THIRTEEN in Software

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CHAPTER THIRTEEN
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Solaris, Linux, and other platforms If the server is under control of an IT department (intranet), then you can configure it to meet your needs If the server is in the Internet, then you will need a contract to use it Provisioning Internet servers can be a complex and time-consuming task (Pinnacle Systems offers instant Internet Web-Media Server provisioning using our wwwcastconnectcom portal) So what parameters affect streaming quality For one, server capacity It should be able to serve up to the expected number of clients (say, 1,000 max) and not drop any logged-on clients under any loading situation The server should have an adequate streaming connection (DS3, OC3) to the Internet to avoid packet loss under heavy loading The actual hardware platform should be robust and have a guarantee of service time You must discuss your specific needs with a service provider LINK 6: INTERNET DISTRIBUTION The Web-media server distributes streams to clients throughout the Internet or an intranet Two issues to deal with here are quality of services (QOS) and access speed The QOS of the Internet is an everchanging and debatable factor But as DSL and cable modem access spreads to the masses, the dream of broadband will become reality Many market studies predict that more than 15 percent of the US homes will have installed greater than 384 Kbps access by 2003 This will push streaming media into the everyday lives of tens of millions of people (Of course, the higher the bandwidth the better the final viewed quality) To address quality problems, if there is unrecoverable packet loss (due to congestion, usually), client players try to conceal the loss by repeating previous frames and using other strategies Prolonged congestion can cause a player to hang or disconnect from the stream Future player releases will be more forgiving under adverse conditions LINK 7: CLIENT PLAYER The client player decodes the received stream Both Microsoft (Windows Media Player) and Real Networks (Real Player) are common players that do not have many adjustable parameters The following should, however, be noted:
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RICH MEDIA AND LIVE STREAMING MEDIA
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Screen size is selectable, but the bigger the screen the more artifacts will be apparent Some players artificially limit the stream-decoding bit rate If you suspect this, look for user controls that raise the minimum stream-decoding rate All players have a statistics screen that monitors the decoded frame rate and bit rate
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You may find these measures useful when experimenting with various encoding parameters There is another not-soobvious issue regarding end-to-end delay For reasons of packet-loss recovery and media-server optimization, there are stream buffer delays along the chain In fact delay can add up to over 25 seconds from end to end For this reason, traditional video conferencing is not practical with current technology It is not inevitable that the delay be so large, but reducing it to less than one second is not an easy prospect; for the near term, Webcast applications must account for this delay LINK 8: CLIENT DISPLAY How faithfully does the display render the decoded video It depends on the age of the monitor and how clean the RGB chain is One of the most common problems with monitors is the inaccuracy of displayed colors In practice, a Webcaster has little control over the end-user monitor
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SUMMARY
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When all is said and done, what s important to remember is that the world of streaming media is set to explode The new media will influence many aspects of traditional video content creation The basics covered in this chapter should give you a jump-start into this new world Webcasting your content is not a trivial matter There are gotchas aplenty, and hopefully this chapter will help you avoid them Forewarned is forearmed: By applying the simple caveats and suggestions described, your next Webcast should be first class
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