Distributed Multimedia Systems Introduction Introducing Multimedia - - PowerPoint PPT Presentation

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Distributed Multimedia Systems Introduction Introducing Multimedia - - PowerPoint PPT Presentation

Distributed Multimedia Systems Introduction Introducing Multimedia Systems Example target applications - networked video libraries, Internet telephony and video-conferencing Real-time systems - performing tasks and delivering results


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SLIDE 1

Distributed Multimedia Systems

Introduction

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SLIDE 2

Introducing Multimedia Systems

  • Example target applications - networked video libraries,

Internet telephony and video-conferencing

  • Real-time systems - performing tasks and delivering

results according to a schedule that is externally determined

  • Quality of Service is a big issue (if not "the" big issue)
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SLIDE 3

Relationship to Real-time Systems

  • Widely studied
  • Many successful Real-time Systems have been

developed

  • Highly specialized
  • Not generally integrated into more general-purpose
  • perating systems and networks (which is the problem)
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SLIDE 4

Quality of Service Management

  • The planned allocation and scheduling of resources to

meet the needs of multimedia and other applications

  • Most current operating systems and networks do not

include the QoS management facilities needed to support multimedia applications

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SLIDE 5

Some Characteristics

  • Failure to meet deadlines in multimedia applications can be

serious

  • Multimedia applications are often highly distributed and
  • perate on standard platforms, competing with other

applications and services for resources

  • Multimedia resource requirements are often very dynamic

(think about the content)

  • Users often wish to balance the resource cost of multimedia

applications with other "mainstream" applications - they do not want to purchase specialist equipment

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SLIDE 6

QoS Management Systems

  • QoS Management systems are designed to meet the

needs of distributed multimedia applications

  • Requirement - managing the available resources

dynamically

  • Requirement - Varying the current allocations in

response to changing demands and priorities

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SLIDE 7

More on QoS Management

  • Managing all of the computing and communication

resources needed to acquire, process and transmit multimedia data streams, especially where the resources are shared between applications

  • Needed in order to guarantee that applications will be

able to obtain the necessary quantity of resources at the required times, even when other applications are competing for resources

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SLIDE 8

Example Distributed Multimedia System

Wide area gateway Video server Digital TV/radio server Video camera and mike Local network Local network

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SLIDE 9

Example Distributed Multimedia Applications

  • (Note: today's computing and network environments are QoS-less and

best-effort)

  • Web-based multimedia - best-effort access to audio and video

streams via the WWW; performance constrained by limited bandwidth and variable latencies; no real support from current OSes; extensive use of buffering at destination; delays can reach several seconds

  • Network phone and audio conferencing - low bandwidth

requirements; compression can be applied quite successfully; demands low round-trip delays

  • Video-on-demand services - digitized video; large on-line storage

systems; requires dedicated network bandwidth and dedicated stations; extensive buffering at destination

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SLIDE 10

Examples of Current Problems

  • Highly interactive applications cannot be supported by

today's environments

  • Multimedia applications tend to be cooperative (many

users) and synchronous (many coordinated users)

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SLIDE 11

Examples of Current Problem Applications

  • Internet Telephony - VoIP; current Internet not designed for

this type of traffic; as backbone runs at over 40Gbps, telephony can be supported to some degree; UDP used; QoS ignored, best-effort delivery; IP routing introduces unavoidable latencies; gateways to conventional telephone systems is underway, as is standardization (e.g., SIP)

  • Multiuser video-conferencing - limited by bandwidth and

latency constraints

  • Multi-site music rehearsal - synchronization constraints

are very tight; all performers must "see" and "hear" the other musicians as if they were all in the same room

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SLIDE 12

Distributed Multimedia Requirements

  • Low-latency communications - in order to appear

synchronous, delays need to be small (100-300ms)

  • Synchronized distributed state - what/when one user

sees/does, they all see/do

  • Media synchronization - 'lip sync' is important; e.g., the

distributed ensemble needs delays of less than 50ms

  • External synchronization - updates to "live content"

needs to appear to be instantaneous

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SLIDE 13

Key Point

Distributed Multimedia Applications will only run successfully when rigorous QoS management systems are deployed

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SLIDE 14

The Window of Scarcity

1980 1990 remote login network file access high-quality audio interactive video insufficient resources scarce resources abundant resources 2000

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SLIDE 15

Characteristics of Multimedia Data

  • The term "continuous" refers to the end-user's view or

perception of the data

  • Continuous media are represented as sequences of

discrete values that replace each other over time

  • Multimedia systems are said to be time-based or

"isochronous" - timed data elements in the audio and video streams define the semantics or content of the stream

  • Obviously, multimedia applications need to preserve the

timing data/information

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SLIDE 16

Typical Multimedia Streams

Data rate (approximate) Sample or frame size frequency Telephone speech 64 kbps 8 bits 8000/sec CD-quality sound 1.4 Mbps 16 bits 44,000/sec Standard TV video (uncompressed) 120 Mbps up to 640 x 480 pixels x 16 bits 24/sec Standard TV video (MPEG-1 compressed) 1.5 Mbps variable 24/sec HDTV video (uncompressed) 1000–3000 Mbps up to 1920 x 1080 pixels x 24 bits 24–60/sec HDTV video MPEG-2 compressed) 10–30 Mbps variable 24–60/sec

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SLIDE 17

Importance of Compression

  • Obviously, compression is an important technology as far as

Multimedia applications are concerned

  • Bandwidth can be reduced from factors of 10 to 100
  • However, compression introduces sometimes substantial

processing overhead at both the source and destination end- points (which may or may not be tolerable)

  • Special-purpose hardware can help, but software “codecs”

are more common/popular/flexible

  • Example compression scheme - MPEG video compression is

asymmetric; source algorithm is slow and complex (but good), destination algorithm is fast and simple