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Explore the world of multimedia through immersive experiences like a birthday party or thrill ride. Discover the evolution of multimedia in entertainment, networked collaborations, and the challenges faced in creating new applications. Delve into the vision of a future where billions of sources interact seamlessly, offering a personalized video world.
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Sid Ahuja VP Converged Networks and Services Research Multimedia Research Viewpoint and vision
What is Multimedia? • Not just another medium (media type)? • Audio, video, data, .. • Aggregation of two or more different medium? • Integration of multiple medium in common applications • Multimedia mail (includes voice, data and images) • Real time experience in multiple media around a common event (people centric.. Not machine centric)
Real Time Multimedia Experience • Daughter’s Birthday Party • Screaming kids everywhere (rich interactive multipoint audio) • Colorful and messed up clothes (rich multipoint video) • Kisses and hugs (rich tactile feedback) • Getting hit by an errant pie (VERY rich tactile feedback) • Going on a Space Mountain ride at Disney • The world rushing by (high speed audio, video) • Hanging on to dear life on a huge drop (g-forces) • Losing your hat on the third turn (air whizzing by ) • These are IMMERSIVE experiences • Being hit at the same time in many different ‘senses’ • Produces a feeling of ‘being there’
Multimedia in Entertainment • Multimedia Presentations (multimedia content) • DVD Movies .. Limited to big production houses • Business presentations (data + A/V clips) • Multimedia mail • Audio and Video attachments to email • MMS .. Multimedia messaging in wireless • Video clips on the Internet • Asynchrounous use of Multimedia content
Networked Multimedia • Real time multimedia collaboration (why are we not using it?) • Systems being built since late 80’s .. No common standards • Confusion about the experience (document sharing, Video conferencing) • Lack of common signaling and bandwidth • Multimedia Books /classrooms • No standard today • Mostly one-to-many videocast of a lecture • Can be truly interactive (from each user’s point of view) • Interactive Video Games • Shared mulitmedia experience • Virtual video, audio and other media (tactile feedback) • Networked video games .. No shared audio, local video • No tools for the consumer
Challenges .. Vision • Billions of sources (every person a consumer and producer) • Cheap devices for capture and interface • Tools for representation, storage and movement • Network for movement • Already happened to the Text world • Trillions of experiences • Representation and indexing • Not just one kind of video … any set of pixels ..any rate • New media types .. Tactile, temperature, etc. • Content identification and ownership • Encryption • Watermarking • Easy sharing with multiple people • Multicasting • Group communication support
New Applications Push-to-view (Always-On)
New Applications User’s rich video world User has a ‘personalized’ selection of low-bitrate, Always–On, interactive video channels The Always-On video channels can be sourced from: • Entertainment broadcast stations • Roving reporters .. e.g. an embedded reporter in Iraq • Monitoring sources: traffic intersection, kid’s room, factory floor,etc. • Instantaneous person to person video connection (like Push-to-talk to limited set) • Personal Video mailbox Video channels are MPEG4 .. based • Quick set-up is required for providing Video channels from millions of sources • Network infrastructure required to manage totality of Video sources • Bandwidth per user can be from 64 Kbits/sec to 1 Mbits/sec based on quality and number of Always-On channels.
Node B Node B 3G 3G - - 324m 324m Satellite dish Satellite dish Vi Vi de de o o phone phone MSC MSC RNC RNC Live Contents Live Contents RTP/UDP/IP RTP/UDP/IP ISUP (H.324) ISUP (H.324) Video Content server Video Content server Video Portal VideoPhone Architecture Overview • Current Cell Performance • For Voice only cells: • ~180 Simultaneous users at 13.3 kbps, ~2.4 Mbps per cell • Occupancy: to be 90 seconds per call (1.2 Mbits / call) • For Data only cells: • ~30 Simultaneous users at 100Kbps, ~ 9 Mbps per cell • Occupancy: unknown at this time
Enterprise LAN Access Independent Subscriber Services Softswitch XML Portals, Messaging, Other App Server Parlay, SIP SS7 PSTN XM/C IPDC/H.248 IMT/PRI Service Provider IP Network LMRS Universal Gateway Circuit PBX PRI Wireless RNC SIP H.323 DSLAM Splitter SIP H.323 SIP H.323 MGCP IP PBX FTTP VoDSL ONT IAD
2.5G / 3G Wireless Network 2G Wireless Network MMSC SMSC Network Assistant Ad-hoc group Time, Place, Notes Anytime Anywhere Group Communication across the Network of Networks: Connection Example New Applications PSTN PSTN user accessible through Voice Offline / Busy user, accessible through email MMS, Voice, Video Voice Call E-mail 2.5/3 G User Online User accessible through Voice / Video / Messaging Data Networks Internet, Corporate, Home etc. Multi-modal communication SMS Enable group member communication Network Enabled User reachability to an ad-hoc group 2G User
New Research Directions • Rich definition and representation of mulitmedia content • Identification and copying • Tools for masses for creating and sharing content • Next generation network infrastructure • New signaling infrastructure (SIP+) • Enough capacity for end points • New group support • QOS for real time • Persistence .. How to save for posterity
SIGMM .. Take the Lead • Wireless world …3GPP / 3GPP2 • Wireline world .. W3C , IETF, TV Industry • Multimedia Books …standardize content • Tools for the masses • Facilitate multimedia forums • Hold next retreat as a virtual retreat