In order to discuss the multimedia communications across 4G networks, it is obvious to unfold the key technologies and innovations in 4G. The 4G system will include all the standards that the earlier generations have been using. The figure 1 shows the evolution in the technologies from 1G, 2G, and 3G to 4G in wireless systems. 4G also contain the wireless local area network system to broadband wireless
AbstractThe user demand for high speed multi-media application has been increasing many folds in the recent years. New smart phones are launching in the market. The wireless communication is looking forward for a new generation technology that will match the application demand and resources. This is where the fourth generation (4G) wireless communication is required. 4G wireless communication is expected to provide better speed, high capacity, low cost IP based services. The main objective of the 4G wireless communication is to supersede the current core technology with a single unified technology. More and more advanced interactive multimedia applications are emerging as 4G networks resulting in a rapid development of video coding and communication techniques. This paper deals with the current scenario and the future prospects of the 4G system in addition with the challenges it is going to witness.
Live media streaming (audio and video) technology has boosted up in the recent years. With this, the real time data flow over the network has increased and many algorithms are developed to prevent the congestion of the network. Most of the them are developed for TCP network and only few of them for UDP network. Moreover, these algorithms use programming languages such as Python, Java, etc. which has a vast variety of libraries. This paper highlights an algorithm implemented in C++, to control the bit rate of real-time video over UDP network. The streaming is accomplished with simultaneous execution of image streaming and audio steaming, hence realizing video streaming as a whole. The packets are sent into the network in a manner to attain the required bit rate, which is achieved by varying the size of the buffer at sending device. Total travel time of a single frame is estimated using timestamps and average travel time is calculated. Total travel time along with size of buffer together decides the bit rate. Additionally, required network delay is introduced with the help of timer. It is a simple and stand-alone media streaming process, with highly-reduced complexity. The main aim of the paper is to achieve programmable delay and variable bit rate enabled video streaming for space applications.
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