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The
State of Streaming Media
by:
Christopher Harz
We
keep hearing about the great new killer app of the Internet: streaming
multimedia. Headlines and newscasters blare that soon anyone with
a digital video camera and a PC workstation at home will be able
to show their work by streaming it over the Internet, leading
to thousands of low-cost independent films becoming available
over zillions of Web sites. There is just one small problem. It
can’t be done.
It
is, of course, possible to stream video and audio over the Internet.
Streaming is the delivery of content from a Web server to a user’s
browser over an Internet Protocol (IP) network. It allows you
to see a video clip before it has finished downloading. In essence,
it downloads a small file and then lets the user view the video
and audio "on the fly" as they come in. Older formats such as
AVI or QuickTime
1 required that the whole file be downloaded before viewing could
begin. Streaming works its magic by compressing the audio/video
at the source and sending it to a "player" at the user end, essentially
a decoder that decompresses the material for play. A player is
a plug-in to a browser; common streaming players such as RealNetworks
or Windows
Media are already included
in the newest versions of browsers such as Internet Explorer or
Netscape.
The
use of streaming media is catching on like wildfire. Short clips
shown in windows a couple of inches wide on the user’s screen
are commonly used to illustrate Web news broadcasts or databases,
or for rich media ads. Audio streaming via MP3 and other formats
is, in fact, very good, and the audio portion of live music webcasts
can approach broadcast quality. But the promise of "TV-like video"
over the regular Internet is a blatant lie. It can’t be done for
two reasons: bandwidth and latency.
The
bandwidth constraint is easy to demonstrate. Full-screen video
at 30 fps, even with good compression, is still over a megabyte
in size, which translates to a bandwidth requirement of over 8
megabits per second (transmission is always expressed in bits
per second, whereas memory is described as bytes). Trying to cram
this through a modem capable of only 56 or 128 thousand bits per
second is like trying to push a watermelon through a garden hose.
New broadband pipelines like cable modems or DSL will alleviate
this problem with speeds of around 1.5 megabits per second. But
there is a second problem that generally gets ignored by the wild
optimists, namely the latency found on the Internet due to the
high number of connections, traffic loads, and outages. Latency
delays are irrelevant for text messages, which is what the Internet
was originally designed for. But for video they are fatal – users
want to see pictures in the proper sequence and timing, but instead
they get video with varying speeds and "dropouts" lasting from
seconds to minutes. The reasons for the delay lies in the high
number of connections -- a signal traveling from Los Angeles to
Moscow could go through dozens of connections, each of which add
delay and error. A server going out anywhere along the way will
mean a blank screen at the user end, as could an excess of traffic
along any of these links. Because of these problems, industry
insiders now admit that it is impossible to stream high-quality
video over the regular Internet.
So
what can be done? The answer is being provided by a number of
"video enabling" companies that were on view at the recent Telecon
West Show in Anaheim, California. Because the demand for high-quality
streaming video is so strong, such companies are becoming the
darlings of venture capitalists, who consider enabling video transmission
one of the "hot" areas of Internet technology. Companies such
as FVC.com,
Cisco Systems,
SightPath,
and Sandpiper
try to solve the aforementioned problems in several ways.
The
first stage is at the content provider end, where the enabler
may help film and format the video correctly, so it can be compressed
easily. A program with quick "jump cuts" of the type seen on MTV
is very hard to compress, since codecs (compression/decompression
algorithms) usually leave out some video frames and then depend
on interpolation between the remaining frames to recreate them
at the user end; very fast lateral movements or quick edits make
this hard to do.
The
second and most important thing an enabler does is route the content
directly to the gateway access of a "backbone," a high-speed Internet
link that is like a toll road, i.e., it’s very fast, but it’s
not for everybody, and it costs extra to use. Some enablers use
land lines; VStream,
for instance, links directly to a UUNet backbone. Others, such
as Sandpiper, bypass the crowded "public" Internet roads by use
of satellite links.
One
of the most impressive demos at Telecon West showed a video being
shot at a facility provided by Play,
Inc., which provides a compact
traveling studio complete with virtual sets allowing computer-created
backgrounds, hooked up to a three-foot dish that transmitted to
a satellite; any user with a dish and access to the satellite
could get the webcast live at broadband speeds. If the receiver
is a cable company, for instance, it could then retransmit the
signal to its subscribers via cable modems.
A
third service an enabler may offer is mirroring, transmitting
the material to a number of remote servers where it is stored.
When the user demands the video, he receives it from a gateway
that is electronically near him, thereby reducing transmission
delays; since the content is cached at multiple sites, he can
fall back to a second server in case the primary one goes out.
A
fourth service an enabler can offer is overall network management
– watching over a live webcast to make sure it is proceeding as
planned, re-routing if there are any problems, and monitoring
the viewers to assure they are getting a quality product.
The
bottom line, then, is that high-quality video is possible over
Internet links – but not with normal home access, or over the
public Internet.
There
is one major exception to all these barriers to transmitting high-quality
content over the Internet, and that is for animation. It is totally
possible to transmit full-screen high-quality animated content
over the Internet today. This is done by using special protocols
that in essence break the content into two parts, the animated
models (either 2-D or 3-D) and backgrounds on the one hand, and
the movement data or vectors on the other hand. The models and
background are first downloaded to the user in a small file that
may take a minute or so to download. After that the only thing
he gets over the Internet is the movement and audio data, which
are small enough to be handled by 56K or 128K modems. The user’s
desktop does all the work, rendering each scene with the models
it has already stored, and moving each character according to
the vector data coming in. If there is a glitch on the Internet
and the description of how a character is moving is delayed, the
software can keep the character moving by "dead-reckoning algorithms,"
making intelligent guesses as to where it would probably be going.
When reconnection is established, any necessary corrections are
made as subtly as possible. This technology, first developed by
the military for large-scale war games, is now being used for
online multiplayer computer game networks and other realtime animated
web content. For an example of high-quality (and creative) 2D
animated content using the Flash 4
format, see Spumco’s
Web site. For an example of
great 3-D animated content using the BDE format, see the Brilliant
Digital Entertainment site.
Even
though high-quality video cannot be viewed via today’s public
Internet, the access to specialized, private parts of the net
is increasing rapidly. As a result, many companies looking to
the future are buying the rights to "short format" films (generally
30 minutes or less), such as Atom
Films, SightSound,
iFilm,
and MediaTrip.
Such companies have the resources to enter
into relationships with the owners of backbones to transmit their
material.
What
does all this mean to the budding independent producer that wants
to start showing his movies over the Net? First, he should not
expect anyone to watch films that he sends over a 56K modem; he
needs to get in touch with one of the enabling companies that
can help him onto the Internet’s high-speed toll roads. Second,
he may want to seriously consider producing his content as animation.
The current advantage that animation enjoys over straight video
in being easily transmittable over the public Internet will last
at least 5 to 10 years. And on the Internet, that is a very, very
long time.
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