Effect of Broadband Technology on the Design and Development of Multimedia Application

 

Broadband

           

          A broadband medium carries several channels simultaneously. The channels are ordinarily separated from each other using frequency division multiplexing. This term is also used to refer to broadband Internet access (The McKinsey Quarterly, 2001).

            Frequency-division multiplexing (FDM) is a form of signal multiplexing where multiple baseband signals are modulated on different frequency carrier waves and added together to create a composite signal.

            FDM can also be used to combine multiple signals before final modulation onto a carrier wave. In this case the carrier signals are referred to as subcarriers: an example is stereo FM transmission, where a 19 kHz subcarrier is used to separate the left-right difference signal from the central left-right sum channel, prior to the frequency modulation of the composite signal.

            Where frequency division multiplexing is used as to allow multiple users to share a physical communications channel, it is called frequency division multiple access (FDMA).

            FDMA is the traditional way of separating radio signals from different transmitters.

            The analog of frequency division multiplexing in the optical domain is known as wavelength division multiplexing. The term broadband Internet access, often shortened to "broadband Internet" or just "broadband", generically refers to last-mile Internet connections exceeding the abilities of standard analog modems and of ISDN connections, i.e. connections with speeds above 128 kilobits per second (kbit/s) (New York times 1999).

            In some countries broadband services operate at over 1 Mbit/s for connections to private residences, with higher data transfer rates possible for business purposes, but involving a correspondingly higher charge.

            In the United Kingdom many domestic users have connections either via cable modems, or via ADSL, and these typically run at around 500 kbit/s. Commercial users can obtain higher data rates for a higher subscription. In a few of the many areas not served by cable or ADSL, community organizations have begun to install Wi-Fi networks.

            In the USA many users have connections at about 380 kbit/s (as of 2002), though this situation may change as new equipment appears.

            Other technologies include bi-directional satellite satmodems and power line communication modems which use the electric grid to provide access to the Internet.

            The typical broadband connection to date, whether cable or xDSL, is configured by the ISP to run at bit rates from 350-500 kbit/s. The full rate connection for a typical cable plant might be as high as 10 Mbps and with ADSL it might be 2 to 6 Mbps (limited by how long the subscriber loop is - shorter loop, higher speed).

            In practice, even this bandwidth is not necessarily reliably available to the consumer, as ISP tend to overbook their backbone capacity. Since most user connections typically only operate at a small fraction of their full rated bandwidth, this aggregation strategy works more often than not, so users can typically burst to their full bandwidth most of the time. Peer-to-peer file sharing systems stress these assumptions, and can cause major problems for ISPs who have excessively overbooked their capacity. As take-up for this introductory products increases, telcos are starting to offer higher bit rate services. For existing connections, this most of the time simply involves reconfiguring the existing equipment at each end of the connection.

            Newer technologies for twisted pair phone lines such as VDSL and pushing fiber optic connections closer to the subscriber in both telephone and cable plants are opening up the possibility of higher performance for streaming data, such as audio and video streams. There are now many streaming audio services, and several streaming video services. Broadband Internet access also facilitates the use of file sharing software.

            The data rates on most broadband services still do not suffice to provide good quality video, as MPEG-2 quality video requires about 6 Mbit/s for good results. Adequate video for some purposes becomes possible at lower data rates, with rates of 768 kbit/s and 384 kbit/s used for some video conferencing applications. The MPEG-4 format delivers high-quality video at 2 Mbit/s, at the high end of cable modem and ADSL performance. The Ogg Tarkin format is intended to deliver similar performance.

            As the bandwidth delivered to end-users increases, the market expects that video on demand services streamed over the Internet will become more popular, though at the present time such services generally require specialized networks.

            Increased bandwidth has already made an impact on newsgroups: postings to groups such as alt.binaries.* have grown from JPEG images to entire CD and DVD images. According to NTL, the level of traffic on their network increased from a daily inbound news feed of 150 Gigabytes of data per day and 1 Terabyte of data out each day in 2001 to 500 Gigabytes of data inbound and over 4 Terabytes out each day in 2002.

  Multimedia

            Multimedia is a term used to describe multiple means of media which are used to convey information (text, audio, graphics, animation, video, and interactivity). It is also often used to describe any computer media. (The McKinsey Quarterly, 2001)

            As the information is presented in various formats, multimedia enhances user experience and helps grasping information better and faster.

            Presenting information in various formats is nothing new to human beings, but multimedia specifically implies presenting information in various digital formats.

            Multimedia finds its application in various areas including, but not limited to, Education, Entertainment, Engineering, Medicine, Mathematical and Scientific Research.

            In education, multimedia is used to produce Computer Based Training courses (popularly called CBTs), reference books like encyclopedias and alamanacs.

            A CBT lets the user go through a series of presentation, text about a particular topic and associated illustrations in various information formats.

            An electronic multimedia encyclopedia can present information in better ways than a traditional encyclopedia can. So the user has more fun and learns fast. For instance, an article on World War II can include hyperlinks of countries involved in the war. When a user clicks on a hyperlink, he/she is redirected to an detailed article about that country. In addition, it can include a video on Pacific Campaign. It can also present images which are maps pertinent to World War II.

Hyperlinks let a user access information in a non-linear fashion as opposed to print materials which are essentially linear (It is said that our brain thinks in a non-linear way). This, when added to multiple elements such as pictures, photos, audio and video can speed-up learning and improve user experience (It is also said that some people learn better by seeing than reading and some others by rather listening).

            Multimedia is heavily used in entertainment industry, especially to develop special effects in movies and animation for cartoon characters. Multimedia games, which are software programs available either as CD-ROMs or online are a popular pastime. Some video games also use multimedia features.

            A multimedia application, in which an user actively participates, instead of just sitting as a passive recipient of information is called, Interactive Multimedia. An example is an interactive multimedia game.

            For instance, a user can play a simulated multimedia soccer match without actually being in the ground. The simulation is just an illusion, but it makes the user think that he or she plays a real match. The environment is created by using many equipments of control like headset, goggles, joystick, sensors and by coordinating various multimedia components with a technique called virtual reality. They provide an environment which is experienced by users as similar to reality. This technique is used in some arcade games and also in flight simulators, to impart training to pilots, without having to go for a real flight.

            In Engineering, especially in Mechanical and Automobile Engineering, multimedia is primarily used for designing a machinery or automobile. This lets an Engineer view a product from various perspectives, zoom critical parts and do other manipulations, before actually producing it. This is known as Computer Aided Design (CAD).

            In Medicine, doctors can get trained by looking at a virtual surgery (without it actually being performed) or they can simulate how human body is affected by diseases spread by viruses and bacteria and then develop techniques to prevent the same.

            In Mathematical and Scientific Research, multimedia is mainly used for modeling and simulation. For example, a scientist can look at a molecular model of a particular substance and manipulate it to arrive at a new substance.

 

 

 

 

Impact of Technology Development

            Self C.L. (1994) stated that a look at five innovations that are changing the way we work, communicate, and live the road of the 21st century has brought many changes in the way we work, conduct our private lives, and do business. And the Internet is at the center of it all. That claim isn't meant to steal any thunder from other advances, but the Internet has changed not only how we communicate but also when, where, and how often.

            Other technologies are also heralding a new era. Distance is virtually eliminated with high-speed digital connections; electronic commerce is helping small businesses compete with large corporations worldwide. Wireless devices are no longer luxuries but necessities in a fast-moving marketplace. And biology is slowly but seamlessly meshing with technology. Computing systems that once occupied entire rooms now fit in the palms of our hands.

            With so many changes occurring, it's easy to get overwhelmed. To help you keep pace, we've looked at five technologies that are driving change in business and in everyday life.

BROADBAND

            Eisemann T.R. (1994). Many of today's homes are crawling along, whether they know it or not, in what will be deemed the dark ages once broadband technologies--cable and DSL--get up to speed. Currently, 56Kbps is the fastest modem speed available, although the actual transmission rate tops off at about 52Kbps (or lower, depending on your ISP).

            Most homes and smaller businesses with Web access use dial-up because it is the cheapest and most widely available, but DSL and cable providers are making inroads. Broadband, according to the Federal Communications Commission, is capable of supporting both downstream and upstream connections at speeds in excess of 7Mbps; that's about four times faster than dial-up. Many small to medium-size businesses already have broadband access, as do consumers who want instant-on access, faster surfing, or a better gaming experience.

And as products and delivery mechanisms evolve, the capabilities broadband will bring to the average household will be astounding. The holy trinity of communications--voice, video, and data--will all be provided over one connection, from one provider. While these services are being delivered today in areas like Phoenix, Arizona, by cable provider Cox Communications and Qwest Communications, most consumers can expect a widespread rollout--and greater speed--within the next five years. (For more on broadband access, see "The Promised Bandwidth," Techwatch, December 2000.)

Phone companies, cable operators, and broadband service providers like Santa Clara, California-based Covad Communications are working to speed connectivity. With DSL, for instance, some companies are rolling out delivery of voice, as well as video channels, digital, commercial-flee audio stations, and high-speed Internet access--all over one line, with all services operating simultaneously.

As broadband hurtles forward, the networked home of the future will resemble those that we know from sci-fi movies or cartoons like The Jetsons.

A WIRELESS WORLD

            Self C.L. (1994).Wireless devices such as mobile phones and pagers keep us connected with work as well as with family and friends. And a new generation of wireless networks promises to deliver data to handsets at up to 2 million bits per second--more than 100 times what's possible today. At these speeds, service providers like Verizon Wireless, Cingular, AT&T Wireless, and Sprint PCS say that even video will soon be delivered to handsets.

            Imagine using a phone not only for getting information from the Internet but also for multimedia games, presentations, and even videoconferencing. The first networks able to offer these services are expected in Europe and Asia by 2002; we can expect deployments by 2003. Why the wait? According to Philip Kendall, mobile communications analyst at Boston-based Strategy Analytics, there are two key reasons. First, the U.S. lags behind most European and Asian countries both in technology and in penetration of the subscriber base. Second, the technology will cost each operator billions of dollars to deploy.

            But with rollout expected around 2003, wireless providers will know the exact location of their subscribers. This will allow restaurants, shops, and other retailers to send ads to wireless handsets, enticing users into their stores as they pass. Hungry? A nearby restaurant is offering 10% off dinner via the electronic coupon it just sent to your cell phone.

            Mobile handsets will have to evolve even further, of course, combining phone capabilities with elements of personal digital assistants. One example of where the technology is headed is Handspring's Springboard modules for the Visor. The Visor features an expansion slot to add a variety of modules such as a digital camera or the company's VisorPhone, which instantly turns your handheld into a mobile phone.

Handsets like Ericcson's R380 (which comes with a foldout keypad) are already being equipped with larger screens, voice recognition, and greater processing power. And soon handsets will also talk to each other using Bluetooth, a short-range wireless networking technology, says Mark Lowenstein, chief industry strategist at Informico, a wireless Internet infrastructure company based in Lexington, Massachusetts.

Bluetooth-enabled devices exchange information and synchronize data between handsets and PCs. But with more cars, homes, businesses, and wearable devices--such as Samsung's Watch Style Phone--being outfitted with wireless connections, this technology promises to dramatically change the way we work and communicate. And with dozens of companies involved in the development of this technology (Nokia and Motorola are the two most notable ones), we can expect rollout of Bluetooth-enabled devices by the end of this year.

NO MORE BOXES

            Eisemann T.R. (1994). These days, shrink-wrapped software packages are pass& If you want software, you get it online. And industry analysts say that five years from now, software will be available only as a download on a rental or subscription basis via application service providers (ASPs). This is already a trend that even Microsoft has acknowledged with its ASP Licensing Program, which permits ASPs to license Microsoft products on a monthly basis.

            Corporations and small businesses are clamoring for these services--and, increasingly, so are consumers. ASPs provide applications such as Microsoft Excel, PowerPoint, and Word for a monthly fee; some also offer their own software (like Sun Microsystems' StarOffice 5.2, available as a free download), which is similar to and in most cases compatible with Microsoft applications. ASPs also provide the support services required to deliver and maintain their offerings.

            For companies, the lure is the promise of reducing IT costs by 30% to 60%. For consumers, it's a way to try software without being locked into an expensive product as well costly upgrades; best of all, the software comes with tech support.

            Choosing an ASP also saves valuable hardware space, since the applications needed to use an ASP's software are generally a fraction of the size of, say, Microsoft Word or Excel. Additionally, the software is stored on the provider's servers. Because of this, you can access the applications and work remotely, rather than being tied to a desk.

            The rental model is attractive, says Chris Whitely, project manager at Insight Research Corp., a telecom market-research firm in Parsippany, New Jersey. "I think the major pros are that for the software you are less likely to use now, you can use it on a trial or occasional basis."

            But, says Whitely, there's a downside. "In effect, customers give up some level of control in exchange for using the applications. It really is a major shift in the way that people are used to getting their software."

DIGITAL DOLLARS

            Eisemann T.R. (1994) said that if you've ever shopped on the Internet--or sold products there--you know that one of the most difficult parts of an online transaction is payment. And while vendors are making it easier to use credit cards online, not everyone is comfortable with the idea. Enter digital cash. Or, rather, re-enter digital cash.

            Digital cash, an Internet-based payment system, lets users pay individuals and businesses online with real U.S. dollars (not gift certificates or reward points), and send money electronically to actual bank accounts.

If the term sounds familiar, it should. This is actually the second iteration of an Internet digital payment system. The difference between this version and DigiCash, however, is that the original was not actual U.S. currency. Digicash was like buying a gift certificate and using it at online merchants, similar to, say, Flooz.com.

            Although still in its infancy, the current iteration of digital cash is blazing its own trails. Currently, you can send cash via e-mail once you open an account with a provider, enabling you to pay at an online merchant or auction sites. For consumers, there's no fee; merchants typically pay 1% to 2% on each transaction to companies such as PayPal and CheckFree, a bill-payment firm that will roll out its own digital cash service later this year.

            PayPal's 4.5 million users send about $7 million daily. Users simply open an account with the company with either a credit card or bank account information. The company also pays 5.2% annual interest on balances. These accounts are not FDIC insured, however.

 

HOME TECHNOLOGY SIMPLIFIED

            Andrews E. (2000) believes that with terms like "convergence," "broadband," and "networked home" now commonplace, vendors are seeking to lighten the load on the home front. Does anyone remember WebTV? The newest generation of Web home devices is the best evidence that Internet appliances are here to stay--in some form or another.

            Netpliance led the way in 1999 with the iOpener. Currently 3tom is touting Audrey (a digital home assistant), which features a wireless keyboard and a stylus. Compaq is also in the picture, offering the iPAQ Home Internet Appliance.

While these units don't have the processing power and speed of a typical late-model PC, they are widely being accepted for what they can do, and are finding a welcoming audience among those who want the basics--e-mail, Internet access, and home-management tools such as scheduling, address book, and recipe storage. All feature one-touch access to e-mail and the Internet, and are a fraction of the cost of a PC (from $199 to $549, plus Web access).

            So what's next for Internet appliances? "Wireless," says Jon Conmy, 3Com's manager of developing applications. "In a home setting, wireless technologies will allow us to more elegantly insert new products easily and more intelligently."

            Because consumers will use these appliances for Internet content rather than, say, creating spreadsheets and Word documents, these units going forward will also focus on lifestyle and entertainment features, says Conmy.

 

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