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1 de 25
TECHNICAL SEMINAR ON
Presented by
MABEL CHRISTINA.A
(1ck10cs017)
Dept of computer science & engineering
Under the guidance of
prof.Lakshmi bai G
Asst Prof,
Dept of CS&E
AGENDA
INTRODUCTION
WHAT IS DLNA?
WHY DLNA?
DLNAARCHITECTURE a) pull type
b) push type
INTER-OPERABILITYAMONG VENDOR PRODUCTS
DLNA DEVICE CLASSES
CONCLUSION
2
Introduction
 DLNA is an acronym for Digital Living Network
Alliance.
 Established by Sony in June 2003.
 Interoperability guidelines for sharing digital media.
 Example use cases include:
i. Send
ii. Push
iii. Find and Play or “Play to…”
3
Use Cases
4
Figure 1a) Traditionally, displaying a video or photo from a
mobile phone on a TV involves such a tedious and time-
consuming process that consumers rarely attempt it.
Figure 1b) The value proposition of DLNA is seamless and
effortless sharing of content, enabling consumers to send a
copy of a video or photo directly to the TV in a single step.
5
What is DLNA?
 DLNA is a standard based on UPnP model.
 Main goal is to attach all devices to each other over a
network.
 UPnP is set of protocols for devices to discover each
other’s presence on a network.
6
Why DLNA?
Interconnecting of devices over a network.
Three main pools of electronic goods that prevail in today's
world are
7
Contd…
Consumers wish to inter-operate in these 3 zones
1) consumer electronics
2) computing industry and
3) mobile devices.
They provide a seamless environment for sharing and
growing new digital media and content services.
8
Contd…
9
DLNA System Architecture
Pull-type architecture
10
 DLNA Pull-type architecture is suitable for desktop
devices.
 The Pull-type Model has a
(1).Digital Media Player (DMP) which receives user
commands through a user interface (Pull-UI).
(2).The control server browses the Content Directory
Service (CDS) for the user’s query.
11
(3).Digital Media Server (DMS) detects the URL of the
target content and passes on to Transport client.
(4).The Transport client in DMP uses this URL to retrieve
the target content from the transport server in DMS.
(5).The play engine in DMP receives the content and
renders it on a display.
(6).Note that there is no user interface in the DMS.
12
Push-type architecture
13
 The Push-type architecture is suitable for handheld mobile
devices.
 This model has a
(1)Digital Media Renderer (DMR) is adopted as the
player. It has no user interface.
(2)The Play engine is controllable from outside.
(3)Push controller is added into the DMS which
provides push controlling functions (i.e. a user interface
and a player control function).
14
Inter-operability among vendor
products
The devices and software of DLNA devices should be
interoperable.
Vendors and manufacturer has to obey some of standards.
The building blocks in order to achieve interoperability are:
 Networking and connectivity
 Device discovery
 Common media format and streaming protocols
 QoS
15
DLNA Device Classes
Home network
devices
Digital Media
Server(DMS)
Digital Media
Player(DMP)
Digital Media
Renderer(DMR)
Digital Media
Controller(DMC
Digital Media
Printer(DMPr)
Mobile Digital Media
Server (M-DMS)
Mobile Digital
MediaPlayer (M-
DMP)
Mobile Digital
MediaDownloader (M-
DMD)
Mobile Digital
MediaUploader(M-
DMU)
Mobile Digital
MediaController (M-
DMC)
Mobile
Interoperability Unit
(MIU)
Mobile Network
Connectivity Function
(M-NCF)
Mobile Handheld
Devices
Home Interoperability
Devices
16
Home Network Devices consist of:
1) Digital Media Server (DMS)
2) Digital Media Player (DMP)
3) Digital Media Renderer (DMR)
4) Digital Media Controller (DMC)
5) Digital Media Printer (DMPr)
17
Mobile Hand-held Devices category includes devices for
server, controller and player, with similar functionality as
in the Home Network Devices category.
Additionally, the class contains:
1) Mobile Digital Media Uploader (M-DMU)
2) Mobile Digital Media Downloader (M-DMD)
18
Home Interoperability Devices consists of:
1) Media Interoperability Unit (MIU)
2) Mobile Network Connectivity Function (M-NCF)
19
Digital Rights Management (DRM)
Content must be protected from unauthorized copying and use.
Today, there are several DRM technologies available to device
designers and content providers.
For example: (1)authentication
(2)authorization
20
companies
21
Conclusion
 DLNA provides interconnecting of devices at home or
office.
 It operates within a range of 50 to 75 meters.
 The best aspect of DLNA is that it allows products
from different manufacturers to talk to each other.
 With DLNA all leading companies are tied in a
technological knot; there is interdependence, yet
independence with their own products.
22
REFERENCES
[1] DLNA www.dlna.org
[2] UPnP www.upnp.org
[3] DLNA Overview and Vision White Paper, 2007
http://www.dlna.org/en/industry/about/dlna_white_
paper_2006.pdf
[4] DNS Based Service Discovery: Zero Configuration
Networking, 2007 http://www.zeroconf.org/
[5] Home Phone-line Networking Alliance
http://www.homepna.org
[6] Approaches to Home Connectivity, Marko Berg,
Helsinki University of Technology marko.berg@iki.fi
23
24
25

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Dlna

  • 1. TECHNICAL SEMINAR ON Presented by MABEL CHRISTINA.A (1ck10cs017) Dept of computer science & engineering Under the guidance of prof.Lakshmi bai G Asst Prof, Dept of CS&E
  • 2. AGENDA INTRODUCTION WHAT IS DLNA? WHY DLNA? DLNAARCHITECTURE a) pull type b) push type INTER-OPERABILITYAMONG VENDOR PRODUCTS DLNA DEVICE CLASSES CONCLUSION 2
  • 3. Introduction  DLNA is an acronym for Digital Living Network Alliance.  Established by Sony in June 2003.  Interoperability guidelines for sharing digital media.  Example use cases include: i. Send ii. Push iii. Find and Play or “Play to…” 3
  • 5. Figure 1a) Traditionally, displaying a video or photo from a mobile phone on a TV involves such a tedious and time- consuming process that consumers rarely attempt it. Figure 1b) The value proposition of DLNA is seamless and effortless sharing of content, enabling consumers to send a copy of a video or photo directly to the TV in a single step. 5
  • 6. What is DLNA?  DLNA is a standard based on UPnP model.  Main goal is to attach all devices to each other over a network.  UPnP is set of protocols for devices to discover each other’s presence on a network. 6
  • 7. Why DLNA? Interconnecting of devices over a network. Three main pools of electronic goods that prevail in today's world are 7
  • 8. Contd… Consumers wish to inter-operate in these 3 zones 1) consumer electronics 2) computing industry and 3) mobile devices. They provide a seamless environment for sharing and growing new digital media and content services. 8
  • 11.  DLNA Pull-type architecture is suitable for desktop devices.  The Pull-type Model has a (1).Digital Media Player (DMP) which receives user commands through a user interface (Pull-UI). (2).The control server browses the Content Directory Service (CDS) for the user’s query. 11
  • 12. (3).Digital Media Server (DMS) detects the URL of the target content and passes on to Transport client. (4).The Transport client in DMP uses this URL to retrieve the target content from the transport server in DMS. (5).The play engine in DMP receives the content and renders it on a display. (6).Note that there is no user interface in the DMS. 12
  • 14.  The Push-type architecture is suitable for handheld mobile devices.  This model has a (1)Digital Media Renderer (DMR) is adopted as the player. It has no user interface. (2)The Play engine is controllable from outside. (3)Push controller is added into the DMS which provides push controlling functions (i.e. a user interface and a player control function). 14
  • 15. Inter-operability among vendor products The devices and software of DLNA devices should be interoperable. Vendors and manufacturer has to obey some of standards. The building blocks in order to achieve interoperability are:  Networking and connectivity  Device discovery  Common media format and streaming protocols  QoS 15
  • 16. DLNA Device Classes Home network devices Digital Media Server(DMS) Digital Media Player(DMP) Digital Media Renderer(DMR) Digital Media Controller(DMC Digital Media Printer(DMPr) Mobile Digital Media Server (M-DMS) Mobile Digital MediaPlayer (M- DMP) Mobile Digital MediaDownloader (M- DMD) Mobile Digital MediaUploader(M- DMU) Mobile Digital MediaController (M- DMC) Mobile Interoperability Unit (MIU) Mobile Network Connectivity Function (M-NCF) Mobile Handheld Devices Home Interoperability Devices 16
  • 17. Home Network Devices consist of: 1) Digital Media Server (DMS) 2) Digital Media Player (DMP) 3) Digital Media Renderer (DMR) 4) Digital Media Controller (DMC) 5) Digital Media Printer (DMPr) 17
  • 18. Mobile Hand-held Devices category includes devices for server, controller and player, with similar functionality as in the Home Network Devices category. Additionally, the class contains: 1) Mobile Digital Media Uploader (M-DMU) 2) Mobile Digital Media Downloader (M-DMD) 18
  • 19. Home Interoperability Devices consists of: 1) Media Interoperability Unit (MIU) 2) Mobile Network Connectivity Function (M-NCF) 19
  • 20. Digital Rights Management (DRM) Content must be protected from unauthorized copying and use. Today, there are several DRM technologies available to device designers and content providers. For example: (1)authentication (2)authorization 20
  • 22. Conclusion  DLNA provides interconnecting of devices at home or office.  It operates within a range of 50 to 75 meters.  The best aspect of DLNA is that it allows products from different manufacturers to talk to each other.  With DLNA all leading companies are tied in a technological knot; there is interdependence, yet independence with their own products. 22
  • 23. REFERENCES [1] DLNA www.dlna.org [2] UPnP www.upnp.org [3] DLNA Overview and Vision White Paper, 2007 http://www.dlna.org/en/industry/about/dlna_white_ paper_2006.pdf [4] DNS Based Service Discovery: Zero Configuration Networking, 2007 http://www.zeroconf.org/ [5] Home Phone-line Networking Alliance http://www.homepna.org [6] Approaches to Home Connectivity, Marko Berg, Helsinki University of Technology marko.berg@iki.fi 23
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