engine, User
    Rights Management API and Access Control API

56
Music, music, music
  • Estimates from ringing tones
  • in Europe in 2001 0,6..1,7 Mrd
  • worldwide 2002 1,5 Mrd
  • Two ways to download music
  • download
  • streaming
  • Good idea for mobile users
  • - Hot topic also in Internet
  • P2P RIAA, iTunes, Napster2
  • To avoid problems in mobile
  • world by early designing

18 Mobile Multimedia Study (2002), Andersen
consulting
57
Games
Mobile gaming revenue prediction
18, Play Away The future of mobile
entertainment (2002)
  • Other predictions to year 2006 3,6 Mrd and 4,4
    Mrd 19
  • Mobile gamers in USA 7M in 2002 (IDC estimate),
    2007 112,4M 20
  • New mobile devices (big color displays, joystick,
    voices..)
  • Different run-time environments Java key
    technology 19
  • Licenced formats e.g. Codetoys Who Wants to be a
    Millionaire?
  • Mobility enabling positioning based and other
    on-line interactive games
  • Entertainment in home, bus... Affordable device
    nearly all (in future)

58
Videos
  • Requires broad bandwidth - big growth not yet
    started
  • Revenue estimates in Europe 100 MEUR (2004) 19
  • Sport, news, movies trailers, adult content
  • 3G survey40 would be interested to download
    video clips 19
  • OMA DRM in video messages transported with
  • MMS 100kb, small clips, stored
  • OTA tcp/ip, little bit longer clips, stored
    22
  • Would audio and video streams require DRM?
  • Paper 22 says no, because those are not stored
  • e.g. Real media streams downloadable from
    Internet.

59
DRM revenue scenarious for mobile operators in
Western Europe
  • Blue revenues for operators
  • Violet revenues for 3rd party
  • 16 Consult reports
  • Strnd,
  • FrostSullivan,
  • Baskerville
  • - Ovum

60
Mobile content revenue scenariofor mobile
operators in Western Europe
Estimated revenues for mobile content in world in
2003 9Mrd and in 2007 39 Mrd 23, Ovum
Research
  • 16 Consult reports
  • Strnd,
  • FrostSullivan,
  • Baskerville
  • - Ovum

61
DRM revenus sources scenario for mobile
operators in Western Europe
  • DRM revenue sources forecast for Mobile
    Operators
  • in Western Europe

62
References
  • Nokia Mobile Internet Technical Architecture
    visions and Implementation, IT Press, 2002
  • Nordic wireless http//www.nordicwirelesswatch.com
  • 3gnewsroom http//www.3gnewsroom.com
  • Eurescom http//www.eurescom.de
  • Hjelm, Johan Designing wireless information
    services, Wiley Computer Publishing 2000
  • Oinas-Kukkonen, H., Kurkela, V. Developing
    Successful Mobile Applications in proc, of IASTED
    int. conf. on Computer science and technology,
    may 19-21, 2003, Cancun Mexico

63
References
  • Kaikkonen, A., Roto, V. Navigating in a Mobile
    XHTML Application. Research paper, NRC
  • Next Genetration Mobile Browsing. Nokia White
    Paper. www.forum.nokia.com/main/1,6566,1_1,00.html
    . Visited 12.11.2003
  • Kennedy C.J. Voice Browsing How Two Great Ideas
    Go Great Together. www.wirelessdevnet.com/channels
    /voice. Visited 29.10.2003
  • VoiceXML Forum Announces Support for W3Cs
    Multimodal Interaction Activity.
    www.voicexml.org. Visited 29.10.2003

64
References
  • Software AG. VoiceXML for speech-activated
    information retrieval. www.softwareag.com/xml/libr
    ary/. Visited 29.10.2003
  • Speechtechnology Magazine. Comverse to
    Demonstrate Multimodal User Experience. 7.10.2003
    www.speechtechmag.com. Visited 11.11.2003
  • Nokia White Paper Instant Messaging goes mobile,
    www.nokia.com/downloads/solutions/mobile_software/
    instant_messaging_goes_mobile.pdf
  • Mobile instant messages website
    http//www.mobileinstantmessages.com/ Visited
    18.11.2003

65
References
  • Sonera medialab. Mobile Digital Rights Management
    (MDRM) Whitepaper. 08.08.2003.
    http//www.medialab.sonera.fi/2003/08/08
  • Salz, P.A. The DRM Dilemma. Mobile Communication
    International. Issue 105, October 2003. Informa
    telecoms group
  • Proceedings of the first international mobile IPR
    workshop Rights management of information
    prducts on the mobile Internet Olli Pitkänen
    (ed.) 27.08.2003 http//www.hiit.fi/publications/p
    ub_files/mobileipr2003-2.pdf
  • Durand, J. Nokia. Nokia - Position Paper W3C
    Workshop on Digital Rights Management
    http//www.w3.org/2000/12/drm-ws/pp/nokia-durand.h
    tml

66
References
  • Mobile Entertainment Industry and Culture, Key
    Actors WP5 - Mobile entertainment business
    Deliverable D5.1.1. 10.02.2003.
    http//www.mgain.org/mgain-wp5-d511-delivered.pdf
  • Mobile Entertainment Industry and Culture, Market
    Survey WP5 Business Models Deliverable D5.4.1.
    29.08.2003 http//www.mgain.org/mgain-wp5-D541-del
    ivered.pdf
  • Future Mobile Entertainment Scenarios. Mobile
    Entertainment Forum. Whitepaper. March 2003.
    http//www.mobileentertainmentforum.org/pdf/MEF-WP
    -on-Future-ME-Scenarios.pdf

67
References
  • Ketchell, J. CEN/ISSS - Information Society
    Standardization System, Global Collaboration for
    Mobile Commerce Transactions Workshop,
    09-10.04.2003. Jointly organized by ETSI and the
    UMTS Forum. http//www.etsi.org/agreement/Workshop
    s/Workshop_1/John_jkETSI_mcomm.ppt
  • Hyppönen, J. Mobile Video Applications. Nokia
    Mobile Phones. http//ncsp.forum.nokia.com/downloa
    ds/nokia/documents/Nokia_Mobile_Video_Workshop_Pre
    sentation_JH.pdf
  • Deutsch, J., NDS. NDS- Enabling technology for
    securely mobilizing content. September 2003.
    http//www.broadcastpapers.com/asset/NDSMobileCont
    ent01.htm

68
Questions?
  • What kind of IM services the users are willing to
    pay for?
  • Will users want to be reachable any time,
    anywhere?

69
To think about before sleeping
  • Do you believe mobile DRM will success (200?) ?
  • Standardization DRM payment methods swamp
  • for operators, device manufacturers, content
    developers, users
  • Consumers can and want to use DRM services?
  • Mobile world will be (quite) free from piratism?
  • DRM enables (new media) business growth?
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