Streaming Stored Multimedia Streaming: g media stored at source 口 transmitted to client o streaming: client playout begins before all data has arrived o timing constraint for still-to-be transmitted data: in time for playout
Streaming Stored Multimedia 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
Streaming Stored Multimedia What Sit2 2. video sent 1. video 3. video received recorde d network played out at client delay time streaming: at this time, client playing out early part o of video while server still sending later part of video
Streaming Stored Multimedia: What is it? 1. video recorded 2. video sent 3. video received, played out at client streaming: at this time, client playing out early part of video, while server still sending later part of video network delay time
Streaming Stored Multimedia: Interactivity O VCR-like functionality: client can < pause, rewind, FF, push slider bar o 10 sec initial delay Ok o 1-2 sec until command effect OK o RTSP often used (more later) o timing constraint for still-to-be transmitted data: in time for playout
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
Streaming Live Multimedia Examples: g Internet radio talk show o Live sporting event streaming o playback buffer playback can lag tens of seconds after transmission o still have timing constraint Interactivity o fast forward impossible o rewind, pause possible
Streaming Live Multimedia 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!
Interactive, Real-Time Multimedia O applications: IP telephony, video conference, distributed interactive worlds O end-end delay requirements o audio: 150 msec good 400 msec OK includes application-level (packetization)and network delays higher delays noticeable, impair interactivity g session initialization o how does callee advertise its ip address, port number, encoding algorithms?
Interactive, Real-Time Multimedia 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? applications: IP telephony, video conference, distributed interactive worlds