Streaming Media Is a very attractive business sectors in the fixed Internet, the technology triggered a fierce competition. Its wireless network from 2G to 3G technology development also have applicability, so soon there will be flow assembly in the Advanced Wireless client Communication Equipment In. Although today’s Internet by the small amount of proprietary streaming technology constraints, but the IETF standard protocol, have made the major wireless standardization organizations (3GPP, 3GPP2) establish the concept of open plan flow rapid development of wireless markets will be based on open standard business.
Nokia standard way to determine the application of the provisions of the control and transport protocols IETF, can provide package with standard audio, Video , Still images Codec , File format and scene description language solutions. Nokia is also committed to using media codec standard 3G multimedia services in the other produced the best synergy.
If the existing flow associated with the Internet business base point, then 80% of the flow of technology can be directly used for wireless terminal stood. However, the pursuit of optimizing the contents of the wireless content provider or the cellular operators have to cope with the following issues: the development of fixed IP access, compared to the bandwidth of the wireless business growing gap; display is limited; specific technical correction mechanism; used to create a series of standardized wireless content-specific media codec.
More important point is that the business to business channel with packet switching, and IP services in 3G networks application-specific quality of service is divided into base. Our vision is client / server application itself should be well known and widely used IETF protocol, such as RTSP (client, server control) and RTP / RTCP (Media Transfer). Rel.00 networks and terminals used in the strong RTP / UDP / IP header compression letter of RTP-based streaming service will provide enhanced wireless spectrum, so that business from packet-switched voice limit.
Nokia that another equally important point is, UMTS/GSMR99 business use of standardized audio and video codecs that H.263v2, MPEG-4 video, AMR audio stream will also constitute the backbone of business media encoding technology. MP3 and other high-bandwidth codecs will offer hi-fi music streaming service level, and Broadband AMR now has operations in numerical level high enough to protect the quality of sound or music. In the next 5 years, the main push of the current Nokia IT U-TH.26L video codec for standardization efforts to bring to market high-quality, optimized with specific forms of wireless streaming video codec.
Nokia technology will follow the trend end IP-based business to transfer its image phone, media phone and Communicate Series will promote the flow of services applicable to the terminal development.
Although media formats and product-related technical developments have improved the conditions of the consumer’s appreciation, but they did not make the basis of music spread of business has changed greatly.
Existing technology can already digital music transmission (DMD), which is the development of new business strategies, changes in consumer music listening habits to provide an excellent opportunity. Digital Music Communication (DMD) can improve the existing means of communication, can also create new means of communication. For example, the traditional business model for new media, will give consumers more to buy and enjoy music choice. However, to develop more consumer experience can provide new and innovative ways, you need to first develop some new business models.
Way both to improve existing or create a new way, DMD can run with music and related activities for the foundation and create new revenue. DMD is the determinant of the success of consumer acceptance of such services. Nokia believes that mobile communication environment provides many unique perspective, enabling consumers to gradually build the necessary new values.
New technology will dramatically change the game in the field. GPRS to ensure that people can connect the game at any time. Java and the EPOC will allow third-party game developers can download to the user terminal. GPRS also supports packet-based billing functions, this way, all for the game data can be accurate billing.
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