Chapter 7: Multimedia, Quality Of Service: Chapter 7 .

3y ago
71 Views
3 Downloads
299.07 KB
7 Pages
Last View : 16d ago
Last Download : 3m ago
Upload by : Lee Brooke
Transcription

Chapter 7: GoalsChapter 7: Multimedia, Quality of Service:What is it?Multimedia applications:network audio and video(“continuous media”)Principles Classify multimedia applications Identify the network services the apps need Making the best of best effort service Mechanisms for providing QoSProtocols and ArchitecturesQoS Specific protocols for best-effort Architectures for QoSnetwork providesapplication with level ofperformance needed forapplication to function.7: Multimedia Networking6-26:Wirel7-1MM Networking ApplicationsClasses of MM applications:1) Streaming stored audioand video2) Streaming live audio andvideo3) Real-time interactiveaudio and videoJitter is the variabilityof packet delays withinthe same packet streamStreaming Stored MultimediaFundamentalcharacteristics: Typically delay sensitive end-to-end delaydelay jitterinfrequent losses causeminor glitches Antithesis of data,which are loss intolerantbut delay tolerant.7: Multimedia Networking2. video2sent timing constraint for still-to-betransmitted data: in time for playout7: Multimedia Networking7-3Streaming Stored Multimedia:What is it?1. videorecordedStreaming: media stored at source transmitted to client streaming: client playout beginsbefore all data has arrived ButB t lossltolerant:t lt:Streaming Stored Multimedia: Interactivity networkdelay7-43. video received,played out at clienttimestreaming: at this time, clientplaying out early part of video,while server still sending laterpart of video7: Multimedia Networking7-5VCR-like functionality: client canpause, 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-betransmitted data: in time for playout7: Multimedia Networking7-61

Interactive, Real-Time MultimediaStreaming Live MultimediaExamples: Internet radio talk show Live sporting eventStreaming playback buffer playback can lag tens of seconds aftertransmission still have timing constraintInteractivity fast forward impossible rewind, pause possible! applications: IP telephony,video conference, distributedinteractive worlds end-end delay requirements: audio: 150 msec good, 400 msec OK includes application-level (packetization) and networkdelays higher delays noticeable, impair interactivity session initialization 7: Multimedia Networking7-7Integrated services philosophy: Fundamental changes inInternet so that apps canreserve end-to-endbandwidth Requires new, complexsoftwareftiin hhostst & routerstLaissez-faire no major changes more bandwidth whenneeded content distribution,application-layer multicastTCP/UDP/IP: “best-effort service”no guarantees on delay, loss?But you said multimedia apps requires ?Q S andQoSd llevell off performanceftto bbe? effective!?Today’s Internet multimedia applicationsuse application-level techniques to mitigate(as best possible) effects of delay, loss7: Multimedia Networking at constant rate telephone: 8,000samples/secCD music: 44,100psamples/sec Each sample quantized,i.e., rounded e.g., 28 256 possiblequantized values Each quantized valuerepresented by bits 8 bits for 256 values7: Multimedia Networking 7-10 Video is sequence ofsamples/sec, 256quantized values -- 64,000 bps Receiver converts itback to analog signal:images displayed atconstant rate e.g. 24 images/sec Digital image is array ofpixelssome quality reduction Each pixel representedExample rates CD: 1.411 Mbps MP3: 96, 128, 160 kbps Internet telephony:5.3 - 13 kbps7: Multimedia NetworkingWhat’s your opinion?A few words about video compression Example: 8,000 application layerDifferentiated servicesphilosophy: Fewer changes to Internetinfrastructure, yet provide1st and 2nd class service.7-9A few words about audio compression Analog signal sampled7-8How should the Internet evolve to bettersupport multimedia?Multimedia Over Today’s Internet how does callee advertise its IP address, portnumber, encoding algorithms?7: Multimedia Networkingby bits Redundancy spatial temporal7-11Examples: MPEG 1 (CD-ROM) 1.5Mbps MPEG2 (DVD) 3-6 Mbps MPEG4 (often used inInternet, 1 Mbps)Research: Layered (scalable) video adapt layers to availablebandwidth7: Multimedia Networking 7-122

Chapter 7 outlineStreaming Stored Multimedia 7.1 MultimediaNetworking Applications 7.2 Streaming storedaudio and video 7.3 Real-time Multimedia:Internet Phone study 7.4 Protocols for RealTime InteractiveApplications RTP,RTCP,SIP 7.6 Beyond BestEffort 7.7 Scheduling andPolicing Mechanisms 7.8 IntegratedServices andDifferentiatedServices 7.9 RSVPApplication-level streamingtechniques for making thebest out of best effortservice: client side buffering use of UDP versus TCP multiple encodings ofmultimediaMedia Player jitter removal decompression error concealment graphical user interfacew/ controls forinteractivity 7.5 DistributingMultimedia: contentdistribution networks7: Multimedia Networking 7-13Internet multimedia: simplest approach7: Multimedia Networking 7-14Internet multimedia: streaming approach audio or video stored in file files transferred as HTTP object received in entirety at clientthen passed to player browser GETs metafile browser launches player, passing metafileaudio, video not streamed: no, “pipelining,” long delays until playout! player contacts server server streams audio/video to player7: Multimedia Networking 7-15Streaming Multimedia: Client Bufferingconstant bitrate videotransmissionvariablenetworkd ldelay This architecture allows for non-HTTP protocol betweenserver and media playerclient videoreceptionconstant bitrate videoplayout at clientbuffeeredvideoStreaming from a streaming server7: Multimedia Networking 7-16timeclient playoutdelay Client-side buffering, playout delay compensate Can also use UDP instead of TCP.for network-added delay, delay jitter7: Multimedia Networking 7-177: Multimedia Networking 7-183

Streaming Multimedia: Client BufferingStreaming Multimedia: UDP or TCP?UDP server sends at rate appropriate for client (oblivious toconstantdrainrate, dvariable fillrate, x(t)network congestion !) often send rate encoding rate constant rate then, fill rate constant rate - packet loss short playout delay (2-5 seconds) to compensate for networkd l jittdelayjitter error recover: time permittingTCPbufferedvideo send at maximum possible rate under TCP fill rate fluctuates due to TCP congestion control Client-side buffering, playout delay compensatefor network-added delay, delay jitter larger playout delay: smooth TCP delivery rate HTTP/TCP passes more easily through firewalls7: Multimedia Networking 7-19Streaming Multimedia: client rate(s)1.5 Mbps encoding28.8 Kbps encodingQ: how to handle different client receive ratecapabilities? 28.8 Kbps dialup 100Mbps EthernetA: server stores, transmits multiple copiesof video, encoded at different rates7: Multimedia Networking 7-20User Control of Streaming Media: RTSPHTTP Does not target multimediacontent No commands for fastforward, etc.RTSP: RFC 2326 Client-server applicationlayer protocol. For user to control display:rewind, fast forward,pause, resume,repositioning, etc What it doesn’t do: does not define howaudio/video is encapsulatedfor streaming over network does not restrict howstreamed media isttransported;t d it can bbetransported over UDP orTCP does not specify how themedia player buffersaudio/video7: Multimedia Networking 7-21RTSP: out of band controlFTP uses an “out-of-band”control channel: A file is transferred overone TCP connection. Control information(directory changes, filef renaming,m g,deletion,, fileetc.) is sent over aseparate TCP connection. The “out-of-band” and “inband” channels usedifferent port numbers.RTSP ExampleRTSP messages are also sentout-of-band: RTSP control messagesuse different port numbersthan the media stream:out-of-band. 7: Multimedia Networking 7-22Port 554 The media stream isScenario: metafile communicated to web browser browser launches player player sets up an RTSP control connection, dataconnectionconnct on to strstreamingam ng sserverr rconsidered “in-band”.7: Multimedia Networking 7-237: Multimedia Networking 7-244

Metafile ExampleRTSP Operation title Twister /title session group language en lipsync switch track type audioe "PCMU/8000/1"src "rtsp://audio.example.com/twister/audio.en/lofi" " t // dil/t i t / di/l fi" track type audioe "DVI4/16000/2" pt "90 DVI4/8000/1"src "rtsp://audio.example.com/twister/audio.en/hifi" /switch track type "video/jpeg"src "rtsp://video.example.com/twister/video" /group /session 7: Multimedia Networking 7-25RTSP Exchange Example7: Multimedia Networking 7-26Chapter 7 outlineC: SETUP rtsp://audio.example.com/twister/audio RTSP/1.0Transport: rtp/udp; compression; port 3056; mode PLAYS: RTSP/1.0 200 1 OKSession 4231C: PLAY rtsp://audio.example.com/twister/audio.en/lofi RTSP/1.0Session: 4231RRange:npt 00C: PAUSE rtsp://audio.example.com/twister/audio.en/lofi RTSP/1.0Session: 4231Range: npt 37 7.1 Multimedia NetworkingApplications 7.2 Streaming storedaudio and video 7.3 Real-time Multimedia:Internet Phone case study 7.4 Protocols for RealTime InteractiveApplications C: TEARDOWN rtsp://audio.example.com/twister/audio.en/lofi RTSP/1.0Session: 4231S: 200 3 OKRTP,RTCP,SIPEffort 7.7 Scheduling andPolicing Mechanisms 7.8 IntegratedServices andDifferentiatedServices 7.9 RSVP 7.5 DistributingMultimedia: contentdistribution networks7: Multimedia Networking 7-27Real-time interactive applications 7.6 Beyond Best7: Multimedia Networking 7-28Interactive Multimedia: Internet PhoneIntroduce Internet Phone by way of an example PC-2-PC phone instant messagingservices are providingthis PC-2-phoneGoing to now look ata PC-2-PC Internetphone example indetail speaker’s audio: alternating talk spurts, silentperiods. Dialpad Net2phone videoconference withWebcams 64 kbps during talk spurt pkts generated only during talk spurts20 msec chunks at 8 Kbytes/sec: 160 bytes data application-layer header added to each chunk. Chunk header encapsulated into UDP segment. application sends UDP segment into socket every20 msec during talkspurt.7: Multimedia Networking 7-297: Multimedia Networking 7-305

network loss: IP datagram lost due to networkcongestion (router buffer overflow) delay loss: IP datagram arrives too late forplayout at receiver Delay Jitterconstant bitratetransmissionclientreceptionvariablenetworkd ldelay(jitter)delays: processing, queueing in network; end-system(sender receiver) delays(sender,typical maximum tolerable delay: 400 msconstant bitrate playoutat clientbuffeereddattaInternet Phone: Packet Loss and Delay loss tolerance: depending on voice encoding, lossesconcealed, packet loss rates between 1% and 10%can be tolerated.timeclient playoutdelay Consider the end-to-end delays of two consecutivepackets: difference can be more or less than 20msec7: Multimedia Networking 7-31Internet Phone: Fixed Playout Delay Receiver attempts to playout each chunk exactly qmsecs after chunk was generated. chunk has time stamp t: play out chunk at t q . chunk arrives after t q: data arrives too latefor playout, data “lost” TradeoffT d ff ffor q: large q: less packet loss small q: better interactive experience7: Multimedia Networking 7-32Fixed Playout Delay Sender generates packets every 20 msec during talk spurt. First packet received at time r First playout schedule: begins at p Second playout schedule: begins at out schedulep' - rplayout schedulep-rtime7: Multimedia Networking 7-33 Goal: minimize playout delay, keeping late loss rate low Approach: adaptive playout delay adjustment: pp'7: Multimedia Networking 7-34Adaptive playout delay IIAdaptive Playout Delay, I rEstimate network delay, adjust playout delay at beginning ofeach talk spurt.Silent periods compressed and elongated.Chunks still played out every 20 msec during talk spurt.Also useful to estimate the average deviation of the delay, vi :vi (1 u )vi 1 u ri ti d i The estimates di and vi are calculated for every received packet,although they are only used at the beginning of a talk spurt.packet in talk spurt,pplayoutp ytime is:For first pt i timestamp of the ith packetpi ti d i Kviri the time packet i is received by receiverpi the time packet i is played at receiverwhere K is a positive constant.ri t i network delay for ith packetd i estimate of average network delay after receiving ith packetRemaining packets in talkspurt are played out periodicallyDynamic estimate of average delay at receiver:d i (1 u )d i 1 u( ri ti )where u is a fixed constant (e.g., u .01).7: Multimedia Networking 7-357: Multimedia Networking 7-366

Adaptive Playout, IIIQ: How does receiver determine whether packet isfirst in a talkspurt? If no loss, receiver looks at successive timestamps. difference of successive stamps 20 msec -- talk spurtbegins. With loss possiblepossible, receiver must look at both timestamps and sequence numbers. difference of successive stamps 20 msec and sequencenumbers without gaps -- talk spurt begins.7: Multimedia Networking 7-377

3 Chapter 7 outline 7.1 Multimedia Networking Applications 7.2 Streaming stored audio and video 7.3 Real-time Multimedia: Internet Phone study 7.6 Beyond Best Effort 7.7 Scheduling and Policing Mechanisms 7.8 Integrated Services and 7: Multimedia Networking 7-13

Related Documents:

Part One: Heir of Ash Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 Chapter 11 Chapter 12 Chapter 13 Chapter 14 Chapter 15 Chapter 16 Chapter 17 Chapter 18 Chapter 19 Chapter 20 Chapter 21 Chapter 22 Chapter 23 Chapter 24 Chapter 25 Chapter 26 Chapter 27 Chapter 28 Chapter 29 Chapter 30 .

TO KILL A MOCKINGBIRD. Contents Dedication Epigraph Part One Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 Chapter 11 Part Two Chapter 12 Chapter 13 Chapter 14 Chapter 15 Chapter 16 Chapter 17 Chapter 18. Chapter 19 Chapter 20 Chapter 21 Chapter 22 Chapter 23 Chapter 24 Chapter 25 Chapter 26

Introduction to Multimedia (continued) Multimedia becomes interactive multimedia when a user is given the option of controlling the elements. Interactive multimedia is called hypermedia when a user is provided a structure of linked elements for navigation. Multimedia developers develop multimedia projects.

Learn the phases involved in multimedia planning, design and production; Be able to use various multimedia authoring tools Be able to design and create interactive multimedia products Develop competencies in designing and producing instruction-al multimedia Apply contemporary theories of multimedia learning to the development of multimedia .

DEDICATION PART ONE Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 Chapter 11 PART TWO Chapter 12 Chapter 13 Chapter 14 Chapter 15 Chapter 16 Chapter 17 Chapter 18 Chapter 19 Chapter 20 Chapter 21 Chapter 22 Chapter 23 .

MULTIMEDIA TECHNOLOGY UNIT – I Multimedia an overview: Introduction The word ‗multimedia‘ comes from the Latin words multus which means ‗numerous‘ and media which means ‗middle‘ or center. Multimedia therefore means ‗multiple intermediaries‘ or ‗multiple means‘. Multimedia

MULTIMEDIA V.S MULTIMEDIA INTERAKTIF Multimedia adalah penggunaan berbagai jenis media (teks, suara,grafik,animasi,danvideo). Multimedia interaktif menambahkan elemen ke-enam yaitu aspek interaktif Pada multimedia non-interaktif, user bertindak pasif dan menyaksikan adegan demi adegan secara berurut

multimedia contexts and for converting one file format to another. Multimedia Editing Tools- These tools are used for creating and editing digital multimedia data. Multimedia Authoring Tools- These tools are used for combing different kinds of media formats and deliver them as multimedia contents. Graphic and Image Editing Software