Today’s
homes are connected to a variety of networks delivering various
services. That includes voice and data services over telephone
networks and TV services through cable TV or even direct from
the skies. However, convergence among computers, communications,
and entertainment has brought about the need for development of
Residential Broadband (RBB) networks to deliver these as well as
new multimedia and broadband services to the homes. Such
networks are expensive to deploy and, therefore, they need to
bring greater benefits in terms of services because fast access
alone may not justify the cost.
Demand for New
Services
Among
such premium services are likely to be Digital TV,
Video-on-Demand (VoD), near VoD, the World Wide Web (WWW), and
virtual channels. Digital TV offers better pictures and
with better frequency utilization, a wider programme selection
than what over-the-air broadcasters or cable operators can offer
over analog networks. In addition, the Internet offers a
tremendous variety of information and entertainment for the
home. In fact, Digital TV and the Internet, offered separately
or in combination, are creating new forms of entertainment and
information
services to the home that are expected to be among the key
market drivers for RBB
networking.
High-Definition
TV
The
key facilitator in the shift to Digital TV was the development
of digital compression techniques. PAL and SECAM would need more
than 400 Mbps of bandwidth to deliver pictures with existing
pixel density and colour. Now we have High-Definition TV (HDTV)
which would require more than a Gbps (109 bps). These bit
rates could not fit in a 6 MHz channel without compression.
The solution has been
found in Motion Picture Experts Group (MPEG) compression
technique. MPEG compression enables HDTV to fit into 19.3 Mbps,
a reduction in bit rate of more than 50 to 1, which could fit
into a 6 MHz channel.
The general agreement
among broadcasters, consumer electronics/computer industry, and
the film industry seems to be for video compression using MPEG-2
and audio compression using Dolby AC-3 techniques.
For most content, picture
quality improves with digital transmission compared with analog
transmission, even with standard-definition digital. This is
because fewer problems occur with ghosting, vertical hold, and
noise. Broadcasters, both over-the-air and cable, can encode
with MPEG-2 at speeds from 3 Mbps to 9 Mbps for Standard
Definition Television (SDTV). With this amount of control,
broadcasters have a means by which to improve picture quality
incrementally as picture and audio content dictate.
Video
on Demand (VoD) enables consumers to order movies over a network
rather than going to a video rental store. VoD is a convenient
and highly customized way to view stored content such as movies,
documentaries, and other educational fare. Not only does VoD
give the viewer access to larger libraries than are available at
a single retailer, but it also is a convenient means of access
because it provides search mechanisms to locate specific topics.
Furthermore, VoD is highly customized because it enables the
viewer to choose what and when to watch instead of having the
service provider decide. Storage prices are dropping and access
is improving.
VoD service is a
"pull mode" service where the subscriber demands and
receives data from the provider. The consumer decides what to
watch and when to watch it from a range of alternatives and then
retrieves the selection, much like pulling information from a
database.
VoD includes VCR controls,
such as rewind, pause, and fast forward. It also has options for
jumping to selected scenes, choosing language and subtitles, and
activating captioning.
VoD’s pull mode delivery
stands in contrast to "Pay-Per-View" (PPV), which
operates in "push mode". In push mode the service
provider transmits data to the subscriber on a fixed,
predetermined schedule, or in response to some event such as the
updating of data in the provider’s database. The consumer
simply decides whether or not to partake.
No VCR type controls are
available. Given the service characteristics of push mode, it is
especially appropriate for live one-time events such as boxing
and wrestling matches–the two most popular forms of PPV in the
US.
In a pull mode
environment, no two subscribers are likely to be watching the
same movie. Therefore, separate data flows are established, one
for each viewer. Each data flow consumes bandwidth dedicated to
a single consumer.
Market Drivers for RBB | |
Service | Key Benefits/Applications |
Digital TV |
|
Virtual Channels |
|
Video-on-Demand |
|
Near Video-on-Demand |
|
World Wide Web |
|
Push mode data |
|
Videoconferencing |
|
- The traditional market
metering
- Real-time metering
- Minimal bandwidth
requirement - Leverages widespread
presence of utilities
VoD was made feasible by
the development of digital compression. Without compression, a
single-colour movie would consume perhaps as much as 100 GB of
storage and could not be transmitted, even over an E3 link to
the home. With MPEG, a movie can be stored in 3 GB (providing
broadcast TV quality) and played out at 3 Mbps. These are still
large numbers, but achievable by proposed networks.
The financial viability of
a VoD offering depends on the "take rate". The take
rate is the number of movies rented per month divided by the
subscriber base. If a service provider has 1,000 consumers and
2,000 movies were rented in a month, the take rate is 200
percent. Take rates of 200 percent or more are likely to be
essential to make VoD financially viable.
Near
Video-on-Demand
An
alternative to VoD is "Near Video-on-Demand" (nVoD),
also known as advanced or enhanced PPV or "staggercast".
With nVoD, the service provider elects to offer a particular
movie beginning at certain intervals, say every 15 minutes, on a
small number of channels, say four. The interval is called the
stagger time, hence the term "staggercast". nVoD
provides widespread availability of movies without the need for
a dedicated point-to-point connection between the viewer and the
video server. This reduces server and network resources when
compared with VoD but at a loss of consumer flexibility. Given
the experience with PPV, consumers appear to be willing to
accept these limitations. With nVoD, the viewer is offered the
same content continuously, whereas for PPV, the content is offered once. nVoD
is still an experimental service undergoing research.
Multipoint-to-Multipoint
Services
One
example of such services is Karaoke-on-Demand (KoD) which is the
networked version of Karaoke. When you pick a song, the music,
lyrics, and possibly visuals are streamed to your local Karaoke
unit. With KoD, it would be possible to select music from a
large centralized library. Moreover, it would be possible to
have participants in other locations join in to create a virtual
chorus! Lyrics could be available in a number of languages, and,
in the case of a single participant, it would be possible to
select tempo, reverberation, octave, background music, and
background scenes. ISDN-based KoD in Japan is a good example of
an actual deployment.
market driver for RBB as yet, KoD raises some interesting
issues. Firstly, it signifies that entertainment is something
which people will pay for. In many parts of Asia, Karaoke
machines sell well, not only to entertainment establishments but
also to high-end residential users. Secondly, KoD represents
challenging technical problems, especially with regard to
synchronization and conferencing, which also require attention
for business conferences and VoD. Most importantly, the virtual
chorus represents an application that requires a
multipoint-to-multipoint topology. Other such applications are
interactive gaming and videoconferencing, both of which have
consumer applications. A popular interactive game is Doom, in
which players at multiple sites stalk and shoot each other in a
virtual combat zone. Videoconferencing also is a way for
families to celebrate special occasions together, when family
members are geographically distant.
Multipoint-to-multipoint
applications raise a particularly difficult Quality of Service (QoS)
problem. A single receiver might receive input from multiple
sites simultaneously, producing congestion at the receiving
site. Techniques are being explored to arbitrate the congestion
and yet provide some bandwidth to each sender.
Bandwidth Is
the Key
As the new
networks are being designed, needs for such applications, which
are becoming reality in other parts of the world, need to be
addressed. Undoubtedly, these applications are bandwidth hungry.
But so will be the information driven
society.