Streaming media is a multimedia that continues to be received by and presented to the end user while it is being sent by the provider. The verb "flow" refers to the process of delivering or obtaining the media in this way; this term refers to the medium delivery method, not the media itself, and is an alternative to downloading files, a process by which the end user gets the entire file for content before watching or listening to it.
Client end users can use their media player to start playing data files (such as movie or song digital files) before the entire file is transmitted. Distinguish delivery methods from distributed media applies specifically to telecommunication networks, as most delivery systems are inherently streamed (eg Radio, television, streaming apps) or inherently non-streaming (eg books, videotapes, audio CDs). For example, in the 1930s, elevator music was one of the most popular streaming media available; Today, Internet television is a common form of streamed media. The term "streaming media" can be applied to media other than video and audio such as live closed text, ticker tape, and real-time text, all of which are considered "streaming text".
The term "stream" was first used for tape drives made by Data Electronics Inc. for drives intended to slowly improve and run the entire track; slow ramp time results in lower drive costs, making the product more competitive. "Streaming" was applied in the early 1990s as a better description for video on demand and then live video on IP's first network by Starlight Networks for streaming video and Real Networks for streaming audio; at that time the video is usually referred to as "store and forward video", which misleads the nomenclature.
Live streaming is the delivery of Internet content in real-time, as events occur, just as the live television broadcasts its contents through the airwaves through television signals. Internet direct streaming requires the form of source media (e.g., video camera, audio interface, screenshot software), encoders to digitize content, media publishers, and content delivery networks to distribute and deliver content. Live streaming does not need to be recorded at a starting point, though often.
In 2017, "streaming" generally refers to a situation where users watch digital video content or listen to digital audio content on computer screens and speakers (from smartphones, from desktop computers to large home screen entertainment systems) over the internet. With streaming content, users do not have to download all digital video or digital audio files before they start playing them.
There are challenges with streaming content on the Internet. If users do not have sufficient bandwidth in their Internet connection, they may experience a halt in the content and some users may not be able to stream certain content because they do not have a compatible computer or system software.
Some popular streaming services are YouTube video sharing websites; Twitch and Mixer, which stream live video games; Netflix and Amazon Video, which are streaming movies and TV shows; and Spotify, Apple Music and TIDAL, which stream music.
Video Streaming media
Histori
In the early 1920s, George O. Squier was granted a patent for the signal transmission and distribution system over power lines which was the technical basis for what became Muzak , a streaming music streaming technology to commercial customers without using radio. Attempts to display media on computers date back to the early days of computing in the mid-20th century. However, little progress has been made over the past few decades, mainly due to the high cost and limited computer hardware capabilities. From the late 1980s to the 1990s, consumer-grade personal computers became powerful enough to display a variety of media. The main technical issues associated with streaming are: having enough CPU power and bandwidth of the bus to support the required data rates and creating low latency interrupt paths in the operating system to prevent buffer underrun and thus enabling ignoring non-filter content. However, computer networks were still limited in the mid-1990s, and audio and video media were typically delivered via non-streaming channels, such as by downloading digital files from a remote server and then storing them to a local drive on the end user's computer or storing them as digital files and playing them from CD-ROM.
The late 1990s - early 2000s
During the late 1990s and early 2000s, users have increased access to computer networks, especially the Internet, and especially during the early 2000s, users have access to increased network bandwidth, especially in the "last mile". These technological improvements facilitate streaming audio and video content to home and workplace computer users. In addition, there is an increasing use of protocols and standard formats, such as TCP/IP, HTTP, HTML and the Internet becoming increasingly commercialized, leading to infusion of investments into the sector. Band Severe Tire Damage is the first group to appear live on the Internet. On June 24, 1993, the band played in XeroxÃ, PARC while elsewhere in the building, scientists were discussing new technology (Mbone) for broadcasting on the Internet using multicasting. As proof of PARC technology, the band's performance is broadcast and can be viewed live in Australia and elsewhere. In a March 2017 interview, band members Russ Haines stated that the band has used about "half of the total internet bandwidth" for streaming performance, which is a 152-by-76 pixel video, updated eight to twelve times per second. , with "best, poor phone connection" audio quality.
Microsoft Research develops Microsoft TV applications that are compiled in MS Windows Studio Suite and tested together with Connectix QuickCam. RealNetworks was also a pioneer in the streaming media market, while broadcasting a baseball game between the New York Yankees and the Seattle Mariners via the Internet in 1995. The first symphony concert on the Internet took place at the Paramount Theater in Seattle, Washington on November 10, 1995. The concert was a collaboration between The Seattle Symphony and various guest musicians such as Slash (Guns 'n' Roses, Velvet Revolver), Matt Cameron (Soundgarden, Pearl Jam), and Barrett Martin (Screaming Trees). When Word Magazine was released in 1995, they performed the first streaming soundtrack on the Internet.
Metropolitan Opera Live in HD is a program in which the Metropolitan Opera flows a "live" opera show, while the show is in progress. In 2013-2014, 10 operas are transmitted via satellite to at least 2,000 cinemas in 66 countries.
Business development
The first commercial streaming product appeared in late 1992 and was named StarWorks and allowed full MPEG-1 motion video requests to be accessed randomly on the company's Ethernet network. Starworks comes from Starlight Networks, which also pioneered streaming live video on Ethernet and through Internet Protocol over satellites with Hughes Network Systems. Other early companies that created streaming media technologies including RealNetworks (later known as Progressive Networks) and Protocomm well before the widespread use of the World Wide Web and after the web became popular in the late 90s, streaming video on the internet evolved from startups like VDOnet, gained by RealNetworks, and Precept, were acquired by Cisco.
Microsoft developed a media player known as ActiveMovie in 1995 that allows streaming media and includes proprietary streaming formats, which is a precursor to streaming features later in Windows Media Player 6.4 in 1999. In June 1999 Apple also introduced streaming media formats in the QuickTime® Application , 4. It was then also widely adopted on the website along with the RealPlayer and Windows Media stream formats. Competitive format on websites requires each user to download their respective apps for streaming and result in many users having to have all three applications on their computers for general compatibility.
In 2000, Industryview.com launched the site "the largest streaming video archive" to help businesses promote themselves. Webcasting is becoming a growing tool for business marketing and advertising that combines the profound nature of television with web interactivity. The ability to collect data and feedback from potential customers causes this technology to gain momentum quickly.
Around 2002, the interest in a single, integrated, streaming, and broad Adobe Flash adoption format encouraged the development of streaming video formats via Flash, which is a format used on Flash-based players in many popular video hosting sites, such as YouTube, now default to video HTML5. Increased consumer demand for live streaming has prompted YouTube to implement a new live streaming service to users. Currently the company also offers a (safe) link that restores the speed of available user connections.
The Recording Industry Association of America (RIAA) revealed through its 2015 revenue report that the streaming service is responsible for 34.3 percent of the total revenue of the music industry this year, growing 29 percent from a year earlier and the largest revenue source, attracting approximately $ 2.4 billion. Revenue streams grew 57 percent to $ 1.6 billion in the first half of 2016 and accounted for nearly half of industry sales.
Maps Streaming media
Used by consumers
Advances in computer networks, combined with powerful home computers and modern operating systems, make streaming media practical and affordable for the average consumer. Standalone Internet radio devices appear to offer listeners a choice without a computer to listen to audio streams. This audio streaming service has become increasingly popular in recent years, as streaming music reached a record 118.1 billion streams by 2013. In general, multimedia content has large volumes, so media storage and transmission costs are still significant. To compensate for this somewhat, media is generally compressed for storage and streaming. Increased consumer demand for high definition content streaming (HD) has prompted the industry to develop a number of technologies such as WirelessHD or ITU-TÃ, G.hn, which are optimized for HD content streaming without forcing users to install new network cables. In 1996, the digital pioneer Marc Scarpa produced a large-scale online broadcast, in its first history, the Tibetan Freedom Concert led by Adam Yauch, an event that will determine the format of social change broadcasts. Scarpa continues to pioneer in the world of streaming media with projects such as Woodstock '99, Townhall with President Clinton, and recently Covered CA Campaign "Tell a Friend Get Covered" which was broadcast live on YouTube.
By 2016, streams of media can be streamed either "directly" or "on demand". Live streams are usually provided by a tool called "real stream". True streams send information directly to a computer or device without saving files to the hard disk. On-demand streams are provided by a tool called progressive streaming or progressive download . Progressive stream saves the file to the hard disk and then plays from that location. On-demand streaming is often saved to hard disks and servers for a long time; while live streams are available only once (eg, during a soccer game). Streaming media is increasingly integrated with the use of social media. For example, sites like YouTube encourage social interaction in webcasts via features like live chat, online surveys, online user comment posts, and more. In addition, streaming media is increasingly being used for social business and e-learning. Due to the popularity of streaming media, many developers have introduced free HD movie streaming apps for people using smaller devices like tablets and smartphones for everyday purposes.
The Horowitz Research of Pay TV, OTT and SVOD 2017 reports that 70 percent of those who watched the content did it via streaming services, and 40 percent of TV viewing was done this way, doubling from the previous five years. The millennium, the report said, drains 60 percent of the content.
Transition from DVD based on streaming viewing culture
One of the biggest impacts of the movie streaming industry is the DVD industry, which effectively fulfills its destruction by popularizing bulk of online content. The emergence of streaming media has led to the fall of many DVD rental companies like Blockbuster. In July 2015, an article from the New York Times published an article about the Netflix DVD service. It stated that Netflix resumed their DVD service with 5.3 million subscribers, which was a significant drop from the previous year. On the other hand, their streaming service has 65 million members. In a March 2016 study assessing "The Impact of a Movie Stream on a Traditional DVD Movie Rental" it was found that respondents did not buy DVD movies almost the same, if ever, because the stream had taken over the market. According to the study, viewers did not find significantly different movie quality between DVD and online streaming. Issues that respondents believe need to improve with streaming movies include fast forwarding or rewinding functionality, as well as search functionality. This article highlights that the quality of streaming movies as an industry will only increase in time, as advertising revenue continues to soar every year across the industry, providing incentives for production of quality content.
Bandwidth and storage
2 Mbit/s or more broadband speed is recommended for standard definition video streaming without buffering or jumping, especially live video, for example to Roku, Apple TV, Google TV or Sony TV Blu-ray Disc Player. 5 Mbit/s is recommended for High Definition and 9 Mbit/s content for Ultra-High Definition content. Streaming media storage size is calculated from the streaming bandwidth and media length using the following formula (for one user and file) requiring storage size in megabytes equal to the length (in seconds) ÃÆ'â ⬠"bit rate (in bit/s)/(8 ÃÆ'â ⬠"1024 ÃÆ'â â¬" 1024). For example, one hour of digital video is encoded at 300 kbit/s (this is a broadband video in 2005 and is usually encoded in the size of 320 Ã- 240 pixels) is: (3,600 s ÃÆ'â ⬠Å" 300.000 bit/s)/(8ÃÆ' â ⬠" 1024ÃÆ'â ⬠"1024) requires about 128 MB of storage.
If the file is stored on the server for on-demand streaming and this stream is viewed by 1,000 people at the same time using the Unicast protocol, the requirement is 300 kbit/s Æ' 1,000 = 300,000 kbit/s = 300 Mbit/bandwidth. This equates to about 135 GB per hour. Using multicast server protocols sends only one stream that is common to all users. Therefore, such a stream will only use 300 kbit/s of the serving bandwidth. See below for more information about this protocol. Calculations for live stream are similar. Assuming that the seeds in the encoder are 500 kbit/s and if the show lasts for 3 hours with 3,000 viewers, then the calculation is the number of MBs transferred = the speed of the encoder (in bits/s) ÃÆ'â ⬠"the number of seconds ÃÆ'â â¬" the number of viewers/( 8 * 1024 * 1024). The results of this calculation are as follows: number of MBs transferred = 500 x 1024 (bit/s) ÃÆ'â ⬠"3 ÃÆ'â â¬" 3,600 (= 3 hours) ÃÆ'â ⬠"3,000 (viewer number)/(8 * 1024 * 1024) = 1,977,539 MB
Protocol
Audio stream is compressed to make the file size smaller using audio encoding format such as MP3, Vorbis, AAC or Opus. The video stream is compressed using a video encoding format to make the file size smaller. Video encoding formats include H.264, HEVC, VP8 or VP9. Encoded audio and video streams are assembled in "bitstream" containers such as MP4, FLV, WebM, ASF or ISMA. Bitstream is sent from a streaming server to a streaming client (e.g. Computer users with a laptop connected to the Internet) using transport protocols, such as RTMP or Adobe RTP. In the 2010s, technologies such as Apple HLS, Microsoft Smooth Streaming, Adobe HDS and non-proprietary formats such as MPEG-DASH have emerged to enable adaptive bitrate through HTTP as an alternative to using proprietary transport protocols. Often, streaming transport protocols are used to send videos from the event to the "cloud" and CDN transcoding services, which then use the HTTP-based transport protocol to distribute video to home and individual users. The streaming client (end-user) can interact with the streaming server using a control protocol, such as MMS or RTSP.
Protocol challenge
Designing network protocols to support streaming media raises many problems. The Datagram protocol, such as User Datagram Protocol (UDP), sends the media stream as a series of small packets. It's simple and efficient; However, there is no mechanism in the protocol to guarantee delivery. It is up to the receiving application to detect loss or corruption and recover data using error correction techniques. If data is lost, the flow may have dropped out. Real-time Streaming Protocol (RTSP), Real-time Transportation Protocol (RTP) and Real-time Transport Control Protocol (RTCP) are specifically designed to stream media over the network. RTSP runs a variety of transport protocols, while the latter two are built on top of UDP.
Another approach that seems to combine both advantages of using standard web protocols and the capabilities used for streaming even live content is adaptive bitrate streaming. HTTP adaptive bitrate stream is based on HTTP progressive download, but contrary to the previous approach, here the file is very small, so it can be compared with streaming packets, just like using RTSP and RTP. Reliable protocols, such as the Transmission Control Protocol (TCP), guarantee the correct delivery of each bit in the media stream. However, they solve this with timeout systems and retries, which makes them more complex to implement. This also means that when there is data loss on the network, media stream stalls while protocol handlers detect losses and resend lost data. The client can minimize this effect by buffering the data to display. While buffering delays are acceptable in video on demand scenarios, users of interactive applications such as video conferencing will experience a loss of loyalty if delays caused by buffering exceed 200 ms.
The Unicast protocol sends a separate copy of the media stream from the server to each recipient. Unicast is the norm for most Internet connections, but it does not scale well when many users want to see the same television program simultaneously. Multicast protocols are developed to reduce the server/network load resulting from duplicate data streams that occur when multiple recipients receive unicast content streams independently. This protocol sends a single stream from the source to a group of recipients. Depending on the network infrastructure and type, multicast transmission may or may not be feasible. One potential loss of multicasting is the loss of video on demand function. Continuous streaming of radio or television material usually precludes the recipient's ability to control playback. However, this problem can be reduced by elements such as cache servers, digital set-top boxes, and media buffers.
IP Multicast provides a means to send a single stream of media to a group of recipients on a computer network. Multicast protocols, usually the Internet Group Management Protocol, are used to manage the delivery of multicast streams to a group of recipients on a LAN. One of the challenges in deploying IP multicast is that routers and firewalls between LANs should allow delivery of packets destined to multicast groups. If an organization serving content has control over the network between the server and the recipient (ie, educational, government, and enterprise intranet), then routing protocols such as the Independent Multicast Protocol can be used to deliver streaming content to multiple Local Area Network segments. As in bulk content delivery, multicast protocols require less energy and other resources, the widespread introduction of reliable multicast (broadcast-like) protocols and their preferential use, wherever possible, is a significant ecological and economic challenge. The Peer-to-Peer Protocol (P2P) regulates previously recorded streams to be sent between computers. This prevents the server and its network connections from becoming a bottleneck. However, it raises technical, performance, security, quality, and business issues.
Apps and marketing
Useful - and typical - applications of "streaming" concepts are, for example, long video lectures that are conducted "online" on the Internet. The advantage of this presentation is that these lectures can be very long, even, although they can always be interrupted or repeated in places that are arbitrary. There is also a new marketing concept. For example, the Berlin Philharmonic Orchestra sells live streaming of the Internet from all concerts, instead of several CDs or similar fixed media, with what is called the "Digital Concert Hall" using YouTube for the purpose of "tailing" only. This "online concert" is also scattered in many different places - cinema - in various places in the world. A similar concept was used by Metropolitan Opera in New York. Many successful stub businesses have based their business on streaming media. There is also a live stream from the International Space Station.
Recording
Live media can be recorded via certain media players such as VLC players, or through the use of Screen Recorder. Live streaming platforms such as Twitch can also combine video on demand system that allows automatic recording of live broadcasts so they can be watched later.
Copyright â ⬠<â â¬
Streaming copyrighted content may involve making infringing copies of the works in question. Streaming, or viewing content on the Internet, is legal in Europe, even if the material is copyrighted.
See also
References
Further reading
- J. Preston. "Occupy Video Featuring Live Streaming," New York Times, December 11, 2011
External links
- What is Streaming? High-level view of streaming media technology, history , captured 2016-03-25
- Initial History of Streaming Media Industry and Between Microsoft & amp; Real , retrieved 2016-03-25
Source of the article : Wikipedia