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Streaming media are multimedia that are constantly received by, and normally presented to, an end-user while being delivered by a streaming provider (the term "presented" is used in this article in a general sense that includes audio or video playback). The name refers to the delivery method of the medium rather than to the medium itself. The distinction is usually applied to media that are distributed over telecommunications networks, as most other delivery systems are either inherently streaming (e.g., radio, television) or inherently non-streaming (e.g., books, video cassettes, audio CDs). The verb 'to stream' is also derived from this term, meaning to deliver media in this manner. Internet television is a commonly streamed medium.
Live streaming, more specifically, means taking the video and broadcasting it live over the Internet. The process involves a camera for the video, an encoder to digitize the content, a video publisher where the streams are pushed to (or pulled from the encoder - depending on the encoder) and a Content delivery Network to distribute and deliver the content. The URL can then be viewed by end Users live. Security remains one of the main challenges with this new methodology. However, DRM systems are the best way to keep the content secure.
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Attempts to display media on computers date back to the earliest days of computing in the mid-20th century. However, little progress was made for several decades, primarily due to the high cost and limited capabilities of computer hardware.
From the late 1980s through the 1990s, consumer-grade personal computers became powerful enough to display various media. The primary technical issues related to streaming were:
However, computer networks were still limited, and media was usually delivered over non-streaming channels, such as by downloading a digital file from a remote web server and then saving it to a local drive on the end user's computer or storing it as a digital file and playing it back from CD-ROMs.
During the late 1990s and early 2000s, Internet users saw:
These advances in computer networking combined with powerful home computers and modern operating systems made streaming media practical and affordable for ordinary consumers. Stand-alone Internet radio devices offer listeners a "no-computer" option for listening to audio streams.
In general, multimedia content has a large volume, so media storage and transmission costs are still significant; to offset this somewhat, media are generally compressed for both storage and streaming.
Increasing consumer demand for streaming of high definition (HD) content to different devices in the home has led the industry to develop a number of technologies, such as Wireless HD or ITU-T G.hn, which are optimized for streaming HD content without forcing the user to install new networking cables.
Increasing consumer demand for live streaming has prompted YouTube to implement their new Live Streaming service to users. In 2008 Steve Chen reported to Sarah Meyers of ‘Pop17’ that "Live video is just something that we've always wanted to do, we've never had the resources to do it correctly, but now with Google, we hope to actually do it this year." [1]
A media stream can be streamed either by live or on demand. Live streams are generally provided by a means called true streaming. True streaming sends the information straight to the computer or device without saving the file to a hard disk. On Demand streaming is provided by a means called progressive streaming or progressive download. Progressive streaming saves the file to a hard disk and then is played from that location. On Demand streams are often saved to hard disks and servers for extended amounts of time; while the live streams are only available at one time only (e.g. during the Football game).[2]
Streaming media storage size (in the common file system measurements mebibytes, megabytes, gigabytes, terabytes, and so on) is calculated from the streaming bandwidth and length of the media using the following formula (for a single user and file):
since 1 mebibyte = 8 × 1024 × 1024 bits.
Real world example:
One hour of video encoded at 300 kbit/s (this is a typical broadband video in 2005 and it is usually encoded in a 320×240 pixels window size) will be:
If the file is stored on a server for on-demand streaming and this stream is viewed by 1,000 people at the same time using a Unicast protocol, the requirement is:
This is equivalent to around 135 GB per hour. Of course, using a multicast protocol the server sends out only a single stream that is common to all users. Hence, such a stream would only use 300 kbit/s of serving bandwidth. See below for more information on these protocols.
The calculation for Live streaming is similar.
Assumptions: speed at the encoder, is 500kbps.
If the show last for 3 hours, with 3000 viewers then the calculation is :
Number of MB transferred = encoder speed ( in kbps) * number of seconds * number of viewer/(8*1024)
Number of MB transferred = 500 (kbps) * 3*3600 ( = 3 hours)*3000 (nbr of viewers)/(8*1024) = 1977539 MB
Designing a network protocol to support streaming media raises many issues, such as: