[Technical Overview] Application of Streaming Media in Wireless Net (Reprinted)

xiaoxiao2021-03-06  68

The streaming media is very attractive business that has triggered fierce technical competition in the fixed Internet industry. It also has technical applicability from 2G to 3G from 2G, so there is a stream customer program to assemble in advanced wireless communication devices. Although today's Internet is restricted by a small amount of proprietary stream technology, the rapid development of the IETF standardization agreement, the rapid development of the plan of the main wireless standardization agency (3GPP, 3GPP2), will bring the wireless market based on open Standard business. --editor

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Nokia determined that the standard method is to apply the control and transport layer protocol specified in IETF to provide a solution with a standardized audio, video, still image codec, file format, and scenario description language. Nokia also is also committed to producing an optimal synergy in other 3G multimedia services using standardized media codecs.

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If the existing Internet business is based on the existing Internet business, then 80% of stream technology can be used directly for the wireless terminal. However, the content provider or honeycomb operator that pursues wireless content optimization should also address the following issues: Compared with the development of fixed IP access, the bandwidth gap between wireless services is getting bigger and larger; the display function is still limited; specific technology error correction Mechanism; a series of standardized media codecs for creating a specific wireless content.

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More importantly, the service is based on the service quality of the specific application in group switched channel services and 3G network IP services. Our idea is that the client / server application itself should be based on widely known and widely used IETF protocol, such as RTSP (client, server control), and RTP / RTCP (media transmission). The power RTP / UDP / IP header compression used in the REL.00 network and the terminal will provide an enhanced wireless spectrum for RTP-based streaming services, thereby so that the class service is not limited by group swapping.

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Nokia believes that another point is that the standardized sound and image codec use for UMTS / GSMR99 business, namely H.263V2, MPEG-4 images, and AMR sounds will also constitute backbone technology encoded by stream service media. The MP3 and other high-band wide codec will provide Hi-Fi-level music stream service, and broadband AMR can now guarantee sufficient sound or music quality in numerical business. In the next five years, Nokia's current mainly pushed ITU-TH.26L image codec will bring high quality, high quality, a video codec with a wireless flow-specific optimization form.

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Nokia's terminal technology will comply with the trend to IP-based business transfer, and its image phone, media phone, and communication unit will drive terminal development for flow services.

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Although the technology-related technological development related to the media format and product has improved the consumer's music appreciation, they did not change the basic business of music spread.

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  Existing technology has been able to achieve digital music communication (DMD), which provides an excellent opportunity to make new business strategies, changing consumers' music appreciation habits. Digital Music Communication (DMD) can improve the existing propagation method, and you can create a new way of communication. For example, bringing traditional business models to new media, will provide consumers with more choices for purchasing and enjoying music works. However, it is necessary to develop more innovative ways to provide a new consumer experience, you need to first develop a new business model.

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                                 . Decisive factors in DMD success or not, whether consumers accept this service. Nokia believes that mobile communication environments provide a number of unique perspectives that enable consumers to gradually establish the necessary ideas.

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The new technology will make great changes in the field of game. GPRS ensures that people can connect games at any time. Java and EPOC will make the game developed from the third party directly to the user terminal. GPRS also supports packet-based charging functions, so that all game data can be accurately charged.  

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  3G era will have thousands of players using wireless game services online "fight". GPS and other positioning techniques and video technology will increase the real mobile experience for players. The development of new terminal technology will also induce new game services.

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