140 likes | 259 Views
Who Owns the Home Network?. 2006 IEEE CCNC Conference Las Vegas MA1-1 Plenary Panel Presentation. Glen Stone Director, Standards & Strategy Sony Electronics Inc. Chair: DLNA Technical Committee. Agenda. Overview of the Digital Living Network Alliance (DLNA)
E N D
Who Owns the Home Network? 2006 IEEE CCNC Conference Las Vegas MA1-1 Plenary Panel Presentation Glen Stone Director, Standards & Strategy Sony Electronics Inc. Chair: DLNA Technical Committee
Agenda • Overview of the Digital Living Network Alliance (DLNA) • A CE perspective of the home network
Consumers want their devices to work together and share content The DLNA Vision MOBILE MULTIMEDIA Entertainment, Personal Pictures and Video, Services BROADBAND Entertainment, E-Business, IPTV Services MEDIA Pre-Recorded Content Personal Media Consumers want their devices to work together and share content BROADCAST Services, Entertainment
The DLNA Vision • Consumer friendly home networks • Consists of IT and CE devices • Content shared between devices from different manufacturers • A platform for the distribution of personal content • A platform for services and commercial content
The DLNA Approach • Deliver design guidelines based on a framework of open standards to ensure interoperability between manufacturers’ devices • Provide a common baseline of media formats (to ensure interoperability at the media level) • Accelerate market acceptance through compliance testing
The DLNA Approach • DLNA is not an SDO, DLNA does not create standards • Uses existing standards and Identifies when new standards are required • Liaisons with SDO’s to create required standards • Examples: • CEA - OpenEPG, RemoteUI • UPNP- QoS additions • DVB - Media Formats
DLNA Participants = BoD company Over 225 contributor companies
DLNA Organization Content Protection
Generate Technical Requirements Create Design Guidelines • Connectivity: Ethernet and 802.11 • Networking: All devices use IP protocols • Very specific details • Clarifies ambiguity in a given standard • Identifies which options to implement Guidelines Creation Process Develop Use Cases • Technical Input • Ecosystem Input • Marketing Input • Prioritize
User is watching TV, wants to view pictures The devices depicted in these scenarios are for illustrative purposes only and have no relation to specific products planned by any manufacturer.
Device Classes DLNA Device Class UPnP AV Components Media Transport Components Functional Description Digital Media Server (DMS) Media Server Device Serves up media content HTTP Server Digital Media Player (DMP) Media Renderer Control Point Selects, controls, and renders selected media content, NOT discoverable on the network HTTP Client Digital Media Render (DMR Media Renderer Renders content, discoverable HTTP Client Digital Media Control Point (DMC) Selects Servers and Renders for connection and controls AV Control HTTP Functionality also includes file transfers, QoS and printing
Media Formats (Images, Audio, AV) How media content is encoded and identified for interoperability Media Transport (HTTP) How media content is transferred Media Management (UPnP AV) How media content is identified, managed, and distributed Device Discovery & Control (UPnP Device Arch) How devices discover and control each other Networking & Connectivity (IPv4, Ethernet, 802.11) How devices physically connect together and communicate Interoperability Framework Complete set of components to deliver user experience for sharing content Content Sharing Framework
DLNA Conclusion • Creation of guidelines was use case driven and filtered by both marketing and technical criteria • “Ownership” of the home network is out of scope of DLNA • The very nature of the design guidelines insures all devices are discoverable and accessible • DLNA Interoperability Guidelines v1.0 addresses content sharing interoperability between a DMS and DMP and is available now at www.dlna.org
CE observations • The Consumer will attach a diverse array of devices to their home network • There cannot be one “owner” • They will get their content from multiple sources, based on: • Cost • Ease of acquisition • Flexibility (usage rules) • Who will the consumer call when things go wrong? • Who knows…it could be: • The device manufacturer • The service provider • The content provider • Their neighbor • Their son (in the case of my Mom)