Streaming Media Demystified / Edition 1

Streaming Media Demystified / Edition 1

by Michael Topic
     
 


* New Standards, Schemes, Protocols
* Implementation Musts
* MPEG-4, MPEG-7

With uncommon skill, Michael Topic's excellent guide takes you inside today's essential killer app. More than just an implementation guide—though it certainly is that, packed with needed data on the latest formats and standards—Streaming Media Demystified

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Overview


* New Standards, Schemes, Protocols
* Implementation Musts
* MPEG-4, MPEG-7

With uncommon skill, Michael Topic's excellent guide takes you inside today's essential killer app. More than just an implementation guide—though it certainly is that, packed with needed data on the latest formats and standards—Streaming Media Demystified offers a complete picture of the application that will soon threaten television's dominance as the primary transmitter of video.

YOU MUST READ THIS BOOK IF—
* You want to be on top of the critical application that brings seamless interactive video and audio to the Internet
* Glitchless, seamless, and almost effortless streaming media over both wire and wireless 3G sounds good to you
* You're an executive at any firm with a stake in the Web or in broadcasting
* You wish to know everything about the application that will drive the success or failure of broadband
* You want to master the compression techniques and IP trafficking methods that make streaming media go
* You need a ready source of data on formats, technologies, and how to make them work
* You'd like to preview the impact of an application expected to be used by 75% of broadcasting and e-commerce firms by 2003
* You invest money or time in any firm involved with communications, entertainment, or digital technology
* You want a thoughtful, expert analysis of markets, audiences, appliances—who they are, what they will watch, and what they'll watch it on
* You're ceaselessly curious about hot applications in the digital revolution

In Streaming Media Demystified you find:
* Content delivery techniques
* Interactive multimedia
* Video and audio compression
* MPEG-4
* Metadata and MPEG-7
* Digital rights management and MPEG-21

With future potential bigger than television, streaming video over the Internet is the essential application for broadband and 3G. This book takes you inside a billion-dollar technology.

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Product Details

ISBN-13:
9780071388771
Publisher:
McGraw-Hill Companies, The
Publication date:
05/29/2002
Series:
Demystified Series
Pages:
525
Product dimensions:
7.35(w) x 9.18(h) x 1.47(d)

Table of Contents

Introduction 12
The Medium 19
2.1 What is Streaming Media? 20
2.1.1 A New Distribution Channel 26
2.1.2 No More Downloads 29
2.1.3 Audio/Visual Web Stuff 32
2.1.4 Web Radio 34
2.1.5 Video on Demand 36
2.1.6 Distance Learning 38
2.1.7 Synchronized Multimedia 40
2.1.8 Simulcast 42
2.1.9 Mobile Streaming Media 43
2.1.10 Streaming Chat 45
2.1.11 Corporate Communications 47
2.1.12 Streaming Cameras 50
2.1.13 Special Interest TV 52
2.1.14 Streaming Media and e-Commerce 54
2.1.15 Independent Film Making 57
2.1.16 D-Cinema 59
2.1.17 High Definition Streaming 63
2.1.18 Time Shifting and Live Pause 65
2.1.19 Streaming and Advertising 68
2.1.20 Interactive Tutorials 71
2.1.21 Information Blitzes and Search Randomizers 73
2.1.22 Streaming from DVD (WebDVD) 74
2.2 How Does Streaming Media Work? 76
2.2.1 Compression 80
2.2.2 Bandwidth 86
2.2.3 Pipes 96
2.2.4 The Personal Computer and Streaming Media 98
2.2.5 Players 99
2.2.6 Microsoft Windows Media Technologies 100
2.2.7 QuickTime and Sorenson 123
2.2.8 MPEG-4 128
2.2.9 Content Delivery Networks 152
2.2.10 Edge Servers 155
2.2.11 Quality of Service 160
2.2.12 Real Video and Real Audio 171
2.2.13 Streaming Media Servers 184
2.2.14 Multicasting 186
2.2.15 Audio and Video Cleaning 195
2.2.16 Synchronized Multimedia 196
2.1.17 Peer-to-Peer Replication 199
2.2.18 Rights Management 200
2.2.19 Other Things That Go "Stream" In the Night 210
2.3 Why Was Streaming Media Invented? 212
2.3.1 Corporate Communications 213
2.3.2 WANs Are Cheaper than Airlines 215
2.3.3 Distance Learning and Interactive Learning 216
2.3.4 IPTV 217
2.3.5 Microsoft Video for Windows 218
2.3.6 Microsoft NetShow 219
2.3.7 Real Audio 220
2.3.8 Liquid Audio 222
2.3.9 How It Panned Out 223
2.4 Why is Streaming Media Better? 225
2.4.1 Better Than Text 226
2.4.2 On Demand Viewing 227
2.4.3 A Universe of Choice 228
2.4.4 Global and General 230
2.4.5 Wide Reach 231
2.4.6 Interactivity 231
2.4.7 Enriched User Experiences 232
2.4.8 Targeted Advertising 233
2.4.9 Immediately Measurable Response 234
2.4.10 Enhanced E-commerce 235
2.4.11 Mobile and Portable 236
2.4.12 Distribution 237
2.4.13 Content Production Costs 239
2.4.14 Democracy and Media Control 242
2.4.15 Setting the Agenda 243
2.4.16 Encryption 244
2.4.17 The Joys of Unregulated Media 245
2.4.18 Play it Again, Sam 246
2.4.19 Searching and Filtering 247
2.4.20 Copyrights Rule 248
2.4.21 Fingerprinting and Watermarking 251
2.4.22 Archival 251
2.4.23 Using Metadata 252
2.4.24 Simulcast Synchronized Multimedia 253
2.4.25 Standards Conversions Obsolete 255
2.4.26 Information Density 256
2.4.27 Tracing Sources 257
2.4.28 Trust Networks 258
2.4.29 Viewer Reviewers 260
2.4.30 Not Dictation 261
2.4.31 The Return of Community 263
2.4.32 Everyone is Beautiful - Avatars 263
2.4.33 Content is King 264
2.5 Who Is Driving Streaming Media's Innovation? 265
2.5.1 Microsoft 266
2.5.2 Real Networks and Intel Architecture Labs 268
2.5.3 Apple 270
2.5.4 Sorenson 271
2.5.5 The Moving Picture Experts Group 272
2.5.6 Other Vendors 272
2.5.7 Research 273
2.6 What's Wrong With Streaming Media? 275
2.6.1 Audience Critical Mass 277
2.6.2 Profitable Business Models 278
2.6.3 Ubiquitous Broadband Networks 278
2.6.4 Standards and Lack of Adherence to Them 280
2.6.5 Quality of Video Service / Quality of Experience 281
2.6.6 Quality of Network Service 282
2.6.7 Receivers and Players 286
2.6.8 Content Providers - Where Are the Big Names? 287
2.6.9 Fresh Searches 288
2.6.10 Web Publishing Issues 290
2.6.11 Mobile Networks and Devices 292
2.6.12 Cost Effective Content Production 293
2.6.13 A Killer Application? 296
2.7 When Will Streaming Media Be Ready for Prime Time? 297
2.7.1 Broadband Penetration 298
2.7.2 The Fight for Rights 301
2.7.3 Digital Rights Management 302
2.7.4 Mobile Media 307
2.7.5 Appliances and Receivers 308
2.7.6 Finding a Killer Application 309
2.7.7 When Standards Prevail 309
2.7.8 Sound Business Models 310
2.7.9 Media Search Engines 311
2.7.10 Fast Seeking Support 312
The Audience 315
3.1 Who Will Watch? 316
3.1.1 Demographics 316
3.1.2 The Multitasking Viewer 317
3.1.3 Values 318
3.1.4 Expectations of the Media 320
3.1.5 Community Spirit 320
3.1.6 The Need for Speed 321
3.1.7 Expectations of Search Relevance 321
3.1.8 The Need to Contribute and Interact 322
3.1.9 Respect for Digital Rights 322
3.1.10 Peer-to-Peer (P2P) Streaming Networks 323
3.1.11 Protection from Perversion 326
3.1.12 Silver Surfers 327
3.1.13 Serious Business 328
3.1.14 Learners 328
3.2 How Will We Watch Streaming Media? 330
3.2.1 The PC Platform 330
3.2.2 Set Top Boxes and Beyond 331
3.2.3 Mobile PDA and Web Tablets 333
3.2.4 In The Car 334
3.2.5 In Public Places 334
3.2.6 At the D-Cinema 335
3.2.7 On The Fridge 336
3.2.8 Around The House 337
3.2.9 Surveillance Centers 338
3.3 When Will We Watch? 339
3.3.1 The Competition for Attention 340
3.3.2 Time Is Precious 342
3.3.3 Saving Time 343
3.3.4 Every Business Is In Show Business 344
3.3.5 Getting What You Need 345
3.3.6 When You Don't Know 346
3.3.7 When You Want To Know More 347
3.3.8 Anywhere 348
3.3.9 Anytime 349
3.3.10 The Simulcast Experience 350
3.3.11 Personal Streaming Universes 351
3.4 Why Watch Streaming Media? 352
3.4.1 Better Than Books? 353
3.4.2 Fast Variety 355
3.4.3 Whenever You Want 356
3.4.4 A Personal Information Shadow 357
3.4.5 Video Beats Text 358
3.4.6 Informative and Interactive 359
3.4.7 The Best Mentors 360
3.4.8 The Best Salesmen 361
3.4.9 Body Language 362
3.4.10 Intimate Connections 363
3.4.11 Natural Modes of Thought 363
3.5 What Will We Watch? 367
3.5.1 Hyper News 367
3.5.2 Effective Education 371
3.5.3 Help At Hand 372
3.5.4 Love Interactions 373
3.5.5 Immersive Entertainment 374
3.5.6 D-Features 374
3.5.7 Video Instant Messaging and Mail 375
3.5.8 Special Interest Magazine Shows 376
3.5.9 Archives and Vaults 376
3.5.10 Streaming Auctions 377
3.5.11 Fly By, Walkthrough Streaming 378
3.5.12 Extreme Retailing and E-Commerce 378
3.5.13 Honey, I Shrunk the Children 379
The Business 380
4.1 How Will Anyone Make Money With Streaming Media? 381
4.1.1 Was "Free To Air" Ever Really Free? 383
4.1.2 Pay Per View Streaming 384
4.1.3 Streaming by Subscription 385
4.1.4 Streaming Subsidized by Advertising 385
4.1.5 Streaming Subsidized by E-Commerce 386
4.1.6 Trading Private Data for Streams 386
4.1.7 Government Funded Streaming 387
4.1.8 Protecting Rights 388
4.1.9 Better Bandwidth Utilization 388
4.1.10 Multicasting 389
4.1.11 Stream Fountains 389
4.1.12 Cheaper Bandwidth 391
4.1.13 Mobile Connectivity 391
4.1.14 Replacing Travel with Bandwidth 392
4.2 Who Will Make Money? 393
4.2.1 Content Owners and Creators 393
4.2.2 Bandwidth Profligates 393
4.2.3 Optical Network Service Providers 394
4.2.4 Optical Network Equipment Manufacturers 395
4.2.5 Consumer Electronics Industry 396
4.2.6 Desktop Streaming Media Authoring Tool Vendors 396
4.3 When Will Streaming Media Make Money? 398
4.3.1 When Will the Audience Reach Critical Mass? 401
4.3.2 When Will Practical, Inexpensive Receivers Arrive? 401
4.3.3 When Will Bandwidth Be Cheap? 402
4.3.4 When Will Connectivity Be Easy? 403
4.3.5 When Will Compelling Content Be Produced? 404
4.3.6 When Will The Quality of Service Be Acceptable? 404
4.3.7 When Will Standards Prevail? 405
4.3.8 When Will Cost-Effective Production Techniques Arrive? 405
4.3.9 When Will The Legal Issues Be Solved? 407
4.4 Why Will Streaming Media Make Money? 408
4.4.1 What You Want, When You Want It, Wherever You Are 408
4.4.2 Your Personal Data Shadow 409
4.4.3 Feel The Quality 409
4.4.4 Honest, Guv'nor 411
4.4.5 Trust Me, I'm Streaming Media 411
4.4.6 Everyone's A Media Mogul 412
4.4.7 Involving, Immersive and Interactive 414
4.4.8 Overturning The Old Order 414
4.4.9 Rights Guarded 415
4.4.10 Free Samples 416
4.4.11 Uncensored 416
4.4.12 An Enriched World Wide Web 417
4.4.13 Why Digital Television Can't Compete 417
Upsides - Downsides 421
5.1 How Significant Is Streaming Media? 422
5.1.1 Sizing the Potential Market 422
5.1.2 Sizing the Potential Audience 425
5.1.3 Streaming Media and Democracy 425
5.1.4 Streaming Media and Ignorance 426
5.1.5 Streaming Media and Knowledge Capital 426
5.1.6 Streaming Media and the Speed of Business 427
5.1.7 Streaming Media and Privacy 427
5.1.8 Streaming Media and Community 428
5.1.9 Streaming Media and Advertising 429
5.2 What Could Go Wrong? 430
5.2.1 Quality Never Improves 432
5.2.2 Abuse of Privacy 434
5.2.3 Laws Lag Technology 436
5.2.4 Bandwidth Revolution Stalls 437
5.2.5 Business Models Never Mature 440
5.2.6 Receivers Never Materialize 440
5.2.7 Content Owners Don't Trust the Channel 442
5.2.8 The Audience is Busy Doing Other Things 443
5.2.9 The Audience Rejects Rights Management / E-commerce Security       444
5.2.10 Lowest Common Denominator Programming Prevails 446
5.2.11 It's Outlawed 446
5.3 Conclusion 448

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