2. Overview of Video Streaming and Communication Applications


2. Overview of Video Streaming and Communication Applications

There exist a very diverse range of different video communication and streaming applications, which have very different operating conditions or properties. For example, video communication application may be for point-to-point communication or for multicast or broadcast communication, and video may be pre-encoded (stored) or may be encoded in real-time (e.g. interactive videophone or video conferencing). The video channels for communication may also be static or dynamic, packet-switched or circuit-switched, may support a constant or variable bit rate transmission, and may support some form of Quality of Service (QoS) or may only provide best effort support. The specific properties of a video communication application strongly influence the design of the system. Therefore, we continue by briefly discussing some of these properties and their effects on video communication system design.

Point-to-point, multicast, and broadcast communications

Probably the most popular form of video communication is one-to-many (basically one-to-all) communication or broadcast communication, where the most well known example is broadcast television. Broadcast is a very efficient form of communication for popular content, as it can often efficiently deliver popular content to all receivers at the same time. An important aspect of broadcast communications is that the system must be designed to provide every intended recipient with the required signal. This is an important issue, since different recipients may experience different channel characteristics, and as a result the system is often designed for the worst-case channel. An example of this is digital television broadcast where the source coding and channel coding were designed to provide adequate reception to receivers at the fringe of the required reception area, thereby sacrificing some quality to those receivers in areas with higher quality reception (e.g. in the center of the city). An important characteristic of broadcast communication is that, due to the large number of receivers involved, feedback from receiver to sender is generally infeasible - limiting the system's ability to adapt.

Another common form of communication is point-to-point or one-to-one communication, e.g. videophone and unicast video streaming over the Internet. In point-to-point communications, an important property is whether or not there is a back-channel between the receiver and sender. If a back-channel exists, the receiver can provide feedback to the sender which the sender can then use to adapt its processing. On the other hand, without a back-channel the sender has limited knowledge about the channel.

Another form of communication with properties that lie between point-to-point and broadcast is multicast. Multicast is a one-to-many communication, but it is not one-to-all as in broadcast. An example of multicast is IP-Multicast over the Internet. However, as discussed later, IP Multicast is currently not widely available in the Internet, and other approaches are being developed to provide multicast capability, e.g. application-layer multicast via overlay networks. To communicate to multiple receivers, multicast is more efficient than multiple unicast connections (i.e. one dedicated unicast connection to each client), and overall multicast provides many of the same advantages and disadvantages as broadcast.

Real-time encoding versus pre-encoded (stored) video

Video may be captured and encoded for real-time communication, or it may be pre-encoded and stored for later viewing. Interactive applications are one example of applications which require real-time encoding, e.g. videophone, video conferencing, or interactive games. However real-time encoding may also be required in applications that are not interactive, e.g. the live broadcast of a sporting event.

In many applications video content is pre-encoded and stored for later viewing. The video may be stored locally or remotely. Examples of local storage include DVD and Video CD, and examples of remote storage include video-on-demand (VOD), and video streaming over the Internet (e.g. as provided by RealNetworks and Microsoft). Pre-encoded video has the advantage of not requiring a real-time encoding constraint. This can enable more efficient encoding such as the multipass encoding that is typically performed for DVD content. On the other hand, it provides limited flexibility as, for example, the pre-encoded video cannot be significantly adapted to channels that support different bit rates or to clients that support different display capabilities from those used in the original encoding.

Interactive versus Non-interactive Applications

Interactive applications such as videophone or interactive games have a real-time constraint. Specifically the information has a time-bounded usefulness, and if the information arrives, but is late, it is useless. This is equivalent to a maximum acceptable end-to-end latency on the transmitted information, where by end-to-end we mean: capture, encode, transmission, receive, decode, display. The maximum acceptable latency depends on the application, but often is on the order of 150 ms. Non-interactive applications have looser latency constraints, for example many seconds or potentially even minutes. Examples of non-interactive applications include multicast of popular events or multicast of a lecture; these applications require timely delivery, but have a much looser latency constraint. Note that interactive applications require real-time encoding, and non-interactive applications may also require real-time encoding, however the end-to-end latency for non-interactive applications is much looser, and this has a dramatic effect on the design of video communication systems.

Static versus Dynamic Channels

Video communication system design varies significantly if the characteristics of the communication channel, such as bandwidth, delay, and loss, are static or dynamic (time-varying). Examples of static channels include ISDN (which provides a fixed bit rate and delay, and a very low loss rate) and video storage on a DVD. Examples of dynamic channels include communication over wireless channels or over the Internet. Video communication over a dynamic channel is much more difficult than over a static channel. Furthermore, many of the challenges of video streaming, as are discussed later in this article, relate to the dynamic attributes of the channels.

Constant-bit-rate (CBR) or Variable-bit-rate (VBR) Channel

Some channels support CBR, for example ISDN or DTV, and some channels support VBR, for example DVD storage and communication over shared packet networks. On the other hand, a video sequence typically has time-varying complexity. Therefore coding a video to achieve a constant visual quality requires a variable bit rate, and coding for a constant bit rate would produce time-varying quality. Clearly, it is very important to match the video bit rate to what the channel can support. To achieve this a buffer is typically used to couple the video encoder to the channel, and a buffer control mechanism provides feedback based on the buffer fullness to regulate the coarseness/fineness of the quantization and thereby the video bit rate.

Packet-Switched or Circuit-Switched Network

A key network attribute that affects the design of media streaming systems is whether they are packet-switched or circuit-switched. Packet-switched networks, such as Ethernet LANs and the Internet, are shared networks where the individual packets of data may exhibit variable delay, may arrive out of order, or may be completely lost. Alternatively, circuit-switched networks, such as the public switched telephone network (PSTN) or ISDN, reserve resources and the data have a fixed delay, arrives in order, however the data may still be corrupted by bit errors or burst errors.

Quality of Service (QoS) Support

An important area of network research over the past two decades has been QoS support. QoS is a vague, and all-encompassing term, which is used to convey that the network provides some type of preferential delivery service or performance guarantees, e.g. guarantees on throughput, maximum loss rates or delay. Network QoS support can greatly facilitate video communication, as it can enable a number of capabilities including provisioning for video data, prioritizing delay-sensitive video data relative to other forms of data traffic, and also prioritize among the different forms of video data that must be communicated. Unfortunately, QoS is currently not widely supported in packet-switched networks such as the Internet. However, circuit-switched networks such as the PSTN or ISDN do provide various guarantees on delay, bandwidth, and loss rate. The current Internet does not provide any QoS support, and it is often referred to as Best Effort (BE), since the basic function is to provide simple network connectivity by best effort (without any guarantees) packet delivery . Different forms of network QoS that are under consideration for the Internet include Differentiated Services (DiffServ) and Integrated Services (IntServ), and these will be discussed further later in this writeup.




Handbook of Video Databases. Design and Applications
Handbook of Video Databases: Design and Applications (Internet and Communications)
ISBN: 084937006X
EAN: 2147483647
Year: 2003
Pages: 393

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net