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The document presents a micro project on 'Wireless Multimedia Systems' conducted by students at K.B.H. Polytechnic, focusing on the demand for personalized, on-demand multimedia services enabled by advancements in technology. It outlines the applications, enabling technologies, challenges, and the infrastructure required for wireless multimedia systems, emphasizing the importance of mobility management, heterogeneous infrastructure, quality of service guarantees, and security. The project aims to address the limitations of current wireless networks and propose solutions for effective deployment of multimedia services.

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0% found this document useful (0 votes)
2 views

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The document presents a micro project on 'Wireless Multimedia Systems' conducted by students at K.B.H. Polytechnic, focusing on the demand for personalized, on-demand multimedia services enabled by advancements in technology. It outlines the applications, enabling technologies, challenges, and the infrastructure required for wireless multimedia systems, emphasizing the importance of mobility management, heterogeneous infrastructure, quality of service guarantees, and security. The project aims to address the limitations of current wireless networks and propose solutions for effective deployment of multimedia services.

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You are on page 1/ 14

K.B.H.S.

S TRUSTS
K.B.H. POLYTECNIC MALEGAON CAMP NASHIK

MICRO PROJECT OF ADVANCE COMPUTER


NETWORK
GUIDED BY = GAYATRI PAWAR MAM
TOPIC =“WIRELESS MULTIMEDIA
SYSTEM”
SUBMITTED BY:
PRAJAKTA BEDEKAR (31)
ANUSHKA SONAGRA (11)
PRACHI SHEWALE (6)
SAVALI KEDARE(49)
ACADEMIC YEAR 2024-2025
K.B.H.S.S TRUSTS K.B.H. POLYTECNIC MALEGAON CAMP
NASHIK

DEPARTMENT OF COMPUTER ENGINEERING


THIS IS TO CERTIFY THAT
PRAJAKTA BEDEKAR (31)
ANUSHKA SONAGRA (11)
PRACHI SHEWALE (6)
SAVALI KEDARE(49)
OF THIRD YEAR COMPUTER TECH MICRO PROJECT OF
ADVANCE COMPUTER NETWORK

D.S.PATANI MAM K.S.PAWAR SIR S.M.KHANGAL


[SUBJECT TEACHER] [IN CHARGE H.O.D] [PRINCIPAL]

FOR ACADEMIC YEAR 2024-2025


 Introduction
With the affluence that comes with economic developments and technological
advances, citizens around the world will demand personalized, on-demand,
high quality information services, or Personal Information Service (PIS)[8]. Such
services are characterizedby beingpersonalized, i.e., tailored to the individual
user, and ubiquitous, i.e., available any where, any time. For example, while in
the past we are satisfied with broadcast TV, in which millions of people watch
the same programs, now we want videoon-demand (VoD), which allows one to
choose the video at the desired time, and to interact with it. Another example
is Personal Communication Service (PCS)[11]. Each user is assigned a personal
telecommunication number, and may be reached any where in the world. In
addition, each user will be able to access a variety of communication services
on demand. The Internet provides yet another example of such personalized
service, with each user customizing his access through a series of mouse clicks
to get the information desired. Advances in computer, communication,
consumer electronics, and information technologies in recent years have
actually made such services available today to selected people. However, to
make them available to the masses we must overcome a number of challenges.
In particular, we must develop the infrastructure and protocols to support such
services. This infrastructure will be a network of networks, including the
existing public telecommunication networks, satellite networks, wireless
networks, the Internet, etc. We have to study each such network not only as an
independent entity, but also as a collection. The underlying protocol will most
like be Internet Protocol (IP) based. In Section 2, we will describe some
applications of wireless multimedia systems. Enabling technologies of such
applications, and the challenges to be overcome before such systems will be
widely deployed will be included in Section 3. We conclude in Section 4

 Abstract
Advances in information technologies have made it possible to have Personal
Information Service, i.e., personalized multimedia information available
anywhere, anytime. Such ubiquitous access requires that a portion of the
underlying network infrastructure be wireless. Therefore, a number of challenges
associated with operating a wireless multimedia network must be overcome. In
this paper, we have identified these challenges and some solutions.
 Applications

Multimedia integration and real-time networking create a wide range of


opportunities for multimedia applications. According to the different
requirements imposed upon the information, communication, and computing
subsystems, distributed multimedia applications may be broadly classified into
three types [10]: interactive video (ITV), telecooperation, and hypermedia
applications. ITV requires very high transmission rate and stringent quality of
service (QoS) guarantees. It is therefore difficult to provide such broadband
services over existing low speed wireless networks. ITV typically demands
point-to-point, switched connections. Bandwidth requirement is asymmetric in
that the bandwidth of the downstream channel which carries video programs
from the server to the user is much higher than that of the upstream channelfrom
the user to the server. Tele cooperation requires multicast, multipoint, and
multiservice network support for group distribution. In contrast to the strict
requirement on the video quality in ITV applications, tele-cooperation
applications, such as videophone and desktop conferencing, allow lower picture
quality, and therefore lower bandwidth requirements. It is possible to provide
such services with the existing wireless networks. Hypermedia applications, such
as world wide web browsing, are retrieval services, and require point or
multipoint to point and switched services. As with tele-cooperation applications,
hypermedia applications require powerful multimedia database systems, with
intuitive user interface such as visual query support, and content-based indexing
and retrieval. Due to the huge volume of data transmitted, the existing wireless
infrastructure can only support hypermedia applications in very limited forms.
For example, while it is possible to surf the web with a notebook computer
connected to a cellular system, the user will suffer excessive waiting while files
are downloaded from the remote servers to the portable device through the slow
wireless link.
The Wireless Multimedia Forum[5] defined the following wireless multimedia
service, namely, streaming multimedia (on-demand/live/scheduled),
downloading multimedia, uploading multimedia, multimedia messaging (e.g.
video email), wireless video surveillance (e.g. wireless video camera), real-time
multimedia communication (e.g. videophone, videoconferencing), and interactive
multimedia games. Again, each service will impose very different requirements
on the underlying system infrastructure. Perhaps the key application of wireless
multimedia service will be M-commerce, which may be defined as the
transacting of business on a non-proprietary wireless network, such as the
existing cellular radio networks and 3G networks. We have chosen to exclude
wireless systems that utilize a dedicated wireless network running proprietary
protocols, because we believe that for m-commerce to flourish, the users must
have ubiquitous access to this network infrastructure, and it will be difficult for a
proprietary system to claim ubiquity. At the same time, our definition will
include non-cellular wireless systems such as Wireless Local Area Networks,
Bluetooth-based, and even satellite-based networks using nonproprietary
protocols. M-commerce may also be more generally defined as applications and
services built on non-proprietary wireless network platforms. In this sense, the
more narrowly defined m-commerce may be included as one of the applications,
and other applications, such as remote monitoring and telemetry, information
dissemination, etc., will also be included. In this paper, we will use the more
general definition. No matter which definition you fancy, m-commerce is going
to be huge. According to the Gartner Group, the global market for wireless data
services will be over USD 50 billion by the year 2004, with 40% of the business-
toconsumer e commerce transactions outside North America conducted over a
mobile phone. It is also estimated that there will be over one billion wireless
subscribers worldwide by 2003 (source: Dataquest). One of the strongest growth
regions is China, which has recently surpassed the
US as the country with the largest number of mobile subscribers. The Asia
Pacific region is expected to become the leading region for wireless data
services by 2004. Of course, an explosive growth in cellular telephonymay not
necessarily translate to successful m-commerce. We believe m-commerce will
be successful because[9]: (1) It is a more cost-effective way to conduct business.
It saves money by providing ”just-in-time information delivery.” (2) The ”just-
in-time” feature of mobile communications will introduce a variety of new
services. (3) The trend in the telecommunication world is towards
”personalized” information service
 Wireless multimedia system Diagram.

 Enabling technologies and challenges


The development of computing, networking, and consumer electronics
technologies have made it possible to have wireless multimedia systems. In fact,
today we can have limited forms of such service. A personal digital assistant
(PDA) connected to a cellular phone with a modem will allow us to send and
receive email. There are also various forms of wireless data services available.
Such services, however, are very limited in terms of data rates, and hence the
form and variety of services available. A number of problems must be
overcome before the large scale deployment of wireless multimedia system
.Limited bandwidth Perhaps the most difficult problem is due to the wireless
medium itself, which is limited in bandwidth, and suffers from such transmission
problems as fading, multipath, etc. Error correction or error detection with
retransmission may be used to overcome the transmission errors, but this is at
the expense of lower bandwidth utilization. Since the bandwidth is very limited
to begin with, the hostile wireless medium does pose a very serious problem. To
overcome this difficulty, there are three major approaches: (1) increase the
amount of data transmitted in a given bandwidth, (2) minimize the amount of
data transmitted, and (3) make more bandwidth available. Using a more efficient
modulation scheme to fit more data within a given bandwidth is an example of
the first approach. Developing more efficient multiple access schemes so that
more users can share the same bandwidth is another. The deployment of smart
antennas to provide space diversity and hence increase the capacity is also
proposed. The second approach relies on various data compression techniques.
For example, the JPEG (Joint Photographic Experts Group) standard uses the
Discrete Cosine Transform (DCT) to compress an image, squeezing out the
spatial redundancy within the image, while the MPEG (Motion Picture Experts
Group) standard adds the motion compensation technique to further reduce the
amount of data required by squeezing out the temporal redundancies from image
to image in a video. The reader is referred to Li and Liao[10] for an introduction
to the JPEG, MPEG, and other data compression standards. To further reduce
the amount of data transmitted, MPEG-4 uses an object-oriented approach.
Different parts of a moving image will be encoded separately, so that parts with
less activities can be encoded using even less data.
Finally, multi-resolution techniques may be used to tailor the amount of data
transmitted with the amount of details required. The third approachmakes more
bandwidth available for wireless communications. For example, the United States
Federal Communications Commission (FCC) has released 300 MHz of
unlicensed, ettiquetteless, radio spectrum for wireless data networks. This
Unlicensed National Information Infrastructure (U-NII) will allow the
development of broadband, wireless multimedia access. The International
Telecommunications Union’s International Mobile
Telecommunications2000project has developed 3G standards which allow
multimedia communications with bandwidth on demand and data rates of up to 2
Mbps.
1.

Mobility Management.

This deals with the difficulty due to the movement of the users. Hence we
need to solve the problem of how to keep track of the movements of the
user, and how to send data to a user who is moving around. To provide
ubiquitous communications, the system has to track the movement of the
user. One solution is to divide the whole system into location areas[11].
When the user enters a new location area, a location update transaction will
be performed to inform the system of the new location. When a message is
destined to this user, a database query is performed to find the actual
location and the paging function is executed to alert the user. With this
location information, a specified area is paged instead of the whole system.
This is the solution used in cellular telephone systems. There are various
ways in which these location update and paging functions may be
performed, including manual and automatic location updates, static and
dynamic paging areas, etc. to minimize the location update and paging
traffic. To support roaming, i.e., allowing a user to continue to communicate
outside of the user’s primary subscription area, when a user visits a foreign
area, the foreign system will send a location update message to the user’s
home subscription area. Any future calls to this roaming user will first be
directed to the user’s home location database, and then forwarded to the
foreign system where the user is now located. A similar solution is used by
the Internet EngineeringTask Force (IETF) Mobile IP Working Group to
allow portable computers to stay connected to the Internet, and to use the
same IP address when it roams to a distant Internet site. Each site which
allows its users to roam has a home agent, and each site which allows
visitors has a foreign agent. When a mobile user visits a foreign site, it
contacts the foreign agent and registers. The foreign agent contacts the home
agent of the mobile and gives it the foreign agent’s IP address. When a
packet arrives at the home site addressed to this mobile, it will be forwarded
to the foreign agent who will in turn pass it to the mobile. In addition, the
home agent will pass the IP address of the foreign agent to the sender of the
packet, and all future packets will be sent directly to the foreign agent.
2.

Heterogeneous infrastructure

The key to successful wireless multimedia service development is the


availability of a ubiquitous network infrastructure. Some believe this
infrastructure is 3G. Others, pointing to proposals to connect whole cities
with Wireless Local Area Networks (WLANs), and the fact that WLANs
represent more mature technology and are implemented in the license-free
band, believe WLANs will prove to be formidable competition for 3G.
There are yet others who believe that Bluetoothbased networks will be the
network infrastructure of the future. We believe the wireless network
infrastructure will include each of these three components. We expect this
infrastructure to be a network of networks, with a collection of wired
networks at the core, and a number of access networks connecting
individual users to the core. An access network may be a 2G or 3G network,
a WLAN, a Bluetooth-based network, or even a satellite-based network. We
have to study this infrastructure not only as an independent entity, but also
as a collection. In addition, we have to tackle the problems which arise at
the interconnections of such componets, since each of them has very
different characteristics. This calls for the development of adaptive
protocols which adapts automatically to different applications and to the
different underlying infrastructure. Thus, a movie-on-demand application
will require much better video quality, and hence higher transmission
bandwidth, than a video conferencing application. A communication session
running on a path consisting of both wired and wireless components will
need to determine automatically the medium it is running on, and adjusts the
protocol parameters such as acknowledgment timeout, data rates, etc. In
addition, such adaptation should be transparent to the users, so they can
focus on the applications at hand, rather than worry about the characteristics
of the particular components they are connected with. Of course, the
corresponding wireless access devices must be readily available. In fact, one
of the reasons many believe m-commerce will be huge is the fact that in
many parts of the world, more people own cellular phones than personal
computers.If services and applications are available and affordable, it is
expected that these users will use the mobile device as the preferred medium
to conduct e-commerce.
3.

Quality of Service Guarantees


Due to the problems inherent in wireless networks, deterministic service
guarantees and bandwidth allocation, commonly used in wired networks,
become inadequate in wireless networks. We believe that a more flexible
service model which allows variable QoS is needed. In [2], we propose a
utilityoriented wireless adaptive QoS model and a bandwidth allocation scheme
which accounts for the users’ QoS requirements and actively adapts to the
dynamics of the physical channel. There has been much work on wireless
resource (bandwidth) management, focusing on multiple access and channel
allocation[1]. Most of the previous work tackled one aspect of the bandwidth
allocation problem,i.e. the dynamics of user requests. That is, resolving conflicts
due to users’ uncoordinated requests and allocating transmission slots or call
channels appropriately to satisfy those requests. However, there is less research
on adding explicit adaptive mechanism to bandwidth allocation schemes to deal
with the variations of wireless channels.

4. Wireless Security
To successfully deploy wireless multimedia service, a number of
complementary technologies are required. One such technology is security.
Wireless transmission is inherently insecure compared with wired transmission
due to its susceptibility to eavesdropping. The users have to be assured that the
information transmitted will be free from being intercepted, and modified by
hostile parties. It is therefore important to have secure transmission
technologies, such as those based on the Public Key Infrastructure (PKI). PKI
not only encrypts the data so only the intended receiver can read it, but also
allows authentication of the sender, and prevents unauthorized modifications to
the transmitted data. The digital signature component of PKI also provides
nonrepudiation, i.e., once you have signed a document digitally, you cannot
deny it. In fact, many governments have already passed electronic transaction
laws giving digital signatures under PKI the same legal status as the traditional
hand written signatures. The prevalent wireless LAN standard is IEEE 802.11,
and the 802.1X draft standard[4] has been proposed to implement security in
such systems.
5. Wireless Internet technologies
The prevalent network protocol on the network infrastructure is most likely
going to be the Internet Protocol (IP). However, IP has been designed for wired
networks, which are less error-prone, and enjoy more bandwidth compared with
wireless channels. For example, one major IP protocol is the Transmission
Control Protocol (TCP), which throttles the amount of data permitted to be sent
by a particular user based on network feedback. In particular, if no
acknowledgment is received for a transmission after a certain timeout, TCP
assumes the network is congested, and reduces the amount of transmitted data.
However, in a wireless network, lack of an acknowledgment within the timeout
may be due to a variety of reasons, such as the long round-trip propagation
delay to the satellite in a satellite-based system, or the retransmission delays of
erroneous packets. There is much active research on how to adapt such
protocols to the wireless environment. Another important technology is how to
transmit multimedia data, especially video data, in a wireless network. One of
the key attractions of future wireless systems such as 3G is the ability to
transmit at relatively high speed compared to 2G systems, and to accommodate
video transmission. Despite the higher transmission speed of 3G systems, it is
still inadequate for high quality video transmissions. Moreover, since future
high speed networks will co-exist with existing lower speed networks, it is
important to develop adaptive video transmission and compression schemes
such that depending on the quality of the wireless channel, the right amount of
video data will be transmitted to optimize the utility to the user. Again, this is an
area of active research, and we believe solutions will be forthcoming.

6. Power Supply
The development of the battery has lagged far behind the improvements
achieved in computational power and memory. There is an urgent need to
develop lowcost, high density, light-weight battery systems. In the meantime, a
number of ways have been proposed to conserve the battery, such as using less
power hungry components in the portable unit, moving the intensive
computations to the backbone network from the portable unit[3], and such
power-saving features as automatic blanking of the display after a timeout,
activating different communication ports only when they are required, etc. I
personally do not believe moving the computations to the backbone system is a
good solution. Due to the frequent disconnections inherent in a wireless
transmission medium, we should try to have most of the computations
performed on-board, to minimize the number of data exchanges between the
loading on the.

 Advantages and Disadvantages :-

Advantages

1. Mobility: Users can access content from anywhere within the wireless range,
promoting convenience and flexibility.

2.Easy Installation: Without the need for extensive cabling, setup is often
quicker and less intrusive.

3.Scalability: It's easier to add more devices or expand the system as needed
without reconfiguring physical wiring.

4.Cost-Effective: Reduces the costs associated with wiring and installation,


especially in large or complex environments.

5.Interactivity: Wireless systems can support interactive features, enhancing


user engagement with multimedia content.

6.Integration: Can easily integrate with various devices, such as smartphones,


tablets, and laptops.
Disadvantages.

1. Signal Interference: Wireless signals can be disrupted by physical


obstructions or other electronic devices, affecting performance.

2.Security Risks: Wireless systems are more vulnerable to unauthorized access


and data breaches compared to wired systems.

3.Bandwidth Limitations: The quality of streaming can degrade with multiple


users or high data demands, leading to buffering or latency issues.

4.Power Dependency: Many wireless devices require battery power, which can
lead to interruptions if batteries are not managed.

5.Higher Latency: Compared to wired systems, wireless networks can exhibit


higher latency, which may affect real-time applications.

6.Reliability: Depending on the environment and technology, wireless


connections can be less reliable than wired ones, especially in areas with poor
signal strength.
 Conclusion
Advances in computing, communications, and consumer electronics have made
it possible to have ubiquitous wireless multimedia service. To make such
services widely available, a number of challenges associated with operating a
wireless multimedia system must be overcome. In this paper, we have identified
these challenges and some solutions. We hope that we have succeeded in
stimulating other researchers to work on these challenges, and in time, we will
have wireless multimedia services widely available.

 Summary

In summary, while wireless multimedia systems offer significant flexibility


and ease of use, they come with challenges related to security, reliability,
and performance.

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