4.

Peer-to-Peer Communication

1. Digital Ownership for P2P Networks
2. SMARTEX: The SmartME Application
3. The Walkie Talkie Application

Conclusions and Outlook .1. Digital Ownership for P2P Networks ● Introduction ● Digital Content and Its Value ● Basic Elements of Digital Ownership ● Digital Ownership Management ● Digital Ownership Services ● First Steps ● ● Screenshot of a Nokia 6600 with the Digital Ownership Virtual World.

g. Even though new forms of digital content (e. For example.1.. illegal distribution has dramatically reduced its overall market volume. In an attempt to counter this development content providers have turned towards Digital Rights Management (DRM) [3]. the number of times the digital content can be burned on a CD or transferred to a portable player may be limited by DRM . Digital Ownership for P2P Networks Introduction ● The providers of digital content are fighting a losing battle against piracy copies distributed via peer-to-peer file sharing in the Internet or on selfburned DVDs and CDs. digital collectibles. DRM seeks to address the problem of piracy copies by limiting the possibilities of those persons who have legally purchased the digital content. ringtones or virtual items for on-line games) and portable multimedia players have significantly increased the demand of digital content.

. here he can configure his wish list and trade list. The objective from a user’s perspective is to complete an entire collection. Within these networks the users are able to provide each other with two different services: The CollectME service is derived from the idea of digital collectibles. where some of them are duplicates and the user can then start exchanging cards. Class 3: Available item. To enable the exchange of cards the user can access his current collection of soccer cards.1. Class 2: Negotiable item. The current exchange of cards is done in a onefor-one fashion and the user can configure the application to perform the transfer automatically if a match is found. SMARTEX: The SmartME Application Introduction In this chapter the SmartME application is introduced to demonstrate the idea presented in Chapter 10 about Digital Ownership Management on real mobiledevices. a two-forone ratio introducing a negotiation element.2. This could be done by adding items with different values and allowing cards to be traded in. e. The main goal of the SmartME application is to enable spontaneous collaboration between its users establishing ad hoc peer-to-peer networks using Bluetooth. A new user is given twelve randomly selected cards. is to let the user divide his or her items into the following three classes: Class 1: Nontransferable item. A way of implementing this. . However in later versions of the application more social aspects could be introduced. The wish list contains the cards that the user is currently looking for and the trade list the cards that the user wants to trade as shown in Figure 11. When the application is initially started the user is given an incomplete collection of soccer cards (currently containing the logos of Danish soccer teams). motivating the user to become more involved.g.

The user interface allowing the user to browse his card collection and configure his wish and trade lists. .

. the screen keeps the users informed about the activity in his/her “virtual neighborhood”.The main user interface of the SmartMe application.

see Figure 12.3. The Walkie Talkie Application Introduction As Voice-over IP (VoIP) services are dominating the telephony backbone already. The project investigates the possibility to use VoIP between the mobile phone. However instead of connecting and communicating directly via Bluetooth. .2. the main focus of this project is to investigate the possibility of using VoIP over the last hop between the home IP router and the mobile phone. Most homes are already equipped with fixed IP communication lines. and the home router. the mobile phones establish a Bluetooth connection to the home router. hosting the personal information. and many network providers plan to use VoIP to the IP router at the homes. As a first result a Walkie-Talkie has been developed allowing Push-to-Talk services in a Peer-to-Peer manner called the Direct Link scenario as shown in Figure In a second step the possibility to communicate between the mobile phone and home router is investigated referred to as the Internet Link scenario. The Internet link scenario describes an extension to the Direct Link scenario.

.The Direct Link scenario describing two mobile phones. connecting via Bluetooth.

connecting over the Internet using Bluetooth .The Internet link scenario describing two mobile phones.

Layers composing the walkie-talkie application .

The GUI of the walkie-talkie application. .

.Message flow between the different layers of the walkie-talkie application.

.Remote Socket Protocol stack.

Proof of concept setup of Bluetooth-IP .

e. other devices in the home/office environment . allowing users to be more mobile in their home/office environments while using cheap VoIP techniques making voice calls.Summary The project successfully demonstrated how mobile devices in a relatively simple way could replace currently fixed phone solutions.. integrating it with. In the future additional services besides VoIP could be implemented on the home router.g.