|




|
|
Independent
Study |
|
Online
Automobile Auction |
|
Douglas
Martindale
Villanova University
Fall 2000 |
|
Supervisor:
Dr. John Lewis
Dept.
Chair: Dr. Don Goelman |
|

|
Introduction
-
The Birth of an Idea
For my final semester at Villanova, I have decided to create an online
real-time automobile auction for my independent study. This idea is unique
in that even though there are many auction sites on the world wide web for
automobiles, I failed to find any that offered real time interaction. My
supervisor on this assignment is Dr.
John Lewis. He is highly respected in the Villanova community as well
as among the Computing Sciences field and I am sure he will offer excellent
guidance as I pursue this topic.
-
Why an Auto Auction?
-
My background - I have been fortunate enough to
have been involved with the used car industry for many years. My
family operated a used car dealership in Northeast Pennsylvania for over
thirty years. During the times when I worked at the dealership, I
was not only involved in dealer preparation, but used car sales and
purchasing. Our inventory was purchased exclusively from various
auto auctions in the Pennsylvania and New Jersey areas, specifically
from Manhiem Auto Auction in Manhiem, PA. This knowledge coupled
with my computer science experience has led me to believe that incorporating
auction technology at the used automobile level is reasonable and
appropriate considering the current state of technology.
-
Improve Customer Base - I hesitate to suggest
that this auction site would "increase" the customer base of
an auto auction such as Manhiem because there is already a tremendous
amount of diversity within the auction buyers. Although, obviously
a great number of the Manheim's customers are local to the auction
itself (most averaging around 60-70 miles away), there are a vast number
of dealers that fly in from all over the United States to attend the
auction, which occurs every Friday and every other Thursday. By
improving the auction's customer base, I suggest that dealers that
already attend Manhiem on a regular basis would now have the option
whether or not to attend the actual sale. They would be able to
purchase autos for their inventory from the comfort of their homes or
dealerships. Sellers would also benefit from more potential
bidders on his or her car, which would potentially increase selling
prices. On a more grand scale, one might believe that through this
process, you would actually be determining more accurate market values
of the automobiles being sold (This is the same concept of an open stock
exchange determining market values for shares of companies).
-
Industry Growth Management - The wholesale auto
auction industry has seen massive growth over the last ten years.
Manhiem alone has seen an annual increase of around 20 percent in units
registered for the Friday auction (this doesn't even take into account
the additional two auctions per month from the Thursday sales).
Obviously, these automobiles must be on the premises for the auction,
which had led to a storage lot that spans for acres and has become
almost unmanageable for pre-sale inspections. Since pre-sale
inspections are all but a thing of the past, an online auction seems
even more feasible, especially as many wholesalers guarantee their
pre-sale claims of an auto's fitness. At Manhiem, there are
approximately 26 auction blocks going on at any given time, thus it has
become difficult to track numerous vehicles during a typical day as well
as the auction blocks themselves becoming entirely to congested with
buyers. An online auto auction would thus not only benefit those
dealers that would rather not deal with this expansive process, but also
those dealers who would rather not take part in such online transactions
by removing some of the congestion from the auction block.
-
Why Webcasting?
-
Maintain Original Feel - By allowing dealers to
view the automobiles they intend to bid on in a live format, you will
maintain much of the original feel of the auction. This provides
the buyers with views a specific details of a vehicle such as scratches,
body damage, and special features. This is essential to
determining the value of an auto because simply stating that a car need
body work does not provide enough information to determine repair
costs. They need to see the other dealers that may be bidding on a
particular car, either those at the auction block or those dealers also
online. Bear in mind that this is an open process, so even if it
goes online, it must maintain at least some semblance of that
openness. Dealers also would like to know what auctioneer happens
to be operating a particular lane. Some auctioneers run the
vehicles faster than others through the lanes and some auctioneers are
notorious for "pushing" a car. "Pushing" is a
technique where an auctioneer will take bids that do not exist.
Suppose a seller wishes to get $20 thousand for the vehicle they are
selling and the current bidding is only at $15 thousand. Well, the
job of the auctioneer is to get the car sold for as much as possible and
under these circumstances, this would be a no sale.
"Pushing" essentially gives the seller a better shot of
selling to a buyer that may consider paying much more for a car anyway
(assume there was only one bidder). As you could imagine, buyers
want to be aware of this "pushing" because it is often a
disadvantage. Webcasting is the only possible scenario where an
online bidder can be exposed to these scenarios.
-
Dealers Fear Change - The auction industry,
especially with high priced items, hasn't really changed much. I
feel it represents capitalism at its purest form. That is, it
functions much upon the principals of survival of the fittest, which the
dealers involved understand. The majority of the buyers are
spending their own money (even owners of larger dealerships enjoy doing
their own buying). Thus, many dealers may not feel entirely in
control with an online auction. Again, webcasting is the
only potential selling point to convince these "old school"
dealers.
-
High Priced Transactions - As one knows, in most
situations, the purchase of an automobile is an expensive
proposition. It is quite understandable that buyers would be
concerned about spending thousands of dollars over the internet.
In most cases, the only way they might consider such a transactions is
if they are from extremely reliable vendors (such as Mercedes-Benz
discussed below), guaranteed secure, and maintain the same amount of
information needed to make the initial purchase. As for reliable
vendors, this is why I have chosen Mercedes-Benz as our seller. In
addition, the concepts of security will be discussed in much detail
throughout this report.
-
Determining My Audience
As I have stated, my background in the used automobile industry
and my understanding of
used car auctions should hopefully benefit my research on this topic. When
considering an auction of this type, I must first describe my primary
audience. After analyzing popular automobile auctions I decided to choose
Dealer Only Wholesale auctions. They represent the largest percentage of
automobile auctions in the United States. In addition, the largest auction
group happens to be Manheim
Auto Auctions, which originated in Manheim, PA. At a typical
dealer only auction, there are basically four major types of sellers:
independent dealers, franchise dealers, wholesalers, and credit/leasing
companies.
|
Independent Dealers
|
These are your typical dealers that run their own retail
dealerships that can maintain an inventory anywhere from a few units to
hundreds of cars.
|
|
Franchise Dealers
|
These are dealers that have a franchise licenses. They
can be new car dealers such as your local Volvo or Ford dealer. They
can also be one of the used car superstores that you may have seen.
|
|
Wholesalers
|
These are companies that specialize in purchasing their cars
from other people or entities with the intent of selling them via an
auction.
|
|
Credit/Leasing Companies
|
These are agents that acquire their cars via lease returns,
repossessions, or other bank acquisitions.
|
I have decided to focus this study on the Credit/Leasing companies,
specifically manufacturer sponsored auctions (i.e. Mercedes
Benz Credit Corporation, Volkswagen Credit VCI, Jaguar of North
America). This was done for numerous reasons. First of all, they
tend to have an organized process of reconditioning their cars, as well as
knowing, in advance, exactly which group of cars will be auctioned in a given
day. They also maintain fairly accurate description of specifics on each
car, such as previous bodywork, inaccurate odometer readings, and any dealer
service history on each car. Finally, they have detailed policies on
purchases regarding arbitration procedures (Note: These arbitration
procedures come into effect when there is a dispute in the description of the
auto as compared to the actual car.) More specifically, my project will
focus on the policies of the Mercedes Benz Credit Corporation, who I feel, due
to their professionalism in the auction business, will benefit most from the
technology model I intend to create.
By default, since my choice of dealer-only auctions, my end-user audience
will be any dealer who is authorized to buy automobiles from Mercedes-Benz
Credit Corporation.
-
Initial Issues
As I see it, there are seven major issues regarding the implementation of
this technology. They are primarily:
|
Web Camera Issues
|
|
Real-Time Auction Concerns
|
|
Server Software/Hardware
|
|
Networking Technology
|
|
Webcast Viewing Software
|
|
Security Issues
|
-
Web
Camera Issues
There are a few different
variations of how web cameras can be used to enhance this
technology. There are choices on how the camera's will be
controlled. Will the buyer (end-user) have control with camera
movement or will there be numerous stationary cameras that will show
various angles? I have decided that I will go with various
stationary cameras due to the fact that since only one user could control
the movement at any given time, there is little use for a mobile camera
when there are numerous bidders. In addition, there is a cost
associated with these cameras and since not only would you require many,
but they can become quite expensive as the quality increases.
-
Real-Time Auction Concerns
Regarding the use of real
time auctions, there are many issues that arise. First of all, as a
server is flooded with requests, it may be difficult to maintain actual
real time. The servers will need to be able to handle these requests
and the buyers will need adequate bandwidth to accomplish their
tasks. The most cost effective method of having buyers with adequate
equipment would be to require the use of cable modems, DSL, etc. At
first glance, one might begin to look at common auction websites and
develop a real-time auction from my analysis, but actually I intend to
research how many chat rooms on the world wide web function and then build
from them. Chat rooms already contain the real-time communication
aspect that users are commonly using. Obviously, the encoding and
decoding of data with a webcast takes time. I will discuss current
technology and how it compensates for this.
-
Server Software/Hardware
Obviously, reliability in this auction scenario is of the utmost
importance. Due to the size of these transactions (Mercedes-Benz Credit
Corp. has an average selling price of about $35 thousand per unit), it is
imperative that they are performed accurately and efficiently. My
discussion of webcasting below will examine potential server implementations as
well as performance tests of these.
-
Networking Technology
Even with the most powerful servers and a series of
sophisticated cameras, a weak and slow network will make your entire
process fruitless. Due to the expansion of broadband applications at
reasonable prices, this desire to have adequate networks to handle the
massive use of bandwidth for a webcasting auction. In the report
below, I will examine the technology behind these networks and compare
cost vs. benefits in the current market.
-
Security Issues
Obviously, security become one of the most important issues due to the nature of this business.
Automobiles are expensive items, especially luxury makes such as Mercedes Benz. Because of this, it
is important that buyers are legitimately bidding on a particular unit and they are also licensed to bid at
all. In addition, it is imperative that non-dealers do not have access to the bidding arena nor the
information being produced. As one could imagine, access to fraudulent
information could result to hundreds of thousands of dollars in
theft. I intend to discuss common secure transaction systems used on
the web today that ensure proper authentication.
Webcasting
Technology
-
General Definition
With the appropriate equipment to capture, encode,
stream and store (if required) audio and video, anyone can create live or on-demand
webcasts. On-demand webcasts
relate to information that is streamed from stored files on a given
Web/Streaming server. On the other hand, live broadcasts occur when data
is streamed directly from its source (camera, microphone, inputted
text, etc.). Only three requirements
are necessary to webcast; a PC, a server PC running Windows NT/2000 or
UNIX/Linux, and a high speed Internet connection.
The basic webcast process involves analog or
digital video signals traveling via shielded cable from the camera to the
encoding PC. At the same time the audio travels via shielded cables either
from the camera or from a sound board to the encoding PC.
The encoding PC converts the analog/video signals
to a digital format and then streams the file over an ISDN line to the
server. The server will then serve the streams to the people connecting to
it. The server can also propagate a stream or streams to other servers,
which can feed more end users. The following section describes in detail,
the various aspects of webcasting that relate to capturing the video,
encoding schemes, server technology, networking protocols and standards, and
client viewing needs. Furthermore, a brief summary of some webcasting
standards and political issues and an examination of a case study done for
an online webcaster.
-
Capturing the Video
-
Features
-
Resolution - This describes the clarity or sharpness
of an image.
-
Analog - the number of video scan lines that
cross a screen horizontally.
-
Digital - Also called capture area, this relates
to the number of pixels that would be used to encode a digital
signal.
-
Contrast - This is the difference between the
lightest and darkest points in video. A high contrast image
has well defined edges where as low contrast image would have
blurred edges.
-
Analog video allows an infinite number of shade
between the light and dark points due to the continuous nature
of an analog image.
-
Digital video has a discrete number of shades
encoded into it. This number is called an images
luminance, which is the number of shades of gray between the
lightest and darkest points.
-
Frame Rate - This is the number of images used to
provide the illusion of movement in a given amount of time.
Television allows about 25-30 frames per second and currently
webcasts run at about 10-20 frames per second. Obviously, the higher
the frame rate, the better quality the image.
-
Color - This is measured as chrominance, which
involves hue and saturation. The hue is the color of the image
and the saturation is the intensity of the color.
-
Analog video encodes and infinite number of
colors.
-
Digital video, on the other hand, encodes only a
certain number of color that can range anywhere from 256 to the
millions. In addition, dithering is an effect used in
digital video that patterns two colors to mimic third shade.
-
Synchronization - This is the correct alignment of
sound and video.
-
Analog video is synchronized by the use of time
codes written in the media itself. This code was created
by the Society of Motion Picture and Television Engineers (SMPTE).
-
Digital video - The above format is so popular
that many digital systems are capable of reading SMPTE.
This allows the data to be resynchronized if necessary in digital
form.
-
Video Capturing Devices - This consists of a system that
focuses an image onto a light transducer called a charge-coupled device
(CCD), which then converts the light
into an electrical signal. A camera then "dumps" the
electrical signal to an analog or digital output channel, which can be
video equipment, computers, etc.
-
Analog Camcorders - These are analog recording devices that
convert the electrical signal to magnetic tape. Types
include: VHS, still quite popular but relatively low quality;
8mm, Hi-8, which are slightly of a higher quality, and laser disks.
The big advantage of working with analog video as
the primary source is the ease of archiving (ie on video tape vs hard
drive). Professional analog video sources are relatively less expensive
than professional digital video sources. Analog formats such as Hi-8 and
SVHS provide excellent signal strength and resolution for the PC video
studio. Although it can be argued that digital sources do not suffer
from signal loss, the analog source can be kept clean by using good
quality cables.
In
camcorders, the digital signal within the camera is converted to an
analog signal in its output channel. If one intends to use
this signal by a computer, it must then be digitized by
either a standard video card or more appropriately, a video capture
card. These video capture skills can range anywhere from under
$100 to a few thousand dollars.
-
Webcams - Common today, webcam
purchases have increased 6 times in the past 3 years. This form
of webcasting is more easily described as a slide show--images are refreshed
anywhere from once a day to every second in common image format such as .jpg
and .gif. They remain inexpensive because they utilize the computer's processor(s) to
process the video signal, thus frame rates and screen sizes depend
on processor speed and main memory (RAM). Frequently, webcams
output to parallel ports or USB connections.

-
Digital Video (DV) Cameras - Sources
of digital video include a camcorder, video camera,
digital television, and DVD, etc. The camera signals go through analog
to a digital converter and the video data is compressed and then
recorded on a MiniDV cassette or some other storage media. Digital images are then downloaded
to a computer.
Generally DVC's have sharper shooting then
analog camcorders. Digital camcorders record about 500 lines of
horizontal resolution compared to SVHS which records about 400
lines. Most DVC's are immune to signal interference and do not
deteriorate from copy to copy. The quality of the audio is also
good, DVC's can record in 16 bit stereo the same quality as audio
CD's. Many DVC's have an IEEE 1394 port that allows them to plug into the
back of a PC's parallel port. High speed video
transfer from the DV camcorder can be accomplished using Firewire,
which is capable of 100-400 megabits per second transfers.

-
Archiving -
The amount of storage space required to store the webcast
material depends on the compression ratio used/ achieved by the
encoding software. However even compressed video requires large
amounts of storage space. Dedicated storage systems are an
important component of a webcasting system, especially if an
organization will be archiving video on a regular basis.
-
Magnetic Tape
-
VHS - .5 in. tape in three formats Standard Play
(SP), Long Play (LP), and Extended Play (EP) in relatively low
quality but great affordability.
-
Super VHS - .5 in tape that is 70 percent
sharper than VHS. Most Macintosh systems have built in
capturing systems for this Super VHS.
-
Betacam - .75 in tape that benefits from the
better larger tape size and tape speed. This format is not
used much in residential applications and has quality that would
not be utilized in your standard webcast.
-
8mm - This has a high quality sound, but video
on par with VHS.
-
Hi-8 - It is compatible with 8mm, but with
400-500 lines of resolution and similar sound quality.
-
Digital Storage Media - See Webcasting
Servers hard drive and backups.
-
Codecs
Whether producing a live webcast or archiving for on-demand streaming
media, video data must be compressed to a file size that can be played back
on a computers since digitized video files are very
large (10 seconds of uncompressed video can take approximately 15-20 Meg of
hard drive space). Codec schemes have been
developed to offer a solution to managing these large files. A codec is a
term used to describe technology for compressing and decompressing data or
more precisely an algorithm that is used to compress a file and then read it
again later (zipping and unzipping files is an example of the use of a codec). A
compression scheme reduces the incoming and outgoing stream of video to a
rate that the PC can manage. Note that in order to go from uncompressed data
to a 28.8Kbps modem rate, a compression ratio of about 12,000 to 1 is
required. This is why the use of complicated compression schemes such
as lossy compression technology, which saves only the
information that changes between each frame of video, is necessary. Although this may slightly degrade the video, hence the
name "lossy", the smaller file size makes it much easier for a PC
to manage. There are many codecs available, including MPEG, Cinepak
and Indeo, and more discussed
below.
-
Sorenson Video - has been QuickTime's primary video codec since the
release of QuickTime. The Sorenson Video Codec is a lossy
compression technique that produces Web video
suitable for playback on most PCs and provides high quality
video using a small amount of bandwidth for streaming over the Internet.
Sorenson video looks great at 320x240 pixels, but only if streamed at rates
higher than 100Kbs, which is only available with more expensive
broadband connections. The Developer Edition of the Sorenson Codec
allows for temporal scalability in which video plays at a high frame
rate on fast broadband connections and lower frame rates on slower
standard modem connections.
One of the biggest drawbacks to using this codec is it takes a long time
to encode media, which results in the need for fast encoding PCs. In addition to long
compression times, areas on the uncompressed video with highly
saturated color tend to look blocky after the encoding.
-
Real G2 with SVT - RealSystem uses RealVideo with Scalable Video
Technology (SVT) as its primary video codec. This
codec has the ability to "scale" its behavior depending on a
comparison of connection bit rate to the encoding bit rate. It does this by dropping the
less important detail
information at the server side, and decoding as much as it can on the
player side. While the quality in this lossy compression is less than would
be achieved without any data being dropped, it is substantially better
than dropping entire frames or sequences. This scalability is made
possible by the nature of the wavelet algorithm, which encodes a signal
as a series of successive refinements. This codec was derived from
Intel's Indeo Video Interactive codec. Compared to most other
codecs, G2 encodes faster than the rest, although unfortunately end
users are required to have the most recent versions of RealPlayer since
it is not backwards compatible.
-
MPEG-1 and MPEG-2
- (Moving picture experts group-a working group of ISO--
term also refers to digital video compression standards and file
formats developed by the group). MPEG files can be decoded by
special hardware or by software. MPEG achieves a high compression
rate by storing only the changes from one frame to another. The
video information is then encoded using a algorithm called (Discrete Cosine Transform)
DCT. MPEG uses a type of lossy compression, since some data is
removed. But the diminishment of data is generally imperceptible to
the human eye (see Codecs section for more information).
The most common implementations of the
MPEG-1 standard provide a video resolution of 352-by-240 at 30
frames per second (fps). This produces video quality slightly below
the quality of conventional VHS cassettes. A newer standard, MPEG-2,
offers resolutions of 720x480 and 1280x720 at 60 fps, with full
CD-quality audio. This is sufficient for all the major TV standards,
including (National Television Standards Committee) NTSC, and even
HDTV. MPEG-2 is used by DVD-ROMs. MPEG-2 can compress a 2 hour video
into a few gigabytes. Decompressing a MPEG-2 data stream requires
only modest computing power, but encoding a video in MPEG-2 format
requires significantly more processing power.
-
MPEG-4 - MPEG is a set of international standards for audio and video
compression and MPEG-4 is the newest MPEG standard, designed for the
delivery of interactive multimedia across networks. As such, it is more
than a single codec, and includes specifications for audio, video, and
interactivity. Version 1 of the MPEG-4 spec was approved in 1999.
Version 2 is expected to be finalized by the end of 2000. The
image quality has been significantly improved, and optimized for
delivery of video at Internet data rates. One downside is that
MPEG-4 tends to be CPU intensive, so it generally requires fast
computers. The MPEG-4 file format is based on QuickTime.
-
Windows Media MPEG-4v3 - Microsoft's derivative of the
above
MPEG-4 standard has advanced rapidly, with the current version 3. It's a simple codec implementation,
without a lot of different features. Many users were confused because the
Microsoft implementation isn't compatible with standard MPEG-4, so
they've just renamed it.
-
Webcasting Servers -
In order for a webcast to be
broadcasted of Internets or Intranets, a server must be must be capable of
sending the information over data lines. To broadcast a webcast a
dedicated server is more or less required due to the power needs of today's
webcasting. The server used depends on the type of
technology used and how many streams are webcast and must be
connected to enough bandwidth to handle those
streams.
-
Hardware Specifications - Although, in theory, almost
any server is capable of hosting a webcast, media servers tend to be
much more powerful in order to efficiently support the numerous data
requests at once (hundreds to many thousands in some cases). For simplicity, examine the features of popular
server, the Cisco Media Convergence Server 7835, which is priced
around $10 thousand.

Processors - The two major styles of processors
include your Intel based Pentium and your RISC (Reduced Instruction
Set Computing) architecture found in UNIX and Mac based
systems. Our example contains an Intel Pentium III 733-MHz
processor although many media server motherboards support multiple processors.
While 733 MHz may seem average in today's world of GHz processors
from Intel, many experts, including many from PC Magazine, suggest
that faster processors do not improve performance enough to justify
their cost, especially since processing bottlenecks tend to occur
with hardware and network I/O. More so, dual-processor
situations tend to provide a better cost vs. benefit ratio.
Below is a benchmark test from PC Magazine that gives insight on how
a multiple processor system out performs a single processor.

Note that this is extremely important in webcasting since the
demands on fast encoding and decoding as well as an increasing number
of clients viewing a webcasts. (See detailed benchmark in the
footnotes)
Hard Drive - Hard disks today basically fall into
two categories: IDE and SCSI. Our example
comes standard with dual 18.2 GB Ultra2 SCSI hot plug drives (they
may be removed and re-installed without re-booting the system).
-
IDE (Integrated Drive Electronics) - Actually
most versions are EIDE or Enhanced IDE, and while considerably
faster than standard IDE, they offer data access rates of about
16.6 Mb per second and tend to be much cheaper than SCSI
interfaces. This performance is dependent on cache on the
drive controller and the speed of the drive (upwards of 15,000
rpm in the latest technology). Although great for webcasters on a budget, IDE
drives tend to lack the burst rate necessary to sustain
worthwhile streaming media.
-
SCSI (Small Computer Systems Interface) - This
is a standard in Macintosh systems and fairly common in PC's and
Unix boxes. The main advantage over an IDE drive is the
higher data access rates (up to 80 Mb per second and 320 Mb per
second in the latest SCSI technology). In addition a SCSI
port can control up to seven devices rather than only two for
IDE interfaces). SCSI bus mastering lets the drive
continue to operate without the help of the processor. In
general, SCSI uses less processor time than IDE, which means the
system appears to be faster during disk drive processes. This
makes SCSI useful for high-performance situations like video
editing and webcasting. (See Various SCSI generations).
-
RAID (Redundant Array of Independent Disks)
- This uses "disk striping", which
interleaves data across different drives and thus allow reads
and writes of multiple drives at a time. This does not
describe the internal configuration of the drive, but how drives
are configured in an array of multiple drives. There are
various configurations, but RAID arrays tend to reduce error
rates and increase redundancies of stored data.
Backups - Backing up your webcast server, or any
server for that matter, is probably a good policy for two
reasons: in case of failure, you limit your data loss and you
have the ability to archive all your past webcasts. There are
numerous options when backing up your server. They include
your traditional tape drives, hot-swap plugs, which allow for quick
swapping of SCSI drives on a chain, and with increasing popularity
today are CD-R and CD-RW disks. The Cisco Server has an
optional internal 12/24 GB DAT drive in order to save critical
data.
Memory - With the need for extremely fast
compression and decompression in today's webcasts, the need for
large amounts, and unfortunately expensive, memory is needed. In our example, the Cisco Media Server can be upgraded to
approximately 4GB SDRAM.
-
Operating Systems
UNIX based - Not only are Unix based operating
systems the first to support the internet, they are still
currently the best for webcasting. In addition, with the
many extremely affordable variations of Linux running on Intel
processors, these stable platforms should remain fairly popular
for webcasters, especially those on a budget.
Windows NT/2000 - With significant name
recognition and plentiful resources, Microsoft products have a
relatively small learning curve, yet less scalable than a UNIX
based system. In general, though, it is thought that if
you decide you webcast using an NT system, you will probably
require more powerful hardware.
-
Standard Web Server - Examples
such as Apache, Microsoft
Server, and iPlanet account for 60 percent, 20 percent, and 7 percent of
the Web server market as of September 2000 according to a Netcraft Web
Server Survey.
Posting - The use of streaming media with a
standard web server is essentially no more than a downloading and
playing a file. This media file is then placed on a standard web server and
then a web page containing a link with the media file's URL is
placed on the same web server. When the link is activated, the client-side player
opens and the media file is downloaded.
Progressive Streaming - In this case, a webcast may
be viewed as it is being downloaded but the user cannot access
portions of the file that haven’t been transferred yet.
Progressive streaming files don’t adjust during transmission to
match the bandwidth of the user’s connection like a realtime
streaming format. In fact, the user receives data as fast as the web
server, network, and client will allow without regard to the encoding
bit rate of the stream. Progressive streaming is often called HTTP
streaming because standard HTTP protocols are capable of streaming
in this fashion. Progressive streaming delivery is primarily
used for short video clips that you want to be viewed at high
quality, such as movie trailers and product advertisements, due to
the fact that you will be able to deliver video streams with a
higher data rate than your modem could stream with real time
streaming. This method guarantees the quality of the final movie
because the viewed portion of the file is losslessly downloaded
before it is played. This means users may experience a delay before
the movie starts, especially with slower connections. Because
progressive streaming material is placed on a standard HTTP or FTP
server, it is easier to administer, and generally corporate firewalls permit access through
HTTP ports. Unfortunately, progressive streaming is not a good
solution for long movies or videos that you only wish to access
specific points, such as lectures, speeches or presentations. In
addition, it is appropriate to note that progressive streaming does
not work for material that must be broadcast live — it is strictly
an on-demand technology.
HTTP (Hyper Text Transport Protocol) - HTTP
operates on top of the Transmission Control Protocol (TCP), which
handles all the data transfers. Optimized for non-real-time
applications such as file transfer and remote log-in, TCP's goal is
to maximize the data transfer rate while ensuring overall stability
and high throughput of the entire network. To achieve this, using an
algorithm called slow start, TCP first sends data at a low data
rate, and then gradually increases the rate until the destination
reports packet loss. TCP then assumes it has hit the bandwidth limit
or network congestion, and returns to sending data at a low data
rate, then gradually increases, repeating the process. TCP achieves
reliable data transfer by re-transmitting lost packets. However, it
cannot ensure that all resent packets will arrive at the client in
time to be played in the media stream.
Advantages to Web Server - The main advantage to streaming with
a Web server rather than with a streaming media server is that it
utilizes existing world wide web infrastructure. Thus, no new server
software will be required which, in turn, will reduce the
incremental costs inherent in learning and managing a more
complex streaming media server.
In addition, there is an increased load that Web server-based
streaming puts on existing Web server infrastructure which often
results in the need for additional more powerful server hardware to
service the client requests. Thus, choosing Web server streaming
over a dedicated streaming media server based on increased hardware
cost alone usually does not result in any savings, financially
speaking.
-
Streaming Media Server
Posting - In the streaming media server approach,
the initial steps are similar to the web server approach, except
that the media file is copied to a specialized streaming media
server instead of a web server. A web page with a link to the
given media file is placed on a web server (not the streaming media
server). Note that it is possible
to have both the web server and media server running on the same
computer.
RealTime Streaming - This refers to streaming media
technology that keeps the bandwidth of the media signal matched to
that of the viewer’s connection so that the media is always seen
in realtime. This matching technique is in contrast to the burst
methodology used in web server streaming. The word realtime differentiates this type of streaming
from your standard HTTP streaming delivery. Dedicated streaming media servers and
streaming protocols are required to enable true realtime streaming.
Most media servers also supports
random access of material, so the user can fast forward to specific
portions of a video, which may be useful for presentations and
lectures. In theory, realtime streaming movies should never pause
once they start playing, but in reality, periodic pauses may
occur. This is caused because information that is lost in the
network due to errors is often ignored, so the video quality and
totality will suffer from network congestion and failure.
Furthermore, realtime streaming movies must match the bandwidth of
the viewer’s connection, which means the image quality is
generally poor at slow analog modem speeds. In general, when maximum
media quality is required, progressive streaming delivery may be a
better solution.
Realtime streaming media requires special servers,
such as a QuickTime Streaming Server, a RealServer or a Windows
Media Server. These give you a greater level of control over your
media delivery but can be more complicated to set up and administer
than a standard HTTP servers such as Apache or FrontPage Server.
Also, realtime streaming uses special network protocols, such as
RTSP (Realtime Streaming Protocol) or UDP (User Datagram Protocol).
These protocols can sometimes have trouble with corporate firewalls
that disallow the use of protocols on specific network ports, so in
certain situations, a user may not be able to view a live webcast.
UDP (User Datagram Protocol) -
RealServer, Windows Media and QuickTime all offer realtime streaming
capabilities and use specialized protocols such as UDP (User
Datagram Protocol), which is a fast, lightweight protocol that lacks
the re-transmission and data rate management functionality of TCP.
This makes UDP an ideal protocol for transmitting realtime streaming
video, which can tolerate some lost packets. As a bonus, because of
the conservative wait policies implicit in the TCP protocol, UDP
traffic gets higher priority than the TCP traffic on the Internet.
And instead of the blind retransmission scheme employed by TCP,
streaming media servers use an intelligent retransmission schemes on
top of UDP that only retransmit lost packets to the client in time
for playback. The only downside to UDP is that many network
administrators close their firewalls to UDP traffic, limiting the
potential audience of UDP-based streams.
Advantages of Streaming Media Server
-
More Efficient Network Throughput. The TCP-based
transfer used in Web server streaming is designed to repeatedly
drive the slowest network link (likely the 28.8 Kbps modem link)
to packet loss. This wastes bandwidth by:
(i) re-transmitting data to replace the lost
packets; and
(ii) under-utilizing the network link while
re-estimating the throughput that can be supported by the
network connection.
The UDP protocol allows higher bandwidth to be delivered to the
client (resulting in better video quality), even when assuming
the same network connectivity between server and client and the
same level of congestion on the Internet. By having a
specialized streaming media server, we know what rate the data
is going to be consumed, based on headers of the compressed
media file. Data is sent to the client only at this required
bit-rate, and it doesn't drive the bottleneck network link to
loss. Thus the network throughput is better, resulting in better
quality audio and video for the client.
-
Better Audio and Video Quality to the User. Better network
throughput is only one of several ways that a Streaming media
server delivers superior audio and video quality for users.
Since the media server and the media player remain in contact
throughout the play interval, the server can dynamically respond
to client feedback. If network congestion is allowing only 22
Kbps of data to reach the client (instead of 28.8 Kbps), the
server can decide to retain the audio quality but slightly lower
the frame rate of the video stream so that it doesn't overshoot
the available 22 Kbps. This ability is not possible with the Web
server approach. In a Web server scenario, with no feedback from
the client and no ability to dynamically prioritize audio over
video, the audio/video delivered by a Web server would be
stop-and-go at the client, causing the constant "rebuffering"
delays common to early implementations of streaming media. In
contrast, streaming media servers attempt to provide a
continuous, smooth stream with barely perceptible changes in
video frame rate during periods of network congestion. Media
servers takes advantage of UDP's inherent higher priority over
HTTP traffic to give the streaming audio and video data higher
priority than file and Web page transfers, which increases the
likelihood of uninterrupted viewing.
-
Support for Advanced Features. Most media servers support such
advanced features as detailed reporting of streams played, VCR
controls (seek, fast-forward, rewind), live video delivery, and
delivery of multiple streams to the client. With Web server
streaming such features, if they are even possible, are
difficult to implement and inefficient to support.
-
Cost Effective Scalability to Large Number of Users. In the
early days of streaming media, deployments often needed to serve
only a small number of users simultaneously, making Web server
streaming an adequate solution. But as delivery of audio and
video has increased, sites often serve hundreds or thousands of
simultaneous users. In these situations, two key capabilities of
most media servers provide increasing advantages over a Web
server: Specialization. In the Web server approach, the Web
server is used to deliver the media files to the client. Web
servers, however, are optimized for delivering lots of small
HTML files, not large media files. With high volumes of file
requests, these servers greatly improve performance by
optimizing how media files are read from the disk, buffered in
main memory, and streamed onto the network. Multicast Support
(see Multicasting below). One way to get live or stored audio
and video to large audiences with minimum network congestion is
to use multicast networking technology. Multicast allows a
single media stream to be played simultaneously by multiple
clients, drastically reducing bandwidth use.
-
Protection of Content Copyright. Because Web server streaming creates a
local cached copy of every media file played, there is no way to prevent end
users from copying the files to a personal directory for later viewing. This
hurts content providers who have a pay-per-view business model, or who have
an advertisement-based revenue model, as the end users need not visit their
site repeatedly. With a media server, users can only stream data and
are prevented from downloading the file directly to their hard disk. As data
packets are received over the network, they are delivered directly to the
client application with no easy way for the end user to intervene and make a
copy.
-
Multiple Delivery Options. With a Windows Media server, the
media may be streamed with the optimal UDP, RTSP or Multicast
protocols when possible, and streamed with the TCP protocol when
necessary. This enables corporate users to view Internet content
without compromising firewall security and ensures that all
users on all networks can access all streaming media content.
Powerful media servers today even attempt to utilize HTTP
protocols when necessary in order to penetrate corporate
firewalls, while still maintaining most of the streaming media
server functionality when possible.
-
Performance Evaluation
To better understand the benefits of a streaming media server when
broadcasting a webcast, testing was done using two separate servers. A
RealServer media server was installed on a Intel Pentium III 500Mhz system
as was an Apace Server. A software package called WebStress 4.0 was
used that measures response time of a server at various numbers of
simultaneous users. Below are the results of those tests:

Note above that the error rates even with 100 simultaneous users is actually
zero. This shows the capabilities of the RealServer to ensure that each
user (regardless of response time) will have the ability to view a webcast.
Also, the high error rates of the HTML code and the Servlet are more of an
issue of hardware.

Let's examine the results of the median response times depending on the number
of simultaneous users. Whereas the HTML code and the Servlet tend to
have a gradually increasing response time, the Streaming Media's response time
increases dramatically at around 55 users. This problem can be
attributed to numerous reasons, but primarily, the limits of the RealServer
(the version used was an evaluation version that has many limitations).

Let's examine the results of the mean response times depending on the number
of simultaneous users. Again, notice that the HTML code and the Servlet
response times remain relatively stable as the number of users
increases. The streaming media, on the other hand, has an almost
exponential increase in response time as the number of simultaneous users
increases. View this trend in the median and mean results leads to the
conclusion that the RealServer, although it will cater to all users, will
server a specific number of users until about 55 users, after which, each
additional user will sacrifice a great deal in response time.

In this case, when we filter out any responses that create errors, the
RealServer seems to perform better, especially when compared to the HTML
performance.

Finally, when the mean response times are examined with filtered results (that
is, the error responses are removed from the equation), you will notice that
both the HTML and the Servlet perform more poorly, overall, but not yet to the
point of outperforming the RealServer.
-
Webcasting Networks -
There are numerous options regarding
uploading a webcast to a server. If your webcast involves only
On-Demand streaming, uploading at faster speeds will not be as important
as uploading for a live broadcast, where the bandwidth of the broadcast
dictates the upload speed necessary. Usually 20Kps is required for
each person connecting with a 28.8K and at least 40Kps for each
person on a 56K or greater connection. Multiple servers can be used
to increase available bandwidth.
As for use in the future, notice the trend that Forrester research
has predicted in the Networking market.

-
Delivery Strategies
-
Unicasting - Unicasting sends out one copy of each
webcast data packet to each viewer. However for a large viewer
webcast this would require huge amounts of bandwidth. For example,
if 50,000 viewers were simultaneously accessing a 20Kbps stream
webcast, 1Gbps of server bandwidth would be required.

-
Multicasting - MBONE
- Multicast backBONE network was a protocol form of IP multicasting, which
actually began running in 1994. It works by replicating a webcast to
numerous servers, thus reducing the network congestion on the original
source. This form of multicasting has been built on today by the IP
multicast Initiative. Multicast is an extension of the
Internet Protocol (IP) that is used on the Internet. With IP
Multicast, the server sends out a single data packet and only at
points in the Internet where the data needs to go in different
directions to reach different viewers (such as routers or switches)
is the data packet cloned, and a copy of the packet is sent in each
of the different directions. In other words, Multicasting
eliminates the network bottleneck by decentralizing the webcast
sending network packets to numerous servers which repeat a webcast.
Furthermore, Multicasting is becoming prevalent on corporate
networks, but is still very rare on the Internet due to the need of
the specialized multicasting routers.
Until recently, multicasting was implemented through unicast
"tunnels" between the MBONE specially equipped high-speed
networks, usually LAN connections. Recently, multicast-capable routers have been
deployed by some Internet Service Providers and the hardware that dial-up users call into
(known as "access servers" "WAN switches" or
"terminal servers") are available with multicast
capability. Note below the bandwidth savings from the webcast
source.

-
Edge Technology - This builds on the webcasting
situations where multiple users around the world will expect certain
information on an ongoing basis. Large servers with capacities
in the range of two or more terabytes are strategically located around
the world. Thus when new information is gathered at the
source, it is then output to POP servers in various local
areas. This reduces unnecessary bottlenecks that may occur over
long distances on the entire internet. Furthermore, edge
technology, in a sense, caches common data for easy local
access. Obvious, from the design, this form of delivery does
not advance realtime streaming, as it is strictly an on-demand
delivery technique.
-
Standard Internet Access
-
56K modem - These are not particularly effective in
live webcasting since you are limited to an upload speed of about
33Kbps. One bandwidth increase strategy with a standard analog
modem is through using multiple modems on separate phone lines and
"pooling" the bandwidth.
-
Integrated Services Digital Network (ISDN)
Connections - Developed in the 70's, ISDN consists of two 64Kbps
channels that combine to form a data rate of 128Kbps. This
configuration is not especially popular among consumers due to the
fact that special circuitry must be installed by your phone company
before you can run a digital ISDN modem.
-
Broadband Internet Access -
-
Digital Subscriber Lines (DSL) - Becoming more and
more popular today, DSL service provides a speed of approximately
100-1000Kbps, yet bypassing the public phone switches, which allows
it to easily be left on continuously. This lends itself to an
ideal condition for web hosting. The one downside of DSL is
that a subscriber must have phone lines running less than 2 miles
from the central office and overall bandwidth tends to decrease the
further from that office. Overall, with increased bandwidth and
costs less than ISDN, DSL offers a relatively decent cost vs.
benefits.
-
Cable Modems - Considered direct competition in cost
and value with DSL, cable modems offer high speed connections and
uploads around 3Mbps (depending on line traffic). One concern
for modem services is that your cable company must provide the
service which reduces your options regarding Internet Service
Provider choices.
-
Leased T1/T3 Lines - These are phone lines with
constant open circuits and like ISDN, these circuits must be
installed by your phone company. T1 lines, for example, are
quite fast reaching bandwidth levels of around 24 standard analog
modems. Quite expensive and primarily
used in corporate settings, leased lines offer around 400Kbps -
2Mbps in bandwidth and upwards of 45Mbps in Full T3 form. As
monthly costs can rise to around $20000 not including your routing
equipment, you can see why this network situation is usually left to
corporate applications.
-
Wireless Connections - Many experts suggest that
this is the ultimate destiny for webcasting. Currently,
this technology provides speeds around 128Kbps to 1.5Mbps, depending
on whether or not the system is line-of-sight or not (the signals
are not allowed to bend around obstacles in a line-of-sight system),
and has the advantage of mobility. Unfortunately, for the mean
time, the user areas tend to be based in major metropolitan areas
and don't allow access when you leave your area. In addition,
even at the low end of bandwidth, it tends to cost consumers around
$60 to $90 per month not including the special modems required for
this service which run around $300.
Note: Video streams can get bogged down not just at the "last mile" to the
home user, where faster broadband modems and digital lines speed streaming, but they also can bottleneck at
many other locations on the Internet and at the broadcaster's own server.
Basically, don't assume because you invested in high speed internet
access that all webcasts will be high quality.
|
Technology
|
Classification
|
Symmetrical
|
Speed(s)
|
Time
to Download 2minute video clip
|
|
14.4K
Analog modem
|
Narrowband
|
Yes
|
14.4
Kbps
|
5
hours
|
|
56K
Analog
|
Narrowband
|
Yes
|
56Kbps
|
1.25
hours
|
|
ISDN
|
Narrowband
|
Yes
|
128Kbps
|
30
minutes
|
|
ADSL
|
Broadband
|
NO
|
128Kbps-384Kbps
|
20
minutes
|
|
Satellite
|
Broadband
|
NO
|
384Kbps
|
10
minutes
|
|
Wireless
|
Broadband
|
Yes
|
128Kbps-1.5Mbps
|
2.8
minutes
|
|
SDSL
|
Broadband
|
Yes
|
384Kbps-8Mbps
|
30
seconds
|
|
Cable
Modem
|
Broadband
|
Yes
|
128Kbps-10Mbps
|
25
seconds
|
-
Viewing a Webcast
-
Equipment Requirements - In order to view a webcast the viewer
will need an Internet connection, Browser and a PC with minimum a MMX
Pentium with at least 120Mhz, or PowerMac 25MHz or faster, Windows
95, a hard drive and a decent AGP graphics card.
Video Players - Webcasts can be played through stand
alone players such as Quicktime and Real Player which depend on a client
having particular software packages. In addition, there are
available browser plug-ins which allow a webcast to be viewed within a
browser. These, of course require additional software for which
the client must download rather than a Java Applet that
downloads a player directly. The data stream is in the form of a
metafile which uses a specific instructions on how a player must utilize
the stream.
-
RealVideo - RealVideo was added with Version 4.0 in 1997. Real has just introduced
Version 8.0, an incremental, but substantial, upgrade from the major improvements of G2 in
2000. Its big changes are better
decoding performance, improved encoding technologies, and a full player
makeover as you can see below. The native file format for RealMedia is a RealMedia file, or .rm.
Secondly, you may recall seeing .ram files, these tell the player where on the
media server to find the .rm data.

RealPlayer Version 8.0 is in full release for Win32 and in beta for
Mac OS 8.1 or greater. While the original version of G2 had rather
poor performance on the Mac (it had difficulty playing broadband
content without dropped frames even on a G3/400), the Version 8.0
Mac beta is much better, and is good enough for daily use. Real
historically has supported the various UNIX platforms, but doesn't
have a more current version than Version 5.0. Real also has
the capabilities of playing some QuickTime and AVI files, but it does
not have the capabilities of using Sorensen codecs or .asf for that
matter.
-
Quicktime - Quicktime is the oldest digital video architecture
around and has been doing video on the Web, albeit only as
progressive streaming, for many years. QuickTime has actually only
supported real streaming since about a year ago. Current
versions of Quicktime support SMIL, the same rich media that's at
the core of RealMedia. Second, it now supports streaming through an
HTTP connection (in addition to RealTime Streaming Protocol), which makes QuickTime as capable of getting through
corporate firewalls as Real and Windows Media. Last, the Mac version
has added Apple Script support, which makes it much easier to do
automated media creation. The native QuickTime file format is
a QuickTime file, generally .mov, but sometimes .qt or .qti.
Below is a screenshot of their latest version.

QuickTime v4.1 runs well on any Win32 system or PowerPC-based
Macintosh. The biggest difference among platforms is the lack of
MPEG-1 playback on QuickTime for Windows. This isn't generally a big
deal because Windows Media Player handles these files fine. In
addition, QuickTime does a fairly decent job of playing AVI files,
but fails to play the .asf files created by Windows Media.
-
Windows Media - Windows Media, formerly known as NetShow, is
Microsoft's entry into the streaming Web video market. The newest of
the three, Microsoft is using its endless resources to force this
media player onto the webcasting market. Windows Media is a much
simpler solution than either QuickTime or Real because Microsoft
doesn't position it as a complete platform, but rather the streaming
audio and video component of a Web browser. However, it does that quite well. Recent innovation has focused on codec improvement
and implementation of pay-per-view and authentication features
through the Windows Media Rights Manager. The native file
format of Window Media is the Advanced Streaming Format, or .asf.
Note that Microsofts ASF includes three formats, the video portion is usually
compressed to MPEG 4, the audio MPEG 3 and a control file. When the ASF file
is streamed to a Windows Media Player the compressed information contained
in the file is decompressed by the software and then viewed by the user.
Note below, the screenshot of the Windows Media that is a standard
addition to the Windows operating systems.

Windows Media runs great on Windows 98/NT/2000. Unfortunately,
that's the only viable platform right now since none of the
Microsoft beta players for Mac have been stable or high quality
enough for even occasional use. Microsoft promises to have complete
Mac and UNIX versions available in the future.
-
Note the market use of the three major video players from a Jan.
'00 Nielsen/NetRatings survey report:
Market Use of Media Players
|
|
Player
|
Unique Audience
|
Reach
|
|
RealPlayer
|
8,973,331
|
12.1 percent
|
|
QuickTime
|
5,461,303
|
7.4 percent
|
|
Windows Media
|
2,376,191
|
3.2 percent
|
-
Webcasting Standards
-
SMIL - The growth of webcasting also has an increased need for
standards consolidation. This has been a desire of the World
Wide Web Consortium through Synchronized Multimedia Integration Language
(SMIL), which is a markup language for streaming media first released
in June 1998. This is a simple language, which is similar to
HTML with an added concept of time, is great for doing two things:
assembling simple slide shows from still images and adding
"wrappers" or links to existing video and audio sequences.
For example, you can place an ad at the beginning or end of a video sequence
that's a link to a site.
-
Benchmarking Webcasts - The first effort to set a benchmark in the Webcasting
industry comes from the well respected performance measuring company,
Keynote Systems. It works on a 1 to 10 scale and the bar is set
high. No streaming website has reached a solid 10 (DVD quality) and, in fact,
the best streaming today would receive around a six, which is around the
same quality as a home VHS video. See below the results of recent
tests from Keynote Systems: Keynote Streaming 20 Streaming Media Performance Index
(See Footnotes for more information on the Benchmark). Note
the relative low quality of today's popular webcasting websites.
|
|
Week of October 29 to November 04
|
|
Category
|
Best Site
|
Stream Quality*
|
Rendering Score*
|
Availability*
|
|
Index
|
|
1.66
|
82.5%
|
59.0%
|
|
Audio E-commerce
Broadcast Radio
Financial Audio
Cable Television
|
Barnes & Noble
WUSL Radio
ON24
MTV
|
1.89
2.09
1.89
3.97
|
99.0 %
100 %
99.0 %
90.0 %
|
48.4 %
49.1 %
54.1 %
54.4 %
|
|
|
Week of October 22 to October 28
|
|
Category
|
Best Site
|
Stream Quality*
|
Rendering Score*
|
Availability*
|
|
Index
|
|
1.74
|
78.8%
|
73.6%
|
|
Audio E-commerce
Broadcast Radio
Financial Audio
Cable Television
|
Barnes & Noble
WUSL Radio
ON24
MTV
|
1.89
2.06
1.87
3.55
|
99.0 %
98.4 %
98.7 %
80.4 %
|
60.2 %
72.9 %
70.6 %
84.3 %
|
-
Security Issues
Virtually all businesses, most government agencies, and many
individuals now have web sites. The number of individuals and companies with
Internet access is expanding rapidly, and all of these have graphical Web
browsers. As a result, businesses are enthusiastic about setting up
facilities on the web for electronic commerce. But the reality is that the
Internet and the Web are extremely vulnerable to compromises of various
sorts. As businesses wake up to this reality, the demand for secure Web
services grows.
-
Considerations
The Internet is two way. Unlike traditional publishing
environments, the web is vulnerable to security attacks on the servers
where web sites are stored. The Web is increasingly serving as a highly
visible outlet for corporate and product information and as the platform
for business transactions. Reputations can be damaged and money can be
lost if the Web servers are subverted in any way. The importance of
security in an online automobile auction is extraordinarily important
due to the level of monetary transactions. The complex software
that runs these online servers and commerce may hide many potential
security flaws. We have been shown from reports on yahoo.com be shut
down and attacks on e-bay.com, that the internet is filled with examples
of websites vulnerable to a variety of security attacks. Once a web
server is subverted, an attacker may be able to gain access to data and
systems such as user information at the local site. Below are examples
of security threats:
|
|
Threats |
Consequences |
Countermeasures |
|
Integrity |
|
|
Cryptographic
checksums |
|
Confidentiality |
-
Eavesdropping on the Net
-
Theft of info from server
-
Theft of data from client
-
Info about network configuration
-
Info about which client
talks to server
|
-
Loss of
information
-
Loss of privacy
|
Encryption, Web
proxies |
|
Denial of
Service |
-
Killing of user threads
-
Flooding machine with
bogus threats
-
Filling up disk or memory
-
Isolating machine by DNS attacks
|
|
Difficult to prevent |
|
Authentication |
|
|
Cryptographic
techniques |
There are two different ways you can categorize these
threats: one way to group these threats is in terms of
passive and active attacks. Passive attacks include eavesdropping on
network traffic between browser and server and gaining access to
information on a Web site that is supposed to be restricted. Active
attacks include impersonating another user, altering messages in transit
between client and server, and altering information on a Web site.
Another way to classify Web security threats is in terms of the location
of the threat: Web server, Web browser, and network traffic between
browser and server.
-
Approaches
A number of approaches to providing Web security are
possible. The various approaches that have been considered are similar
in the services they provide and in the mechanisms that they use, but
they differ with respect to their scope of applicability and their
relative location within the TCP/IP protocol stack. Notice the
difference:

One way to provide Web security is to use IP Security at
the Network Level. The advantage of using IPSec is that it is
transparent to end users and applications and provides a general-purpose
solution. Further, IPSec includes a filtering capability so that only
selected traffic need incur the overhead of IPSec processing.
Another solution is to implement security just above TCP at the
Transport Level. The best example of this approach is the Secure Sockets
Layer (SSL) and the follow-on Internet standard of SSL known as
Transport Layer Security (TLS). There are two implementation choices at
the Transport Level. They are: SSL provided as transparent to
applications and in a less general sense and SSL embedded in specific
applications (i.e. Netscape and Microsoft Explorer browsers come
equipped with SSL). Lastly, there can be security services
embedded within an application at the Application Level. The advantage
of this approach is that the service can be tailored to the specific
needs of a given application. In the context of Web security, an
important example of this approach is Secure Electronic Transaction
(SET), which will also be discussed further below.
-
Secure Socket Layer (SSL) - SSL was
originated by Netscape. Version 3 of the protocol was designed with
public review and input from industry and was published as an
Internet draft document. Subsequently, when a consensus was reached
to submit the protocol for Internet standardization, the TLS working
group was formed within IETF to develop a common standard. SSL
is designed to make use of TCP to provide a reliable end-to-end
secure service. SSL is not a single protocol but rather two layers
of protocols, as shown below:

The SSL Record Protocol provides basic security
services to various higher-layer protocols. In particular, the
hypertext transfer protocol (HTTP), which provides the transfer
service for Web client/server interaction, can operate on top of
SSL. Three higher-layer protocols are defined as part of SSL: the
Handshake Protocol, the Change Cipher Spec Protocol, and the Alert
Protocol. These SSL-specific protocols are used in the management of
SSL exchanges and are will be discussed in further below.
Two important SSL concepts are the SSL session,
which is defined as an association between a client and a server
that are created by the Handshake Protocol. Sessions define a set of
cryptographic security parameters, which can be shared among
multiple connections. Sessions are used to avoid the expensive
negotiation of new security parameters for each connection. And, in
addition, the SSL connection, which is a transport that provides a
suitable type of service in a peer-to-peer relationships. The
connections are transient and every connection is associated with
one session.
Between any pair of parties (applications such as
HTTP on client and server), there may be multiple secure
connections. In theory, there may also be multiple simultaneous
sessions between parties, but this feature is not used in
|