Lecturer: E-Mail: Office:: Ahemaid@iugaza - Edu.ps
Lecturer: E-Mail: Office:: Ahemaid@iugaza - Edu.ps
Lecturer: E-Mail: Office:: Ahemaid@iugaza - Edu.ps
ps Office: I 114
The challenges in Multimedia Network Communications arise because multimedia data (audio, video, etc.) are known as continuous media. They have the following characteristics:
Voluminous : sending large volumes of data within short period of time demand very high data rates, possibly dozens or hundreds of Mbps.
Real-time and Interactive: demand low delay and synchronization between audio and video for lip sync. In addition, applications such as video conferencing and interactive multimedia also require twoway traffic. Sometimes Bursty: data rates fluctuate drastically, e.g., no traffic most of the time but burst to high volume in video-on-demand.
Real-Time (also Conversational): two-way traffic, low latency and jitter, possibly with prioritized delivery, e.g., voice telephony and video telephony. Priority Data: two-way traffic, low loss and low latency, with prioritized delivery, e.g., Ecommerce applications. Silver: moderate latency and jitter, strict ordering and sync. One-way traffic, e.g., streaming video, or Two-way traffic (also Interactive), e.g., web surfing, Internet games. Best Effort (also Background): no real-time requirement, e.g., downloading or transferring large files (movies). Bronze: no guarantees for transmission.
Multimedia data has both content (bytes that make up an audio sample or a video frame) and timing attributes, for example, the timing attribute might be the video frame temporal location during a particular interval of time within the video.
MM APP Types:
1) Streaming stored multimedia 2) Streaming live multimedia 3) Real-time interactive multimedia 4) Stored multimedia file (a file downloaded in its
entirety and then played out, we will ignore this one)
Data must be received from the server in time for its playout at the client. Data not received before their playout time are considered lost. Stored applications have the flexibility to transmit data as fast as the network path will allow, since all of the multimedia is stored and always available for transmission. Live applications do not have this flexibility. Interactive human-to-human communication (for example, a teleconference or an audio call) requires low end-to-end latencies, typically less than 400 msec in order for such interaction communication to feel natural for the participants.
Stored streaming: media stored at source transmitted to client Streaming: client playout begins before all data has arrived
timing constraint for still-to-be transmitted data: in time for playout
The most famous applications here are offered by Microsoft, YouTube and Real Networks.
Interactivity:
client can pause, rewind, FF, push slider bar 10 sec initial delay OK 1-2 sec until command effect OK Timing constraint for still-to-be transmitted data: in time for playout
1. video recorded
2. video sent
network delay
time
playing out early part of video, while server still sending later part of video
Examples: Internet radio talk show Live sporting event Streaming playback buffer playback can lag tens of seconds after transmission still have timing constraint Interactivity fast forward impossible rewind, pause possible!
Applications: IP telephony, video conference, virtual class rooms, distributed interactive worlds, etc. End-end delay requirements:
Audio: < 150 msec good, < 400 msec OK 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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