Streaming Media Technology
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== Introduction == | == Introduction == | ||
- | When the user requests to play a media object that is stored on a remote server, the data blocks are retrieved from the remote server over a network, and passes to the client for display. [3] There are ususaly two ways of doing that. First, the player doesn't play until the media object is completely downloaded on the client. Second, the player can start to play while "streaming" the media as long as enough data has been received - without waiting for the fully downloading, which is so-called the streaming media. | + | When the user requests to play a media object that is stored on a remote server, the data blocks are retrieved from the remote server over a network, and passes to the client for display.[3] There are ususaly two ways of doing that. First, the player doesn't play until the media object is completely downloaded on the client. Second, the player can start to play while "streaming" the media as long as enough data has been received - without waiting for the fully downloading, which is so-called the streaming media. |
- | Compared with the way of fully downloading, | + | Compared with the way of fully downloading, the way of streaming takes many advantages. First, there's almost no waiting time for downloading. Second, no copies are stored during the process, which protects the copyright and reduces the storage requirement of the client. Third, real-time events becomes possible. However, streaming is always limited by the network conditions. If the speed of the network is very slow, the way of streaming won't work well and some data may lost during the transport process. |
== System Architecture == | == System Architecture == |
Revision as of 00:52, 9 April 2008
Streaming media is multimedia that is constantly received by, and normally displayed to, the end-user while it is being delivered by the provider.[1] Streaming media technolgy enables on-demand or real-time access to multimedia content via internet and allows users to play those contents without fully downloading them. After playing, there's no copy of played contents leaving on the receiving devices, which protects the copyright of the original mutimedia contents.
Contents |
Introduction
When the user requests to play a media object that is stored on a remote server, the data blocks are retrieved from the remote server over a network, and passes to the client for display.[3] There are ususaly two ways of doing that. First, the player doesn't play until the media object is completely downloaded on the client. Second, the player can start to play while "streaming" the media as long as enough data has been received - without waiting for the fully downloading, which is so-called the streaming media.
Compared with the way of fully downloading, the way of streaming takes many advantages. First, there's almost no waiting time for downloading. Second, no copies are stored during the process, which protects the copyright and reduces the storage requirement of the client. Third, real-time events becomes possible. However, streaming is always limited by the network conditions. If the speed of the network is very slow, the way of streaming won't work well and some data may lost during the transport process.
System Architecture
To be filled
Storage and Bandwidth
To be filled
Data Compression
Run-length encoding
Relative encoding
Huffman encoding
Transform encoding
To be filled
Network Protocols
RTP
RTCP
RTSP
RSVP
To be filled
Applications
- A
- B
- C
- D
References
[1] Wikipedia, "Streaming Media", April 2008, "http://en.wikipedia.org/wiki/Streaming_media" .
[2] Sequence website, "http://www.sequence.co.uk/services/streamingmedia/howdoesitwork.html" .
[3] Dashti, Ali E. Streaming Media Server Design, Prentice Hall, 2003
See also
External links
- streamingmedia.com - Streaming Media Industry News
- Streaming Media - Streaming Media Wiki Page
- TCP/IP_model - Protocols on the Five-layer TCP/IP Model
--Chuh 15:58, 7 April 2008 (EDT)