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infrastructure, and mobile phone companies to deliver digital media to a consumer. The only technology that can deliver entertainment and information as compelling digital content over this wide variety of carrier technologies is streaming media. It is the most carrier-agnostic technology for entertainment delivery yet deployed. With streaming media, existing protocols for the delivery of Web page content, such as HTTP (Hyper Text Transfer Protocol) can be used to deliver video and audio streams. The Web server has a piece of software on it that knows how to handle correctly formed HTTP requests, supplying the correct digital data in response to the request. Because HTTP messages are easily handled on an IP network, any symmetrical carrier that supports TCP/IP can support streaming media. Even asymmetrical carriers, which use another technology for the back channel (such as satellite IP, which uses the phone line as a channel for data requests, but the satellite signal to deliver the data requested), can support streaming media. The underlying transport protocols upon which streaming media is delivered makes streaming media the universal entertainment and information delivery technology, regardless of the physical carrier. Unlike digital television standards, which are tied to specific carrier technologies, streaming media spans all IP-based carrier technologies. A final consideration, in discussing technologies for delivering streaming media, is the thorny question of router hops. When a consumer requests streaming media to be served from some streaming media server on the Internet, the data must travel over several physical networks to get to the consumer. Indeed, each packet may follow a different physical path. The way that packets of data find their way from the server to the consumer is that at every point where multiple physical networks are connected, there is a machine called a router. The router examines every physical data packet it receives and makes a decision about which network segment to pass it on to. It makes this decision on the basis of which connection has the capacity to take the next packet, so its decisions are locally optimal (or near to it). However, this does not guarantee that the best path across the entire network is being followed. Bottlenecks and queues can form, where data packets wait in line to be redirected by a router. When this occurs, the time to deliver the packet from source to consumer increases. Worse still, successive packets may suffer different traffic conditions. So, from the point of view of steaming media, where a constant delivery delay is desirable, packets may, instead, arrive out of sequence or with highly variable delays between packets.
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Some packets might never arrive at all and have to be resent. The effective constant bandwidth from source to consumer may be quite low, if the path contains many routers and firewalls, each examining the data packets before passing them on in the path. Router hops and firewalls act to degrade the effective bandwidth of the virtual connection between server and consumer and hence make it difficult to maintain smooth and unbroken streaming over the entire network. A number of traffic management techniques have been employed to solve this problem, or at least alleviate it. We will discuss these later in this chapter.
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Decompressing a compressed streaming media stream and then rendering it to a display device and audio device simultaneously, along with any other synchronized digital elements, is a computationally intensive task requiring significant amounts of memory. Today, the PC is a popular platform for rendering streaming media for consumption, since PCs are ubiquitous and relatively cost effective. However, other consumer devices will soon have the processing and memory bandwidth to render streaming media. A DVD player, for example, is essentially a computer that reads the data from a disk, then decompresses it and renders it for display on a regular television set. Unfortunately, the PC is not an ideal device on which to watch streaming media, since in many cases the viewer would like to be on a sofa, with the display device at some distance across the room. Today s televisions do not have sufficient processor and memory bandwidth to render streaming media. Set-top boxes have been designed to add processor and memory bandwidth to the dumb television display device. Unfortunately, the set-top box industry took the view that they could build streaming media devices specific to the MPEG-2 compression schemes employed by most terrestrial and satellite digital television systems deployed today, using embedded microprocessors, limited memory, and embedded operating systems. These devices cannot receive an IP stream and decompress the streaming media data for display, only because the makers didn t have the need or foresight to make them do that. Indeed, the cost of the hardware and software in a set-top box is now approaching that of a regular PC with a PC operating system, as commodity PC prices have fallen. These days, a set-top box that comprises a PC motherboard and an operating system like Microsoft Windows CE costs about the same as a set-top box made from embedded microprocessors,
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