next up previous
Next: Packet Network Support Up: Continuous Media Applications Previous: Continuous Media Applications

Audio and Video Streams

A distinguishing feature of audio and video is the volume of data required for a typical stream, especially compared to the text and graphics streams traditionally carried on packet networks. CD quality audio, uncompressed television-quality video, and HDTV (high definition television) quality video, require rates measured in Mb/s, 100 Mb/s, and Gb/s, respectively. Compression, particularly for video streams[9], can reduce the bandwidth of a combined (television-quality) video and audio stream to 1.5 Mb/s using MPEG-1[10], while for applications with more modest quality requirements, like video-conferencing, the bandwidth can drop to between 64 and 384 Kb/s[11]. Considering that these applications may require the simultaneous transmission of multiple data streams, the aggregate data rates are high enough to make resource considerations important, even though transmission bandwidth is constantly increasing in new generation networks and buffer memory costs are dropping.

The second aspect that is relevant here is that many audio and video applications are interactive, in the sense that data reception is interleaved with playback of the associated media streams, rather than playback following reception completion. This implies a requirement for provision of bounded delays between sender and receiver. In fact, for audio and video to be effectively used in these situations, i.e. without forcing the communicating parties to modify their behavior from that of face-to-face communication, such delays are expected to be small. Studies have determined that a certain amount of delay is imperceptible or, at least, tolerable by humans; various guidelines set this tolerance to between 40 and 600 ms[12][13][14].

A problem related to bounding the maximum transmission delays is that of bounding the delay variance, usually called jitter in this context. To avoid distracting the human user, jitter is usually smoothed out at the receiver by buffering and delaying the playback time of received data. Although this improves playback quality, it increases the total delay experienced at the receiver, a problem for interactive applications. In addition, it increases memory requirements for buffering, which may be a problem[15] considering the amount of data involved, even for very short time periods.

While applications expecting nearly real time interaction, with delays practically imperceptible by humans, are more challenging, non interactive applicationsgif which maintain the characteristic of interleaved reception and playback, pose interesting problems. For instance, video distribution based on the ``TV'' model expects relatively infrequent interactions with the human viewer (e.g. changing the channel); video distribution based on the ``VCR'' model will include interactions due to user commands to control information flow (e.g. slow motion) and expect them to take effect immediately (by human reaction time standards). In both cases, synchronization is required between sender and receiver that depends not only on transmission events but also on simultaneous playback events at the receiving end.

To take into account and exploit the different characteristics of continuous media applications, and more precisely of their media components, we can classify them into two generic categories[16]:

  1. Intolerant or rigid, requiring performance guarantees, either absolute or statistical ones, which have to be somehow provided by the network.
  2. Tolerant or adaptive, which expect a given quality of service at any point in time, but can adjust their operation to adapt to changes in the actual quality of service provided, presumably in exchange for lower transmission costs.
In the first case, the network has to arrange in advance for providing the required service guarantees under any circumstances, which may only be possible through explicit resource reservations[17], while, in the second case, the applications themselves will dynamically adapt to service degradations[18], with the network only undertaking to provide a minimum level of service quality which will improve when traffic conditions allow it to. The non-guaranteed, best effort service provided by connectionless internetworks today properly completes the spectrum of possible service models when added to the two discussed above[16].



next up previous
Next: Packet Network Support Up: Continuous Media Applications Previous: Continuous Media Applications



George Polyzos
Wed Feb 7 10:23:23 PST 1996