Saturday, December 30, 2006

Mobile WIMAX

Mobile WiMAX

WiMAX is still to happen in a big way in India and already a new mobile version of the same is ready. Here, we look at this new avatar and the product line-ups expected around it next year

Saturday, November 04, 2006

Sometime last December, mobile WiMAX was made formally possible with the IEEE ratifying the 802.16e standard. There are two specifications, one called the 802.16-2004 or 802.16d and the other being 802.16-2005 or the 802.16e. The first spec involves WiMAX devices that are fixed, while the 2005 spec extends WiMAX capability to mobile devices. 802.16-2004 devices can be upgraded to the 2005 standard via a simple software upgrade. Well, since December 2005, there has been hectic activity in the Mobile WiMAX space and here's a snapshot of the technologies and products that have come out.

New baseband chip

Intel launched a new baseband chip named the WiMAX Connection 2250 as we were going to press. This chip complies with both the 802.16d and 802.16e specifications. This chip can be coupled with the Intel Discreet Tri-band WiMAX radio to get an all-frequency mobile wireless solution that can be used globally. The processor is backward (pin) compatible with the earlier released Intel PRO/Wireless 5116 broadband chip, which uses the 802.16d technology.

This means deployments that have already happened using the 5116 can now be easily upgraded to the new standard. Products based on this chip are expected over the next year. These products are expected to be WiMAX modems and gateways for IP voice, video and data communications.
Mobile WiMAX and 3G European countries are planning to set aside the 3.4 to 3.5 GHz spectrum for WiMAX operations, with the 2.3 to 2.5 GHz band for 3G networks. But, industry analysts are complaining that this is too narrow a band to ensure a drop-free connection.

Also, when you consider that this standard is designed to be used with devices that are on the move, like in cars, trains and so on, there would be a lot of frequency hopping and jamming occurring as users move from one area to another or even roam onto other networks.

The narrow bandwidth of just 0.1 GHz is therefore too small to accommodate such traffic. 3G network operators in the EU use the 2.3 to 2.5 GHz. This spectrum is not used in the USA or Asia and therefore the 3.4-3.5 GHz band battle is not spilling over this region.

Products in 2007
Lots of WiMAX based products are expected to be released over the coming year.

There will be multi-node radios that have a half a mile range and can do live video streaming. Such radios can do 162 Mbps over four wireless links. Then there is a base station line up that can work with both the 2004 and 2005 spec-this means this device operates using both FDM and TDM algorithms and a software-defined radio.

Many vendors are also planning module upgrades and updates that simply enable their existing 802.16d products to support the 802.16e spec as well. What you would need to notice while selecting among this crop of products is whether they support the 2.4-2.5 GHz spectrum or the 3.5 GHz band.

There are also multi-node base stations due, which can do wireless mesh networks as well as WiMAX. This is handled by new versions of system software. WiMAX chip makers have started unveiling their line ups of chipsets for PCI cards, SD/IO cards, USB dongles and CardBus adapters for both the US/Asia and the Europe spectrums.

One product that finds interesting is a 'remote tiltable antenna' from an Irish company. Remote technicians can tilt this antenna (mounted on high-rising towers) to optimize wireless delivery and maintain signal strength.

Wednesday, December 27, 2006

MP3 Format at a glance

MPEG-1 Audio Layer 3, more commonly referred to as MP3, is a popular digital audio encoding and lossy compression format, designed to greatly reduce the amount of data required to represent audio, yet still sound like a faithful reproduction of the original uncompressed audio to most listeners. It was invented by a team of German engineers who worked in the framework of the EUREKA 147 DAB digital radio research program, and it became an ISO/IEC standard in 1991.

Overview

MP3
is an audio-specific compression format. It provides a representation of pulse-code modulation-encoded audio in much less space than straightforward methods, by using psychoacoustic models to discard components less audible to human hearing, and recording the remaining information in an efficient manner. Similar principles are used by JPEG, a lossy image compression format.

The MP3 format uses a hybrid transformation to transform a time domain signal into a frequency domain signal:

* 32-band polyphase quadrature filter.
* 36 or 12 tap MDCT; size can be selected independently for sub-bands 0...1 and 2...31.
* Aliasing reduction postprocessing.

MP3 audio can be compressed with several different bit rates, providing a range of tradeoffs between data size and sound quality.

The MPEG specifications support Advanced audio coding (AAC) from MPEG-4 as MP3's successor, although other new audio formats have also achieved similar usage levels. However, MP3's extreme popularity makes it secure in its dominant position for the near future, with support from a huge range of software and hardware, including portable MP3 players and even some DVD and CD players. The large MP3 collections that many individuals have amassed will also ensure its longevity, in the same way as with any physical medium.

Development

MPEG-1 Audio Layer 2 encoding began as the Digital Audio Broadcast (DAB) project managed by Egon Meier-Engelen of the Deutsche Forschungs- und Versuchsanstalt für Luft- und Raumfahrt (later on called Deutsches Zentrum für Luft- und Raumfahrt, German Aerospace Center) in Germany. This project was financed by the European Union as a part of the EUREKA research program where it was commonly known as EU-147. EU-147 ran from 1987 to 1994.

In 1991, there were two proposals available: Musicam (known as Layer 2), and ASPEC (Adaptive Spectral Perceptual Entropy Coding). The Musicam technique, as proposed by Philips (The Netherlands), CCETT (France) and Institut für Rundfunktechnik (Germany) was chosen due to its simplicity and error robustness, as well as its low computational power associated to the encoding of high quality compressed audio. The Musicam format, based on sub-band encoding, was a key to settle the basis of the MPEG Audio compression format (sampling rates, structure of frames, headers, number of samples per frame). Its technology and ideas were fully incorporated into the definition of ISO MPEG Audio Layer I and Layer II and further on of the Layer III (MP3) format. Under the chairmanship of Professor Mussmann (University of Hannover) the editing of the standard was made under the responsibilities of Leon van de Kerkhof (Layer I) and Gerhard Stoll (Layer II).

A working group consisting of Leon Van de Kerkhof (The Netherlands), Gerhard Stoll (Germany), Leonardo Chiariglione (Italy), Yves-François Dehery (France), Karlheinz Brandenburg (Germany) took ideas from Musicam and ASPEC, added some of their own ideas and created MP3, which was designed to achieve the same quality at 128 kbit/s as MP2 at 192 kbit/s.

All algorithms were approved in 1991, finalized in 1992 as part of MPEG-1, the first standard suite by MPEG, which resulted in the international standard ISO/IEC 11172-3, published in 1993. Further work on MPEG audio was finalized in 1994 as part of the second suite of MPEG standards, MPEG-2, more formally known as international standard ISO/IEC 13818-3, originally published in 1995.

Compression efficiency of encoders is typically defined by the bit rate because compression rate depends on the bit depth and sampling rate of the input signal. Nevertheless, there are often published compression rates that use the CD parameters as references (44.1 kHz, 2 channels at 16 bits per channel or 2x16 bit). Sometimes the Digital Audio Tape (DAT) SP parameters are used (48 kHz, 2x16 bit). Compression ratios with this reference are higher, which demonstrates the problem of the term compression ratio for lossy encoders.

Karlheinz Brandenburg used a CD recording of Suzanne Vega's song "Tom's Diner" to assess the MP3 compression algorithm. This song was chosen because of its softness and simplicity, making it easier to hear imperfections in the compression format during playbacks. Some have taken to jokingly refer to Suzanne Vega as "The mother of MP3". Some more serious and critical audio excerpts (glockenspiel, triangle, accordion, ...) were taken from the EBU V3/SQAM reference compact disc and have been used by professional sound engineers to assess the subjective quality of the MPEG Audio formats.

Going public

A reference simulation software implementation, written in the C language and known as ISO 11172-5, was developed by the members of the ISO MPEG Audio committee in order to produce bit compliant MPEG Audio files (Layer 1, Layer 2, Layer 3). Working in non real time on a number of operating systems, it was able to demonstrate the first real time hardware decoding (DSP based) of compressed audio. Some other real time implementation of MPEG Audio encoders were available for the purpose of digital broadcasting (radio DAB, television DVB) towards consumer receivers and set top boxes.

Later, on July 7, 1994 the Fraunhofer Society released the first software MP3 encoder called l3enc. The filename extension .mp3 was chosen by the Fraunhofer team on July 14, 1995 (previously, the files had been named .bit). With the first real-time software MP3 player Winplay3 (released September 9, 1995) many people were able to encode and playback MP3 files on their PCs. Because of the relatively small hard drives back in that time (c.500 MB) the technology was essential to store non-instrument based (see: tracker and midi) music for listening pleasure on a computer.

MP2

In October 1993, MP2 (MPEG-1 Audio Layer 2) files appeared on the Internet and were often played back using the Xing MPEG Audio Player, and later in a program for Unix by Tobias Bading called MAPlay, which was initially released on February 22, 1994 (MAPlay was also ported to Microsoft Windows).

Initially the only encoder available for MP2 production was the Xing Encoder, accompanied by the program CDDA2WAV, a CD processor that transforms CD audio tracks to Waveform Audio Files.

The Internet Underground Music Archive (IUMA) is generally recognized as the start of the on-line music revolution. IUMA was the Internet's first high-fidelity music web site, hosting thousands of authorized MP2 recordings before MP3 or the web was popularized.

Internet

In the first half of 1995 through the late 1990s, MP3 files began flourishing on the Internet. MP3 popularity was mostly due to, and interchangeable with, the successes of companies and software packages like Nullsoft's Winamp (released in 1997), mpg123, and Napster (released in 1999). Those programs made it very easy for the average user to playback, create, share, and collect MP3s.

Controversies regarding peer-to-peer file sharing of MP3 files have spread widely in recent years — largely because high compression enables sharing of files that would otherwise be too large and cumbersome to easily share. Some major record companies reacted by filing a lawsuit against Napster, due to the vastly increased spread of MP3s through the Internet, to protect their copyrights (see also intellectual property).

Commercial online music distribution services (like the iTunes Store) usually prefer other/proprietary music file formats that support Digital Rights Management (DRM) to control and restrict the use of digital music. The use of formats that support DRM is in an attempt to prevent copyright infringement of copyright protected materials, but methods exist to defeat most protection schemes, although such methods are considered illegal in many countries.

Encoding audio

The MPEG-1 standard does not include a precise specification for an MP3 encoder. The decoding algorithm and file format, as a contrast, are well defined. Implementers of the standard were supposed to devise their own algorithms suitable for removing parts of the information in the raw audio (or rather its MDCT representation in the frequency domain). During encoding 576 time domain samples are taken and are transformed to 576 frequency domain samples. If there is a transient 192 samples are taken instead of 576. This is done to limit the temporal spread of quantization noise accompanying the transient.

This is the domain of psychoacoustics: the study of subjective human perception of sounds.

As a result, there are many different MP3 encoders available, each producing files of differing quality. Comparisons are widely available, so it is easy for a prospective user of an encoder to research the best choice. It must be kept in mind that an encoder that is proficient at encoding at higher bitrates (such as LAME, which is in widespread use for encoding at higher bitrates) is not necessarily as good at other, lower bitrates.

Decoding audio

Decoding, on the other hand, is carefully defined in the standard. Most decoders are "bitstream compliant", meaning that the decompressed output they produce from a given MP3 file will be the same (within a specified degree of rounding tolerance) as the output specified mathematically in the ISO/IEC standard document. The MP3 file has a standard format which is a frame consisting of 384, 576, or 1152 samples (depends on MPEG version and layer) and all the frames have associated header information (32 bits) and side information (9, 17, or 32 bytes, depending on MPEG version and stereo/mono). The header and side information help the decoder to decode the associated Huffman encoded data correctly.

Therefore, for the most part, comparison of decoders is almost exclusively based on how computationally efficient they are (i.e., how much memory or CPU time they use in the decoding process).

Bit rate

The bit rate is variable for MP3 files. The general rule is that more information is included from the original sound file when a higher bit rate is used, and thus the higher the quality during playback. In the early days of MP3 encoding, a fixed bit rate was used for the entire file.

Bit rates available in MPEG-1 Layer 3 are 32, 40, 48, 56, 64, 80, 96, 112, 128, 160, 192, 224, 256 and 320 kbit/s, and the available sampling frequencies are 32, 44.1 and 48 kHz. 44.1 kHz is almost always used (coincides with the sampling rate of compact discs), and 128 kbit/s has become the de facto "good enough" standard, although 192 kbit/s is becoming increasingly popular over peer-to-peer file sharing networks. MPEG-2 and the (unofficial) MPEG-2.5 include some additional bit rates: 8, 16, 24, 32, 40, 48, 56, 64, 80, 96, 112, 128, 144, 160 kbit/s; while providing lower sampling frequencies (8, 11.025, 12, 16, 22.05 and 24 kHz).

Variable bit rates (VBR) are also possible. Audio in MP3 files is divided into frames, each of which has its own bitrate, so it is possible to change the bit rate dynamically as the file is encoded. This technique makes it possible to use more bits for parts of the sound with higher dynamics (more sound movement) and fewer bits for parts with lower dynamics, further increasing quality and decreasing storage space. For example, a portion composed of pure tones could be encoded at 48 kbit/s, taking up less space without any noticeable difference, while a portion played by a full symphony orchestra is encoded at 224 kbit/s to express it with greater fidelity. Although not originally implemented, many encoders now use this technique to greater or lesser extent.

Non-standard bitrates up to 640 kbit/s can be achieved with the LAME encoder and the --freeformat option, but few MP3 players can play those files. Gabriel Bouvigne, a principal developer of the LAME project, offered the following information about freeformat streams:
"freeformat IS COMPLIANT with the mp3 standard. Decoders are required to be able to decode it up to 320kbps, but decoding higher bitrate freeformat streams is not mandatory.

Practically, it means that higher than 320kbps, only a few decoders support it."

Audio quality

Because MP3 is a lossy format, it is able to provide a number of different options for its "bit rate" — that is, the number of bits of encoded data that are used to represent each second of audio. Typically, rates chosen are between 128 and 320 kilobit per second. By contrast, uncompressed audio as stored on a compact disc has a bit rate of 1411.2 kbit/s (16 bits/sample × 44100 samples/second × 2 channels).

MP3 files encoded with a lower bit rate will generally play back at a lower quality. With too low a bit rate, "compression artifacts" (i.e., sounds that were not present in the original recording) may appear in the reproduction. A good demonstration of compression artifacts is provided by the sound of applause: it is hard to compress because of its randomness and sharp attacks. Therefore compression artifacts are audible as ringing or pre-echo.

As well as the bit rate of the encoded file, the quality of MP3 files depends on the quality of the encoder and the difficulty of the signal being encoded. As the MP3 standard allows quite a bit of freedom with encoding algorithms, different encoders may feature quite different quality, even when targeting similar bitrates. As an example, in a public collective test(07/2003) featuring two different MP3 encoders at about 128kbps, one scored 3.66 on a 1-5 scale, while the other scored only 2.22.

Quality is heavily dependent on the choice of encoder and encoding parameters. While quality around 128kbps was somewhere between annoying and acceptable with older encoders, modern MP3 encoders can provide very good quality at those bitrates(01/2006), not statistically different from quality provided by AAC, the technical successor of MP3. However, in 1998, MP3 at 128kbps was only providing quality equivalent to AAC-LC at 96kbps and MP2 at 192kbps.

The transparency threshold of MP3 can be estimated to be at about 128k with good encoders on typical music as evidenced by its strong performance in the above test, however some particularly difficult material can require 192k or higher. As with all lossy formats, some samples can not be encoded perfectly transparent to all users. Thus many users opt for 192k as a good trade off.

At lower bitrates, the quality of MP3 quickly degrades, and is far behind AAC quality at 32kbps, as demonstrated by a collective listening test (06/2004).

It is also important to note that perceived quality can be influenced by listening environment (ambient noise), listener attention, and listener training.
File structure

Breakdown of an MP3 File's Structure

An MP3 file is made up of multiple MP3 frames which consist of the MP3 header and the MP3 data. This sequence of frames is called an Elementary stream. Frames are independent items: one can cut the frames from a file and an MP3 player would be able to play it. The MP3 data is the actual audio payload. The MP3 header consists of a sync word which is used to identify the beginning of a valid frame. This is followed by a bit indicating that this is the MPEG standard and two bits that indicate that layer 3 is being used, hence MPEG-1 Audio Layer 3 or MP3. After this, the values will differ depending on the MP3 file. The range of values for each section of the header along with the specification of the header is defined by ISO/IEC 11172-3. Most MP3 files today contain ID3 metadata which precedes or follows the MP3 frames.

Design limitations

There are several limitations inherent to the MP3 format that cannot be overcome by using a better encoder.

Newer audio compression formats such as Vorbis and AAC no longer have these limitations.

In technical terms, MP3 is limited in the following ways:

* Bitrate is limited to a maximum of 320 kbit/s (while some encoders can create higher bitrates, there is little-to-no support for these higher bitrate mp3s)
* Time resolution can be too low for highly transient signals, causing some smearing of percussive sounds
* Frequency resolution is limited by the small long block window size, decreasing coding efficiency
* No scale factor band for frequencies above 15.5/15.8 kHz
* Joint stereo is done on a frame-to-frame basis
* Encoder/decoder overall delay is not defined, which means lack of official provision for gapless playback. However, some encoders such as LAME can attach additional metadata that will allow players that are aware of it to deliver gapless playback.

Nevertheless, a well-tuned MP3 encoder can perform competitively even with these restrictions.

ID3 and other tags
Main articles: ID3 and APEv2 tag

A "tag" in a compressed audio file, is a section of the file that contains metadata such as the title, artist, album, track number or other information about the file's contents.

As of 2006, the most widespread standard tag formats are ID3v1 and ID3v2, and the more recently introduced APEv2.

APEv2 was originally developed for the MPC file format (see the APEv2 specification). APEv2 can coexist with ID3 tags in the same file, but it can also be used by itself.

Tag editing functionality is often built-in to MP3 players and editors, but there also exist tag editors dedicated to the purpose.

Volume normalization
As compact discs and other various sources are recorded and mastered at different volumes, it is useful to store volume information about a file in the tag so that at playback time, the volume can be dynamically adjusted.

A few standards for encoding the gain of an MP3 file have been proposed. The idea is to normalize the average volume (not the volume peaks) of audio files, so that the volume does not change between consecutive tracks. This should not be confused with dynamic range compression (DRC) which is a form of normalization used in audio mastering.

The most popular and widely used solution for storing replay gain is known simply as "Replay Gain". Typically, the average volume and clipping information about audio track is stored in the metadata tag.

You can download audio converting software to change the formats.

Licensing and patent issues

Thomson Consumer Electronics controls licensing of the MPEG-1/2 Layer 3 patents in many countries, including the United States, Japan, Canada and EU countries. Thomson has been actively enforcing these patents. Thomson has been granted software patents in EU countries and by the European Patent Office , but it is unclear whether they would be enforced by courts there.

For current information about Fraunhofer IIS and Thomson's patent portfolio and licensing terms and fees see their website mp3licensing.com. MP3 licence revenues generated ca. 100 million euro revenue to the Fraunhofer Society in 2005.

In September 1998, the Fraunhofer Institute sent a letter to several developers of MP3 software stating that a license was required to "distribute and/or sell decoders and/or encoders". The letter claimed that unlicensed products "infringe the patent rights of Fraunhofer and THOMSON. To make, sell and/or distribute products using the [MPEG Layer-3] standard and thus our patents, you need to obtain a license under these patents from us."

These patent issues significantly slowed the development of unlicensed MP3 software and led to increased focus on creating and popularizing alternatives such as WMA and Ogg Vorbis. Microsoft, the makers of the Windows operating system, chose to move away from MP3 to their own proprietary Windows Media formats to avoid the licensing issues associated with the patents. Until the key patents expire, unlicensed encoders and players appear to be illegal in countries that recognize those patents.

In spite of the patent restrictions, the perpetuation of the MP3 format continues; the reasons for this appear to be the network effects caused by:

* familiarity with the format,
* the large quantity of music now available in the MP3 format,
* the wide variety of existing software and hardware that takes advantage of the file format,
* the lack of DRM restrictions, which makes MP3 files easy to edit, copy and distribute over networks,
* the majority of home users not knowing or not caring about the patents controversy, which is in general irrelevant to their choice of the music format for personal use.

Additionally, patent holders declined to enforce license fees on open source decoders, allowing many free MP3 decoders to develop. Furthermore, while attempts have been made to discourage distribution of encoder binaries, Thomson has stated that individuals using free MP3 encoders are not required to pay fees. Thus while patent fees have been an issue for companies attempting to use MP3, they have not meaningfully impacted users, allowing the format to grow in popularity.

Sisvel S.p.A. and its US subsidiary Audio MPEG, Inc. previously sued Thomson for patent infringement on MP3 technology, but those disputes were resolved in November 2005 with Sisvel granting Thomson a license to their patents. Motorola also recently signed with Audio MPEG to license MP3-related patents. With Thomson and Sisvel both owning separate patents which they claim are needed by the codec, the legal status of MP3 remains unclear.

In September 2006 German officials seized MP3 players from SanDisk's booth at the IFA show in Berlin after an Italian patents firm won an injunction against the company in a dispute over licencing rights. The injunction was later reversed by a Berlin judge ; but that reversal was in turn blocked the same day by another judge from the same court, "bringing the Patent Wild West to Germany" in the words of one commentator.

The Fraunhofer patents expire April 2010, at which time MP3 algorithms become public domain.

Alternative technologies

Many other lossy audio codecs exist, including:

* Ogg Vorbis from the Xiph.org Foundation, a free software and patent free codec.
* MPEG-1/2 Audio Layer 2 (MP2), MP3's predecessor;
* MPEG-4 AAC, MP3's successor, used by Apple's iTunes Music Store and iPod
* MPC, also known as Musepack (formerly MP+), a derivative of MP2;
* mp3PRO from Thomson Multimedia combining MP3 with SBR;
* AC-3, used in Dolby Digital and DVD;
* ATRAC, used in Sony's Minidisc;
* Windows Media Audio (WMA) from Microsoft.
* QDesign, used in QuickTime at low bitrates;
* AMR-WB+ Enhanced Adaptive Multi Rate WideBand codec, optimized for cellular and other limited bandwidth use;
* RealAudio from RealNetworks, frequently in use for streaming on websites;
* Speex, free software and patent free codec based on CELP specifically designed for speech and VoIP.

mp3PRO, MP3, AAC, and MP2 are all members of the same technological family and depend on roughly similar psychoacoustic models. The Fraunhofer Gesellschaft owns many of the basic patents underlying these codecs, with Dolby Labs, Sony, Thomson Consumer Electronics, and AT&T holding other key patents.

There are also some lossless audio compression methods used on the Internet. While they are not similar to MP3, they are good examples of other compression schemes available. These include:

* FLAC stands for 'Free Lossless Audio Codec'
* Monkey's Audio
* SHN, also known as Shorten
* TTA
* WavPack
* Apple Lossless

Listening tests have attempted to find the best-quality lossy audio codecs at certain bitrates. At 128 kbit/s, Ogg Vorbis, AAC, MPC and WMA Pro tied for first place with LAME MP3 a little behind. At 64 kbit/s, AAC-HE and mp3pro performed marginally better than other codecs. At high bitrates (128 kbit/s+), most people do not hear significant differences. What is considered 'CD quality' is quite subjective.

Though proponents of newer codecs such as WMA and RealAudio have asserted that their respective algorithms can achieve CD quality at 64 kbit/s, listening tests have shown otherwise; however, the quality of these codecs at 64 kbit/s is definitely superior to MP3 at the same bitrate. The developers of the patent-free Ogg Vorbis codec claim that their algorithm surpasses MP3, RealAudio and WMA sound quality, and the listening tests mentioned above support that claim. Thomson claims that its mp3PRO codec achieves CD quality at 64 kbit/s, but listeners have reported that a 64 kbit/s mp3PRO file compares in quality to a 112 kbit/s MP3 file and does not come reasonably close to CD quality until about 80 kbit/s.

MP3, which was designed and tuned for use alongside MPEG-1/2 Video, generally performs poorly on monaural data at less than 48 kbit/s or in stereo at less than 80 kbit/s.

Tuesday, December 19, 2006

How iPods Work - adopted

How iPods Work

In 2001, Apple introduced the iPod, an MP3 player with the unheard-of storage capacity of 5 gigabytes. Five iPod generations later, the device plays songs, movies and photo slideshows, and you can store up to 80 GB of any type of file you want. The evolution has been a lesson in consumer electronics marketing and development: Millions of people are so hooked on the iPod, they continue to buy it and its coordinating Apple products despite quick battery death and difficult repairs.

In this article, we'll find out why so many people buy iPod after iPod, dissect an iPod video to find out how it works and check out what type of software is available to enhance its functionality.

iPod Basics
The fifth-generation (5g) iPod video is much more than an MP3 player. It's a digital audio player, video player, photo viewer and portable hard drive, making it a full-fledged portable media center. It's available in 30-GB and 80-GB capacities and has a 2.5-inch, color LCD screen. In addition to the iPod 5G, the current generation of iPod players includes:

  • iPod shuffle, with a 1-GB capacity, which only plays songs and has no display

  • iPod nano, which plays digital audio, displays digital photos, comes in 2-, 4- and 8-GB capacities and has a smaller form factor than the iPod video


HSW Shopper
(from left) iPod shuffle, iPod nano, iPod video

In this article, we'll be focusing on the top-of-the-line, fifth-generation iPod with audio and video capabilities.

Although the iPod is an Apple product, it works with both Mac and Windows machines. Since it's the top-selling media player in the United States, probably the big question is: What makes it different from any other digital media player? The answer will differ depending on who you ask. Some might say it's the form factor -- the 80-GB iPod video is just over half an inch (1.4 cm) deep and weighs about 5.5 ounces (156 grams). For comparison, the iRiver PMC-140 (a Windows-based portable media center) is 1.3 inches (3.3 cm) deep and weighs 9.6 ounces (272 grams), and it only holds 40 GB (but the screen is bigger at 3.5 inches).

Other people might tell you it's the Apple Click Wheel, a touch-sensitive wheel that makes it incredibly easy to navigate through the various menus and options with just a thumb. According to Apple CEO Steve Jobs in a Newsweek interview, "It was developed out of necessity for the Mini, because there wasn't enough room [for the buttons]. But the minute we experienced it we just thought, 'My God, why didn't we think of this sooner?'" And then, some might tell you the greatest thing in the world is the super-tight iPod/iTunes integration (which, ironically, others will curse until the day they die).


iTunes interface

iTunes is the integrated jukebox/media-player software that comes with an iPod. It lives on your computer, and you use it for organizing, playing, converting and downloading files from an external source to your computer and from your computer to an iPod. This is really no different from the software than comes with any other portable media player. The thing that makes iTunes a brilliant invention from a consumer-electronics standpoint is the built-in iTunes Store that keeps iPod users coming back to Apple on a regular basis.


The iTunes Store lets iPod users purchase music, movies, podcasts, audiobooks and music videos with a click -- it's an integral part of the iTunes software. The Store offers 3.5 million songs, tens of thousands of podcasts, 3,000 music videos and 20,000 audiobooks, as well as TV shows, feature films and iPod video games. You can watch or listen to the files through iTunes on your computer and download them to your iPod. And you don't even have to drag and drop: The iTunes software autosyncs with iPod whenever it's connected to your computer through a USB 2.0 port (you can use FireWire for charging, but not for syncing). Just plug it in, and the iPod automatically downloads every new file that you added to your iTunes jukebox since the last time it was connected. It also uploads to iTunes all new data that you added to your iPod since last the two conversed, like playlists and song ratings.

iPod Myths
  • If I use iPod as my digital-media player, I can only download music from the iTunes Store.
    Not true. You can download music from other sites (as long as the site doesn't use Windows Media DRM -- iPod isn't compatible with that encoding).

  • If I use iPod as my digital-media player, I can only use the iTunes software as my jukebox.
    Not true. While iPod is made to work with the iTunes software, there are other jukeboxes out there that you can use with your iPod.

  • If I download MP3 or WAV files to my iPod, they'll be converted into a proprietary audio format.
    Not true. Downloading files to an iPod doesn't change the format. iPod can play MP3, WAV, AAC, AIFF, Apple Lossless and Audible 2,3 and 4 audio files.

iPod Features and Hardware


In addition to the iTunes integration and autosync, the Click Wheel (more on this in the hardware section) and the slim form factor, some of iPod's more notable features include:
  • Audio
    The 80-GB iPod stores up to 20,000 songs (7,500 for the 30-GB model). The search function lets you type in keywords (song name, artist, album) using the clickwheel to locate a song on the iPod hard drive. It supports MP3, WAV, AAC, AIFF, Apple Lossless and Audible 2,3 and 4 audio files. You can download songs from the iTunes Store, from a different MP3 download site or rip them from your CDs into the iTunes software. You need to go through the iTunes software to download files to the iPod (unless you download a hack that lets you bypass iTunes -- more on hacks in the Software section). You can listen to audio books at various speeds -- normal, faster or slower -- without seriously distorting the sound, and connect your iPod to your home stereo through a mini-to-RCA jack. The device comes with 22 equalizer presets for different music styles.

  • Video
    The 80-GB version holds up to 100 hours of video. It supports H.264 and MPEG-4 files as well as MOV files converted to iPod-friendly video through the iTunes software. You can play video podcasts, music videos, feature films and TV shows on the iPod, plus your own DVDs and home videos that you encode using QuickTime Pro and download to your player through iTunes.

  • Photos
    The 80-GB player holds up to 25,000 photos. It supports files converted from JPEG, BMP, GIF, TIFF, PNG and PSD. You can download your photos to the iPod from Mac iPhoto or Windows Adobe Photoshop Elements/Album. Using an RCA or S-video connection (S-video through the dock accessory), you can connect the iPod to your home-theater TV to watch photo slideshows (complete with soundtrack) or video on a larger screen.

  • External hard drive
    The iPod can function as portable hard drive, carrying all file types between computers. Just choose "enable disk usage" in the iTunes software, and you can load whatever you want onto the player's hard disk.

  • Calendar/contacts syncing
    iPod automatically downloads all new contact/calendar data added to Mac iCal or Microsoft Outlook/Outlook Express since the last time iPod was connected to your computer.

  • Games
    iPod comes with four pre-loaded games. You can also download games from the iTunes store, from third-party companies or even create your own (see the "iPod Software" section).

  • Car integration
    If you have an iPod and you're in the market for a new car or a new head unit receiver, you can get one that fully integrates your player into the sound system. There are manufacturer-built car stereos that support iPod integration to the level that you can control the device through the head-unit or steering-wheel controls.

iPod Hardware


In addition to a cracked LCD, the iPod we're dissecting is nice and scratched.
Before we take apart our iPod video, there are a couple of things you should know. First, the screen on this iPod is cracked. Since no one at HowStuffWorks volunteered their perfect little iPod as a subject for this author's screwdriver, we turned to eBay to find a damaged unit we could take apart with good conscience. Which brings us to the second thing you should know: iPods are almost as valuable broken as they are in mint condition. After several last-minute outbids, we found out we had to pay about $200 for a 30-GB iPod video with a cracked LCD -- this was the typical ending price for this type of unit. And a brand-new, perfect one costs $299! We were left shaking our heads. Are hundreds of people writing articles that incorporate an iPod dissection? Are hundreds of people that addicted to tinkering with high-priced electronics? Are iPods really so hard to get fixed by Apple once the one-year warranty runs out? The New York Times article "Good Luck With That Broken iPod" (February 4, 2006) would suggest the latter, although it's really anybody's guess.

That said, let's pry this baby apart.

For most of the iPod video's functionality, we're dealing with seven primary components:

  • Hard drive - 30-GB Toshiba 1.8-inch hard drive
  • Battery - rechargeable lithium-ion (700 mAh, 3.7V)
  • Click Wheel - navigation via touch-sensitive wheel and mechanical buttons
  • Display - 2.5-inch TFT LCD
  • Microprocessor - PortalPlayer PP5021C with dual ARM7TDMI cores
  • Video chip - Broadcom BCM2722
  • Audio chip - Wolfson Microelectronics WM8758 codec

The case actually isn't that difficult to get into -- we used a 6-inch metal putty knife to pry apart the seam. Once you see that you need to get the knife under the thin edge of one side of the casing (instead of driving it straight down), it comes apart pretty quickly. Here's what we saw when we pulled it apart:


This iPod video uses a 30-GB Toshiba 1.8-inch hard drive (model MK3008GAL), featuring 4200 rpm and a USB interface. It weighs 1.7 ounces (48 grams) and fits 30 GB onto a single platter, squeezing in 93.5 gigabits per square inch. To fit so much into so little space, the drive uses smaller and lighter sliders (which keep the right spacing between the read/write heads and the recording surface) and a more sensitive thin-film technology on the heads and the platter. The increased sensitivity allows for a greater number of recorded bits per square inch.

When you remove the front casing, you're looking at the LCD, the motherboard and the Click Wheel:


The Click Wheel is a section unto itself, and we'll deal with that technology on the next page. Let's start here with the iPod video display.

The display is a 2.5-inch, 16-bit, TFT LCD. It has a 320x240-pixel resolution and a 0.156 dot pitch. The screen is incredibly thin -- just 0.125 inches (3.175 mm) deep.


The connectors used in the iPod are miniscule. Instead of the plastic connectors you find in larger devices, the ends of the wires that connect the various components of the iPod are coated in a film that stiffens them to create a viable input. Here you can see where the LCD connects to the back side of the motherboard (with a U.S. dime for reference):


All of the chips and memory devices that make an iPod run are situated on the motherboard. Here's the front:


And here's the back:


In the image above, you can see the Click Wheel controller. A "mixed-signal array" is a chip that can deal with both analog and digital data. In the case of the Click Wheel, the controller has to accept analog data generated by the movement of a finger over the surface of the wheel and turn it into digital data the microprocessor can understand. Let's find out how it does that.

The Thing About the Battery
iPod's battery is completely built-in -- you can't just pop in a couple of new AA batteries when it stops charging. This built-in battery has been a headache both for iPod owners and for Apple.

Originally, the iPod battery was not only non-user-replaceable, but it was also very expensive to replace via Apple. When your battery died (sometimes within a year of buying the iPod), you had to send your iPod to Apple for a replacement, and the new battery cost $100. A lot of bad press and a class-action lawsuit later, Apple's iPod battery-replacement program costs $59. The class-action suit was settled, and iPod owners listed in the suit were compensated with $50 vouchers and partial refunds for their $100 battery replacement.

Apple defends the use of a non-user-replaceable battery by explaining that the built-in battery allows for the ultra-slim form factor for which the iPod is known.

There are ways for you to replace the battery without sending your iPod to Apple.




The Click Wheel

The Click Wheel is a touch-sensitive ring that you use to navigate through all of iPod's menus and control all of its features. It provides two ways to input commands: by sliding your finger around the wheel and by pressing buttons located under and in the middle of the wheel.

Under the plastic surface of the Click Wheel, there are four mechanical buttons (Menu, back, forward, play/pause), and there's one button in the center (select).


Click Wheel face


Behind the Click Wheel face (left) and Click Wheel contacts on the motherboard

You've got five buttons and five corresponding contacts on the motherboard. When you press, say, the right side of the wheel while you're listening to a song, the wheel pushes down the forward button. The underside of each rubber button is metal, so pressing it completes the corresponding circuit on the motherboard. The motherboard tells the processor this circuit is complete, and the processor tells the operating system to fast-forward through the song.

The Click Wheel's touch-sensitive function lets you move through lists, adjust volume and fast forward through a song by moving your finger around the stationary wheel. It works a lot like a laptop touchpad. In fact, the company that supplied the Click Wheel for the 4G iPod was Synaptics, most widely known for making laptop touchpads. For the 5G, Apple created its own proprietary Click Wheel design based on the same capacitive sensing principle as the previous Synaptics-designed Click Wheel.

Under the plastic cover of the Click Wheel, there is a membrane embedded with metallic channels. Where the channels intersect, a positional address is created, like coordinates on a graph.


At its most basic, a capacitive-sensing system works like this: The system controller supplies an electrical current to the grid. The metal channels that form the grid are conductors -- they conduct electricity. When another conductor -- say, your finger -- gets close to the grid, the current wants to flow to your finger to complete the circuit. But there's a piece of nonconductive plastic in the way -- the Click Wheel cover. So the charge builds up at the point of the grid that's closest to your finger. This build-up of an electrical charge between two conductors is called capacitance. The closer the two conductors are without touching, the greater the capacitance.


Front of membrane: Here you can see the conductive grid


Back of membrane: Here you can see the Click Wheel controller.

The "sensing" part of the system comes in with the controller. The Click Wheel controller (see above) is programmed to measure changes in capacitance. The greater the change in capacitance at any given point, the closer your finger must be to that point. When the controller detects a certain change in capacitance, it sends a signal to the microprocessor. As you move your finger around the wheel, the charge build-up moves around the wheel with it. Every time the controller senses capacitance at a given point, it sends a signal. That's how the Click Wheel can detect speed of motion -- the faster you move your finger around the wheel, the more compacted the stream of signals it sends out. And as the microprocessor receives the signals, it performs the corresponding action -- increasing the volume, for instance. When your finger stops moving around the wheel, the controller stops detecting changes in capacitance and stops sending signals, and the microprocessor stops increasing the volume.

Now, in discussing the workings of the Click Wheel, a particularly curious HowStuffWorks staffer raised the following question: If your finger controls the Click Wheel because your finger is a conductor, why can't you control the Click Wheel with a paper clip?

While we scratched our heads, we embarked on a experiment.

Experiment: How About an Apple?
What can you use to control the touch-sensitive Click Wheel? Here's an abbreviated list of what we tested:
  • Finger: Yes
  • Orange: Yes
  • Apple: Yes
  • Plastic pen cap: No
  • Silly Putty: No
  • Paper clip: No
  • Tip of Cold Heat soldering tool: No
  • Prongs from iPod charger: No
The yesses are easily explainable -- fruit and flesh can conduct electricity. The no's, however, are a bit more mysterious. The pen cap and the Silly Putty are not conductors, end of story. But what about the tip of the soldering tool, the paper clip and the charger prongs? Those are conductors! To solve this riddle, we contacted an expert in the electronics field, who recommended the following action: Wrap your finger in aluminum foil and try to work the Scroll Wheel. Our expert was thinking "surface area." This finger-wrapped-in-foil input worked perfectly.

Can it be that the surface area of the paper clip is not enough to trigger the conductive grid? To investigate this hypothesis, we tried to work the Scroll Wheel using the blunt end of a dinner knife (approx. 0.75 in x 0.5 in). It worked. We concluded that surface area matters.

But there's another factor, too, because holding the dinner knife between two plastic pens and moving it around the Scroll Wheel doesn't work. Same with the apple and the orange. You need to be touching the knife or the orange in order for the Scroll Wheel to detect it. The determining factor, then, is you -- the human body is a very big conductor, providing a very big neutral area for a charge to jump to. The charge difference between your body and the Click Wheel's electrodes provides the voltage -- or electrical "pressure" -- that activates the Click Wheel system.

Now that we've checked out the iPod hardware, let's take a look at the software it's supporting.

iPod Software and iPod World


Photo courtesy Apple
iPod video main menu
While Apple is very tight-lipped about its iPod software, most reports have the iPod 5G running on the Pixo OS 2.1 operating system along with PortalPlayer's Digital Media Platform. The PortalPlayer platform is an all-in-one "system on a chip" that provides some of the hardware we already looked at, including the two ARM7TDMI microprocessor cores. The developer package includes audio-decoder support, customizable firmware (with support for DRM-system development) and software-development tools. The iPod user-interface is reportedly based on the Pixo Toolbox software that was available when Apple was creating the device (Pixo is now part of Sun Microsystems).

In addition to the user-interface and operating-system software, the iPod's video coding and decoding happens at the software level. The Broadcom video chip we looked at in the last section handles processing at the hardware level but has a corresponding piece of software to run the video codec.

As far as operating-system requirements, iPod video is compatible with Mac OS X v10.3.9 or later, Windows 2000 (with Service Pack 4 or later) and Windows XP Home and Professional (with Service Pack 2 or later).

Where iPod software starts getting really interesting is in the third-party software and "hacks" that have sprung up in response to iPod's popularity. iPod third-party software consists of programs that use or build on current iPod functions without changing the way the device is supposed to work. This includes downloadable iPod games, programs that convert a bunch of DVDs to iPod-friendly video files in one shot, programs that convert PDA data and PowerPoint presentations to iPod-compatible files and software that lets you create your own text-based iPod games.

iPod hacks are programs written to give iPods new (non-Apple-intended) functionality. You know how we talked about things you can't do with an iPod, like sync via FireWire? Well, you can hack an iPod to sync via FireWire. Unless you're a programmer, "hacking an iPod" just means you download a chunk of code that alters your iPod's functionality at the software level. If you're a programmer, it means developing that code. iPod hackers are publishing all sorts of programs that alter the way an iPod works -- some of the software is free, and some of it is for purchase. Some currently available hacks let you:

  • Make an iPod work with Linux machines and run Linux applications
  • Remove volume caps (iPods sold in Europe cap the volume at 100 decibels; uncapped iPods can reach more than 115 decibels.)
  • Turn your iPod into a universal remote
  • Attach an external hard drive to your iPod to increase the storage capacity
  • Change your iPod's font and graphics
  • Watch movies on your iPod in full-screen mode
  • Plug your iPod into any computer (even without iTunes) and listen to music from the hard drive
  • Transfer photos to iPod without using iTunes
  • Replace iTunes all together as the iPod's main jukebox
  • Use an iPod with a Windows 98 machine
To learn more about iPod hacks, check out How iPod Hacks Work.

Between the built-in applications and the outside iPod software, this 5-ounce device offers a lot of functionality. Add in the slew of iPod accessories out there, and you start to see why some people's daily lives revolve around an iPod.


Apple
iPod Hi-Fi system
The iPod has become so ubiquitous that you'll regularly hear people refer to MP3 players as "iPods," even if they're not talking about Apple's device. An entire genre of broadcasting has evolved to take advantage of the iPod -- you can download "podcasts" to any type of MP3 player (or computer), but these home-made broadcasts originally popped up as an iPod application.

The extensive list of accessories available for the iPod, both Apple and third-party products, builds on the iPod's hardware and software to place it at the center of a "digital-media experience." From Apple, just some of the accessories you can purchase to outfit your iPod include:

  • Microphone for recording voice memos
  • External digital voice recorders
  • Universal dock for charging, syncing or connecting to external A/V equipment
  • Remote control compatible with universal dock
  • Camera connector for downloading photos directly from a digital camera to an iPod
  • Armbands for portability, cases to protect the shiny exterior, and skins to personalize the appearance of the iPod
  • Car audio adapters, in-car iPod holders
  • Portable, desktop and wireless speakers
  • iPod Hi-Fi speaker system
  • Car chargers and power adapters
  • Radio transmitters

HSW Shopper
Tavo iPod Gloves
Other companies besides Apple are developing some pretty cool accessories for the iPod. Numerous car-stereo manufacturers have come out with iPod-compatible head units. Tavo has created "Click Wheel-friendly" gloves for people who use their iPods outside in cold weather. The material of the gloves' index and thumb has silver-alloy-coated nylon strands running through it to make your fingertips warm but still conductive. DesignMobel's iPod-compatible bed has an iPod dock built in and comes with an optional Bose sound system, and Atech's iLounge is a combination iPod dock, speaker system and toilet-paper dispenser. The GeekPod 100 from BatteryGeek.net is an external battery that powers an iPod up to 100 hours on a single charge. Yes, 100 hours of listening pleasure. Which brings us to a potential problem that has become an iPod controversy: People who listen to their iPod at full volume for extended periods of time may experience hearing loss.

The possibility of long-term hearing loss for people who have their earbuds in whenever they leave the house has created a nice talking point in the press. The issue is mostly about the iPod's ability to produce sound at volumes greater than 115 decibels. Some experts believe that repeated exposure to this volume, especially via in-ear headphones ("ear buds") can cause "tinnitus and loss of hearing in later life" [ref]. In Europe, Apple has capped the iPod's volume at 100 decibels in response to a French law requiring it, but units sold in the United States don't have the volume cap.

In early 2006, a man in Louisiana filed a lawsuit against Apple related to the potential for hearing loss. He claims the iPod is "inherently defective in design" and does not appropriately warn its users of the potential damage to their hearing. See BBC News: Man sues over iPod 'hearing risk' to learn more.

In view of the bad press and the lawsuit, it's possible that Apple will decide to include volume caps on all new iPods with the release of the next generation. For the time being, Apple has released a volume-cap software update for iPod video and iPod nano (see iPod Updater 2006-03-23). Regardless of whether the volume gets turned down, it looks like the spread of the iPod will continue. The release of the first iTunes cell phone in 2005 marked the start of what might turn out to be the increasing integration of iPod functionality into other portable devices. The iPod's Broadcom video processor also supports digital camera functions, so that's a possible utility to look for in future iPods. Recent Apple patents include drawings of a touch screen sporting what looks like a virtual Click Wheel, leading some to infer that the next iPod will have a graphical, entirely touch-sensitive interface.