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Application Note

Digital Content Channels

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Appendix D – WebCD Publisher*

WebCD Publisher*

Developers wanting to convert an existing Web site to a hybrid application should consider using a tool like WebCD Publisher*. WebCD Publisher* is used to create a deliverable CD-ROM with Web pages or assets stored locally mixed with assets residing on the Internet. WebCD Publisher* allows developers to manage the process of creating a CD with better-quality video, audio or graphics delivered with the application.

WebCD Publisher* provides an easy-to-use tool that is as simple as surfing your site and then redirecting URL links to assets residing on the CD-ROM. The tool also provides a built-in search engine and bookmarking feature for making it easier to navigate through your site. The WebCD* architecture includes an ISAPI interface, which makes customization of your CD application easier. A kiosk setting allows for a branded look and feel, with the browser’s toolbars and menus eliminated.

The tool provides a comprehensive set of features to create and manage a Hybrid CD application. The game channel application was created using the WebCD Publisher, and the information in chapter 5 covers step-by-step creation of a WebCD Publisher-based application. A potential disadvantage of WebCD Publisher is that the current version cannot be used to integrate Internet and CD-ROM data with data delivered by push technologies

WebCD* Publisher provides a hybrid engine for accessing content on the Web, CD-ROM or hard disk. The engine intercepts browser requests to the server and redirects the content, depending on which version—CD-ROM, Web or hard disk—is newest. The engine uses the HTTP proxy interface to process and redirect references.

Smart Caching

The WebCD* Publisher makes use of a content filter to determine where assets are retrieved. The WebCD* Publisher viewer uses the last modified date stored for assets. If one does not exist, it will generate one with the date of the asset stored on the CD-ROM. The date of the asset is compared between the server and the CD-ROM, and only the newest content is retrieved. With this feature, applications can mix and match assets from the CD-ROM with newer assets on the Web.

Source Blending

The WebCD* Publisher provides for source blending by using the expiration date on HTTP documents and assets. Large assets such as graphics and Indeo Video clips are stored locally on the CD-ROM. This makes for a better user experience, since better graphics and full-screen video can be stored on the CD-ROM. Assets can still be stored on the Internet server and provide real-time information. An example used in the game channel is advertising banners. These assets are not stored locally on the CD-ROM but are retrieved from the Web server. The latest advertising for the newest games will always be displayed and can provide links to Web sites where the newer games reside.

Push Technology

Currently, WebCD* Publisher does not incorporate push technology for updating assets to the user locally. Push technology support is an area for future enhancement.

Internet Connection Manager

The WebCD* Publisher viewer offers two modes of operation: Fresher and Faster. This allows the user to access content off-line or online. Web site content can be viewed entirely off-line. Improved performance from off-line browsing is one of the biggest advantages to using channels.

ISAPI Interface

The WebCD* Publisher hybrid engine includes an ISAPI interface with which the developer can write extensions. URL references can be intercepted and processed by the application. One use is to track and store user selections in database user preferences. These preferences could be reported back to the server to provide content or information for advertising based on the user’s interests. Local content and information could be retrieved to better target the user.

In the case of the game channel, game or advertising information could be based on the user preference for action games, for instance. With the large number of games available on the market, it is important that the user be able to be presented with information that targets his or her interests.

As an example of the ISAPI interface, the WebCD* Publisher viewer comes with a search engine that was implemented as an ISAPI extension. The search engine allows the user to quickly locate documents stored on the CD-ROM. Being able to search content is especially important with channels that contain a lot of information.

Bookmarks

The WebCD* Publisher includes a bookmark feature that allows the developer to generate key links to the CD-ROM or link to the Web. The Game channel contains bookmarks to each major game as well as other important links to information sites. Links to information on WebCD* Publisher are in bookmarks.

Bookmarks are easy to add to your Web CD-ROM. You just mark the URLs as bookmarks as you browse a Web site.

The BackWeb* solution consists of a BackWeb server running on a Windows NT* Server and the BackWeb* client software that manages the delivery of BackWeb InfoPaks and subscribes to BackWeb channels*. This is a very flexible push solution for updating software residing on the client.

Appendix E –Push Technology

BackWeb Server*

The BackWeb* server provides for the management and delivery of updates using the BackWeb* server console. The BackWeb server console manages the delivery of InfoPaks from the server to the client. InfoPaks consist of screen savers, animated graphics, Java* applets, Shockwave* animations and audio messages. The BackWeb server console allows the system administrator to create channels and then define InfoPaks for delivery. The console also sets properties such as version number, time of delivery, number of times to send an InfoPak, and so on. The BackWeb* server schedules and manages InfoPaks for delivery to the end-user client.

InfoPaks can also be targeted based on user preferences. The BackWeb* server can deliver InfoPaks based on criteria set up at user registration or stored in a database. This allows for custom delivery of information depending on the user’s interests. The BackWeb* server will deliver content based on channel criteria.


Figure E-1. BackWeb Server Console

InfoPaks

InfoPaks come in four forms: wallpapers, infoflashes, audio and screen savers. An InfoPak can contain any number of files, including executables. The size of the InfoPak can be quite large, although the BackWeb client allows the cache size to be limited by the user. InfoPaks are delivered when the client subscribes to the channel.

Bali Editor*

InfoPaks can be created using the Bali editor, which provides a basic scripting language for handling the notification and delivery of InfoPaks. The editor can design scripts that run Java applets* or call up Web sites on the Internet.

Sample Advertising Announcement Script

The following sample script runs a simple text animation announcing a special deal on software; when clicked it accesses the Web site for online ordering. This notification is a simple example of advertising in which the BackWeb InfoFlash* mechanism announces a special on a product.

Start {

set frameFile=default

set reference=midBottom

prepareText text=" HOT DEAL – Starship Madness AT 29.95"

sequence=0

font="Courier New" size=20 bold

fgColor=green transparent

accessWeb URL="http://134.134.148.117/softsuper/store.htm

onClick {

accessWeb URL="http://134.134.148.117/softsuper/store.htm

# TODO: Add more rectangles

}

animate from (-300,1000) to (500,1000) in 3 seconds

pause for 10 seconds

animate to (1300, 1000) in 3 seconds

}

Open {

}

Figure E-2 Sample Bali Script to add advertising banner

BackWeb Client

Users can subscribe to BackWeb channels using the BackWeb client*. They can set up the size of the cache for downloading InfoPaks and define which types of InfoPaks to load as well as in what order. InfoPaks can also be launched automatically or selectively by the user. InfoPaks delivered to the client can be automatically deleted when set to expire by the server. InfoPaks can be delivered to the user without affecting Internet browsing.

Polite Agent

The BackWeb client polls the BackWeb server for new InfoPaks. The BackWeb server downloads InfoPaks in the background when the user is connected to the Internet. The BackWeb server downloads InfoPaks only when the client’s Internet connection is idle. Downloads are transparent as new InfoPaks become available.

Marimba*

Marimba provides the Castanet tuner* for delivering push data to users. Castanet* channels can consist of software updates, HTML pages or Java applications. The basic Marimba solution consists of a transmitter, a tuner and a publisher. Marimba was primarily designed to deliver networked applications to the client. Castanet can be used as the primary push mechanism for delivering updates to Netcaster* channels. Marimba can deliver incremental updates to the software application, efficiently downloading only the changes that have been made in the application.

Marimba Castanet Transmitter*

The Marimba Castanet* transmitter is relatively easy to set up. It requires setting up the simple directory where the channels are stored, the IP host address and port number, and a few other parameters. Once the channel is launched, the publisher is used to create content that can be fed into the transmitter. The transmitter is efficient because only modified files are sent across the network.

Marimba Bongo*

Marimba provides Bongo* for developing applications for the Castanet channels. Bongo creates presentations that are essentially the integration of GUI components and scripts into an application. The GUI components or widgets can be pulled into an application. Bongo provides a variety of widgets, such as menus, text, buttons, graphics, sounds and so on. These widgets can become a full-blown Java applications that can then be downloaded incrementally and broadcast using the Castanet transmitter.

Marimba Publisher*

The publisher sets the actual channel data that needs to be published through the transmitter. Publishing data can be as simple as specifying the directory where the data resides and then naming the channel. The publisher interfaces with the transmitter to send the data according to rules and parameters set in the publisher. The Marimba publisher *defines the HTML pages, Java applications and standard files to be transmitted over a Castanet* transmitter.


Figure E-3 Marimba Publisher*

Marimba Receiver*

The client software allows the user to subscribe to channels and manage incoming data. Once they have subscribed, users can receive applications that are downloaded and can be launched automatically. Updates to the client can be determined by the author based on the content. Updates to the channels can come automatically or selectively by the user.

Summary

We have covered a variety of methods for managing multimedia assets. The method chosen depends on the application. Push technology is an important component of channels. Whether using BackWeb, Marimba, Internet Explorer, or Netcaster, push technology can enhance channels by delivering software updates and content to users across the Internet*. Users can subscribe to channels and set preferences for receiving content targeted to their interests. Users can then be sent notifications of live events and receive targeted advertising as well as the latest and greatest content. Data management of assets ultimately improves the entertainment value of a channel by providing the best possible video, audio or 3D graphics integrated transparently into an easy-to-use interface. Providing better quality and scaleable assets is important for channel developers, to ensure the success of channels.

Appendix F – The Internet Connection

A digital content channel requires a network infrastructure capable of delivering a variety of content to the end user. A typical channel requires servers for delivering Web pages, pushing content, streaming real-time video or audio, or providing online chat. The networks for channels also need to be scaleable to be able to service a large number of users on the Internet. This requires that the server technology being used is highly scaleable. The network must also have sufficient bandwidth to service the traffic that will be generated by a successful channel.

The Internet as seen from the home user is typically a modem connection into an Internet Service Provider (ISP). The ISP leases a T1 or larger line from a major carrier such as MCI* that actually provides an interface to the Internet backbone. The Internet consists of routers that store in its tables the actual route of the IP addresses going across it. These routers can handle a large amount of traffic but are the primary cause of the latency that a user encounters. During peak hours, this latency can exceed one second or more. And in some cases, latency increases when internet requests time out or packets are dropped.

When the user dials into an ISP, he or she may expect a full 28.8-Kbps connection. This speed is, of course, dependent on the capabilities of the ISP and the quality of the line connection. The actual speed of the connection may be lower in some cases. This connection is, of course, shared with a large number of users who connect through the T1 line. And then the backbone is shared among an even larger number of users.

The destinations for IP requests are servers that respond to the request for a particular packet. The large numbers of requests that come in can overwhelm any server. Any popular site can experience server busy messages, depending on the load currently displayed to the user. For channels, it is important that server technologies being used are scaleable. For channel developers, it is important to understand the limitations of the Internet to determine what rich multimedia data types can be realistically delivered over the Internet.

The consumer has a variety of options (in some cases) for connecting to the Internet. These options include 14.4- to 56.6-Kbps modems. New technologies are emerging that provide higher bandwidth for the end user. These technologies include cable modems, satellite and ADSL. All promise to deliver high-bandwidth pipes to the consumer that should ultimately benefit channels.

 


 

Figure F-1: Future Internet connections to the home

Modems

A majority of the modems currently connected to the Internet run at 28.8 Kbps. Newer 56-Kbps modems are widely available but require support at the ISP level. This effectively doubles the potential bandwidth for users dialing into the Internet over standard phone lines. The actual modem bandwidth is highly dependent on the quality of the phone connection and the availability of the higher speed modem at the ISP. Modem speeds can drop down to 19.2 Kbps or lower. The effective bandwidth can be somewhat lower, depending on network traffic at the time. Internet traffic at peak times during the day tends to occur in bursts and can further limit effective bandwidth.

Given a 28.8-Kbps modem connection, the user can receive very limited video and good-quality audio in real time over the Internet. Most Internet Web sites are limited to 2D graphics with text. Video is restricted to 160x120 with low frame rates. Audio is somewhat better, with quality that approaches what one gets with FM radio. This type of audio is good for live concerts and interviews with band members. This limitation can be overcome with push servers to increase the size of assets that are delivered, since this is done in the background. However, applications can benefit greatly with better quality audio, video, 3D and graphics delivered on storage media such as CD-ROM and DVD-ROM. Some emerging technologies may increase the bandwidth available on the Internet. ADSL is one of these higher bandwidth solutions becoming available for the home.

ADSL

ADSL is an emerging technology that can provide anywhere from 1.5–9 Mbps downstream and 16–640 Kbps upstream when connected to the Internet. The connection speed of ADSL is dependent on the distance from the Telco. This limits the availability of ADSL to the home and the maximum speed that can be attained with ADSL. At 18,000 feet from the Telco, the maximum bandwidth is limited to 1.544 Mbps. The adoption of ADSL is currently not widespread, but it is a technology that is capable of providing fast access to the home, since it connects over standard twisted-pair telephone lines.

ADSL provides much larger bandwidth to the end user and can potentially deliver real-time MPEG1 and MPEG2 streams and virtually any high-quality audio compression schemes, such as AC3. This is as long as the high-bandwidth streams can be delivered across the Internet backbone and the infrastructure provided by the ISP. ISPs typically have T1 or T3 access to the Internet backbone shared by multiple users. It is highly unlikely that the ISP would dedicate the equivalent of one T1 line to deliver a stream of video to one end user. The ISP can provide multicast broadcasts, but the ISP is limited by the bandwidth available to the Internet. Private networks are being put in place to deliver multicast streams on the Internet, but their deployment is currently limited.

ADSL shows some promise for delivering high-bandwidth connections to the home. Of course, improvements in the capacity of the backbone, quality of service and ADSL equipment at the telephone company will make the availability of ADSL limited to certain areas in the short term. Cable modems are another technology that unlike ADSL already has connections to the home.

Cable Modems

Cable modems have been in existence for several years, and available cable modems and head-end solutions are starting to mature. Cable modems use what is known as Hybrid Fiber Coax (HFC) to deliver high-bandwidth data. The cable modem can deliver up to 30 Mbps of downstream data to the end-user PC. Users share from 0.1–3 Mbps on the upstream link. Alternatively, the end user can utilize an existing modem connection to the Internet as an upstream link.

Cable modems require a head-end solution. The head end equipment resides at the cable company and provides the router, modulator, network management software and an upstream server switch. This head-end system is shared by thousands of users. Cable modems provide a large bandwidth to the home and allow for the potential delivery of good-quality MPEG2 video as well as a large amount of data. The main advantage of cable is the availability of connections to a large number of existing homes. The large bandwidth makes it a potential solution for delivering digital channels to the home.

The large number of cable operators across the country makes it difficult to deploy to all parts of the country simultaneously. The deployment of cable modems has been slowed because of the investment required by cable companies.

Satellite Broadcasts

Satellite broadcasting is an emerging technology that holds great promise for the delivery of digital data. Its main advantage is that it can be delivered from one satellite system and reach a large number of users simultaneously. Investment in head-end equipment is cheaper, since a stream is broadcast from one satellite to every subscriber.

Satellite provides up to 27 Mbps on the downlink, with uplink being provided by the modem. A large amount of data can be delivered to the PC continuously. This is 1,000 times more bandwidth that can be delivered by a standard 28.8-Kbps modem. It is an ideal medium for delivering broadcast data channels that can be received by millions of users.

One example of a satellite connection is DirectPC*. It delivers 400 Kbps one way to the home. Upstream is done using a standard telephone modem with a speed of 33.6 Kbps. This provides Internet access with a higher bandwidth available on the downstream. DirectPC* is currently available to any home that can install a satellite and with a direct line of sight (no trees) to the satellite.

The advantage of satellite is that it can be sent data that would not have to travel over the Internet to arrive. It could be sent directly to the satellite head end and broadcast immediately to users. Satellite deployment is limited today but is growing rapidly.

Summary

Surfing the Internet at speeds of 1–6 Mbps seems unthinkable to most users. However, the speed of connection to the Internet is not always the determining factor of Internet delivery speed. The backbone limits the amount of data that can be effectively delivered online at any given time. The large amount of traffic is shared with every user on the Internet.

In addition, popular sites can be bogged downed with the common server-busy message. The main point is that connecting to the Internet at 1 Mbps or higher will not guarantee that type of service. Traveling across the backbone limits the effective bandwidth at which users can surf the Internet. Some T1 connections have the throughput of a 28.8-Kbps modem, depending on Internet traffic.

The bandwidth available for delivery of rich multimedia across the Internet will be limited in the short term. To deliver rich multimedia and exciting channels to the user requires the use of CD-ROM, DVD-ROM or push technology. The future holds great promise for delivering rich multimedia channels with the wider availability of ADSL, cable modems and satellite. The key for digital content channel developers is to provide scaleable solutions that take advantage of higher bandwidths. Appendix B covers live streaming of audio and video to enhance a channel, despite current limitations in bandwidth. Several scaleable solutions are available that take advantage of increasing bandwidth and richer data types.

Appendix G – Server Hardware and Technology

Server Hardware

Server hardware requires fast performance and large storage in order to deliver content to a large number of users. Windows NT* Server-based servers built around Pentium® II processors provide a high-performance server solution at a reasonable cost. The server should contain as much memory as possible to handle the large number of transactions that are possible. A 100-Mbit high-speed network ensures that the network can handle large amounts of traffic, and 100-Mbit Ethernet cards provide the much-needed increased bandwidth and the performance necessary for servers to run effectively. Servers also require a large amount of storage, and Fast SCSI II hard drives provide the speed necessary to handle a large number of storage accesses. Pentium® II Processor based servers provide the needed performance to deliver the scaleable solutions required by channels.

Pentium® II processor

64 megabytes of memory

Windows NT* 4.0

100-Mbit network card

Fast/Wide SCSI II hard drive

Internet Connection Required for a Channel Server

Each channel must connect to the Internet using a router and a T1 or T3 line out to the Internet. Routers essentially route packets coming from the Internet to their appropriate destinations. Routers need to be able to handle large amounts of traffic in order to support a channel.

Router – A router is required to handle the incoming packets and deliver them to their destination.

T1 Line – Provides 1.54 Mbps of bandwidth available to the user. This typically is the connection out to the Internet.

Web Servers

A Web server is required to deliver HTML pages to the user. In addition, the server needs to support a variety of scripting languages, such as CGI, Java and ISAPI. The server must also be capable of delivering security to control access to documents, support SSL and password authentication, and be able to handle security certificates. Servers must also be able to log access and page hits, interface with online databases, and provide general configuration and management. The Web server is the heart of a channel and provides real-time access to thousands and, in some cases, millions of users. To handle the large number of users, Web servers need to be scaleable. The server selected for our three channel applications was Microsoft’s Internet Information Server.

Chat Servers

Another compelling component for real-time interaction is chat. Chat is typically used as a forum for people to discuss specific items or agendas. Chat servers have prompted the growth of many online communities that have come together to share thoughts and feelings. The types of chat servers include voice, text and 3D worlds.

A simple text chat solution consists of a chat server and a chat client. The server is typically written using TCP; however, it is possible to implement a UDP solution. The server is responsible for listening for requests for connections, accepting connections and forwarding messages to the intended recipients.

The chat client is a simple interface that requests a connection from the chat server. Once a connection has been granted, all messages are forwarded and received from it.

E-Commerce and Advertising Servers

From a content provider’s viewpoint, the most important aspect of a channel is its ability to generate revenue. Channels can create revenue by providing online catalogs of products that can be purchased electronically or product advertising. After visiting a channel and viewing the latest movie or music album, users need to be able to purchase merchandise online.

A variety of electronic commerce servers can be used to create online stores. The online store needs to provide catalogs for viewing and searching for various products. A comprehensive electronic commerce solution provides the order tracking, shipping, inventory, pricing and interfaces required by online electronic commerce.

In addition, the commerce server needs to be able to process the user’s credit card and address information. Solutions such as Microsoft Wallet* or CyberCash* can be used to generate cash transactions on the Internet.

Advertising is also a key component to the success of a channel. To help promote the sale of merchandise, advertising banners can be included. Ad banners can be delivered to the users based on their preferences. Targeted advertising has the benefit of delivering only advertising about products that the user is interested in buying. This form of targeted advertising is ideal for companies wanting to make product sales.

Both advertising and electronic commerce are dependent on databases that contain most of the product information and/or user preferences.

Audio/Video Streaming Servers


Figure 5-3. Audio and Video Streaming

Streaming audio and/or video across the Internet requires a real-time audio or video encoder. A video and sound capture card is required as well as a server for encoding the stream in real time. The output of the encoder is typically fed into a channel manager. Its role it to allow multiple users to connect to the server and retrieve the broadcast stream using unicast or multicast. Multicast has the benefit of requiring a single stream, compared to one stream for each connected user.

IP Multicast

To deliver one stream to many users, a network must be capable of handling multicast IP. This requires that routers be programmed to support multicast packets. Packets being delivered across the Internet will travel through several routers from server to client. Each router on the network must be programmed to support multicast packets. Most routers on the Internet are not programmed to support multicast. To deliver a multicast stream, a multicast-capable network must be available to handle multicast packets.

Packets moving across the Internet also require some type of quality of service. Since the bandwidth on the network is shared, video or audio streams are not guaranteed the amount of bandwidth they require. RSVP can be used to reserve bandwidth on the Internet. This would work if all routers supported RSVP and were configured to do just that. This is not the case. However, for private networks, the routers can be programmed and quality of service could be guaranteed. For today’s Internet, channel developers will require the use of unicast for delivery of live video or audio across the Internet.

Unicast

Most broadcasts across the Internet are generated as point-to-point unicast transmissions from server to client. Most streaming audio and video server solutions support unicasts. Depending on the channel, the number of unicast streams supported will require at least a T1 or T3 line to handle the multiple streams. For example, a T1 line at 1.5 Mbits/sec could handle about 50, 28.8-Kbps streams on the Internet.

Streaming Audio

A variety of streaming audio codecs provide audio across the Internet. Streaming audio can be used in channels to provide live concerts, artist interviews, presentations, live radio broadcasts and music clips. Creating a streaming audio codec requires an audio server and an audio source. A Windows NT* server can be used to configure and manage the audio to be streamed on the Internet. Real Audio* and Xing* provide scaleable audio servers for delivering live audio streams across a network. Several other streaming solutions are also available. The reference section at the end of this white paper lists some possible solutions.

Database Servers

Databases are needed to support the electronic commerce and advertising required by channels. Databases are used in electronic commerce to keep track of orders, customer purchases, catalogs of merchandise, pricing information, inventory and so on. Advertising databases can be used to deliver advertising banners that are targeted to user preferences.

Pushed content such as movies and music can also be delivered based on user preferences. If the user is interested in action movies, advertising or movies presented in the channel should be tailored to action movies. Databases can also be set up to deliver content based on user demographics. Viewers can be presented with local events, such as movies opening up and concerts occurring locally, based on ZIP codes.

Databases are also used to track user selections and preferences. The collection of information about a user’s choices while in a channel benefits the user as well as the channel provider. The channel provider gets a database tracking the buying and selection habits of subscribers, and the user benefits from getting content tailored to his or her interests. Users participate in channels according to interest, and they can be connected to other users who share those interests.

Summary

Channels require a variety of network servers to provide real-time content and updates to users. The integration of different technologies into a rich multimedia application is a big challenge for developers. Appendices F and G describes two potential channels: a music application and a theater application. The appendix describes the servers and their application in channels.

Appendix H - Channel Server Components

Microsoft Information Server*

Many servers on the market are available for use as Web servers. In developing our digital channel applications, Microsoft’s Internet Information Server* (IIS) provided useful features that could be used in channel applications. Active Server Pages (ASPs) were used to deliver compelling content.

A Web server is required to deliver HTML pages over the Internet. In addition, the server should support a variety of scripting languages, such as CGI, Java* and ISAPI. The server must also be capable of delivering security to control access to documents, support SSL, provide password authentication and be able to handle certificates. Servers must also be able to log access and page hits, interface with databases and provide general configuration and management. The Web server is the heart of a channel that provides real-time access to thousands, and in some cases, millions of users. It must be scaleable to handle large volumes of traffic. The server chosen for creating our three applications was Microsoft’s IIS.

Active Server Pages

Microsoft’s IIS* provides a full-featured solution for delivering HTML pages on the Web. Also included is support for ASPs, which allow for the server-side execution and delivery of dynamic content. ASPs were used to develop the Microsoft Merchant Server for our electronic commerce solution. ASP scripts were written to resolve asset resolution and provide an e-commerce solution incorporating richer media data types. Rather than using standard graphics, the catalog could mix video assets with online commerce. Doing so allowed channels to deliver videos on CD-ROM that could be previewed and then immediately purchased on the Internet.

Microsoft Merchant* Server

An electronic commerce solution consists of providing an online store for consumers to connect over the Internet. An electronic commerce Web site must provide the ability for the shopper to look up product information. In addition, the Web site must be able to process incoming orders, store the latest price information and add any applicable tax. The e-commerce solution must also be able to track customer orders and product inventory, and process credit card and shipping address information. One alternative that provides the features necessary to create an e-commerce solution is Microsoft Merchant*.


 

Figure C-1. Microsoft Merchant Server Architecture

Merchant Server Architecture

The Microsoft Merchant Server architecture is built on a Windows NT* Server. The solution consists of a IIS Web server for processing Web pages and ASPs. ASPs allows server-side scripts to be written that provide general, customizable and dynamic HTML pages that can be delivered to the client. The Merchant Server* makes use of an SQL database server to store products, customer and order information, as well as process credit card and address using Microsoft Wallet* on the client side.

Microsoft Merchant* Server Setup

Setting up the Microsoft Merchant Server requires the integration of three major components: Internet Information Server, SQL Server, and the store setup itself. Internet Information Server needs to be set up to handle processing of HTML Web pages and support for ASPs. The SQL Server database software needs to be set up prior to loading up the Microsoft Merchant* Server. Several Merchant Server databases need to be set up using SQL Server Enterprise Manager*. The procedures entail setting up the data devices and required database, and the documentation included with the Microsoft Merchant* Server takes users through setup step by step.

After setting up the SQL Server database, the next step is to run through the Merchant Server setup. This involves setting up the interface to the SQL Server database and then creating the directory structure for the actual store. Internet Information Server must also be properly set up to handle secure access to the online store.

After setup is complete, all the ASPs, which make up the store, are loaded. These files and directories can be modified to provide your own look and feel. Graphic screen elements need to be changed and product information replaced with information about your own products. Customization of ASPs can be done to meet your application needs.

Merchant Server includes several tools to help create and manage online stores. A store foundation wizard and store builder wizard can be used to generate a store. Or you can use one of the four templates provided by Merchant Server. We used the bookstore template to help create a software superstore.

An online, Web-based interface is used to access the product database and input new products. When product descriptions, prices and other information are entered, you have the template for an online store.

Online Multimedia Catalog

The stores included with the Microsoft Merchant server provide two-dimensional graphics for the products. ASPs provide the flexibility to add short video descriptions of the product. Intel Indeo Video 5.0 is an excellent choice for providing either high-quality video clips that could be distributed using a CD-ROM or storing video clips online. Video clips could also be pushed to play off the users’ hard drives.

Microsoft Address Selector and Payment Selector ActiveX Controls

Microsoft Wallet consists of two ActiveX controls for providing credit card information from the client. The store wizard creates four active server pages for processing of this information from the client. These files can easily be customized to process the customer information for an incoming order.

Microsoft Select Language Query Server

The SQL server is the database component for the Microsoft Merchant server. The databases provided are for tracking orders, inventory, store catalogs, pricing information and so on. The Microsoft Merchant Server uses ASPs to query the SQL databases for information to be displayed back to the user.

Databases are useful for storing archived information. In the music application, Microsoft Access was used for the music database, which contained information about albums, artists and specific tracks.

Summary

Channels benefit greatly from the use of electronic commerce to provide revenue streams from selling online products. The distribution and purchase of software, videos and music will become more prevalent as bandwidth increases, but until then, users can still purchase items online. Channel developers can choose from a variety of electronic commerce solutions in creating an electronic store, and CyberCash* and/or Microsoft Wallet* can then be used to facilitate electronic transactions across the Internet.

 

 

*Other brands and names are the property of their respective owners.

© 1997 Intel Corporation. All rights reserved.


* Legal Information © 1998 Intel Corporation