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Streaming Media Demystified

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ISBN-10: 007138877X

ISBN-13: 9780071388771

Edition: 2002

Authors: Michael Topic

List price: $49.95
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Description:

Streaming technology allows users to begin playing media clips immediately, even as it is still downloading. This text gives readers the insider's lowdown on its technologies, protocols, and business models.
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Book details

List price: $49.95
Copyright year: 2002
Publisher: McGraw-Hill Professional Publishing
Publication date: 5/29/2002
Binding: Paperback
Pages: 525
Size: 7.50" wide x 9.50" long x 1.25" tall
Weight: 1.936
Language: English

Michael Topic is a professional innovator and product design engineer, running his own consultancy, Imaginative Engineering Ltd. Originally trained in electrical, electronic, and computer engineering, in his native Australia, he now lives in the UK, with a cat, a family, and a large collection of electric guitars. Michael has spent 18 years creating digital media tools for creative and demanding customers. During his career, Michael has lead design teams creating Internet streaming media encoders, audio and video nonlinear editing systems, synthesizers, and music sequencers.

Prefacep. xv
Acknowledgmentsp. xvii
Introductionp. 1
The Mediump. 9
What Is Streaming Media?p. 10
A New Distribution Channelp. 17
No More Downloadsp. 20
Audio/Visual Web Stuffp. 22
Web Radiop. 23
Video on Demandp. 26
Distance Learningp. 27
Synchronized Multimediap. 29
Simulcastp. 30
Mobile Streaming Mediap. 31
Streaming Chatp. 32
Corporate Communicationsp. 34
Streaming Camerasp. 36
Special Interest TVp. 37
Streaming Media and e-Commercep. 39
Independent Film Makingp. 41
D-Cinemap. 42
High-Definition Streamingp. 45
Time Shifting and Live Pausep. 47
Streaming and Advertisingp. 49
Interactive Tutorialsp. 52
Information Blitzes and Search Randomizersp. 53
Streaming from DVD (WebDVD)p. 54
How Does Streaming Media Work?p. 55
Compressionp. 59
Bandwidthp. 65
Pipesp. 69
The Personal Computer and Streaming Mediap. 75
Playersp. 76
Microsoft Windows Media Technologiesp. 77
QuickTime and Sorensonp. 96
MPEG-4p. 100
Content Delivery Networksp. 121
Edge Serversp. 124
Quality of Servicep. 127
Real Video and Real Audiop. 136
Streaming Media Serversp. 148
Multicastingp. 149
Audio and Video Cleaningp. 156
Synchronized Multimediap. 157
Peer-to-Peer Replicationp. 159
Rights Managementp. 160
Other Things That Go "Stream" In the Nightp. 168
Why Was Streaming Media Invented?p. 169
Corporate Communicationsp. 171
WANs Are Cheaper than Airlinesp. 172
Distance Learning and Interactive Learningp. 173
IPTVp. 173
Microsoft Video for Windowsp. 174
Microsoft NetShowp. 175
Real Audiop. 176
Liquid Audiop. 177
How It Panned Outp. 178
Why Is Streaming Media Better?p. 179
Better Than Textp. 180
On-Demand Viewingp. 181
A Universe of Choicep. 181
Global and Generalp. 182
Wide Reachp. 183
Interactivityp. 184
Enriched User Experiencesp. 184
Targeted Advertisingp. 185
Immediately Measurable Responsep. 186
Enhanced E-commercep. 186
Mobile and Portablep. 187
Distributionp. 188
Content Production Costsp. 190
Democracy and Media Controlp. 192
Setting the Agendap. 192
Encryptionp. 193
The Joys of Unregulated Mediap. 194
Play It Again, Samp. 195
Searching and Filteringp. 195
Copyrights Rulep. 196
Fingerprinting and Watermarkingp. 198
Archivingp. 199
Using Metadatap. 199
Simulcast Synchronized Multimediap. 200
Standards Conversions Obsoletep. 201
Information Densityp. 202
Tracing Sourcesp. 203
Trust Networksp. 203
Viewer Reviewersp. 205
Not Dictationp. 206
The Return of Communityp. 207
Everyone Is Beautiful--Avatarsp. 208
Content is Kingp. 208
Who Is Driving Streaming Media's Innovation?p. 208
Microsoftp. 209
Real Networks and Intel Architecture Labsp. 211
Applep. 212
Sorensonp. 213
The Moving Picture Experts Groupp. 213
Other Vendorsp. 214
Researchp. 215
What's Wrong with Streaming Media?p. 216
Audience Critical Massp. 217
Profitable Business Modelsp. 218
Ubiquitous Broadband Networksp. 219
Standards and Lack of Adherence to Themp. 220
Quality of Video Service/Quality of Experiencep. 221
Quality of Network Servicep. 221
Receivers and Playersp. 224
Content Providers--Where Are the Big Names?p. 225
Fresh Searchesp. 226
Web Publishing Issuesp. 227
Mobile Networks and Devicesp. 229
Cost-Effective Content Productionp. 230
A Killer Application?p. 231
When Will Streaming Media Be Ready for Prime Time?p. 232
Broadband Penetrationp. 233
The Fight for Rightsp. 236
Digital Rights Managementp. 236
Mobile Mediap. 241
Appliances and Receiversp. 242
Finding a Killer Applicationp. 242
When Standards Prevailp. 243
Sound Business Modelsp. 243
Media Search Enginesp. 244
Fast Seeking Supportp. 245
The Audiencep. 247
Who Will Watch?p. 248
Demographicsp. 248
The Multitasking Viewerp. 249
Valuesp. 250
Expectations of the Mediap. 251
Community Spiritp. 252
The Need for Speedp. 252
Expectations of Search Relevancep. 252
The Need to Contribute and Interactp. 253
Respect for Digital Rightsp. 253
Peer-to-Peer (P2P) Streaming Networksp. 254
Protection from Perversionp. 256
Silver Surfersp. 257
Serious Businessp. 257
Learnersp. 258
How Will We Watch Streaming Media?p. 259
The PC Platformp. 261
Set-Top Boxes and Beyondp. 261
Mobile PDA and Web Tabletsp. 262
In the Carp. 263
In Public Placesp. 263
At the D-Cinemap. 264
On the Fridgep. 265
Around the Housep. 265
Surveillance Centersp. 266
When Will We Watch?p. 267
The Competition for Attentionp. 268
Time Is Preciousp. 269
Saving Timep. 270
Every Business Is in Show Businessp. 271
Getting What You Needp. 273
When You Don't Knowp. 273
When You Want to Know Morep. 274
Anywherep. 275
Anytimep. 275
The Simulcast Experiencep. 276
Personal Streaming Universesp. 277
Why Watch Streaming Media?p. 277
Better Than Books?p. 279
Fast Varietyp. 280
Whenever You Wantp. 281
A Personal Information Shadowp. 282
Video Beats Textp. 283
Informative and Interactivep. 283
The Best Mentorsp. 284
The Best Salesmenp. 284
Body Languagep. 285
Intimate Connectionsp. 286
Natural Modes of Thoughtp. 286
What Will We Watch?p. 288
Hyper Newsp. 289
Effective Educationp. 291
Help at Handp. 292
Love Interactionsp. 293
Immersive Entertainmentp. 293
D-Featuresp. 294
Video Instant Messaging and Mailp. 294
Special-Interest Magazine Showsp. 295
Archives and Vaultsp. 295
Streaming Auctionsp. 296
Fly-By, Walkthrough Streamingp. 297
Extreme Retailing and E-Commercep. 297
Honey, I Shrunk the Childrenp. 297
The Businessp. 299
How Will Anyone Make Money with Streaming Media?p. 300
Was "Free to Air" Ever Really Free?p. 302
Pay-per-View Streamingp. 303
Streaming by Subscriptionp. 303
Streaming Subsidized by Advertisingp. 304
Streaming Subsidized by E-Commercep. 304
Trading Private Data for Streamsp. 305
Government Funded Streamingp. 305
Protecting Rightsp. 306
Better Bandwidth Utilizationp. 306
Multicastingp. 306
Stream Fountainsp. 307
Cheaper Bandwidthp. 308
Mobile Connectivityp. 308
Replacing Travel with Bandwidthp. 309
Who Will Make Money?p. 309
Content Owners and Creatorsp. 309
Bandwidth Profligatesp. 310
Optical Network Service Providersp. 310
Optical Network Equipment Manufacturersp. 311
Consumer Electronics Industryp. 312
Desktop Streaming Media Authoring Tool Vendorsp. 312
When Will Streaming Media Make Money?p. 313
When Will the Audience Reach Critical Mass?p. 316
When Will Practical, Inexpensive Receivers Arrive?p. 316
When Will Bandwidth Be Cheap?p. 317
When Will Connectivity Be Easy?p. 318
When Will Compelling Content Be Produced?p. 318
When Will the Quality of Service Be Acceptable?p. 319
When Will Standards Prevail?p. 320
When Will Cost-Effective Production Techniques Arrive?p. 320
When Will The Legal Issues Be Solved?p. 321
Why Will Streaming Media Make Money?p. 322
What You Want, When You Want It, Wherever You Arep. 322
Your Personal Data Shadowp. 323
Feel the Qualityp. 323
Honest, Docp. 324
Trust Me, I'm Streaming Mediap. 325
Everyone's a Media Mogulp. 325
Involving, Immersive, and Interactivep. 327
Overturning the Old Orderp. 327
Rights Guardedp. 327
Free Samplesp. 328
Uncensoredp. 328
An Enriched World Wide Webp. 329
Why Digital Television Can't Competep. 329
Upsides--Downsidesp. 333
How Significant Is Streaming Media?p. 334
Sizing the Potential Marketp. 334
Sizing the Potential Audiencep. 337
Streaming Media and Democracyp. 337
Streaming Media and Ignorancep. 338
Streaming Media and Knowledge Capitalp. 338
Streaming Media and the Speed of Businessp. 339
Streaming Media and Privacyp. 339
Streaming Media and Communityp. 339
Streaming Media and Advertisingp. 340
What Could Go Wrong?p. 340
Quality Never Improvesp. 342
Abuse of Privacyp. 343
Laws Lag Behind Technologyp. 345
Bandwidth Revolution Stallsp. 346
Business Models Never Maturep. 348
Receivers Never Materializep. 349
Content Owners Don't Trust the Channelp. 349
The Audience Is Busy Doing Other Thingsp. 350
The Audience Rejects Rights Management/E-commerce Securityp. 351
Lowest Common Denominator Programming Prevailsp. 352
It's Outlawedp. 353
Conclusionp. 354
MPEG-4 Profilesp. 357
Visual Profilesp. 358
Visual Profiles for Natural Video Contentp. 359
Visual Profiles for Synthetic and Synthetic/Natural Hybrid Visual Contentp. 360
Additional Visual Profilesp. 361
Audio Profilesp. 362
Graphics Profilesp. 364
Scene Graph Profilesp. 365
MPEG-2 and MPEG-4 Coding Comparedp. 367
Audio and Video Sweetening Techniquesp. 369
Audio Sweeteningp. 370
Video Sweeteningp. 377
Real World Streaming Media Encodingp. 383
Encoding Machinesp. 384
Software-Based Encoding Toolsp. 385
Encoding Labsp. 386
Precompression Signal Conditionersp. 387
Video Capture Cardsp. 388
Video and Audio Compressionp. 389
Introductionp. 389
Transform Codingp. 390
Planar Transformp. 391
Interframe Transform Codingp. 393
The JPEG Standardp. 394
Compression Techniquesp. 396
DCT and JPEGp. 398
The MPEG Standardp. 400
Basic Provisionsp. 401
Motion Compensationp. 403
Putting It All Togetherp. 404
Profiles and Levelsp. 407
Studio Profilep. 409
How MPEG-2 Was Tuned for High Quality of Experiencep. 410
MPEG-2 Layer Structurep. 411
Slicesp. 412
Pictures, Groups of Pictures, and Sequencesp. 412
Vector Search Algorithmp. 415
Motion Vector Precisionp. 415
Motion Vector Codingp. 415
Encoder Prediction Loopp. 416
Dual Prime Prediction Modep. 420
Adaptive Field/Frame Prediction Modep. 420
Image Refreshp. 421
Discrete Cosine Transformp. 422
Entropy Coding of Video Datap. 425
Spatial and Signal-to-Noise Scalabilityp. 428
MPEG-4 Video Compressionp. 429
Very Low Bit Rate Video (VLBV)p. 430
Shape Codingp. 430
Texture Codingp. 431
Boundary Codingp. 432
Coding Arbitrary-Shaped Video Objectsp. 433
Spritesp. 433
Advanced Coding Extensions (ACE)p. 434
Fine Grain Scalabilityp. 435
Error Robustnessp. 435
Concatenationp. 437
Typical MPEG Artifactsp. 439
SMPTE RP202p. 440
Digital Audio Data Compressionp. 442
PCM versus Compressionp. 443
Audio Bit Rate Reductionp. 443
Prediction and Transform Algorithmsp. 447
Processing and Propagation Delayp. 450
Bit Rate and Compression Ratiop. 451
Editing Compressed Datap. 452
Audio Compression Schemes Important to Streamingp. 452
Referencesp. 462
Bibliographyp. 463
Web Resourcesp. 464
Glossaryp. 465
Sourcesp. 481
Bibliographyp. 503
Indexp. 505
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