abstract wireless video in cdma

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    Abstract of Wireless Video Service in CDMA Systems

    Video services are becoming an integral part of future communication systems.

    Especially for the upcoming 3G-CDMA system wireless networks such as UMTS,

    video may very well turn out to be the key value addition that achieves the required

    return of investment. While previous generations of wireless communication systemswere primarily designed and used for voice services, next generation systems have to

    support a broad range of applications in a wide variety of settings. The early market

    stages were characterized by the needs of early adopters, mostly for professional use.

    As the market matures from the early adopters to normal users, new services will be

    demanded. These demands will likely converge toward the demands that exist for

    wired telecommunications services.

    Market research finds that mobile commerce for 3G wireless systems and beyond will

    be dominated by basic human communication such as messaging, voice, and video

    communication [1]. Because of its typically large bandwidth requirements, videocommunication (as opposed to the lower rate voice and the elastic e-mail) is expected

    to emerge as the dominant type of service in 3G/4G wireless systems. Video services

    obth real-time services and streaming services are gaining a lot of importance and

    applications in CDMA systems.

    There are three ways to spread the bandwidth of the signal:

    Frequency hopping. The signal is rapidly switched between different frequencies

    within the hopping bandwidth pseudo-randomly, and the receiver knows beforehand

    where to find the signal at any given time.

    Time hopping. The signal is transmitted in short bursts pseudo -randomly, and the

    receiver knows beforehand when to expect the burst.

    Direct sequence. The digital data is directly coded at a much higher frequency. The

    code is generated pseudo-randomly, the receiver knows how to generate the same

    code, and correlates the received signal with that code to extract the data.

    These direct sequence spread spectrum signals can be digitized voice, ISDN channels,

    modem data, etc.

    Why real-time video Traffic is difficult to handle

    Video Requires Extremely Large Bitrate

    Large Bandwidth Requirement for Video Sources vs. Limited Resources of Wireless

    Networks.

    High Compression Ratio Bitstreams Extremely Sensitive to Channel Errors and

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    Network Impairments.

    Stringent Latency Requirements.

    Compressed Video Requires Error Protection

    Most Existing Video Compression Standards Originally Not Designed for LossyChannels.

    Appropriate Error Protection Schemes: an Important Research Topic.

    Video Streaming over CDMA-Based Wireless Networks

    In video streaming services, the playout begins when the queue length of the receiver

    buffer is above a threshold. This threshold must be large to reduce the buffer

    underflow probability and absorb the bit rate variations caused by the wireless

    channel. On the other hand, it is important to reduce this threshold in order to reduce

    the initial playout delay and also the size of the receiver buffer. Here a videostreaming service is considered, where the last link is a wireless CDMA-based link

    and it has been shown how a truncated power control allows to reduce the pre-roll

    delay without increasing the average transmission power and without degrading the

    video quality. It presents the proposed truncated power control and an analytical

    model to evaluate the achievable pre-roll delay reduction.

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    System ModelThe system model consists of a source, a server and a client. As shown in Figure 2,

    the video streaming passes through a wired network without losses and a lossy

    wireless link with CDMA-based transmission. The source can be a live program or a

    prestored program; in the first case the source passes a video frame to the server everyt seconds, while in the second case the source passes all of the video frames to the

    server at the beginning of the session. The server is responsible of delivering video

    frames from the source to the client through a heterogeneous wired/wireless network;

    in this paper we refer to a UDP-based transport platform. The UDP protocol does not

    permit to recover from data losses and this functionality is left to the link.

    The server encapsulates each video frame within a UDP packet and each packet is

    enqueued into the UDP transmission buffer. Both at the server side and at the client

    side a link layer ARQ buffer and a playout/UDP buffer are needed. At the client side,

    the playout begins when the queue length n of the playout buffer is above a specifiedthreshold Npr. Such a phase is called pre-roll process and it is needed in order to

    reduce the buffer underflow probability at the expenses of an initial delay (pre-roll

    delay). At the client side, underflow occurs when n = 0; after the buffer underflow

    occurrence the receiver temporarily suspends the playout of the video and a new pre-

    roll process starts. Both the pre-roll delay and the buffer underflow probability

    depends on the pre-roll threshold Npr and on the channel reliability. Large Npr results

    in a small underflow probability but increase the pre-roll delay.It is common for

    streaming media clients to have a 5 to 15 seconds of buffering delay before playback

    starts.

    Video Conferencing

    Videoconferencing is a medium where two or more people at different locations can

    meet face-to-face in real time .Offers new possibilities to connect with guest speakers

    and experts.Can make relevant learning opportunities more accessible and exciting.

    Videoconferencing is the conduct of a videoconference (also known as a video

    conference or video teleconference) by a set of telecommunication technologies which

    allow two or more locations to communicate by simultaneous two-way video and

    audio transmissions. It has also been called 'visual collaboration' and is a type ofgroupware .

    Videoconferencing uses audio and video telecommunications to bring people at

    different sites together. This can be as simple as a conversation between people in

    private offices (point-to-point) or involve several (multipoint) sites in large rooms at

    multiple locations. Besides the audio and visual transmission of meeting activities,

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    allied videoconferencing technologies can be used to share documents and display

    information on whiteboards.