Transmisión de Datos Multimedia – http://www.grc.upv.es/docencia/tdm – Master IC 2007/2008 Tema 0: Transmisión de Datos Multimedia Clases de aplicaciones multimedia Redes basadas en IP y QoS Computer Networking: A Top Down Approach Featuring the Internet, 3 rd edition. Jim Kurose, Keith Ross Addison-Wesley, July 2004.
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Transmisión de Datos Multimedia – http://www.grc.upv.es/docencia/tdm – Master IC 2007/2008
Tema 0: Transmisión de Datos MultimediaTema 0: Transmisión de Datos Multimedia
Clases de aplicaciones multimedia Redes basadas en IP y QoS
Computer Networking: A Top Down Approach Featuring the
Internet, 3rd edition.
Jim Kurose, Keith RossAddison-Wesley, July 2004.
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What is multimedia?
Definition of multimedia Hard to find a clear-cut definition In general, multimedia is an integration of text, graphics, still
and moving images, animation, sounds, and any other medium where every type of information can be represented, stored, transmitted and processed digitally
Characteristics of multimedia Digital – key concept Integration of multiple media type, usually including video
or/and audio May be interactive or non-interactive
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Various Media Types
Text, Graphics, image, video, animation, sound, etc. Classifications of various media types
Captured vs. synthesized media Captured media (natural) : information captured from the real
world– Example: still image, video, audio
Synthesized media (artificial) : information synthesize by the computer
– Example: text, graphics, animation
Discrete vs. continuous media Discrete media: space-based, media involve the space dimension
only– Text, Image, Graphics
Continuous media: time-based, media involves both the space and the time dimension
– Video, Sound, Animation
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Classification of Media Type
SoundSound VideoVideo
ImageImage
AnimationAnimation
TextText GraphicsGraphics
Captured From real world
Synthesized By computer
Discrete Discrete
Continuous Continuous
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Text
Plain text Unformatted Characters coded in binary form ASCII code All characters have the same style and font
Rich text Formatted Contains format information besides codes for characters No predominant standards Characters of various size, shape and style, e.g. bold, colorful
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Plain Text vs. Rich Text
An example of Plain text
Example of Rich text
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Graphics
Revisable document that retains structural information Consists of objects such as lines, curves, circles, etc Usually generated by graphic editor of computer programs
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Example of graphics (FIG file)
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Images
2D matrix consisting of pixels Pixel—smallest element of resolution of the image One pixel is represented by a number of bits Pixel depth– the number of bits available to code the pixel
Have no structural information Two categories: scanned vs. synthesized still image
Computer software
Computer software
Capture and A/D conversionCapture and
A/D conversion
Digital still imageDigital still image
Synthesizedimage
Scannedimage
Camera
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Images (cont.)
Examples of images Binary image – pixel depth 1 Gray-scale – pixel depth 8 Color image – pixel depth 24
Binary image
Gray-scale imagecolor image
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Video vs. Animation
Both images and graphics can be displayed as a succession of view which create an impression of movement
Video – moving images or moving pictures Captured or Synthesized Consists of a series of bitmap images Each image is called a frame Frame rate: the speed to playback the video (frame per
second) Animation – moving graphics
Generated by computer program (animation authoring tools) Consists of a set of objects The movements of the objects are calculated and the view is
updated at playback
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Sound
1-D time-based signal
Speech vs. non-speech sound Speech – supports spoken language and has a semantic
content Non-speech – does not convey semantics in general
Natural vs. structured sound Natural sound – Recorded/generated sound wave
represented as digital signal Example: Audio in CD, WAV files
Structured sound – Synthesize sound in a symbolic way Example: MIDI file
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Networked Multimedia
Local vs. networked multimedia Local: storage and presentation of multimedia information
in standalone computers Sample applications: DVD
Networked: involve transmission and distribution of multimedia information on the network
Sample applications: videoconferencing, web video broadcasting, multimedia Email, etc.
InternetInternetVideo server
Image serverA scenario of multimedia networking
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Consideration of Networked Multimedia
Requirements of multimedia applications on the network Typically delay sensitive
end-to-end delay delay jitter:
– Jitter is the variability of packet delays within the same packet stream
Quality requirement Satisfactory quality of media presentation Synchronization requirement Continuous requirement (no jerky video/audio) Can tolerant some degree of information loss
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Technologies of Multimedia Networking
Challenges of multimedia networking1. Conflict between media size and bandwidth limit of the
network2. Conflict between the user requirement of multimedia
application and the best-effort network3. How to meet different requirements of different users?
Media compression – reduce the data volumeAddress the 1st challenge Image compression Video compression Audio compression
Multimedia transmission technologyAddress the 2nd and 3rd challenges Protocols for real-time transmission Rate / congestion control Error control
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Multimedia Networking Systems
Live media transmission system Capture, compress, and transmit the media on the fly
(example?) Send stored media across the network
Media is pre-compressed and stored at the server. This system delivers the stored media to one or multiple receivers. (example?)
Differences between the two systems For live media delivery:
Real-time media capture, need hardware support Real-time compression– speed is important Compression procedure can be adjusted based on network
conditions For stored media delivery
Offline compression – better compression result is important Compression can not be adjusted during transmission
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Classes of multimedia applications
Streaming stored audio and video Streaming live audio and video Real-time interactive audio and video
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Streaming Stored Multimedia: What is it?
1. videorecorded
2. videosent
3. video received,played out at client
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streaming: at this time, client playing out early part of video, while server still sending laterpart of video
networkdelay
time
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100%
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Streaming vs. Download of Stored Multimedia Content
Download: Receive entire content before playback begins High “start-up” delay as media
file can be large~ 4GB for a 2 hour MPEG II
movie Streaming: Play the media file
while it is being received Reasonable “start-up” delaysReception Rate >= playback
rate. Why?
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Streaming Stored Multimedia: Interactivity
VCR-like functionality: client can pause, rewind, FF, push slider bar
•10 sec initial delay OK•1-2 sec until command effect
OK•RTSP often used (more later)
timing constraint for still-to-be transmitted data: in time for playout
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constant bit rate videotransmission
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constant bit rate video playout at client
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Streaming Multimedia: Client Buffering
Client-side buffering, playout delay compensate for network-added delay, delay jitter
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Streaming Multimedia: Client Buffering
Client-side buffering, playout delay compensate for network-added delay, delay jitter
bufferedvideo
variable fillrate, x(t)
constant drainrate, d
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Interactive, Real-Time Multimedia
applications: IP telephony, video conference, distributed interactive worlds
includes application-level (packetization) and network delays higher delays noticeable, impair interactivity
session initialization how does callee advertise its IP address, port number,
encoding algorithms?
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Internet multimedia: simplest approach
audio, video not streamed: no, “pipelining,” long delays until playout!
audio or video stored in file files transferred as HTTP object
received in entirety at clientthen passed to player
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Progressive Download
browser GETs metafile browser launches player, passing metafile player contacts server server downloads audio/video to player
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Streaming from a streaming server
This architecture allows for non-HTTP protocol between server and media player
Can also use UDP instead of TCP.
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Multimedia Over Today’s Internet
TCP/UDP/IP: “best-effort service” no guarantees on delay, loss
But multimedia apps requires QoS and level of performance to be effective!
Today’s Internet multimedia applications use application-level techniques to mitigate (as best possible) effects of delay, loss
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Streaming Multimedia: UDP or TCP?
UDP server sends at rate appropriate for client (oblivious to
network congestion!) often send rate = encoding rate = constant rate then, fill rate = constant rate - packet loss
short playout delay (2-5 seconds) to compensate for network delay jitter
error recover: time permittingTCP send at maximum possible rate under TCP fill rate fluctuates due to TCP congestion control larger playout delay: smooth TCP delivery rate HTTP/TCP passes more easily through firewalls
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Multimedia, Quality of Service: What is it?
Multimedia applications: network audio and video(“continuous media”)
network provides application with level of performance needed for application to function.
QoS
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Improving QOS in IP Networks
Thus far: “making the best of best effort” Future: next generation Internet with QoS guarantees