DLNA Overview 2004 PDF
DLNA Overview 2004 PDF
White Paper
June 2004
Table of Contents
A Scenario
Abstract
Introduction
The Problem
Consumer Challenges
Product Developers Dilemma
4
5
5
The Vision
The Approach
Industry Collaboration
Standards-Based Interoperability Framework
Compelling Products
6
6
6
6
Value Proposition
Interoperability Framework
Additional Elements
8
9
10
11
12
13
14
15
A Scenario
Connor and Elysia enjoy all forms of home entertainment. They have amassed an impressive
collection of home electronics, including a DVD changer, audio surround system and
large screen TV for the family room, a bookshelf audio system for the office and a DVD
player and TV for the bedroom. All of this is in addition to a DV camcorder, a digital
camera, a multimedia mobile phone, and a PC for editing and sharing their digital content.
Connor loves taking movies of the children and editing them on the PC. Elysia enjoys
taking digital pictures, then arranging them and using the PC to create collages.
Both Connor and Elysia like to watch their digital creations on the family room
entertainment center. Connor copies his movies from the PC hard disk to the camcorder
using 1394, then connects the camcorder to the family room TV with an analog cable.
Elysia copies her digital pictures to a memory card and inserts it into the camera, then
connects the digital camera to the TV with an analog cable. Of course, they just carry
CD-R creations from room to room or to the car.
Both Connor and Elysia are happy that they can do these things, but they also feel that
they should be able to have instant access to any content from any room, as soon as that
content is created or brought into the house.
One day Connor went to the local computer store and purchased a wireless home
network kit and another PC. He connected the new PC to the family room TV and to one
of the wireless access points. He connected the other access point to the other PC where
all the audio, movies, and pictures are stored.
At first Elysia was very enthusiastic about Connors project but then came
demonstration time. Connor used shared folders to publish the audio, video, and pictures
on their wireless home network. When he demonstrated how to play audio from the PC,
Elysia noticed that sometimes the audio would break up. He then demonstrated going to
the shared video folder and playing a home movie. At this point, both Connor and Elysia
were surprised to find that the video was choppy and unsatisfying.
Elysia then asked how much the experiment cost and she didnt like the answer. The old
way may not be the most convenient, but at least it works, she said, and thats exactly
what she returned to doing.
What Connor didnt know is that his personally designed end-to-end wireless solution did
not account for the special needs of digital audio/video streaming. Connors initial attempt
at a home network remains in operation when Connor is at the controls. But Connor
continues to search for interoperable products and solutions that fulfill the promise of
home entertainment networking.
Abstract
Members of the Digital Living Network Alliance (DLNA) share a vision of interoperable
networked devices in the home that provide new value propositions and opportunities for
consumers and product vendors. We are committed to providing a seamless interaction
among consumer electronics (CE), mobile and PC devices and believe this is best
accomplished through a collaborative industry effort focused on delivering an interoperability
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framework for networked media devices. The DLNA will develop design guidelines that
refer, as much as possible, to standards from established, open industry standards
organizations. These design guidelines will provide CE, mobile and PC vendors with the
information needed to build interoperable digital home platforms, devices, and applications.
This paper gives an overview of the interoperability framework offered by the DLNA.
Introduction
Consumers are acquiring, viewing, and managing an increasing amount of digital media
on devices in the CE, mobile and PC domains (see Figure 1). They want to enjoy this
content easily and conveniently regardless of the source across different devices and
locations in the home.
This trend is fueled by the proliferation of digital media and IP networking (see Figure 2)
and supported by several leading market indicators.
Digital device sales: music players, cameras, camcorders, DVD players, multimedia
mobile phones and PVRs
Broadband adoption: DSL and cable
Home network adoption: wired and wireless; ad-hoc and infrastructure configurations
All of these indicators point in the direction of year-on-year growth and opportunity CE,
mobile device and PC manufacturers, software and application developers and content
providers. In the new digital media world, CE, mobile and PC devices will seamlessly
interact with each other to co-operatively enhance the consumer experience. In the past,
convergence has been the popular term used in the industry for the joining of these
worlds. However, consumers generally dont want these devices to merge together in
functionality they just want them to work better together.
Figure 1. Interest in Networking
Entertainment Content
%
70
125
100
61%
87
59%
Figure 2. Growth in
Entertainment-Centric Home
Networks
57%
54%
54%
50
50%
54
50
50%
32
46%
40
Video Content
PC to TV
Video Content
PC to Stereo
Video Content
Audio Content
DVD to TV
CD to MP3 Player
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0
2002
2003
2004
2005
2006
The Problem
Today, three islands exist in the home (see Figure 3).
The PC Internet world where PC and PC peripherals communicate.
The broadcast world of set-top boxes and traditional consumer electronics.
The mobile world of multimedia phones, PDAs, laptop computers and similar devices
provides unparalleled connectivity and freedom of movement into and out of the home
environment.
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Mobile World
PC Internet World
CE Broadcast World
Consumers want devices in these three domains to work together in the home,
but expectations have largely been unfulfilled.
In order to build in interoperability between these digital worlds and win customer
confidence, industry leaders must address the following challenges cited by consumers
and substantiated by research.
Consumer Challenges
Products designed for the home should be easy to install, provide obvious user value
and be affordable.
Digital home products must interoperate with each other and with existing consumer
electronic devices such as TVs and stereos.
Manufacturers must also recognize that the vision of convergence has not been realized
in the mind of the consumer.
The Vision
The DLNA vision integrates the Internet, mobile and broadcast islands through a
seamless, interoperable network that will provide a unique opportunity for manufacturers
and consumers alike.
In the near future, digital homes will contain one or more intelligent platforms, such as an
advanced set-top box (STB) or a PC. These intelligent platforms will manage and
distribute rich digital content to devices such as TVs and wireless monitors from devices
such as digital stills cameras, camcorders and multimedia mobile phones.
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The Approach
Delivering interoperability in the digital home requires a common approach that focuses
on three key elements.
Industry collaboration
Standards-based interoperability framework
Compelling products
The following is an overview of each of these elements.
Industry Collaboration
Aligning the key leaders in the CE, mobile and PC industries on digital interoperability is
an important first step. Historically, these industries have delivered innovative consumer
products side-by-side but not necessarily in concert. None of these industries has the
means to drive digital interoperability alone. However, each industry offers unique
capabilities and attributes.
CE and mobile device manufacturers have a history of creating new mass-market
product categories, adding brand recognition, maintaining ease-of-use and hitting
attractive price points. As a complement, PC manufacturers differentiate on hardware and
software development and integration. In addition, PC makers are known for delivering
new products to market quickly through the development and adoption of standards.
The success of an interoperable network depends on creating new product categories
and getting highly integrated devices to market quickly.
Industry collaboration is not limited to just CE, mobile and PC manufacturers. It is an entire
ecosystem of companies that together offer consumers a broad set of complementary
products and services. An ecosystem properly designed for digital interoperability must
start with the consumer in mind and include contributors that can help bring all the
necessary elements of the digital home to market. Industry collaboration must encompass
manufacturers, software and application developers, and service and content providers.
A collaboration of industry leaders can also facilitate industry marketing and promotion
while encouraging development, interoperability and support of home networked devices.
Compelling Products
Finally, diverse, interoperable products are necessary to provide consumers with broad,
compelling experiences and value throughout their home. These products will embody one
or both of the two major functions discussed next (also see Figure 4 on the next page).
DMS/DMR Devices
PC
Digital Imaging
Devices
Music Servers
PCs
Multimedia
Mobile Phone
DMR Devices
PDAs
TV Monitors
Game Consoles
Stereo Sets
Digital Music
Devices
Wireless
Monitors
Printers
Value Proposition
For digital interoperability to succeed, consumers, manufacturers, service providers and
content providers must all see a strong value proposition. Consumers are unlikely to
adopt and pay a premium for digital home products if they do not deliver on their promise
of performance, capabilities and simplicity. Likewise, CE, mobile and PC manufacturers
will have little motivation to develop interoperable products if they do not provide clear
business opportunities. The same applies to content and service providers who are
looking for new venues and outlets to distribute entertainment and services.
The following is an examination of the value proposition for digital home products as it
relates to consumers, content and service providers and manufacturers.
Consumers: The consumer will be able to purchase Digital Media Player/Server devices
that communicate and collaborate with each other, allowing simple and seamless access
to content throughout their home. Consumers will benefit from greater convenience and
ease of use and will have more flexibility in selecting a range of products from different
vendors. Consumers can also store the same content in their multimedia mobile phones
and enjoy it on the move. Finally, the assurance of DLNA interoperability will instill
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confidence in consumers that the products they purchase will work well together and be
future-proof.
Content and Service Providers: The building blocks for digital interoperability provide
content and service providers with technical solutions that eliminate barriers for secure
end-to-end connectivity and high-quality media streaming. This allows content and
services to be delivered to more end-points in the home, increasing revenue opportunities
for both content and service providers.
Manufacturers: As mature product lines slow and products become commodities, CE,
mobile and PC manufacturers are continually looking for new ways to differentiate and
expand existing product categories while increasing their function and capabilities.
Consumer migration from VCR to DVD players is a good example of manufacturers
transitioning existing uses into new and improved uses. In another example,
CE manufacturers have increased the value of the traditional TV by incorporating brilliant
flat panel screens, DVD players, game ports and high-definition capabilities. Another
example is the growing adoption of multimedia including audio, streaming video and
imaging as a standard feature in mobile devices.
The time-proven recipe described above yields increased value to the consumer value for
which they are willing to pay a premium. Interoperable DLNA products also fit this model.
New business opportunities can also be strengthened by:
Joint industry promotion of new CE, mobile, and PC product categories.
Constructing an interdependent ecosystem of devices, software and services
(see page 7).
Fostering consumer/retailer confidence in reliable and high-quality interoperable DLNA
devices.
Interoperability Framework
The digital home will consist of a network of CE, mobile and PC devices that co-operate
transparently, delivering simple, seamless interoperability that enhances and enriches
user experiences. This is the communications and control backbone for the home
network and is based on IP networking and UPnP technology.
Interoperability is accomplished between devices when they can collaborate transparently
on a particular service that they provide to the user. Typically, this includes the ability of
devices to communicate with each other and exchange meaningful information.
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The building blocks needed to facilitate this interoperability are described below.
Transparent connectivity between devices inside the digital home: This includes
networking compatibility at the link layer (layer 2) for devices directly connected to each
other. When devices of different layer 2 technologies need to communicate, appropriate
layer 2 bridging and layer 3 routing must exist between these devices. The overall goal
is to enable end-to-end connectivity between all devices exchanging information over
the home network.
Unified framework for device discovery, configuration and control: Any device on
the home network must be able to discover the presence of other devices and services
on the network and identify their function and associated capabilities. It also includes
the ability to configure these devices and services, and control their operation with
appropriate ease-of-use.
Interoperable media formats and streaming protocols: Once devices can
communicate with each other, they need to agree on a common streaming protocol in
order to establish media streaming sessions. These devices also need to agree on the
media formats that they support to ensure that the media can be shared and consumed.
Interoperable media management and control framework: An interoperable media
management framework across all devices in the digital home enables the proper
exchange of media information and control between devices provided by different vendors.
It must include the ability to organize, browse, search, and select media items to be
processed, in addition to the ability to control the operation of media streaming sessions.
Compatible quality of service mechanisms: Quality of Service (QoS) for networking is
essential when transferring high-definition media streams in the digital home, particularly
in the presence of best effort traffic. For this to work, vendors must agree on how to
address QoS in the digital home. Devices must still interoperate, even if there are no
QoS mechanisms implemented.
Compatible authentication and authorization mechanisms for users and devices:
A number of authentication and authorization mechanisms are being considered by
device manufacturers and application developers to provide appropriate security for
access and control. It is imperative to settle on a compatible authentication and
authorization framework to enable devices to request and/or grant access to particular
devices and services in the home.
Additional Elements
In addition to the building blocks described, other issues need to be addressed for the
digital home to work. The following are important capabilities that the DLNA will
investigate further.
Digital Rights Management / Content Protection
In order for premium digital content to be made available for use with DLNA devices,
content providers understandably insist that their content be protected from unauthorized
copying and use. At the same time, consumers expect to be able to store, transport and
use that content at any location and on any device on their wired or wireless home
network.. Balancing the providers need for protection and the consumers fair use rights
and expectations while providing interoperability between all networked devices that
might handle the content is a complex problem. Content protection methods must also
be user friendly.
Today, there are several Digital Rights Management (DRM) technologies available to
device designers and content providers. One or more of these solutions will typically be
provided on DLNA devices to protect, administer and distribute stored content as one
component of content protection in the digital home. Other components of DRM that
support additional user scenarios are being considered for development in the UPnP Forum
and elsewhere in the industry.
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While the DLNA Home Networked Device Interoperability Guidelines v1.0 does not
mandate specific DRM and content protection solutions, DLNA does provide a useful
venue for those who share the vision of device interoperability. Collaboratively, vendors
can understand and document the range of technical and business requirements for
achieving the required balance between protection, availability and usability. This work will
aid device designers and content providers in implementing Digital Rights Management
methods today and in the future, to foster an integrated, user-friendly, and backward
compatible system that meets the rights, the needs and the expectations of all
stakeholders.
Manageability
Consumer adoption rates of digital products will depend largely on the overall quality of
experience users have, not just when using these products for their intended purposes,
but also when a problem arises involving one or more of them. The introduction of a
variety of networked products into the home may make the resolution of issues by the
consumer and support provider a difficult and expensive prospect.
The more management information that can be given to the consumer in a meaningful
manner about the health of their home network devices, the less likely they are to require
support. Should a consumer require support for a device, they should know who to call
and not be faced with the situation where they are passed on to another company without
satisfactory resolution of their problem.
The DLNA will provide a useful venue for interested members to discuss technical and
business issues about how DLNA devices can be best managed and supported.
2004
2005
2006+
Digital Rights
Management/
Content Protection
DRM/CP
Interoperability
DRM/CP Technologies
Media Formats
JPEG2K
MPEG4
Media Transports
HTTP
UPnP
DCP
AVv1
Device Discovery
and Control
UPnP
Arch v1
UPnP
Arch v2
IPv6
Network Protocol
IP
IPv4
Physical Network
Ethernet
Wireless 802.3u
Wireless 802.11a/b/g
Wireless 802.11e/i
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In order to deliver on digital interoperability in the home, a common set of industry design
guidelines is required that allows vendors to participate in a growing marketplace, leading
to more innovation, simplicity and value for consumers. The DLNAs Home Networked
Device Interoperability Guidelines v1.0 specifies the interoperable building blocks that are
available to build platforms and software infrastructure. Full implementation of an
interoperability framework that meets the high-level requirements set forth in the
preceding section will not be complete until after 2006 and will require phasing of
interoperability guidelines as shown in Figure 5. The technologies noted for 20052006
under Future Guidelines in the figure are merely examples and should not be taken
literally. For 2004, the DLNA Interoperability Guidelines v1.0 focuses on interoperability
between networked entertainment and media devices for personal media uses involving
imaging, audio, and video. Over time, as new technology and standards become
available, the guidelines may broaden to cover other areas, such as home control,
communications and advanced entertainment scenarios.
Functional Components
Technology Ingredients
UPnP AV v1.0
Table 1 shows the specific functional components and technology ingredients covered
by DLNA Interoperability Guidelines v1.0. The basic criteria for specific technology
ingredients selected for the DLNA Interoperability Guidelines for 2004 to 2005 and beyond
include:
Technology should be based on standards from standards bodies, SIGs and industry
forums, or be readily available and in relatively wide deployment on a variety of
platforms in the marketplace. Intellectual Property should be available on reasonable
and non-discriminatory terms for all vendors.
Technologies should enable interoperable products targeting particular uses to be
brought to market in 2004 and 2005.
In cases where multiple DLNA-approved technologies are specified, it should be
possible to bridge or translate as required between any two technologies. For example,
there should be a means to bridge seamlessly between wired and wireless networking
technologies.
The following sections cover some of the key technology ingredients for the DLNA
Interoperability Guidelines.
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Media Class
Image
JPEG
Audio
LPCM
AV
MPEG2
Interoperability for audio devices in the digital home is assured through the requirement
to support the LPCM audio format. LPCM is an important, uncompressed audio format
widely used today for the interchange of single and multi-channel premium-quality audio
streams between digitally interconnected devices. Direct transmission of LPCM between
devices is the means for assuring the highest fidelity of premium audio content.
The technical requirements to create an LPCM stream from any source content and to
transmit that stream are well within the capabilities of present day and future devices and
digital interconnects. As a required format in the digital home, LPCM assures the broadest
range of interoperability with the lowest possible cost and complexity.
LPCM represents a reasonable technical choice for a required audio format, particularly
in wired environments. Wireless networking is rapidly growing in importance for home
networking and is expected to become an important means of distributing media in the
home. For a wireless device, or a resource-constrained device such as a portable player
with limited memory and power supply, compressed audio formats in the optional format
set provide more efficient use of network bandwidth, battery power and storage. Vendors
whose products fall into these classes should seriously consider supporting one or more
of the optional compressed audio formats.
Over time, new media formats may be added to the required or optional format sets. At all
times, the required set shall only include formats that are open standards. The required
and optional formats model brings the benefit of continued innovation in media codec
technologies while assuring interoperability. DMP and DMS device vendors can
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differentiate their products by including support for one or more of the optional media
formats while maintaining interoperability with all DMP devices by adhering strictly to the
requirement to transcode to one of the required, open standard formats. Alternatively,
a DMS device may transcode from any format to one of the optional formats understood
by a DMP device. This allows vendors to take advantage of better audio and video quality
and, when possible, make more efficient use of available media storage and network
bandwidth resources without sacrificing interoperability with devices that only implement
the required format set.
Home networked devices that source or render media content across the home network
must also support a small set of baseline media streaming transports such as HTTP.
The transfer scenarios that can be supported include:
A transfer from a DMS device to a DMP device, even if there is no actual immediate
rendering of the media content. This may occur for an intelligent DMS device that
distributes or replicates media content on the home network.
A transfer from a DMS device to an intelligent DMS device. Note that the intelligent DMS
device would logically be acting as a DMP device in this scenario even if there is no
immediate rendering of the media content. This may occur for an intelligent DMS device
that aggregates, organizes, processes, and/or archives media content on the home
network.
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