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Networks & Multimedia
Amit Pande,Post-doctoral fellow,Department of Computer Science,University of California Daviswww.cs.ucdavis.edu/~amit
Material adapted from Internet sources, CS529 course at WPI
Presentation Outline Evolution of wireless and Cellular
Networks, mobile phones, evolution of Multimedia coding
Multimedia services over Internet
Going back – 15 years Landline phonesAnalog camcordersCRT TV
Network – the backbone infrastructure
Cellular networks
EDGE MCS-1 59.2 Kbps
Evolved Edge 1000 Kbps
HSCPA 14 Mbps (download)
HSPA+ (release 9)
84 Mbps(download)
LTE >100 Mbps (download)>50 Mbps (upload)
Low latency
LTE advanced 1 Gbps
The traditional sense of watching TV channels or playing a video CD are soon disappearing.
GoogleTV has integrated www and search tools to HDTV
• Pico-projectors can project HD video from mobile devices
Frequency Transform
Motion compensa-
tion
Entropy coding
Frequency Transform
Motion compensa-
tion
Entropy coding
50 Kbps
50 Mbps
Network Traffic Today Internet dominated by text-based
applications Email, FTP, Web Browsing
Very sensitive to loss Example: lose a byte in abcd.exe program and
it crashes!Not very sensitive to delay
10’s of seconds ok for Web page download Minutes for file transfer Hours for email to delivery
Multimedia on the Internet
Multimedia not as sensitive to loss Words from speech lost still ok Frames in video missing still ok
Multimedia can be very sensitive to delay Interactive session needs one-way delays
less than ½ second!New phenomenon is effects of
variation in delay, called jitter!
Jitter
Jitter-Free
Video Coding MPEG -1 352x240 at 30 frames per
second (fps) MPEG -2 1280x720 at 60 fps. CD
quality MPEG -4 objects, low bit-rates
H264 SVC Parts of the video bit stream can be removed so that
the remaining substream can still be decoded Single-layer vs. Base layer + Enhancement layers
Benefits in a mobile environment Heterogeneous clients Improved error resiliency
Classes of Internet Multimedia AppsStreaming stored mediaStreaming live mediaReal-time interactive media
Streaming Stored Media Stored on server 1-way communication, unicast Examples: pre-recorded songs, famous
lectures, video-on-demand, YouTube RealPlayer, Media Player, Quicktime, FLV Interactivity, includes pause, ff, rewind… Delays of 1 to 10 seconds or so tolerable Need reliable estimate of bandwidth Not very sensitive to jitter
Streaming Live Media “Captured” from live camera, radio, T.V. 1-way communication, maybe multicast Examples: concerts, radio broadcasts, lectures,
IPTV Can use: RealPlayer, Media Player… but often
custom Limited interactivity… Limited opportunities for compression, scaling Delays of 1 to 10 seconds or so tolerable Need reliable estimate of bandwidth Not so sensitive to jitter
Streaming Interactive Media
“Captured” from live camera, microphone 2-way communication Examples: VoIP, video conference Very sensitive to delay
< 150 ms one-way delay good< 400 ms ok> 400 ms crappy
Sensitive to jitter
TCP or UDP? Above IP we have UDP and TCP as the
de-facto transport protocols. Which to use?
TCP or UDP? TCP
+ In order, reliable (no need to control loss)- Congestion control (hard to pick encoding level right)
UDP - Unreliable (need to control loss)+ Bandwidth control (easier to control
sending rate)