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Technologies For Home Networking SUDHIR DIXIT / RAMJEE PRASAD
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Chapter 1 Introduction To Networked Home
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Section 1.1 Background
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1.1 Background
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Mobile and broadband subscribers versus installed base of laptops In the past few years many TV shows and movies have suddenly been made available over the Internet. It has driven more types of devices to be connected to networks, which in turn will increase the business value of a network to its nominal owners.
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Trend of Home Network All networks will be merge into the Internet. Server-to-server and peer-to-peer architectures. Sharing the increased value of a single larger network will be worth more.
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Section 1.2 Technology Adoption Trends
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1.2 TECHNOLOGY ADOPTION TRENDS
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Applying Moore ’ s law,the networking and communication industries meant doubling the price-to-performance ratio every 18 months. The same is expected to happen for the bandwidth-to-price ratio in networking, communication, and home networking industries.
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1.2 TECHNOLOGY ADOPTION TRENDS
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Section 1.3 Social Network
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What is a social network? A human empowered network. A platform specifically focused on the building and verifying of social networks for whatever purpose. A platform where people from all walks of life come together to express themselves by means of sharing videos, music, pictures, content It provides the ability to collaborate using peer-to- peer applications and services.
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1.3.1 Business Applications Businesses are beginning to use social networks as a means to connect employees and to help employees build profiles. A network that connects businesses by industry, functions, geography, and areas of interest. Networks are usually free for businesses or at a low cost. These networks act as a customer relationship management tool for companies selling products and services.
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Section 1.4 Consumer Trends
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1.4 CONSUMER TRENDS
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Section 1.5 Living in Real Time
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1.5 LIVING IN REAL TIME Living in real time means having access to network at all times and having some control capabilities for home monitoring, appliances, and other devices from remote locations. Real-time information would include services such as news, education, search engine, health care, travel, TV. Real-time commerce would mean online payment and online banking services. This will enable services such as online reservation and payment for movies, games, music, ring tones, entertainment, and ordering of goods and services. Communication services include telephone, video telephony, instant messaging, e-mail, multimedia services.
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Section 1.6 Confluence of Events
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Fixed – mobile convergence is created by the confluence of events
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1.6 CONFLUENCE OF EVENTS For now, two approaches to client and gateway functionality have emerged, namely Unlicensed Mobile Access (UMA) and SIP. These approaches will ultimately converge into IP Multimedia Subsystem (IMS).
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Section 1.7 Application and Service Convergence
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1.7 APPLICATION AND SERVICE CONVERGENCE Application convergence combines electronic subsystems that meld voice, data, and video into all sorts of electronic equipment. Different technologies combine for one application such that various traffic types such as video,communication, and computing are in the same SoC(System-on-Chip) design.
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Convergence of applications, services, and networks
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Section 1.8 Network Convergence and Regulations
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1.8 NETWORK CONVERGENCE AND REGULATIONS Dual-mode phones are able to connect to mobile networks and Wi-Fi APs at home, public Wi-Fi hotspots, airports, hotels Enable an active call on any dual-mode phone to be switched (handover) back and forth between fixed broadband and mobile networks Reduce usage of licensed spectrum Enable users to call using a single device at the lowest cost and to maintain the call connectivity.
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Section 1.9 Terminal Convergence
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Include multiple wireless interfaces in products Balance functionalities of devices with cost, power consumption, and the customer ’ s ergonomic expectations. More and more radio technologies will find their way to smart devices, and handheld terminals will lead the way by implementing.
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Convergence possibilities
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Section 1.10 Home Networking
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Converged world: network adaptability is key Home Networking : Home Computing: interworking between indoor(LAN) and outdoor(WAN) and interconnecting multiple devices at home. Home Network Entertainment Home Communications Home Monitoring and Management
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1.10 HOME NETWORKING
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Home Computing Basic Requirements on Home Networking from the computing perspective : Interworking and distribution of high bandwidth to multiple devices Interworking between home IP gateway and WAN connection Securing in-home communication and via WAN connection Wireless enhancements for range and speed Wired and wireless home network media Distributed file sharing
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1.10.2 Home Entertainment Entertainment on demand is on the march with the consumer. An example of a networked platform that offers consumer sticky application around digital media is consumer place-shifting device or software. This will be the first time the PC industry puts ready-to-go in-built capabilities such as anytime, anywhere media streaming on PC into the hands of consumers, allowing them indoor and outdoor content delivery.
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1.10.2 Home Entertainment with consumer demand toward producing personal video content, sharing files, P2P video file transfer, IPTV, consumers are starting to see a large collection of their digital media files stored across multiple devices. This will generate demand for low-cost networked storage devices that can be accessed through various media players through different mediums
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1.10.3 Home Communications Communication in-home involves the following: 1. Integrated communications for fixed and mobile. 2. Instant communications with federated user groups. 3. Presence integrated into voice communications.
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1.10.4 Home Monitoring and Management In monitoring and management, the following items have been characterized: 1. Remote surveillance 2. Home systems management 3. Heating, ventilation and air-conditioning (HVAC) and lighting control
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Section 1.11 Connected Home
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1.11 CONNECTED HOME Convergence of communication, computing technologies, and consumer electronics. Delivery of rich media and content over a single network by service providers. Seamless interworking and sharing of content between media devices and players. Simplified user interface and preferably a single lightweight device for home networking control and management.
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1.11 CONNECTED HOME
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Section 1.12 Vision of the Future
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1.12 VISION OF THE FUTURE 1. It is logical to assume that all devices will eventually be networked, but it will most probably start with devices that either are already intelligent (computers) or are very important to us (e.g., television, phone, and music system). 2. A possible way for the network to maximize its value is through server-to-server and peer-to-peer networking. 3.Devices, systems, services, and applications capabilities are defined by software.
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