1 Future Trends of Multimedia. 2 Outline Materi  Why Is Multimedia Important?  How Fast Is Multimedia Growing?  Who Needs to Know About Multimedia?

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Presentation transcript:

1 Future Trends of Multimedia

2 Outline Materi  Why Is Multimedia Important?  How Fast Is Multimedia Growing?  Who Needs to Know About Multimedia?  Future Trends  Mobile Multimedia  Multimedia Applications and Services in the Future

3 Why Is Multimedia Important? A fast emerging basic skill Adds dimensions Is a dynamic experience Allows cross-referencing through linking Information Superhighway

4 Multimedia Is Highly Effective  People retain 20% of what they see 30% of what they hear 50% of what they see and hear 80% of what they see, hear, and do simultaneously

5 How Fast Is Multimedia Growing? At the end of the twentieth century nearly two- thirds of U.S households have home computers Digital divide is narrowing eMarketer forecasts 350 million Internet users by 2003 Multimedia Growth is fueled by:  Advances in technology  Price wars  New tools enabling more people to become developers

6 How Is Multimedia Changing the World?  Mergers and Alliances  Telecommuting  Home Shopping  Business and Advertising  Electronic Publishing  Teaching and Learning  Mass Media

7 Future Trends  Market Consolidation All computer has multimedia capabilities Multimedia market growing bigger  Merging of Media and Communication Technology Eg: Interactive Television (on-demand services)  Video-on-demand  News-on-demand : Customized news according to personal preference  Content updated dynamically  Games-on-demand  Home Shopping  Virtual Offices – Teleworking

8 Who Needs to Know About Multimedia?  Who needed to know how to read books after the printing press was invented?  Who needed to know how to drive cars after highways got built?  Who needed to know how to call someone when telephones were invented?  Anyone who plans to learn, teach, work, play, govern, serve, buy, or sell in the information society needs to know about multimedia

9 Total Digital Convergence

10 What is Mobile Multimedia  The buzzword being splashed around is Convergence and by it we mean the convergence of multimedia technology with the telecommunications industry. If, for example, features of the telephone and television are combined, the resultant is a visually enriched communication tool that makes applications such as home shopping, distance learning, remote collaboration with specialists, and interactive access to live and stored video sources around the world possible.

11 Definition  The most common definition offered in the extant literature is to say that mobile multimedia could be considered as the emergence of multimedia computer systems that are both mobile in that they are capable of being integrated into the telecommunications and networking infrastructures and offer access to services and applications using combinations of data, text, voice, video (among others) to anybody, anytime, anywhere.

12 First Generation  It was however in the early 1980s that the first generation of cellular systems appeared in the U.S. These systems were called Advanced Mobile Phone Systems and operate in the 824 – 849 MHz and 869 – 894 MHz bands. At the same time, in Europe, similar systems called NMT (Nordic Mobile Telephone System), were developed which operated on 450 and 900 MHz bands. These systems use FM (Frequency Modulation) modulation for speech and in- band signalling. These first generation systems were primarily designed for speech transmission.

13 Second Generation  The second-generation of mobile communication emerged soon afterwards, commonly referred to as GSM (Global System for Mobile Communications). GSM is based on digital time division multiplexing and has a raw data rate of 13.8 kbps (with error checking this is reduced to 9.6 kbps). GSM as a mobile network standard in the context of wireless multimedia is, simply, a technically sophisticated radio communications network offering mobility and supporting wireless information services/highways

14 Current Generation  Most mobile phones in use today are the second-generation (2G) mobile phones or the enhanced 2.5G version, which offers improved data capabilities, such as higher transmission rates and ‘always-on- connection’.

15 3rd Generation  The Third-generation (3G) mobile are capable of much higher data rates measured in Mbps and are intended for applications other than voice – such as mobile games. The 3G systems promise to offer higher speeds and ‘always-on’ data connections. It will also support heavy bandwidth hungry multimedia applications such as full-motion video; video- conferencing and advanced data services with full Internet access. The 3G networks are also designed to support large numbers of users more efficiently than 2G networks and allows for future expansion.

16 3G is..  3G wireless technology is a global communication technology based on packet-based transmission of digitized voice, data, and video.  It includes multiple competing wireless technologies like Code Division Multiple Access (CDMA) 2000, Universal Mobile Telecommunications Service (UMTS), and wideband CDMA (WCDMA) are found.  3G is capable of delivering data transmission speeds of 144K bit/sec inside a moving vehicle, 384K bit/sec standing or walking, and 2M bit/sec in a fixed location, using packet-based rather than circuit switched technology and permitting global roaming.

17 What 3G Networks mean to the Consumer  3G is video conferencing in a taxi  3G is singing karaoke in a bus  3G is sending images straight from the field to headquarters for analysis  3G is sharing your Japan vocation with your friends from Hong Kong  3G is playing a multi-user role playing game on the bus to work …

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21 3,5 Generation

22 4G Networks  Bandwidth of 100Mbit/s  Due 2006 – 2010  But: Too many 3G standards now, slows development  Permanent internet connection (IPv6 address) while mobile  All digital, packet switched, with tight security  Extends 3G by >10x  Not backwards compatible  Enables full interactive video services

23 4G Generation

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25 Other Technologies  While Europe has been concentrating on GSM, the USA and Japan have been developing their own technologies.  Japan, has successfully introduced i-mode to Japan, which is a rival technology to WAP based on CHTM a condensed version of HTML. By the start of September 2000, i- mode had more than 11 million subscribers compared to the world population of WAP which is probably not more than a fifth of this total. I-Mode is a wireless technology offering wireless web browsing and from mobile phones.

26 Universal Mobile Telecommunication Service (UMTS)  UMTS is a 3G standard supporting a theoretical data transfer rate of up to 2 Mpbs will possibly be launched globally by 2005

27 Bluetooth  Another very interesting technology that has emerged over the last few years is the Bluetooth technology. According to IEEE’s Multimedia magazine, September 2000, Bluetooth is not a rival technology to WAP but a technology, which can complement the Wireless Application Protocol.  Bluetooth is a short-range radio technology designed to simplify peer-to-peer connectivity. It enables mobile phones, printers, PCs and PDAs to communicate directly with each other at high speeds without the need for a network server or cables.

28 Mobile Multimedia Applications  Mobile Video Photo Video Conference  Mobile Audio Ringtone True-tone MTV  Mobile Multimedia Mobile Flash Mobile TV Mobile Games

29 Application Areas  Emerging applications areas including: M-commerce: shopping, ticket purchases, reservations, and comparison shopping. Finance: statements, funds transfer, and shares trading. M-billing: notification, presentation and payment of bills Enterprise Access: inventory, shipment/sales updates, and access M-care: customer service, payment status, and other backroom operations Entertainment: games, gambling, and interactive multi-player events Messaging: communication and collaboration Travelling: scheduling, reservations and advisories.

30 Multimedia Application and Services in the Future  Distance Learning  Telecommuting  eCommerce (including mCommerce)  Telemedicine  Improvements in VR  Improvements in AI (Turing Test)  Sensor devices will become less intrusive  Improved interaction between user and system (Interactive TV)  Video Telephony / Virtual Conferencing  Will we become like the Jetson’s?

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