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Taking Video to Web [Dec. 15, 2012, 9:33 a.m.]



Using use cases to show different web video distrubutions methods

 

Great. So up until now you have experienced Video in the Offline World. Now let´s take your knowledge one step further and tackle real-life use cases for video in the Online World.

1. Download

The simplest form of Video on the Web is a downloadable file resisting on a web server. The consumer can begin playback once the whole file is downloaded to the computer. While downloading, you cannot access the file and play it.

2. Progressive Download

A progressive download is the transfer of digital media files from a server to a client, typically using the HTTP protocol when initiated from a computer. You can do this either inside your browser if it is enabled to display video files or with a video player software (e.g. VLC).

The consumer may begin playback of the media before the download is complete. The key difference between streaming media and progressive download is in how the digital media data is received and stored by the end user device that is accessing the digital media.

A media player that is capable of progressive download playback relies on meta data located in the header of the file to be intact and a local buffer of the digital media file as it is downloaded from a web server. At the point in which a specified amount of data becomes available to the local playback device, the media will begin to play. This specified amount of buffer is embedded into the file by the producer of the content in the encoder settings and is reinforced by additional buffer settings imposed by the media player.

3. Streaming

Streaming media is multimedia that is constantly received by and presented to an end-user while being delivered by a provider. Its verb form, "to stream", refers to the process of delivering media in this manner; the term refers to the delivery method of the medium rather than the medium itself.

A client media player can begin playing the data (such as a movie) before the entire file has been transmitted. Distinguishing delivery method from the media distributed applies specifically to telecommunications networks, as most other delivery systems are either inherently streaming (e.g., radio, television) or inherently nonstreaming (e.g., books, video cassettes, audio CDs). For example, in the 1930s, muzak was among the earliest popularly available streaming media; nowadays Internet television is a common form of streamed media. The term "streaming media" can apply to media other than video and audio such as live closed captioning, stock ticker, and real-time text, which are all considered "streaming text". The term "streaming" was first used in the early 1990s as a better description for video on demand on IP networks; at the time such video was usually referred to as "store and forward video", which was misleading nomenclature.

Live streaming, delivering live over the Internet, involves a camera for the media, an encoder to digitize the content, a media publisher, and a content delivery network to distribute and deliver the content.

4. Adaptive Streaming

Adaptive bitrate streaming is a technique used in streaming multimedia over computer networks. While in the past most video streaming technologies utilized streaming protocols such RTP with RTSP, today's adaptive streaming technologies are almost exclusively based on HTTP[1] and designed to work efficiently over large distributed HTTP networks such as the Internet.

It works by detecting a user's bandwidth and CPU capacity in real time and adjusting the quality of a video stream accordingly. It requires the use of an encoder which can encode a single source video at multiple bit rates. The player client switches between streaming the different encodings depending on available resources. "The result: very little buffering, fast start time and a good experience for both high-end and low-end connections."

More specifically, and as the implementations in use today are, Adaptive bitrate streaming is method of video streaming over HTTP where the source content is encoded at multiple bit rates, then each of the different bit rate streams are segmented into small multi-second parts. The streaming client is made aware of the available streams at differing bit rates, and segments of the streams by a manifest file. When starting the client requests the segments from the lowest bit rate stream. If the client finds the download speed is greater than the bit rate of the segment downloaded, then it will request the next higher bit rate segments. Later, if the client finds the download speed for a segment is lower than the bit rate for the segment, and therefore the network throughput has deteriorated, then it will request a lower bit rate segment. The segment size can vary depending on the particular implementation, but they are typically between two (2) and ten (10) seconds.