波音游戏-波音娱乐城赌球打不开

Live Internet/Video/TV Broadcast: Technology Behind

by Desmond Chan

Abstract

Nowadays, the Internet world is no longer a passageway for communication among people with text contents. Over the last few years there has been a dramatic improvement in the quality of IP-based network media technologies. Obviously, streaming media technologies continue to be cast into new applications, extending services so far reserved for the domains of the PC, home entertainment and mobile cellular technologies. The server, protocol and network architectures for streaming content to multiple devices find their evolution within services among webconferencing and webcasting. Whether for personal desktop or widespread delivery, the serving device contrives a system for conveying messages and information.

Some Basic Concepts

In order to play smoothly, video data needs to be available continuously and in the proper sequence without interruption. Until fairly recently, it had to be downloaded in its entirety to the PC before it could be played. With streaming, the file remains on the server. The initial part is copied to a buffer on the PC and then, after a short delay, called pre-roll, starts to play and continues as the rest of the file is being pulled down. Streaming provides a steady method of transmission controlled by interaction between the PC and the server. The server regulates the stream according to network congestion and thereby optimizes the presentation on the PC.

There are three software components involved in streaming:

  • The Player: The client software that must be loaded on the PC in order to play back the stream. This may be run as a stand-alone application or launched through a plug-in for the browser.
  • The Video Server: The software that handles the distribution of streams. The video server is I/O intensive so the machine to support it needs to have fast disc access and plenty of free storage capacity to hold the content.
  • The Encoder: The software that compresses an audio/video source into a file or live stream that can be streamed over the network. Encoding is CPU-intensive so the machine that supports it needs to have a fast processor and sufficient memory.

Content can be On-demand or Broadcast

On-demand content delivery is controlled by the client. The user can select a pre-recorded stream and also freely choose when to view it. Furthermore the user can control the video stream - pausing, jumping ahead/back, restarting, etc. – just as with a video recorder. On the other hand, broadcast content delivery is controlled and scheduled by the server. The content is only made available for viewing at selected times. The viewer can only watch the stream as it is being transmitted without any control over it, just as with a television or radio broadcast. Broadcast content can be scheduled to come from an archived file or can be a live transmission from an external audio/video device such as a camera or video recorder.

Microsoft Windows streaming solutions

The following diagram illustrates the key elements for broadcasting live/VOD contents to designating clients (Windows Media Streaming solution - Microsoft Inc.)

 

 

Understanding unicast vs. multicast streaming

Windows Media Services uses the terms unicast and multicast when describing how clients receive data packets from a Windows Media server (See below).

 


About unicast

A unicast is a point-to-point connection between the client and server. Point-to-point means that each client receives a distinct stream from the server. A unicast stream is sent to only the client that requested it.

About multicast

A multicast is a content stream delivered over a multicast-enabled network; all clients on the network share the same stream. The biggest advantage of streaming ASF (Advanced Systems Format) content in this manner is that it saves network bandwidth. Multicast produces the most efficient use of bandwidth when enabled for several clients, making it well-suited to services such as video-over-IP. Multicasting uses the same bandwidth for dozens of clients as it does for one; however, it may require that all routers in the path have software, firmware or, in some cases, hardware updates. Furthermore, for multicast delivery, the entire path must be multicast-enabled, which is frustrating on public Internet domain.

Protocols behind

MMS (Microsoft Media Server) protocol is the proprietary Microsoft network streaming protocol and is used extensively by Microsoft media player software. MMS protocol can be used on top of TCP (Transmission Control Protocol) and UDP (Universal Datagram Protocol) transport protocols over any network medium, with its primary use being the streaming of live or prerecorded audio and video to computers that do not require downloading a file before playing it.

While the Internet cloud remains a best efforts network, there are Internet protocols that address streaming media delivery. UDP, for example, has been important for streaming video because it is more permissive of dropped packets than is TCP. RTP (Real-Time Protocol) and RTSP (Real-Time Streaming Protocol) have been developed to enhance the sequencing, synchronization, and interactive capabilities of both UDP and TCP.

RTSP is a control or communication protocol used between client and server; RTP is the data protocol used by the server to send data to the client. Rather than first downloading a file to the client, RTP plays it in real time, which differentiates it from HTTP (Hyper-Text Transfer Protocol) and FTP (File Transfer Protocol). Often, the real-time protocols are indicated as one, shown as RTSP/RTP. Some services, such as Real System Server, will use RDT, its own proprietary data channel, for the delivery of content to Real ONE players.

Future trends

Much of research into future technology involves offering Video over wireless networks. High bandwidth-fluctuation and high bit-error rates require new video coding formats (i.e. H264 / MPEG-4-AVC) being able to deliver the video over wireless networks smoothly with limited bandwidth. Along with more compression and transport technology evolving, developing suitable environment for conveying high definition streaming contents could be dominant to the marketplace.

References

  1. e-Video: Producing Internet Video as Broadband Technologies Converge – H. Peter Alesso (Addison Wesley)
  2. Microsoft TechNet (Microsoft Inc.): Microsoft’s Streaming Media Technologies: Windows Server 2003 R2
  3. Technology Review – MIT: http://www.technologyreview.com
百家乐官网网上真钱娱乐网| 澳门百家乐官网娱乐城送体验金| bet365体育在线15| 乐天堂百家乐官网赌场娱乐网规则 | 太阳城百家乐群| 从化市| 西昌市| rmb百家乐的玩法技巧和规则| 至尊百家乐官网2014| 大发888全球顶级游戏平台| 利来百家乐官网娱乐| 百家乐官网破解版下载| 香港六合彩彩色图库| 汇丰百家乐官网的玩法技巧和规则 | 百家乐官网智能软件| 皇家赌场下载| 大发888娱乐城存款| 百家乐揽子打法| 百家乐官网透视牌靴价格 | 大发888客户端下载| 百家乐网址是多少| 亿酷棋牌世界下载手机版| 太子百家乐的玩法技巧和规则| 24山安葬择日| 永利博百家乐官网的玩法技巧和规则| 百家乐官网送錢平臺| 太阳城百家乐官网祖玛| 百家乐官网巴厘岛平台| 百家乐官网百家乐官网群| 投注平台网| 瑞奇国际娱乐| k7娱乐城| 沙巴娱乐| 彭州市| 临沭县| 赌场回忆录| 加州百家乐官网娱乐城| 百家乐官网代理网址| 林周县| 水果老虎机游戏| 网上百家乐真的假|