Thin Client Content Options

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Content Adaptation and Provisioning David Tipper Associate Professor Department of Information Science and Telecommunications University of Pittsburgh tipper@tele.pitt.edu http://www.sis.pitt.edu/~dtipper/2727.html Slides 13 Thin Client Content Options Content Creation Make content specifically for wireless handhelds Use wireless markup languages (chmtl, WML, XHTML-MP) Content Adaptation Adapt content for desktops to handheld devices on the fly What and how to adapt? Where to adapt? Wireless Microbrowser Clients Base Station WWAN Wireless Gateway Internet Web Server Enterprise Data Sources 2

Content Adaptation Content Types delivered to Mobile Users Text Audio Visual Application Data Code (native or machine independent) Multimedia Data Unit (MMU) Unit of data transmitted over a network containing one or more content elements (MMS, SMS, web page, code, etc.) Issues Terminal diversity, network environment (data rate, power level, etc.), cost, time, user preferences. 3 Content Adaptation What can one Adapt in Content? Types of MMU Content Adaptation Format Characteristics Appearance Size Encapsulation 4

Format Content Adaptation Convert MMU format from one standard to another that matches the capabilities of the device Wav to MP3, JPEG to gif or PNG XML to WML Etc. 5 Content Adaptation Characteristics Modify MMU parameters within a given format For example within MPEG 3 stream modify Number of colors Resolution Frame rate Etc. 6

Content Adaptation Appearance Modify content of MMU to fit device and improve usability Portrait to landscape, remove MMU object, add remove links/features Break up web page to multiple smaller linked pages Fonts Etc. 7 Content Adaptation Size Adjust content to fit screen Resize image, convert formats for size reasons (JPEG to JPEG 2000) Encapsulation Reformat MMU from one application protocol to another Convert email to multiple SMS messages 8

Architectures/Techniques for Adaptation Technique employed for content adaptation tied to location of adaptation and overall architecture Options for location of adaptation Server/Source Intermediate Point Portal between server and wireless gateway Gateway to wireless networks (WAP approach) Client device Wireless Microbrowser Clients Base Station WWAN Wireless Gateway Internet Web Server Enterprise Data Sources 9 Architectures for Adaptation Architectures for Content Adaptation Multimedia Transcoding (Intermediary or Server) Content Selection (Server) Rendering at the Client (client) Hybrid Techniques (combination) The first two and hybrid technique require capability negotiation between device and server. 10

Multimedia Transcoding Modify the properties of MMU in real time to fit the mobile terminals capabilities Capability Negotiation/Preference Profiles of terminals and users Adaptation Policies based on profiles Media Transcoding Adaptation Engine to modify content 11 Multimedia Transcoding Media Adaptation Engine is core of the approach Audio/Visual Content Decode object -> modify uncompressed object -> encode to desired format For example convert compressed streaming MP3 audio to analog then convert to vocoder of terminal Text/Web Document content Store document and presentation separate (e.g., XML, CSS) Convert with style sheet transformation (e.g., XSLT) Advantages Automatic process, content developed once Drawbacks/Hurdles Complexity, Scalability, Determining capabilities/preferences, Processing Resources, poor model for code Adapted results may not be usable Copyright issues? 12

Content Selection Multiple versions of MMUs stored on server Server selects version that best fits terminal capabilities/preference profile Infopyramid concept Modality axis (various media modes) Resolution axis (quality vs. bit rate) 13 Content Selection Need Capabilities/Preferences of terminals/users Customizer Selects best content representation supported by capabilities/preferences/environment Advantages Selection faster than transcoding Fixed quality/usability, suited for code distribution Solves legal issues Disadvantages Storage Creation and management of content 14

Rendering at Client Send full binary content to device as one would for desktop machine then adapt to terminal Browser/Render handles content adaptation For example show text page if ``show images disabled, web clipping Desktop approach 15 Rendering at Client Advantages Client knows capabilities and has current status Content can be readapted if necessary Drawbacks Bandwidth inefficient Requires processing resources on terminal (not suitable for many handhelds) Wave of the future? As handhelds get more powerful CPUs larger memory and better screens 16

Hybrid Methods? Multimedia transcoding works well for automatic adaptation of simple media content difficult when rich content Content selection gives more control on adapted versions of rich content Difficult when content changes often Rendering requires high end processing capabilities and lots of bandwidth Hybrid methods combine adaptation techniques For example Opera Mobile Browser and Proxy Gateway combines transcoding and rendering http://www.opera.com/products/mobile Project Consensus IBM, Nokia, Fujitsu combines content selection and trancoding Usability and Quality still a big concern 17 Capabilities/Preferences W3C: CC/PP Composite Capability/Preference Profile Defines device capabilities and user preferences based on resource description framework General for all devices Openmobile Alliance User-Agent Profile (UAProf) adapts CC/PP to handhelds and defines framework for exchange of data HardwarePlatform (memory, screen size, Bluetooth, etc.) SoftwarePlatform (OS, version, JVM CDLC, etc.) Browser Network Characteristics (UMTS, GPRS, etc, WAP versions, etc.)) Push Characteristics Set of default profiles defined terminal increments from a particular default profile http://www.uaprofile.com/html/ 18

UAProf 19 Capabilities/Preferences WURFL: Wireless Universal Resource File XML configuration file of subset of UAProf info Open source, contributed descriptions, no guarantee accurate More popular than UAProf can control setup and updating http://wurfl.sourceforge.net/index.php <c:if test="${capabilities.wap_push_support}"> </c:if> <a href="subscribepush.jsp">push Services</a> 20

Content Provisioning Thus far considered how to develop mobile applications and their architecture (messaging, smart client, thin client) Content Provisioning How to deliver the application to the end user? How to make prevent application from being copied. How does one charge for application? 21 Delivery of Applications Can the phone handle the content? Did the content reach the terminal Where should it be stored? Was it properly installed under what name? Can the user be redirected to a new page for confirmation/billing/etc Can the user be prevented from sharing application with friends? OpenMobile Alliance has developed Download Over the Air architecture/standard Digital Rights Management architecture/standard 22

Download Over the Air (OTA) Download OTA Components shown below Core of Download OTA is download descriptor document separate from the content/application being downloaded 23 Download Descriptor Download Descriptor - document that contains Information about the application Size, type, name, vendor, description, etc Where to find content/application ObjectURI Status Report Download NotifyURI InstallNotify URI Additional items License, delete, next URL to go to after installation, etc.. 24

Download Descriptor XML format for DD (.dd file) 25 Download OTA After getting the download descriptor file (.dd) The browser passes it on to the download agent Download agent checks if device had the required capabilities to run the application/content The user is prompted for download confirmation (optional if trusted server) 26

Download Content is downloaded using HTTP,WSP or other protocol as specified in the URI Time The download descriptor can specify at what time the download should take place Update Content can replace previous downloaded content Version handling Pause, Resume, Chunks (V2.0) 27 Download OTA Installation The dd contains info on where to store content/application Completion When finished or if an error the can send status report or a complete notification to the status server 28

Additional Notes Can co-deliver.dd and content/application using WSP or W-HTTP (WAP 1.x, 2.0) Use multi-part encoding Downloads descriptor and content in one get Quicker download No user confirmation may waste download on device that can t support application 29 Digital Rights Management How can one control access to content? OpenMobile Alliance (OMA) has a DRM working group for mobile applications with proposed standard centralized approach Other methods have been proposed (e.g., peerto-peer) Basic OMA approach is to handle content separate from access rights DRM Content Format (DCF) Content encrypted using shared secret Rights Object, RO Specifications of rights and key to decrypt content DCF is not locked to device, you need a RO to use it. 30

DRM Architecture Content Issuer Rights Issuer DCF RO RO DCF 31 DRM and Download OTA If download descriptor has a license element then the Download Agent must contact the license server (Rights Issuer) or a license agent) to get Rights Object (license) for the content RO can be accessed separately as a result of following a next URL The RO grants Permission to access content/application on a device or group of devices RO can be limited in time, number of sessions, etc RO should not be copyable 32

Billing The network service provider can easily charge for content and add to the user s monthly bill If not an operator options Collaborate with operator and provide content and use their billing infrastructure Content provider get ~50-80% of charge Content is accessed through service providers WAP gateway Build your own billing relationship with user Have third party bill user Mobile Portal/Store 33 Summary Content Adaptation Multimedia Transcoding Content Selection Client Rendering No one approach dominant Content Provisioning Download OTA DRM Billing 34