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like Oratrix and Sonic Foundry, are focused on tools for the creation of advanced streaming media content. All these companies create pieces to the puzzle, enabling streaming media to exist as a system.
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Further into the future, streaming media will greatly benefit from developments in pattern and facial recognition, making possible easy separation of people from scenery. Once this separation between scenes and scene objects is made, very much more efficient compression is possible. Video textures can be stretched over wire frame models generated in the player and extracted by the image recognition software. Photogrammetry, in which two or more images are analyzed to extract a three-dimensional model, wrapped with the video captured, is a technology used in remote sensing to build three-dimensional terrains from satellite photographs. This technology is increasingly finding its way into video compression and production applications. Once an object can be understood and described as a photogrammetric model, future movements of that object need only simple vectors, not detailed bit maps. Better compression schemes are in development. The ITU (International Telecommunications Union) has a standard imaginatively titled H.26L in development. This is a wavelet-based video coding scheme using overlapped block motion compensation and image warping prediction. The scheme is designed to be free of blocking artifacts for very high compression ratios. Improvements in still image compression often help the streaming media industry as well. At present, a vector-based compression standard called JPEG2000 is in development, which, like proprietary rival VFZoom (Vector Format for Zooming), should allow users to zoom in on a compressed image and still get a picture of acceptable quality. Other emerging graphics file formats that may have an impact on streaming media include AT&T Labs DjVu, which produces files five to ten times smaller than JPEG, with seamless zooming and panning; BitJazz lossless photo-quality compression; LuraTech s LuraWave wavelet-based compression, MNG, the multiple image extension to the established PNG Portable Network Graphics format; and SVG Scalable Vector Graphics format, which rivals Macromedia s proprietary Flash and Shockwave formats.
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If streaming media is such a wonderful thing, why isn t it everywhere already Why hasn t it become the dominant medium for audiovisual communications The answer is that the streaming media system, from end-to-end, is not ready for prime time yet. The technology is well developed in parts, but the overall system needed to make the technology into a communications medium is incomplete. The end-user experience isn t good enough. As was shown earlier in this book, bandwidth is still priced too high for it to compete effectively with other audiovisual delivery methods. Consumers, in the main, cannot afford to stream television-quality pictures to their homes via an IP network. Even if they could, many consumers do not yet have a way to connect to a broadband network. Those who do must be satisfied with the PC as the receiver of media, since portable and television-like streaming media receivers are not widely available in local electrical retail outlets. If consumers are fortunate enough to be able to afford the bandwidth, connect to a broadband network, and accept the limitations of the PC as a streaming receiver, there is precious little to watch. What is available often does not play flawlessly. No single industry has been able to drive widespread adoption of streaming media alone. Without industry coordination, broadband vendors fail to attract customers, since there is little to watch and only PCs to watch it on. Receiver manufacturers, including those that make software players that run on PCs, cannot make money on streaming media receivers when there is so little to watch and when broadband connectivity is patchy and expensive. Content owners cannot make money with streamed content because the delivery network is not all there and the PC is not the ideal showcase for much of their content; they also fear widespread theft of their digital media assets, without strong rights management solutions in place. Consumers cannot see a strong reason to adopt streaming media, when bandwidth is difficult to obtain or expensive, there isn t much compelling content to choose from and the only player that realistically works is the PC, which does not produce TV-quality pictures. Yet streaming media in one disguise does sell. The DVD is the fastest-growing consumer electronics product in history, projected to exceed 60 million units by 2004. Thus, in 2004, there will be more DVD players in US homes than there are VCRs. If ever an endorsement of
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