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Getting
the picture? Streaming video to a mobile has long been a dream,
but even without 3G it can be done - Video Apps

Getting the picture? Streaming video to a mobile has long been
a dream, but even without 3G it can be done - Video Apps
Wireless Business & Technology, Oct, 2003 by Chetan Sharma
One of the aims of 3G mobile communications systems is to provide
enhanced multimedia services, like video streaming and MMS, to
the user. The global economic slowdown has forced most of the
mobile wireless carriers to delay deployment of costly 3G-network
infrastructure, and optimize the existing digital infrastructure
to initiate promising multimedia services. Offering of multimedia
services with current communications infrastructures (referred
to as 2.5G/2.75G) is a technological challenge because of lower
bit rates, high bit error rates, unpredictable delay, QoS issues,
and limited device capabilities.
2.5G/2.75G networks are being implemented worldwide at a rapid
pace, despite the economic downturn. These networks employ GPRS
(derived from GSM), CDMA 1x, and EDGE access technologies. GPRS
is an end-to-end mobile packet radio communications system that
makes use of the same architecture as GSM. Its features such as
multislotting and native IP support allow it to be used for delay-sensitive
data applications like video streaming.
But the inherent characteristics of the wireless channels are
still there and hence streaming video system designs should not
only focus on the source coding, but should also incorporate channel
characteristics to provide the best quality to the end user. EDGE
is considered to offer higher channel data rates than GPRS, but
EDGE is not widely deployed. CDMA-based networks utilizing CDMA
1x technology offer higher channel data rates, and are being implemented
widely in the U.S., Canada, Korea, Japan, India, and many other
countries.
Bandwidth Constraints of 2.5G/2.75G Networks
While carriers are making tremendous progress in enhancing their
networks for efficient access to multimedia content, there are
some issues with the current 2.5G (GPRS) and 2.75G (CDMA 1x, EDGE)
networks. GPRS currently delivers only 10-20Kbps on average, while
CDMA 1x averages between 20-40Kbps bandwidth to handsets. EDGE
is claimed to deliver an even higher average data rate (~64Kb/s),
but the actual throughput, and extent of coverage, have not been
verified. During peak hours, the data traffic performance can
further degrade, as voice traffic still takes priority.
On top of that, applications and services have to contend with
latency in the network, which can impact synchronous applications
like video streaming. Though we are moving to "always-on
packet" networks, the connection can still be choppy, meaning
one could hit dead zones and the coverage might drop for a few
seconds before the network picks it up again.
Diversity in handsets and their capabilities can have a major
impact on user experience as well. Multimedia content, like video,
needs to adapt not only to the network and bandwidth conditions
but also the device capabilities and limitations, to effectively
push content whether it is streaming video or site browsing.
Delivering high-quality video over 2.5G wireless networks is
a daunting task. Customers are not going to flock toward multimedia
services until they can get "clear, uninterrupted" video,
even if it's a 60-second or 2-minute clip. This is why several
streaming service providers have focused on delivering high-quality
"streaming audio" over 2.5G, and are preparing for full-scale
multimedia services when 3G finally arrives.
Video Streaming over 2.5G Networks
Streaming codecs operate at much lower bandwidths (lower data
rates) than the encoded data rate of the video clip. Buffering
is used at the handset to accommodate the downloading of video
frames at lower data rates. Streaming circumvents the need to
download the entire video clip before it can be decoded and played,
and offers near real-time playing of content. However, there is
always a price to pay.
Frames will need to be buffered before they are decoded and played.
If the encoded data rate is high to begin with, the buffering
requirements are high. Further, the frame rate of the decoded
and displayed video cannot be improved. There are two downloadable
decoders (players) that claim to stream video clips over GPRS
networks at 9.6Kb/s (according to Steve Wallage, "Media on
the Future," 2003).
All the streamed clips over 2.5G/2.75G networks are 30-60 seconds
in length at the most. Streamed video can be delivered directly
via a server or in the MMS mode. SingTel Optus of Australia offers
streaming video service of 30-second clips of news, sports, and
movie reviews. Emblaze is another company that offers streaming
video capability, but the video quality is marginal. Further,
the processing load on the device's main processor tends to slow
down the displayed content. In a nutshell, the "video reality"
cannot be replicated.
Catch-22 Situation for 2.5G/2.75G Carriers
Wireless carriers know that delivery of multimedia services can
be an important revenue source. They are also aware that a threshold
quality level of content of a minimum duration (2 minutes), and
at minimum cost, is important to drive user demand. Carriers also
want to ensure that video streaming or MMS can be accomplished
with lower data rates (10 Kb/s, 20Kb/s, 40Kb/s). Surely, it is
desirable to stream at 15fps with minimum buffer requirements,
utilizing as low a channel bandwidth as possible. This is not
practical with inefficient video codecs. Further complicating
the issue is the need to maintain a low processing requirement
and low battery power consumption in the handset.
From cost and time-to-market points of view, using and enhancing
the existing 2.5G/2.75G infrastructure to deliver multimedia services
makes sense. However, the available DCT-based codec technology
(MPEG-4, for example) has inherent limitations regarding performance,
processing requirements, and content display (frames/sec, duration,
etc.). Some of these deficiencies can be tolerated by going to
3G.
As mentioned earlier, 3G deployments are proceeding at a snail's
pace, and 2.5G/2.75G network deployments are taking place at a
rapid pace. So, this is posing a Catch-22 situation to service
providers. Under these circumstances, relying entirely on MPEG-4
technology to help achieve success in the wireless multimedia
marketplace with a 2.5G/2.75G infrastructure is a daunting task.
However, there are solutions available, if you accept the fact
that it is not necessary to depend on MPEG-4 technology for delivering
multimedia services over 2.5G/2.75G networks. In fact, it may
be less efficient and of marginal use to use MPEG-4 to offer an
evolving set of multimedia services using MPEG-4.
Need for a More Efficient Video Encoder
More efficient encoders are needed to deliver high-quality video
clips over 2.5G/2.75G wireless networks. Packet Video is quoted
recently in the trade press (Steve Wallage, Media on the Future,
2003) as saying that their codecs can deliver video at 5-6 frames/s
at 30Kb/s, falling to 2-3 frames/sec at 9.6Kb/s. This is the streamed
data rate; the raw encoded data rate is much higher. According
to QUALCOMM, a typical QCIF image at 15 frames/s will require
96-128 Kb/s, with MPEG-4 codecs.
Clearly, this level of performance is not acceptable to enable
video streaming and MMS services to truly take off in 2.5G/2.75G
wireless networks. As we mentioned earlier, it is necessary to
increase the clip duration from 2 to 5 minutes. Perhaps we will
someday be able to play a complete movie on a handset without
recharging the battery.
Many leading market research firms are forecasting a big market
for wireless multimedia services. Strategy Analytics (2003) estimates
that wireless streamed media services to handheld devices will
generate revenues of around $5.7 billion by 2008. This does not
include other related multimedia services (i.e., MMS messaging
of still images, graphics, and text).
Over the last few years, several alternative encoding formats
have been launched to deliver multimedia services over the Internet.
They are not compatible, but are all based on the DCT encoding
technology that has serious limitations in high compression environments.
This battle with multiple proprietary compression standards has
been carried over to the wireless world. Many proprietary solutions
have been introduced in the marketplace. Thin Multimedia, Office
Noa (Nancy Technology), and Sindhara SuperMedia are companies
with proprietary encoding technologies. In addition to providing
streaming solutions, these companies offer proprietary algorithms
to push content and small footprint Java applets to decode at
the wireless devices. With this software-based solution, content
delivery over wireless is made relatively easy. But the question
remains: Which of these solutions use less bandwidth and processing/power
resources, and offer good video quality?
Codecs Based on Wavelet Technology
It has been well documented in the literature that wavelet encoding
is superior to the DCT-method of encoding that's at the heart
of MPEG-4 codecs. Wavelet codecs are more efficient and robust,
and degrade gracefully, in the hostile transmission environment
of wireless. All the focus to date has been on using wavelet encoding
of still images. JPEG-2000 is one example where wavelet transforms
are used to process still images.
Spatially and temporally correlated data such as image and video
frame data can be efficiently compressed by decorrelating the
pixel data using one of several transformation techniques available.
Unlike classical Fourier-based transforms (like DCT) used in MPEG-4,
wavelets employ multi-resolution analysis (a comparatively new
technique), perfected in recent years.
Wavelets decorrelate the data in such a way as to preserve vital
spatial information about the entire frame, which is lost if using
DCT-like transforms. Wavelet encoding leads to higher fidelity
reconstruction of the video sequence; all other factors remaining
invariant. Current video coding standards (H.263, MPEG-4) employ
block-based discrete cosine transform (DCT). At very low bit rates,
DCT based codecs suffer from blocking artifacts and "mosquito
noise."
Improving on the wavelet transform and encoding schemes, to enhance
intraframe encoding efficiency, and conduct processing-intensive
Motion Estimation/Motion Compensation (ME/MC) in a way that takes
advantage of the intrinsic features of wavelets, rather than depending
on the spatial correlation of frames to derive motion vectors
and frame-difference information, will result in a very efficient
encoder. Wavelet codecs have arrived, and should be considered
for wireless multimedia applications.
Sindhara's High-Efficiency Wavelet Codecs
While there are several wavelet codecs on the market, solutions
from Sindhara are superior in terms of quality and resources.
A well-implemented wavelet codec (such as QwikStream from Sindhara)
can provide streamed video over wireless connections from as low
as 10Kbps, thus enabling deployment of streaming solutions in
present-day GPRS and CDMA infrastructures. Part of the value of
such codecs is their ability to dynamically adjust the stream
to allow for prevailing network conditions.
The scalability feature allows the content to be created only
once and distributed to a wide range of users connected through
different bit-rate channels.The error-resilient tools of such
codecs incorporate features that allow the reconstruction of the
entire frame even if 75% of the frame data is lost or corrupted.
Other error-resilient tools include error detection, correction,
and concealment features that make it more robust to channel noise
(bit errors) as well as packet loss.
Network-aware middleware can be used to adapt to the changing
network conditions and deliver streaming video in the best possible
way with consistent quality, under any network conditions. Thus,
frequent disconnections and broken streams are never experienced.
The delivery and playback mechanism may also incorporate features
to minimize the buffering and network delay, ensuring smooth playback.
It can also incorporate a mechanism for prioritization of media
streams using network-specific protocols to increase the overall
throughput and minimize delays. With the right tools, a QCIF (176x144)
video clip at 15 frames/sec can be encoded and transmitted at
less than 64Kb/s (including audio). This compares favorably against
the capability of MPEG-4 video codecs that require around 128Kb/s.
It is not necessary to play the numbers game. Plainly, well-designed
wavelet codecs are indeed superior to DCT codecs.
Conclusion
Mobile wireless carriers will focus on achieving maximum use
of their current 2.5G network infrastructure, with minimal enhancements.
Wireless multimedia has been identified as a major source of new
revenues. Video streaming is indeed a lucrative service. Any technology
that enhances the capability of the 2.5G networks to deliver high-quality
video streaming and MMS services will be in great demand. Companies
like Sindhara offer multimedia solutions based on proprietary
implementations of wavelet technology, offer high-performance
delivery of text, still image, and video over 2.5G/2.75G wireless
networks.
Chetan Sharma is a wireless industry consultant focused on enterprise
and multimedia applications.
He is co-author of Wireless Data Services: Technologies, Business
Models, and Global Markets to be published in 4Q03 by Cambridge
University Press.

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