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Digital Media Development - Media Streaming - Prof. Dr. Andreas - PowerPoint PPT Presentation

Digital Media Development - Media Streaming - Prof. Dr. Andreas Schrader ISNM International School of New Media University of Lbeck Willy-Brandt-Allee 31a 23554 Lbeck Germany Schrader@isnm.de 6/16/2004 Media Streaming 1 2


  1. Digital Media Development - Media Streaming - Prof. Dr. Andreas Schrader ISNM International School of New Media University of Lübeck Willy-Brandt-Allee 31a 23554 Lübeck Germany Schrader@isnm.de 6/16/2004 Media Streaming 1

  2. 2 Introduction Media Streaming 6/16/2004

  3. Introduction � Digital Multimedia Systems – Networked Multimedia � Stand-alone Multimedia System • CBT – Computer-based training • CBE – Computer-based education • Multimedia authoring systems • Gaming Network � Networked Multimedia System • Video-Conferencing • Online education • Online gaming • CSCW – Computer-supported collaborative working 6/16/2004 Media Streaming 3

  4. Introduction � Multimedia Applications – Typical Examples Online Gaming Online Gaming Internet Television Internet Television Video Distribution Video Distribution IP- -Telephony Telephony IP Video- Video -on on- -Demand Demand Distance Learning Distance Learning Audio/Video- -Conferencing Conferencing Audio/Video 6/16/2004 Media Streaming 4

  5. Introduction � Multimedia in Networks – Bandwidth Development Video Signal Processor Audio Bandwidth Optical Fibre CD Graphics Bitmap Text Display Text CRT Text Terminal Teletext Card Reader 1950 1960 1970 1980 1990 2000 6/16/2004 Media Streaming 5

  6. Introduction � Digital Multimedia Systems – Possibilities and Restriction Video not sufficient scarce Audio enough Graphic 1980 1990 2000 6/16/2004 Media Streaming 6

  7. Introduction � Multimedia streaming will be key issue in the future Internet Number of Number of Streaming End- -points points Streaming End World- -Wide Wide World Source: Ovum, Streaming Media: Commercial Opportunities, Forecast, 2002 t, 2002 Source: Ovum, Streaming Media: Commercial Opportunities, Forecas 6/16/2004 Media Streaming 7

  8. Introduction � Hugh potential revenues for streaming provider Residential Market Residential Market Mobile Market Mobile Market Source: Ovum, Streaming Media: Commercial Opportunities, Forecast, 2002 t, 2002 Source: Ovum, Streaming Media: Commercial Opportunities, Forecas 6/16/2004 Media Streaming 8

  9. Time-Based Media Delivery 6/16/2004 Media Streaming 9

  10. Introduction � Media Streaming � Transmission of discrete and continuous media data � Data is decomposed into units (packets) before transmission � Packets are sent from the source (sender) to the sink (receiver) � A media stream consists of a (temporal) sequence of packets. � It has a time component and a lifetime � Asynchronous media streams • No coordination between sender and receiver - transmission start at any time • Independent clocks • Example: keystroke on keyboard � Synchronous media streams • Transmission only starts at well defined times • Late arriving packets are of no value – bandwidth must be guaranteed • Example: audio and video transmission � Isochronous media streams • Synchronous stream with periodic arrival times of constant distance • No variation of delay possible Source: Steinmetz, Nahrstedt: Multimedia Fundamentals, Volume 1, Prentice Hall, 2002 6/16/2004 Media Streaming 10

  11. Introduction � Media Streaming – Packet Timing � Strongly periodic • Constant intervals T t � Weakly periodic • Function describes periodicity within certain intervals T T T T1 T t 1 2 3 2 T � Aperiodic • No analytic function description ... T1 T Tn t 2 Source: Steinmetz, Nahrstedt: Multimedia Fundamentals, Volume 1, Prentice Hall, 2002 6/16/2004 Media Streaming 11

  12. Introduction � Media Streaming – Packet Volume � Strongly regular • Constant data volume (packet size), typical for umcompressed audio or video streams ... D1 D1 D1 D1 D1 t � Weakly regular • Data quantity varies periodically, typical for some video compression methods D1 D2 D3 D1 D2 D3 D1 D2 D3 ... T t � Irregular • Data quantity is neither constant nor changing by a periodic function ... D1 D2 D3 Dn ... t Source: Steinmetz, Nahrstedt: Multimedia Fundamentals, Volume 1, Prentice Hall, 2002 6/16/2004 Media Streaming 12

  13. Introduction � Media Streaming – Interrelation of consecutive packets � Coherent stream • No gaps between media packets • Unit identification information is included in stream • Resource is utilized 100% • Example: ISDN telephone channel with 64kbps audio stream D1 D2 D3 D4 D5 D t � Non-coherent stream • Possibly gaps occur between consecutive packets • Example: irregular data stream over channel with constant bandwidth ... D1 D2 D3 D4 D5 D t Source: Steinmetz, Nahrstedt: Multimedia Fundamentals, Volume 1, Prentice Hall, 2002 6/16/2004 Media Streaming 13

  14. Introduction � Media Streaming – Media Units � Logical data units (LDU) • Different levels Movie • Different granularities � Different types of operations Clip for different LDUs, e.g.: Frame • Score shifting • Refrain filtering Area • Song compression • CD transmission Pixel Example LDUs for Video Source: Steinmetz, Nahrstedt: Multimedia Fundamentals, Volume 1, Prentice Hall, 2002 6/16/2004 Media Streaming 14

  15. Service Quality Parameters 6/16/2004 Media Streaming 15

  16. Introduction � Bandwidth � Is directly proportional to the possible amount of data transmitted or received per unit time � Analog systems: difference between highest-frequency signal component and lowest-frequency signal component (in Hz) � Digital systems: possible amount of data transmitted per unit time (in bps, Kbps, or Mbps) � Bandwidth • raw bits, including synchronization, FEC, etc. � Throughput • user data or link layer data � Goodput • useful user data excluding re-transmission, errors, etc. 6/16/2004 Media Streaming 16

  17. Introduction � Latency (or Delay) � Time to send message from point A to point B � Delay is difficult to measure � Synchronized clocks needed � One-way versus round-trip time (RTT – estimated delay): λ = λ = p p + + t t + + q q � with latency propagation time p, transmit time t, and queing time q • p=d/c, with distance d and speed of light c (physics) • t=s/b, with size of packet s and bandwidth b of the network (network type dependent) • queuing delay q (load dependent) 6/16/2004 Media Streaming 17

  18. Introduction � Jitter (Delay Variance) Source 7 7 7 10 8 5 Destination Source delay: 7, 7, 7 Destination delay: 8, 5, 10 Average: 23/3=7.66 Jitter: [-2.66 ... + 2.33] 6/16/2004 Media Streaming 18

  19. Introduction � Delay x Bandwidth Product � Amount of data ‚in flight‘ or ‚in the pipe‘ � Example: 100ms x 45Mbps = 562.5 KByte Delay Bandwidth � Loss Ratio � Buffer overflows in router queues � Fading in wireless networks � Bursty errors are most harmful 6/16/2004 Media Streaming 19

  20. Introduction � Multimedia Applications – Service Quality Requirements � Varying Quality-of-Service requirements: � Interactive/non-interactive, realtime/non-realtime, unicast, multicast IP- -Telephony Telephony Conferencing Video Distribution IP Conferencing Video Distribution Bandwidth Bandwidth low high low high low low Delay Delay high high low low Error Rate Error Rate high high 6/16/2004 Media Streaming 20

  21. Introduction � Example network values Technology Bandwidth (bps) Loss Rate � GSM Speech 13K ; Data high Very heterogeneous constraints 2,4K - 9,6K Modem 9,6K - 56K high � Large range of bandwidths: ISDN 64K / 132K low 2.4Kbps : 2Gbps ~ 1:1 million UMTS 64K - 2M high � Difficult to decide the xDSL 128K - 5M low appropriate codec DAB 384K medium Token Bus 1,5M - 10M low Wireless LAN 2M / 11M medium Token Ring 4M / 16M low Ethernet 10M / 100M low FDDI 100M low ATM 155M - 2G low 6/16/2004 Media Streaming 21

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