Thursday, September 13, 2007

Thaicom 4 (IPSTAR)


Thaicom 4, also known as IPSTAR, is a broadband satellite built by Space Systems/Loral (SS/L) for Shin Satellite and was the heaviest commercial satellite launched as of August 2005. It was launched on August 11, 2005 from the European Space Agency's spaceport in French Guiana onboard the Ariane rocket. The satellite had a launch mass of 6486 kilograms. Thaicom 4 is from SS/L’s LS-1300 line of spacecraft.

The IPSTAR broadband satellite was designed for high-speed, 2-way broadband communication over an IP platform and is to play an important role in the broadband Internet/multimedia revolution and the convergence of information and communication technologies.


The satellite's 45 Gbit/s bandwidth capacity, in combination with its platform’s ability to provide an immediately available, high-capacity ground network with affordable bandwidth, allows for rapid deployment and flexible service locations within its footprint.

The IPSTAR system is comprised of a gateway earth station communicating over the IPSTAR satellite to provide broadband packet-switched communications to a large number of small terminals with network star configuration.

A wide-band data link from the gateway to the user terminal employs an Orthogonal Frequency Division Multiplexing (OFDM) with a Time Division Multiplex (TDM) overlay. These forward channels employ highly efficient transmission methods, including Turbo Product Code (TPC) and higher order modulation (L-codes) for increased system performance.

In the terminal-to-gateway direction (or return link), the narrow-band channels employ the same efficient transmission methods. These narrow-band channels operate in different multiple-access modes based on bandwidth-usage behavior, including Slotted-ALOHA, ALOHA, and TDMA for STAR return link waveform.


Spot Beam Coverage

Traditional satellite technology utilizes a broad single beam to cover entire continents and regions. With the introduction of multiple narrowly focused spot beams and frequency reuse, IPSTAR is capable of maximizing the available frequency for transmissions. Increasing bandwidth by a factor of twenty compared to traditional Ku-band satellites translates into better efficiencies. Despite the higher costs associated with spot beam technology, the overall cost per circuit is considerably lower as compared to shaped beam technology.


Dynamic Power Allocation

IPSTAR's Dynamic Power Allocation optimizes the use of power among beams and allocates a power reserve of 20 percent to be allocated to beams that may be affected by rain fade, thus maintaining the link.

From Wikipedia, the free encyclopedia

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Sunday, September 9, 2007

Storage area network (SAN)


In computing, a storage area network (SAN) is an architecture to attach remote computer storage devices (such as disk arrays, tape libraries and optical jukeboxes) to servers in such a way that, to the operating system, the devices appear as locally attached. Although cost and complexity is dropping, as of 2007, SANs are still uncommon outside larger enterprises.

By contrast to a SAN, network-attached storage (NAS) uses file-based protocols such as NFS or SMB/CIFS where it is clear that the storage is remote, and computers request a portion of an abstract file rather than a disk block.


Network types
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Most storage networks use the SCSI protocol for communication between servers and disk drive devices. However, they do not use SCSI low-level physical interface (e.g. cables), as its bus topology is unsuitable for networking. To form a network, a mapping layer is used to other low-level protocols:

-Fibre Channel Protocol (FCP), mapping SCSI over Fibre Channel. Currently the most common. Comes in 1 Gbit/s, 2 Gbit/s, 4 Gbit/s, 8 Gbit/s, 10 Gbit/s variants.
-iSCSI, mapping SCSI over TCP/IP.
-HyperSCSI, mapping SCSI over Ethernet.
-FICON mapping over Fibre Channel (used by mainframe computers).
-ATA over Ethernet, mapping ATA over Ethernet.
-SCSI and/or TCP/IP mapping over InfiniBand (IB).

Storage sharing
----------------------------------------------
The driving force for the SAN market is rapid growth of highly transactional data that require high speed, block-level access to the hard drives (such as data from email servers, databases, and high usage file servers). Historically, enterprises were first creating "islands" of high performance SCSI disk arrays. Each island was dedicated to a different application and visible as a number of "virtual hard drives" (or LUNs).

SAN essentially enables connecting those storage islands using a high-speed network.

However, an operating system still sees SAN as a collection of LUNs and is supposed to maintain its own file systems on them. Still, the most reliable and most widely used are the local file systems, which cannot be shared among multiple hosts. If two independent local file systems resided on a shared LUN, they would be unaware of the fact, would have no means of cache synchronization and eventually would corrupt each other. Thus, sharing data between computers through a SAN requires advanced solutions, such as SAN file systems or clustered computing.

Despite such issues, SANs help to increase storage capacity utilization, since multiple servers share the same growth reserve on disk arrays.

In contrast, NAS allows many computers to access the same file system over the network and synchronizes their accesses. Lately, the introduction of NAS heads allowed easy conversion of SAN storage to NAS.

Benefits
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Sharing storage usually simplifies storage administration and adds flexibility since cables and storage devices do not have to be physically moved to move storage from one server to another.

Other benefits include the ability to allow servers to boot from the SAN itself. This allows for a quick and easy replacement of faulty servers since the SAN can be reconfigured so that a replacement server can use the LUN of the faulty server. This process can take as little as half an hour and is a relatively new idea being pioneered in newer data centers. There are a number of emerging products designed to facilitate and speed up this process still further. For example, Brocade offers an Application Resource Manager product which automatically provisions servers to boot off a SAN, with typical-case load times measured in minutes. While this area of technology is still new, many view it as being the future of the enterprise datacenter.

SANs also tend to enable more effective disaster recovery processes. A SAN could span a distant location containing a secondary storage array. This enables storage replication either implemented by disk array controllers, by server software, or by specialized SAN devices. Since IP WANs are often least costly method of long-distance transport, the Fibre Channel over IP (FCIP) and iSCSI protocols have been developed to allow SAN extension over IP networks. The traditional physical SCSI layer could only support a few meters of distance - not nearly enough to ensure business continuance in a disaster. Demand for this SAN application has increased dramatically after the September 11th attacks in the United States, and increased regulatory requirements associated with Sarbanes-Oxley and similar legislation.

Consolidation of disk arrays economically accelerated advancement of some of their advanced features. Those include I/O caching, snapshotting, volume cloning (Business Continuance Volumes or BCVs).

SAN infrastructure
----------------------------------------------
SANs often utilize a Fibre Channel fabric topology - an infrastructure specially designed to handle storage communications. It provides faster and more reliable access than higher-level protocols used in NAS. A fabric is similar in concept to a network segment in a local area network. A typical Fibre Channel SAN fabric is made up of a number of Fibre Channel switches.

Today, all major SAN equipment vendors also offer some form of Fibre Channel routing solution, and these bring substantial scalability benefits to the SAN architecture by allowing data to cross between different fabrics without merging them. These offerings use proprietary protocol elements, and the top-level architectures being promoted are radically different. They often enable mapping Fibre Channel traffic over IP or over SONET/SDH.

Compatibility
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One of the early problems with Fibre Channel SANs was that the switches and other hardware from different manufacturers were not entirely compatible. Although the basic storage protocols FCP were always quite standard, some of the higher-level functions did not interoperate well. Similarly, many host operating systems would react badly to other operating systems sharing the same fabric. Many solutions were pushed to the market before standards were finalized and vendors innovated around the standards.

The combined efforts of the members of the Storage Networking Industry Association (SNIA) improved the situation during 2002 and 2003. Today most vendor devices, from HBAs to switches and arrays, interoperate nicely, though there are still many high-level functions that do not work between different manufacturers’ hardware.

SANs at home
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SANs are primarily used in large scale, high performance enterprise storage operations. It would be unusual to find a single disk drive connected directly to a SAN. Instead, SANs are normally networks of large disk arrays. SAN equipment is relatively expensive, therefore, Fibre Channel host bus adapters are rare in desktop computers. The iSCSI SAN technology is expected to eventually produce cheap SANs, but it is unlikely that this technology will be used outside the enterprise data center environment. Desktop clients are expected to continue using NAS protocols such as CIFS and NFS. The exception to this may be remote storage replication.

SANs in the Media and Entertainment
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Video editing workgroups require very high data rates. Outside of the enterprise market, this is one area that greatly benefits from SANs.

Per-node bandwidth usage control, sometimes referred to as quality-of-service (QoS), is especially important in video workgroups as it lets you ensure a fair and prioritized bandwidth usage across your network. Avid Unity and Tiger Technology MetaSAN are specifically designed for video networks and offer this functionality.

Storage virtualization and SANs
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Storage virtualization refers to the process of completely abstracting logical storage from physical storage. The physical storage resources are aggregated into storage pools, from which the logical storage is created. It presents to the user a logical space for data storage and transparently handles the process of mapping it to the actual physical location. This is of course naturally implemented inside each modern disk array, using vendor's proprietary solution. However, the goal is to virtualize multiple disk arrays, made by different vendors, scattered over the network, into a single monolithic storage device, which can be managed unifromly.


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Surface Computing (Microsoft Surface)


Microsoft Surface is a forthcoming product from Microsoft which is developed as a software and hardware combination technology that allows a user, or multiple users, to manipulate digital content by the use of natural motions, hand gestures, or physical objects. It was announced on May 29, 2007 at D5, and is expected to be released by commercial partners in November 2007. Initial customers will be in the hospitality businesses, such as restaurants, hotels, retail, and public entertainment venues.


Overview
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Surface is essentially a Windows Vista PC tucked inside a black table base, topped with a 30-inch touchscreen in a clear acrylic frame. Five cameras that can sense nearby objects are mounted beneath the screen. Users can interact with the machine by touching or dragging their fingertips and objects such as paintbrushes across the screen, or by setting real-world items tagged with special barcode labels on top of it.

Surface has been optimized to respond to 52 touches at a time. During a demonstration with a reporter, Mark Bolger, the Surface Computing group's marketing director, "dipped" his finger in an on-screen paint palette, then dragged it across the screen to draw a smiley face. Then he used all 10 fingers at once to give the face a full head of hair.

In addition to recognizing finger movements, Microsoft Surface can also identify physical objects. Microsoft says that when a diner sets down a wine glass, for example, the table can automatically offer additional wine choices tailored to the dinner being eaten.

Prices will reportedly be $5,000 to $10,000 per unit. However Microsoft said it expects prices to drop enough to make consumer versions feasible in 3 to 5 years.

The machines, which Microsoft debuted May 30, 2007 at a technology conference in Carlsbad, California, are set to arrive in November in T-Mobile USA stores and properties owned by Starwood Hotels & Resorts Worldwide Inc. and Harrah's Entertainment Inc.

History
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The technology behind Surface is called Multi-touch. It has at least a 25-year history, beginning in 1982, with pioneering work being done at the University of Toronto (multi-touch tablets) and Bell Labs (multi-touch screens). The product idea for Surface was initially conceptualized in 2001 by Steven Bathiche of Microsoft Hardware and Andy Wilson of Microsoft Research. In October 2001, a virtual team was formed with Bathiche and Wilson as key members, to bring the idea to the next stage of development.

In 2003, the team presented the idea to the Microsoft Chairman Bill Gates, in a group review. Later, the virtual team was expanded and a prototype nicknamed T1 was produced within a month. The prototype was based on an IKEA table with a hole cut in the top and a sheet of architect vellum used as a diffuser. The team also developed some applications, including pinball, a photo browser and a video puzzle. Over the next year, Microsoft built more than 85 early prototypes for Surface. The final hardware design was completed in 2005.

A similar concept was used in the 2005 Science Fiction movie The Island, by Sean Bean's character "Merrick". As noted in the DVD commentary, the director Michael Bay stated the concept of the device came from consultation with Microsoft during the making of the movie. One of the film's technology consultant's associates from MIT later joined Microsoft to work on the Surface project.

Surface was unveiled by Microsoft CEO Steve Ballmer on May 29, 2007 at The Wall Street Journal's D: All Things Digital conference in Carlsbad, California.Surface Computing is part of Microsoft's Productivity and Extended Consumer Experiences Group, which is within the Entertainment & Devices division. The first few companies to deploy Surface will include Harrah's Entertainment, Starwood Hotels & Resorts Worldwide, T-Mobile and a distributor, International Game Technology.

Features
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Microsoft notes four main components being important in Surface's interface: direct interaction, multi-touch contact, a multi-user experience, and object recognition. The device also enables drag and drop digital media when wi-fi enabled devices are placed on its surface such as a Microsoft Zune, cellular phones, or digital cameras.

Surface features multi-touch technology that allows a user to interact with the device at more than one point of contact. For example, using all of their fingers to make a drawing instead of just one. As an extension of this, multiple users can interact with the device at once.

The technology allows non-digital objects to be used as input devices. In one example, a normal paint brush was used to create a digital painting in the software. This is made possible by the fact that, in using cameras for input, the system does not rely on restrictive properties required of conventional touchscreen or touchpad devices such as the capacitance, electrical resistance, or temperature of the tool used (see Touchscreen).

The computer's "vision" is created by a near-infrared, 850-nanometer-wavelength LED light source aimed at the surface. When an object touches the tabletop, the light is reflected to multiple infrared cameras with a net resolution of 1280 x 960, allowing it to sense, and react to items touching the tabletop.

Surface will ship with basic applications, including photos, music, virtual concierge, and games, that can be customized for the customers.

Specifications
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Surface is a 30-inch (76 cm) display in a table-like form factor, 22 inches (56 cm) high, 21 inches (106 cm) deep, and 84 inches (214 cm) wide. The Surface tabletop is acrylic, and its interior frame is powder-coated steel. The software platform runs on Windows Vista and has wired Ethernet 10/100, wireless 802.11 b/g, and Bluetooth 2.0 connectivity.



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Electronic Product Code

The Electronic Product Code, (EPC), is a family of coding schemes created as an eventual successor to the bar code. The EPC was created as a low-cost method of tracking goods using RFID technology. It is designed to meet the needs of various industries, while guaranteeing uniqueness for all EPC-compliant tags. EPC tags were designed to identify each item manufactured, as opposed to just the manufacturer and class of products, as bar codes do today. The EPC accommodates existing coding schemes and defines new schemes where necessary.

The EPC was the creation of the MIT Auto-ID Center, a consortium of over 120 global corporations and university labs. The EPC system is currently managed by EPCglobal, Inc., a subsidiary of GS1, creators of the UPC barcode.

The Electronic Product Code promises to become the standard for global RFID usage, and a core element of the proposed EPCglobal Network.


Structure
--------------------------------
All EPC numbers contain a header identifying the encoding scheme that has been used. This in turn dictates the length, type and structure of the EPC. EPC encoding schemes frequently contain a serial number which can be used to uniquely identify one object.

EPC Version 1.3 supports the following coding schemes:

-General Identifier (GID) GID-96
-a serialized version of the GS1 Global Trade Item Number (GTIN) SGTIN-96 SGTIN-198
-GS1 Serial Shipping Container Code (SSCC) SSCC-96
-GS1 Global Location Number (GLN), SGLN-96 SGLN-195
-GS1 Global Returnable Asset Identifier (GRAI) GRAI-96 GRAI-170
-GS1 Global Individual Asset Identifier (GIAI) GIAI-96 GIAI-202 and
-DOD Construct DoD-96

From Wikipedia, the free encyclopedia

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Thursday, September 6, 2007

Near Field Communication


Near Field Communication or NFC, is a short-range wireless technology which enables the communication between devices over a short distance (hands width). The technology is primarily aimed at usage in mobile phones.

NFC is compatible with the existing contactless infrastructure already in use for public transportation and payment.

Essential specifications
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-Works by magnetic field induction. It operates within the globally available and unlicensed RF band of 13.56 MHz.
-Working distance: 0-20 centimeters
-Speed: 106 kbit/s, 212 kbit/s or 424 kbit/s
-There are two modes:
-Passive Communication Mode: The Initiator device provides a carrier field andthe target device answers by modulating existing field. In this mode, the Target device may draw its operating power from the Initiator-provided electromagnetic field, thus making the Target device a transponder.
-Active Communication Mode: Both Initiator and Target device communicate by generating their own field. In this mode, both devices typically need to have a power supply.
-NFC can be used to configure and initiate other wireless network connections such as Bluetooth, Wi-Fi or Ultra-wideband.
A patent licensing program for NFC is currently under development by Via Licensing Corporation, an independent subsidiary of Dolby Laboratories.


Uses and applications
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NFC technology is currently mainly aimed at being used with mobile phones. There are three main use cases for NFC:

-card emulation: the NFC device behaves like an existing contactless card)
-reader mode: the NFC device is active and read a passive RFID tag, for example for interactive advertising)
-P2P mode: two NFC devices are communicating together and exchanging information.)
Plenty of applications will be possible such as:

-Mobile ticketing in public transport - an extension of the existing contactless infrastructure.
-Mobile Payment - the mobile phone acts as a debit/ credit payment card.
-Smart poster - the mobile phone is used to read RFID tags on outdoor billboards in -order to get info on the move.
-Bluetooth pairing - in the future pairing of Bluetooth 2.1 devices with NFC support will be as easy as bringing them close together and accepting the pairing. The process of activating Bluetooth on both sides, searching, waiting, pairing and authorization will be replaced by a simple "touch" of the mobile phones.
Other applications in the future could include:

-Electronic tickets – airline tickets, concert/event tickets, and others
-Electronic money
-Travel cards
-Identity documents
-Mobile commerce
-Electronic keys – car keys, house/office keys, hotel room keys, etc

Standardization bodies & industry projects
--------------------------------------------
Standards
It was approved as an ISO/IEC standard on December 8, 2003 and as an ECMA standard later on.

NFC is an open platform technology standardized in ECMA-340 and ISO/IEC 18092. These standards specify the modulation schemes, coding, transfer speeds and frame format of the RF interface of NFC devices, as well as initialization schemes and conditions required for data collision-control during initialization-for both passive and active NFC modes. Furthermore, they also define the transport protocol, including protocol activation and data-exchange methods. Air interface for NFC is standardized in:

-ISO/IEC 18092/ECMA-340 : Near Field Communication Interface and Protocol-1(NFCIP-1)
-ISO/IEC 21481/ECMA-352 : Near Field Communication Interface and Protocol-2 (NFCIP-2)
NFC Forum has in addition defined a common data format called NDEF, which can be used to store and transport different kinds of items, ranging from any MIME-typed object to ultra-short RTD -documents, such as URLs.

NDEF is conceptually very similar to MIME. It is a dense binary format of so-called "records", in which each record can hold a different type of object. By convention, the type of the first record defines the context of the entire message.

NFC Forum
The NFC Forum is a non-profit industry association founded on March 18, 2004 by NXP Semiconductors, Sony Corporation and Nokia Corporation to advance the use of NFC short-range wireless interaction in consumer electronics, mobile devices and PCs. The NFC Forum will promote implementation and standardization of NFC technology to ensure interoperability between devices and services. In July 2007, there were over 115 members of the NFC Forum.

GSMA
The GSM Association (GSMA) is the global trade association representing 700 mobile phone operators across 218 countries of the world.

They have launched two initiatives:

-the Mobile NFC initiative: fourteen mobile network operators, who together represent 40% of the global mobile market back NFC and are working together to develop NFC applications. They are Bouygues Télécom, China Mobile, Cingular Wireless, KPN, Mobilkom Austria, Orange, SFR, SK Telecom, Telefonica Móviles España, Telenor, TeliaSonera, Telecom Italia Mobile (TIM), Vodafone and 3 .
On 13th February 2007, they published a white paper on NFC to give the point of view of mobile operators on the NFC ecosystem .

-the Pay buy mobile initiative seeks to define a common global approach to using Near Field Communications (NFC) technology to link mobile devices with payment and contactless systems. To date, 30 mobile operators have joined this initiative.

StoLPaN
StoLPaN (‘Store Logistics and Payment with NFC’) is a pan-European consortium supported by the European Commission’s Information Society Technologies program. StoLPaN will examine the as yet untapped potential for bringing together the new kind of local wireless interface, NFC and mobile communication.

Other standardization bodies
Other standardization bodies are involved in NFC:

-ETSI / SCP (Smart Card Platform) to specify the interface between the SIM card and the NFC chipset.
-Global Platform to specify a multi-application architecture of the secure element.
-|EMVCo for the impacts on the EMV payment applications.

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Thursday, August 30, 2007

High-definition television

High-definition television (HDTV) is a digital television broadcasting system with a significantly higher resolution than traditional formats (NTSC, SECAM, PAL). While some early analog HDTV formats were broadcast in Europe and Japan, HDTV is usually broadcast digitally, because digital television (DTV) broadcasting requires much less bandwidth if it uses enough video compression. HDTV technology was first introduced in the US during the 1990s by a group of electronics companies called the Digital HDTV Grand Alliance.


History
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High-Definition television was first developed by Nippon Hōsō Kyōkai, and was unveiled in 1969. However, the system did not become mainstream until the late 1990s.

In the early 2000s, a number of high-definition television standards were competing for the still-developing niche markets.


Three HDTV standards are currently defined by the International Telecommunication Union (ITU-R BT.709). They include 1080i (1,080 actively interlaced lines), 1080p (1,080 progressively scanned lines), and 720p (720 progressively scanned lines). All standards use a 16:9 aspect ratio, leading many consumers to the incorrect conclusion of equating widescreen television with HDTV. All current HDTV broadcasting standards are encompassed within the ATSC and DVB specifications.

HDTV is also capable of "theater-quality" audio because it uses the Dolby Digital (AC-3) format to support "5.1" surround sound. It should be noted that while HDTV is more like a theater in quality than conventional television, 35 mm and 70 mm film projectors used in theaters still have the highest resolution and best viewing quality on very large screens. Many HDTV programs are produced from movies on film as well as content shot in HD video.

The term "high-definition" can refer to the resolution specifications themselves, or more loosely to media capable of similar sharpness, such as photographic film and digital video. As of July 2007, HDTV saturation in the US has reached 30 percent – in other words, three out of every ten American households own at least one HDTV. However, only 44 percent of those that do own an HDTV are actually receiving HDTV programming, as many consumers are not aware that they must obtain special receivers to receive HDTV from cable or satellite, or use ATSC tuners to receive over-the-air broadcasts; others may not even know what HDTV is.

HDTV Sources
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The rise in popularity of large screens and projectors has made the limitations of conventional Standard Definition TV (SDTV) increasingly evident. An HDTV compatible television set will not improve the quality of SDTV channels. To get a better picture HDTV televisions require a High Definition (HD) signal. Typical sources of HD signals are as follows:

-Over the air with an antenna. Most cities in the US with major network affiliates broadcast over the air in HD. To receive this signal an HD tuner is required. Most newer HDTV televisions have a HD tuner built in. For HDTV televisions without a built in HD tuner, a separate set-top HD tuner box can be rented from a cable or satellite company or purchased.
-Cable television companies often offer HDTV broadcasts as part of their digital broadcast service. This is usually done with a set-top box or CableCARD issued by the cable company. Alternatively one can usually get the network HDTV channels for free with basic cable by using a QAM tuner built into their HDTV or set-top box. Some cable carriers also offer HDTV on-demand playback of movies and commonly viewed shows.
-Satellite-based TV companies, such as Optimum, DirecTV, Sky Digital, Virgin Media (in the UK and Ireland) and Dish Network, offer HDTV to customers as an upgrade. New satellite receiver boxes and a new satellite dish are often required to receive HD content.
-Video game systems, such as the Xbox (NTSC only), Xbox 360, and Playstation 3, can output an HD signal.
-Two optical disc standards, Blu-ray and HD DVD, can provide enough digital storage to store hours of HD video content.

Notation
--------------------------------------------
In the context of HDTV, the formats of the broadcasts are referred to using a notation describing:

-The number of lines in the vertical display resolution.
-Whether progressive scan (p) or interlaced scan (i) are used. Progressive scan redraws all the lines (a frame) of a picture in each refresh. Interlaced scan redraws every second line (a field) in one refresh and the remaining lines in a second refresh. Interlaced scan increases picture resolution while saving bandwidth but at the expense of some flicker or other artifacts.
-The number of frames or fields per second.
The format 720p60 is 1280 × 720 pixels, progressive encoding with 60 frames per second (60 Hz). The format 1080i50 is 1920 × 1080 pixels, interlaced encoding with 50 fields (25 frames) per second. Often the frame or field rate is left out, indicating only the resolution and type of the frames or fields, and leading to confusion. Sometimes the rate is to be inferred from the context, in which case it can usually be assumed to be either 50 or 60, except for 1080p which is often used to denote either 1080p24, 1080p25 or 1080p30 at present but will also denote 1080p50 and 1080p60 in the future.

A frame or field rate can also be specified without a resolution. For example 24p means 24 progressive scan frames per second and 50i means 25 interlaced frames per second, consisting of 50 interlaced fields per second. Most HDTV systems support some standard resolutions and frame or field rates. The most common are noted below.


Changes in notation
The terminology described above was invented for digital systems in the 1990s. A digital signal encodes the color of each pixel, or dot on the screen as a series of numbers. Before that, analog TV signals encoded values for one monochrome, or three-color signals as they scanned a screen continuously from line to line. By comparison, radio encodes an analog signal of the sound to be sent to an amplified speaker, typically up to 20 kHz, but video signals are in the MHz range, which is why they are much higher in the broadcast spectrum than audio radio. Analog video signals have no true "pixels" to measure horizontal resolution. The vertical scan-line count included off-screen scan lines with no picture information while the CRT beam returned to the top of the screen to begin another field. Thus NTSC was considered to have "525 lines" even though only 486 of them had a picture (625/576 for PAL). Similarly the Japanese MUSE system was called "1125 line", but is only 1035i by today's measuring standards. This change was made because digital systems have no need of blank retrace lines unless the signal was converted to analog to drive a CRT.

Standard resolutions



When resolution is considered, both the resolution of the transmitted signal and the (native) displayed resolution of a TV set are taken into account. Digital NTSC- and PAL/SECAM-like signals (480i60 and 576i50 respectively) are transmitted at a horizontal resolution of 720 or 704 "pixels". However these transmitted DTV "pixels" are not square, and have to be stretched for correct viewing. PAL TV sets with an aspect ratio of 4:3 use a fixed pixel grid of 768 × 576 or 720 × 540; with an aspect ratio of 16:9 they use 1440 x 768, 1024 × 576 or 960 × 540; NTSC ones use 640 × 480 and 852 × 480 or, seldom, 720 × 540. High Definition usually refers to one million pixels or more.

In Australia, the 576p50 format is also considered a HDTV format, as it has doubled temporal resolution though the use of progressive scanning. Thus, a number of Australian networks broadcast a 576p signal as their High-definition DVB-T signal, while others use the more conventional 720p and 1080i formats. Technically, however, the 576p format is defined as Enhanced-definition television.


Standard frame or field rates
23.977p (allow easy conversion to NTSC)
24p (cinematic film)
25p (PAL, SECAM DTV progressive material)
30p (NTSC DTV progressive material)
50p (PAL, SECAM DTV progressive material)
60p (NTSC DTV progressive material)
50i (PAL & SECAM)
60i (NTSC, PAL-M)

Comparison with SDTV
HDTV has at least twice the linear resolution of standard-definition television (SDTV), thus allowing much more detail to be shown compared with analog television or regular DVD. In addition, the technical standards for broadcasting HDTV are also able to handle 16:9 aspect ratio pictures without using letterboxing or anamorphic stretching, thus further increasing the effective resolution for such content.

Format considerations
--------------------------------------------
The optimum formats for a broadcast depends on the type of media used for the recording and the characteristics of the content. The field and frame rate should match the source, as should the resolution. On the other hand, a very high resolution source may require more bandwidth than is available in order to be transmitted without loss of fidelity. The lossy compression that is used in all digital HDTV storage/transmission systems will then cause the received picture to appear distorted when compared to the uncompressed source.

Photographic film destined for the theater typically has a high resolution and is photographed at 24 frames per second. Depending on the available bandwidth and the amount of detail and movement in the picture, the optimum format for video transfer is thus either 720p24 or 1080p24. When shown on television in countries using PAL, film must be converted to 25 frames per second by speeding it up by 4.1 percent. In countries using the NTSC standard, 30 frames per second, a technique called 3:2 pulldown is used. One film frame is held for three video fields, (1/20 of a second) and then the next is held for two video fields (1/30 of a second) and then the process repeats, thus achieving the correct film rate with two film frames shown in 1/12 of a second.

See also: Telecine
Older (pre-HDTV) recordings on video tape such as Betacam SP are often either in the form 480i60 or 576i50. These may be upconverted to a higher resolution format (720i), but removing the interlace to match the common 720p format may distort the picture or require filtering which actually reduces the resolution of the final output.

See also: Deinterlacing
Non-cinematic HDTV video recordings are recorded in either 720p or 1080i format. The format used depends on the broadcast company (if destined for television broadcast); however, in other scenarios the format choice will vary depending on a variety of factors. In general, 720p is more appropriate for fast action as it uses progressive scan frames, as opposed to 1080i which uses interlaced fields and thus can have a degradation of image quality with fast motion.

In addition, 720p is used more often with Internet distribution of HD video, as all computer monitors are progressive, and most graphics cards do a poor job of de-interlacing video in real time. 720p video also has lower storage and decoding requirements than 1080i or 1080p.

In North America, Fox, My Network TV (also owned by Fox), ABC, and ESPN (ABC and ESPN are both owned by Disney) currently broadcast 720p content. NBC, Universal HD (both owned by General Electric), CBS, PBS, The CW, HBO, Showtime, Starz!, MOJO HD, HDNet ,TNT, and Discovery HD Theater currently broadcast 1080i content.

In the United Kingdom on Sky Digital, there are BBC HD, Sky One HD, Sky Arts HD, Sky Movies HD1 & 2, Sky Sports HD1,2 & X, Discovery HD, National Geographic Channel HD, The History Channel HD & Sky Box Office HD1 & 2. With MTV HD, FX HD, Living HD Rush HD, Ultra HD & Eurosport HD to come in the near future. BBC HD is also available on Virgin Media

Technical details
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MPEG-2 is most commonly used as the compression codec for digital HDTV broadcasts. Although MPEG-2 supports up to 4:2:2 YCbCr chroma subsampling and 10-bit quantization, HD broadcasts use 4:2:0 and 8-bit quantization to save bandwidth. Some broadcasters also plan to use MPEG-4 AVC, such as the BBC which is trialing such a system via satellite broadcast, which will save considerable bandwidth compared to MPEG-2 systems. Some German broadcasters already use MPEG-4 AVC together with DVB-S2 (Pro 7, Sat.1 and Premiere). Although MPEG-2 is more widely used at present, it seems likely that in the future all European HDTV may be MPEG-4 AVC, and Ireland and Norway, which have not yet begun any digital television broadcasts, are considering MPEG-4 AVC for SD Digital as well as HDTV on terrestrial broadcasts.

HDTV is capable of "theater-quality" audio because it uses the Dolby Digital (AC-3) format to support "5.1" surround sound. The pixel aspect ratio of native HD signals is a "square" 1.0, in which each pixel's height equals its width. New HD compression and recording formats such as HDV use rectangular pixels to save bandwidth and to open HDTV acquisition for the consumer market. For more technical details see the articles on HDV, ATSC, DVB, and ISDB.

Television studios as well as production and distribution facilities, use HD-SDI SMPTE 292M interconnect standard (a nominally 1.485 Gbit/s, 75-ohm serial digital interface) to route uncompressed HDTV signals. The native bitrate of HDTV formats cannot be supported by 6-8 MHz standard-definition television channels for over-the-air broadcast and consumer distribution media, hence the widespread use of compression in consumer applications. SMPTE 292M interconnects are generally unavailable in consumer equipment, partially due to the expense involved in supporting this format, and partially because consumer electronics manufacturers are required (typically by licensing agreements) to provide encrypted digital outputs on consumer video equipment, for fear that this would aggravate the issue of video piracy.

Newer dual-link HD-SDI signals are needed for the latest 4:4:4 camera systems (Sony HDC-F950 & Thomson Viper), where one link/coax cable contains the 4:2:2 YCbCr info and the other link/coax cable contains the additional 0:2:2 CbCr information.

Advantages of HDTV expressed in non-engineering terms
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High-definition television (HDTV) potentially offers a much better picture quality than standard television. HD's greater clarity means the picture on screen can be less blurred and less fuzzy. HD also brings other benefits such as smoother motion, richer and more natural colors, surround sound, and the ability to allow a variety of input devices to work together. However, there are a variety of reasons why the best HD quality is not usually achieved. The main problem is a lack of HD input. Many cable and satellite channels and even some "high definition" channels are not broadcast in true HD. Also, image quality may be lost if the television is not properly connected to the input device or not properly configured for the input's optimal performance.

Almost all commercially available HD is digital, so the system cannot produce a snowy or washed out image from a weak signal, effects from signal interference, such as herringbone patterns, or vertical rolling. HD digital signals will either deliver an excellent picture, a picture with noticeable pixelation, a series of still pictures, or no picture at all. Any interference will render the signal unwatchable. As opposed to a lower-quality signal one gets from interference in an analogue television broadcast, interference in a digital television broadcast will freeze, skip, or display "garbage" information.

With HDTV the lack of imperfections in the television screen often seen on traditional television is another reason why many prefer high definition to analog. As mentioned, problems such as snow caused from a weak signal, double images from ghosting or multi-path and picture sparkles from electromagnetic interference are a thing of the past. These problems often seen on a conventional television broadcast just do not occur on HDTV.

HD programming and films will be presented in 16:9 widescreen format (although films created in even wider ratios will still display "letterbox" bars on the top and bottom of even 16:9 sets). Older films and programming that retain their 4:3 ratio display will be presented in a version of letterbox commonly called "pillar box," displaying bars on the right and left of 16:9 sets (rendering the term "fullscreen" a misnomer). While this is an advantage when it comes to playing 16:9 movies, it creates the same disadvantage when playing 4:3 television shows that standard televisions have playing 16:9 movies. A way to address this is to zoom the 4:3 image to fill the screen or reframe its material to 14:9 aspect ratio, either during preproduction or manually in the TV set.

The colors will generally look more realistic, due to their greater bandwidth. The visual information is about 2-5 times more detailed overall. The gaps between scanning lines are smaller or invisible. Legacy TV content that was shot and preserved on 35 mm film can now be viewed at nearly the same resolution as that at which it was originally photographed. A good analogy for television quality is looking through a window. HDTV offers a degree of clarity that is much closer to this.

The "i" in these numbers stands for "interlaced" while the "p" stands for "progressive". With interlaced scan, the 1,080 lines are split into two, the first 540 being "painted" on a frame, followed by the second 540 painted on another frame. This method reduces the bandwidth and raises the frame rate to 50-60 per second. A progressive scan displays all 1,080 lines at the same time at 60 frames per second, using more bandwidth. (See: An explanation of HDTV numbers and laymens glossary)

Dolby Digital 5.1 surround sound is broadcast along with standard HDTV video signals, allowing full surround sound capabilities. (Standard broadcast television signals usually only include monophonic or stereophonic audio. Stereo broadcasts can be encoded with Dolby Surround, an early home video surround format.) Both designs make more efficient use of electricity than SDTV designs of equivalent size, which can mean lower operating costs. LCD is a leader in energy conservation.

Disadvantages of HDTV expressed in non-engineering terms
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HDTV is the answer to a question few consumers were asking. Viewers will have to upgrade their TVs in order to see HDTV broadcasts, incurring household expense in the process. Adding a new aspect ratio makes for consumer confusion when their display is capable of one or more ratios but must be switched to the correct one by the user. Traditional standard definition TV shows, when displayed correctly on an HDTV monitor, will have empty display areas to the left and right of the image. Many consumers aren't satisfied with this unused display area and choose instead to distort their standard definition shows by stretching them horizontally to fill the screen, giving everything a too-wide or not-tall-enough appearance. Alternately, they'll choose to zoom the image which removes content that was on the top and bottom of the original TV show.

Early systems
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The term "high definition" was used to describe the electronic television systems of the late 1930s and 1940s beginning with the former British 405-line black-and-white system, introduced in 1936; however, this and the subsequent 525-line U.S. NTSC system, established in 1941, were high definition only in comparison with previous mechanical and electronic television systems, and NTSC, along with the later European 625-line PAL and SECAMs, is described as standard definition today.

On the other hand, the 819-line French black-and-white television system introduced after World War II arguably was high definition in the modern sense, as it had a line count and theoretical maximum resolution considerably higher than those of the 625-line systems introduced across most of postwar Europe. However, it required far more bandwidth than other systems, and was switched off in 1986, a year after the final British 405-line broadcasts.

Japan was the only country where commercial analog HDTV was launched and had some success. In other places, such as Europe, analog (HD-MAC) HDTV failed. Finally, although the United States experimented with analog HDTV (there were about 10 proposed formats), it soon moved towards a digital approach.

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Tuesday, August 28, 2007

Ultra-wideband


Ultra-wideband (UWB, ultra-wide band, ultraband, etc.) is a radio technology that can be used for short-range high-bandwidth communications by using a large portion of the radio spectrum in a way that doesn't interfere with other more traditional 'narrow band' uses. It also has applications in radar imaging , precision positioning and tracking technology.

Ultra-Wideband (UWB) may be used to refer to any radio technology having bandwidth exceeding the lesser of 500 MHz or 20% of the arithmetic center frequency, according to Federal Communications Commission (FCC). This article discusses the meaning of Ultra-wideband in the field of radio communications.


Overview
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Ultra-Wideband (UWB) is a technology for transmitting information spread over a large bandwidth (>500 MHz) that should, in theory and under the right circumstances, be able to share spectrum with other users. A February 14, 2002 Report and Order by the FCC authorizes the unlicensed use of UWB in 3.1–10.6 GHz. This is intended to provide an efficient use of scarce radio bandwidth while enabling both high data rate personal-area network (PAN) wireless connectivity and longer-range, low data rate applications as well as radar and imaging systems. More than four dozen devices have been certified under the FCC UWB rules, the vast majority of which are radar, imaging or positioning systems. Deliberations in the International Telecommunication Union Radiocommunication Sector (ITU-R) have resulted in a Report and Recommendation on UWB in November of 2005. National jurisdictions around the globe are expected to act on national regulations for UWB very soon. The UK regulator Ofcom announced a similar decision on 9 August 2007.

Ultra Wideband was traditionally accepted as pulse radio, but the FCC and ITU-R now define UWB in terms of a transmission from an antenna for which the emitted signal bandwidth exceeds the lesser of 500 MHz or 20% of the center frequency. Thus, pulse-based systems—wherein each transmitted pulse instantaneously occupies the UWB bandwidth, or an aggregation of at least 500 MHz worth of narrow band carriers, for example in orthogonal frequency-division multiplexing (OFDM) fashion—can gain access to the UWB spectrum under the rules. Pulse repetition rates may be either low or very high. Pulse-based radars and imaging systems tend to use low repetition rates, typically in the range of 1 to 100 megapulses per second. On the other hand, communications systems favor high repetition rates, typically in the range of 1 to 2 giga-pulses per second, thus enabling short-range gigabit-per-second communications systems. Each pulse in a pulse-based UWB system occupies the entire UWB bandwidth, thus reaping the benefits of relative immunity to multipath fading (but not to intersymbol interference), unlike carrier-based systems that are subject to both deep fades and intersymbol interference.

The FCC power spectral density emission limit for UWB emitters operating in the UWB band is -41.3 dBm/MHz. This is the same limit that applies to unintentional emitters in the UWB band, the so called Part 15 limit. However, the emission limit for UWB emitters can be significantly lower (as low as -75 dBm/MHz) in other segments of the spectrum.

A significant difference between traditional radio transmissions and UWB radio transmissions is that traditional transmissions transmit information by varying the power/frequency/and or phase of a sinusoidal wave. UWB transmissions can transmit information by generating radio energy at specific time instants and occupying large bandwidth thus enabling a pulse-position or time-modulation. But also information can be imparted (modulated) on UWB signals (pulses) by encoding the polarity of the pulse, the amplitude of the pulse, and/or also by using orthogonal pulses. UWB pulses can be sent sporadically at relatively low pulse rates to support time/position modulation, but can also be sent at rates up to the inverse of the UWB pulse bandwidth. Pulse-UWB systems have been demonstrated at channel pulse rates in excess of 1.3 giga-pulses per second using a continuous stream of UWB pulses (Continuous Pulse UWB or "C-UWB"), supporting forward error correction encoded data rates in excess of 675 Mbit/s. Such a pulse-based UWB method using bursts of pulses is the basis of the IEEE 802.15.4a draft standard and working group, which has proposed UWB as an alternative PHY layer.

One of the valuable aspects of UWB radio technology is the ability for a UWB radio system to determine "time of flight" of the direct path of the radio transmission between the transmitter and receiver to a high resolution. With a two-way time transfer technique distances can be measured to high resolution as well as to high accuracy by compensating for local clock drifts and inaccuracies.

Another valuable aspect of pulse-based UWB is that the pulses are very short in space (less than 60 cm for a 500 MHz wide pulse, less than 23 cm for a 1.3 GHz bandwidth pulse), so most signal reflections do not overlap the original pulse, and thus the traditional multipath fading of narrow band signals does not exist. However, there still is inter-pulse interference for fast pulse systems which can be mitigated by coding techniques.

Technical discussion
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One performance measure of a radio in applications like communication, positioning, location, tracking, radar, is the channel capacity for a given bandwidth and signaling format. Channel capacity is the theoretical maximum possible number of bits per second of information that can be conveyed through one or more links in an area. According to the Shannon-Hartley theorem, channel capacity of a properly encoded signal is proportional to the bandwidth of the channel and to the logarithm of signal to noise ratio (SNR)—assuming the noise is additive white Gaussian noise (AWGN). Thus channel capacity increases linearly by increasing bandwidth of the channel to the maximum value available, or equivalently in a fixed channel bandwidth by increasing the signal power exponentially. By virtue of the huge bandwidths inherent to UWB systems, the huge channel capacities can be achieved without invoking higher order modulations that need very high SNR to operate.

Ideally, the receiver signal detector should be matched to the transmitted signal in bandwidth, signal shape and time. Any mismatch results in loss of margin for the UWB radio link.

Channelization (sharing the channel with other links) is a complex problem subject to many practical variables. Typically two UWB links can share the same spectrum by using orthogonal time-hopping codes for pulse-position (time-modulated) systems, or orthogonal pulses and orthogonal codes for fast-pulse based systems.

Current forward error correction (FEC) technology; as demonstrated recently in some very high data rate UWB pulsed systems, like LDPC (Low Density Parity Coding), perhaps in combination with Reed-Solomon codes, can provide channel performance approaching the Shannon limit. When stealth is required, some UWB formats (mainly pulse-based) can fairly easily be made to look like nothing more than a slight rise in background noise to any receiver that is unaware of the signal’s complex pattern.

Multipath (distortion of a signal because it takes many different paths to the receiver) is an enemy of narrow-band radio--it causes fading where wave interference is destructive. Some UWB systems use "rake" receiver techniques to recover multipath generated copies of the original pulse to improve performance on receiver. Other UWB systems use channel equalization techniques to achieve the same purpose. Narrowband receivers can use similar techniques, but are limited due to the poorer resolution capabilities of narrowband systems.

There has been much concern over the interference of narrow band signals and UWB signals that share the same spectrum; traditionally the only radio technology that operated using pulses was spark gap transmitters; which were banned due to excessive interference. However, UWB is much lower power. The subject was extensively covered in the proceedings that led to the adoption of the FCC rules in the US, and also in the 6 meetings relating to UWB of the ITU-R that led to the ITU-R Report and Recommendations on UWB technology. In particular, many common pieces of equipment emit impulsive noise (notably hair dryers) and the argument was successfully made that the noise floor would not be raised excessively by wider deployment of wideband transmitters of low power.

Applications
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Due to the extremely low emission levels currently allowed by regulatory agencies, UWB systems tend to be short-range and indoors. However, due to the short duration of the UWB pulses, it is easier to engineer extremely high data rates, and data rate can be readily traded for range by simply aggregating pulse energy per data bit using either simple integration or by coding techniques. Conventional OFDM technology can also be used subject to the minimum bandwidth requirement of the regulations. High data rate UWB can enable wireless monitors, the efficient transfer of data from digital camcorders, wireless printing of digital pictures from a camera without the need for an intervening personal computer, and the transfer of files among cell phone handsets and other handheld devices like personal digital audio and video players.

UWB is used as a part of location systems and real time location systems. The precision capabilities combined with the very low power makes it ideal for certain radio frequency sensitive environments such as hospitals and healthcare. Another benefit of UWB is the short broadcast time which enables implementers of the technology to install orders of magnitude more transmitter tags in an environment relative to competitive technologies. USA based Parco Merged Media Corporation was the first systems developer to deploy a commercial version of this system in a Washington, DC hospital.

UWB is also used in "see-through-the-wall" precision radar imaging technology, precision positioning and tracking (using distance measurements between radios), and precision time-of-arrival-based localization approaches. It exhibits excellent efficiency with a spatial capacity of approximately 10,000,000,000,000 bit/s/m².

UWB is a possible technology for use in personal area networks and appears in IEEE 802.15.3a draft PAN standard.

From Wikipedia, the free encyclopedia

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