Continuing our interview with Stephen Clee,
managing director of Datmedia, he explained that mobile video systems use
protocols to setup, control and terminate communication systems. Protocols
are a precise set of rules, timings and syntaxes that govern the accurate
transfer of information between devices or software applications. There
are several types of protocols that are used in media streaming systems
including link control protocols, network routing protocols (IP),
transmission control protocols (TCP or UDP), session control protocols (RTP)
and application control protocols (RTSP). Protocols that are used to
control media streaming sessions are called media streaming protocols.
Media streaming protocols are used to setup,
control and end media streaming sessions. Streaming protocols provide
familiar media controls such as start, stop and pause the playing of media
programs. Some of the common protocols that are used by mobile devices to
obtain video services include Microsoft Media Streaming (MMS), real time
streaming protocol (RTSP), hypertext transfer protocol (HTTP) and 3rd
Generation Partnership Project (3GPP).
MMS protocol is a proprietary protocol that was
developed by Microsoft. RTSP is an industry
standard protocol that was designed for control of media streaming
sessions. HTTP is a more general media control protocol that can also be
used to control media streaming sessions. 3GPP is the only open standard
protocol dedicated to wireless communication. |
Figure 8 shows how media streaming
protocols are used to provide media flow control capabilities. This
example shows how RTSP control messages are sent via a web browser to
a streaming media server requesting that media streaming be setup,
initiated and paused to a media viewer.
Streaming media originates from a media
server which passes through a variety of network devices such as
routers, switches and firewalls before it is received by a media
player. Streaming media may have difficulty getting through firewalls
as some firewalls block protocols that are related to streaming video.
Firewalls may be setup to disable (block) specific protocols and their
related industry standard ports (logical channel numbers).
Mobile devices generally do not suffer from
firewall issues because the streaming service is broadcast as a radio
message available to everyone. Content can be protected and available
to chosen subscribers via a DRM (Digital Rights Management) system.
The DRM provides authentication for the subscriber to receive content.
Because there are several media streaming protocol options, and a
media server and browser may be able to use more than one media
protocol, the selection of media protocol must be generated by the
server originating the stream.
When the media session begins, the device
receives a link (URL) to the streamed content. This link is prefaced
with a SMS(text) or MMS(graphic icon) message. The user must accept
the link before content is delivered. |
This is a necessary step to comply with
government law and it prevents automatic video spam. The mobile device
decides which streaming protocol to use through the use of a moniker. A
moniker is a preface to the URL (e.g. RTSP://<URL>) that indicates which
protocol will be used during the requested communication session. The
operator of the streaming service must usually purchase SMS or MMS credits
from another company in order to send these messages. This business model
allows small operators to enter the arena of streamed content delivery.
The handset users pay the mobile network operators for the data bandwidth
that is used for streamed media as part of their on-going subscription
charges.
When a media streaming session is first
established, the mobile video system may not be able to play video
although other functions behave normally. From diagram 8, normal traffic
occurs on channel A and streamed media is delivered on channel B. The
telecom company responsible for the mobile network may choose to block
channel B, whilst allowing transmission of channel A. This creates a
'walled garden' and is intended to drive users towards the telecom's own
media services. Walled gardens are weakening and it is usually possible to
contact the mobile network operator and request that permission for
streamed media is granted to a given handset.
Media broadcasters invest in the creation of
content that is distributed to viewers. Viewers may use display devices
that are attached or communicate with different types of systems. Some of
the different types of systems that may be used to distribute media
include IPTV, mobile video and internet television. In order to maximise
their audiences, broadcasters try to make media content available to
viewers regardless of the type of system that is being used. An
application and delivery mechanism that operates within a variety of
environments is called a cross platform system.
Cross platform systems must be capable of
adapting media formats with different data transmission rates and
alternate encoding formats. Cross platform systems use a variety of
protocols along with other media and control information.
Figure 9 demonstrates how cross platform
capability can be achieved. This relies on the application software
complying with open standards to be independent from web browser and media
type. The importance of browser and media type independence cannot be
stressed enough. It is this capability that allows the same software core
to service PC, mobile device and set top box environments. |
The web server senses the destination
platform via the browser and delivers the correct graphical
environment to suit. The example below shows how media files can be
setup to be made available on a mobile video, IPTV and broadband
television formats.
Mobile devices typically use a browser to
graphically navigate the internet to find and select media for
viewing. The browser acts as a host for a software program or module
(called a client) that is used to convert static information,
available on the Web, into usable forms, i.e. text and graphics.
Mobile devices typically use a special limited version of a browser
called a micro-browser. Micro-browsers are used to display web page
documents in wireless devices (usually using WML formats).
The capabilities of micro-browsers include
the ability to graphically display web pages and some image formats
such as icons and pictures, but not Flash information. Their handling
of JavaScript also tends to be limited. A point worth noting is that
Flash is a proprietary web technology from software vendor Adobe. It
is used for animated graphics and video streaming but has virtually no
support on mobile phones. Therefore web designers need to take this
into account if they want to reach the widest possible audience.
JavaScript on the other hand is being adopted on mobile devices and is
designed to enable interactivity for web pages. However the
limitations of micro-browsers are disappearing. In 2006 mobile browser
technology was introduced with JavaScript support that can match and
even better the performance of PC browsers displaying standard
graphics. This will usher in a new era for web applications on mobile
handsets.
When a browser is presented with a streamed
media format that it does not have the capability to decode and
process, it must find and launch (initiate) a media player software
program that can process the media. As of 2006, most micro-browsers
did not have the capability to receive and process streaming media
directly.
Streaming media must be converted into a
format that can be displayed (rendered) to the viewing device.
Streaming media is converted to audio and visual formats by a media
player. A media player is a software application and/or device that
can convert media such as video, audio or images into a form that can
be experienced by humans. Media players may contain support for
different media formats and compression (codec) systems, as well as
being able to communicate using multiple network streaming protocols.
The common streaming media formats used for mobile video include Real
Media, Window |
Media and 3GPP. 3GPP actually uses a format
called MPEG-4. This format was developed to be resilient to transmission
errors. The visually most important part of a video frame is given
transmission priority so that if video data is lost a picture can still be
displayed.
Media player programs may be already available
in the mobile device or they may be downloaded. As mobile devices suffer
physical restrictions that conventional PC does not, this means that a
single media player program can be used. This has resulted in mobile
devices falling into two main camps: those with Microsoft Windows Media
player and those with Real Media player.
Mobile video providers may offer different
stream format options which may be selected by the user. The media player
for a specific device may have a limited number of media format
capabilities for that type of device. Datmedia is developing a 'sniffer'
program that will detect which type of device is being used and
automatically select an appropriate media stream type.
Figure 10 shows that mobile devices may
communicate with more than one type of radio access such as GPRS, 3G, WiFi
or WiMax, and there may be more than one connection available for the
streaming selection. The choice of a connection type can impact the
capabilities of the media streaming session and the type of access point
can have dramatic differences in the service costs. For example, free
Wi-Fi compared to usage-based GPRS or 3G. WiMax cellular structures are
gaining in popularity and offer communities and business the opportunity
to minimize costs for high bandwidth mobile activities. |
The availability of multiple access points
requires selection of the appropriate access connection type (access
point selection). The access point selection may be a manual choice or
it may be automatically selected through the use of a short script
file. Currently, mobile video devices require the user to manually
select the access point. This is done in a device configuration mode
for the media player which selects the access point used for
communication.
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