Tuesday, October 23, 2007

asgment 2raj

Question 1 (a)
Wow could streaming technology be ised for the delivery of multimedia content on the World Wide Web ?
Streaming
The term streaming has become fairly broad in definition and now generally refers to media, such as video and audio, that is delivered over a network. The data associated with multimedia applications can be, and usually is,quite complex. It can include text, images, 3D graphics, animation, video, audio, and much more. A simple text message with voice annotation, video synchronized with voice (as in television) and an HTML document with embedded voice, video, images, and data are all forms of multimedia. Video on the web isn’t a new concept. Web pages have contained video and audio clips for years. But with commonly used formats, the video was downloaded in its entirety before viewing, a painfully slow process that was rarely worth the wait. The large file sizes of multimedia content necessitated that another method be deployed so that users can view and/or listen without long download times. One solution was for multimedia files to be transmitted via the same method as standard web content, with the exception that the file was broken into smaller pieces so that playback could begin before the entire file reached the end-user’s desktop. In this case, multimedia content is viewed with a plug-in component that has been incorporated in the browser. This kind of video viewing is called progressive downloading, also referred to as progressive streaming, HTTP streaming, or pseudo-streaming. Examples of this technology include Flash, Shockwave, AVI files, and MPEG formats such as MP3 files. “Real-time streaming” builds on the concept of progressive download, allowing a multimedia signal to be transmitted for viewing after only a momentary delay for data buffering. Real-time streaming reduces startup time and eliminates the need for significant on-site storage capacity by buffering only that part of a stream that has not yet been viewed. Effective transmission of these video signals over low bandwidth facilities requires a high data compression rate in order to smooth out the quality of the visual presentation. Real-time streaming uses specific protocols and delivery formats that can understand the condition of the network and adjust transmission rates so that the client will receive the content even if the quality is degraded.
Real-time streaming requires streaming-specific media servers. Vendors of streaming media server software use proprietary methods for data compression, synchronization, format and bandwidth management, so users must download a player for each streaming media data type they want to access. The most common streaming media vendors are Real Networks, Microsoft Media Services, and Apple QuickTime.

Ways of delivering streaming media content

There are several ways of delivering streaming media content: A video information source may be either live or on-demand. For live content, the data is captured, transported, and displayed while the event is happening.
On-demand content, also referred to as Video on Demand or VoD, is recorded beforehand, then stored and viewed at the clients leisure. VoD technology is similar to a common Video Cassette Recorder (VCR); users can stop,
pause, rewind, fast forward, and play.

Streaming Method Video Support Network Traits Applications

Progressive Download Allows user to view video Uses HTTP for delivery, Short movies that need (also known as HTTP as downloading occurs, and doesn’t require any to be viewed at high streaming, or Pseudo but can’t jump ahead to special protocols, servers quality, such as movie Streaming) portions that haven’t or clients (except trailers and
been transferred yet browser plug-ins) advertisements Supports VoD only, Does not adjust to AVI, Flash, Shockwave, no live broadcasts network conditions to and MPEG formats match network conditions High quality content, large content size
Real-time Streaming Dedicated streaming media Signal adjusts to network Live and on-demand servers, protocols, and conditions so that user events, Lectures, Movies,
clients are required is guaranteed delivery and Training but not quality of Video is broadcast live experience if network MMS, Real, and or pre-recorded for congestion exists Apple QuickTime on-demand support
How does Streaming Media Work?

Streaming is all about compromises. Raw video content, with all its color, detail, and sound, consumes a great deal of bandwidth. For example, a typical television show produces millions of pixels changing every second. To make that same show available on a PC, a computer would have to transmit all of the information for each pixel across the Internet. At the receiving end another computer would have to transform that information into pixels for display, keeping track of changes to the display in real-time. Raw (uncompressed) video contains too much information for limited computer and network systems to handle. The quality of a multimedia presentation is an important end user issue in video and audio systems. Jerkiness or fuzziness in video playback, drop out rates and fidelity of sound reproduction represent measures of quality, just as completeness and accuracy do for text and binary files. In addition, the viability of a multimedia data service depends on the cost and capabilities of the networks, processors, and media databases. Architectural tradeoffs between the quality of service, the costs incurred, and the resources assigned will always be necessary.

Streaming Media consists of five end-to-end elements:
> Production
> Encoding and publishing which create and edit multimedia content
> Streaming Servers where content is stored and from which content is served to clients
> Network Infrastructure for content delivery
> Streaming Players which allow the content to be viewed from the client’s PC









Question 1 (b)
In order to make streaming media a successful technology , there are several issues still need to be addressed. What are these issues? Explain.
1. Protocol issues
Designing a network protocol to support streaming media raises many issues.Datagram protocols, such as the User Datagram Protocol (UDP), send the media stream as a series of small packets. This is simple and efficient; however, packets are liable to be lost or corrupted in transit. Depending on the protocol and the extent of the loss, the client may be able to recover the data with error correction techniques, may interpolate over the missing data, or may suffer a dropout.
The Real-time Streaming Protocol (RTSP), Real-time Transport Protocol (RTP) and the Real-time Transport Control Protocol (RTCP) were specifically designed to stream media over networks. The latter two are built on top of UDP.
Reliable protocols, such as the Transmission Control Protocol (TCP), guarantee correct delivery of each bit in the media stream. However, they accomplish this with a system of timeouts and retries, which makes them more complex to implement. It also means that when there is data loss on the network, the media stream stalls while the protocol handlers detect the loss and retransmit the missing data. Clients can minimize the effect of this by buffering data for display.
Another issue is that firewalls are more likely to block UDP-based protocols than TCP-based protocols Unicast protocols send a separate copy of the media stream from the server to each client. This is simple, but can lead to massive duplication of data on the network. Multicast protocols undertake to send only one copy of the media stream over any given network connection, i.e. along the path between any two network routers. This is a more efficient use of network capacity, but it is much more complex to implement.
Furthermore, the most prominent of multicast protocols, IP Multicast, must be implemented in all nodes between server and client including network routers. As of 2005, most routers on the Internet however do not support IP Multicast, and many firewalls block it. IP Multicast is most practical for organizations that run their own networks, such as universities and corporations. Since they buy their own routers and run their own network links, they can decide if the cost and effort of supporting IP Multicast is justified by the resulting bandwidth savings.
Peer-to-peer (P2P) protocols arrange for media to be sent from clients that already have them to clients that do not. This prevents the server and its network connections from becoming a bottleneck. However, it raises technical, performance, quality, business, and legal issues.
Newer camcorders stream video to a computer over a FireWire connection. This uses a system of time-based reservations to ensure throughput, and can be received by multiple clients at once.
Widespread deployment of streaming media raises scaling and Quality of Service issues. Testing service deployments is a significant problem. Vendors offer equipment to test streaming services across a number of test domains including Scalability, Quality of Service, Quality of experience, and protocol conformance.
2. Social and legal issues
Some streaming broadcasters use streaming systems that interfere with the ability to record streams for later playback, either inadvertently, through poor choice of streaming protocol, or deliberately, because they believe it is to their advantage to do so. Broadcasters may be concerned that copies will result in lost sales or that consumers may skip commercials. Whether users have the ability and the right to record streams has become a significant issue in the application of law to cyberspace.
In principle, there is no way to prevent a user from recording a media stream that has been delivered to their computer. Thus, the efforts of broadcasters to prevent this consist of making it inconvenient, or illegal, or both.
Plus, using DRM technologies recording the bits that came through can give some control of the reproductions or plays, so if you have a file created to a streaming capture, you will need a license or key to unblock / decrypt the content.
Broadcasters can make it inconvenient to record a stream, for example, by using unpublished data formats or by encrypting the stream. Of course, data formats can be reverse engineered, and encrypted streams must be decrypted with a key that resides—somewhere—on the consumer's computer, so these measures are security through obscurity, at best.
Efforts to make it illegal to record a stream may rely on copyrights, patents, license agreements, or—in the United States—the DMCA.
3. Other Issues The biggest challenge of streaming media at the current stage is lack of sufficient bandwidth, especially the last mile connection. There are only about 2 million Internet users who have broadband Internet access, while Internet users who downloaded RealPlayer or Microsoft Windows Media have exceeded 20 million. Streaming media, especially full-screen video, is a bandwidth intensive application. It not only requires high speed Internet access, but also demands a highly reliable network. Some protocols, such as TCP, are not efficient for media intensive applications like streaming media, as continual data receipt conformations make it "chatty" and data recover takes a long time. Loss of packets and latency issues put heavy strain on streaming media applications. There are also specialized server requirements to work with limited bandwidth. Most of the media content currently hosted on intranets and Internet sites is in a downloadable format. Users must provide the massive memory necessary to store the content before and after playback and wait for the files to be copied from the server to their PC.


Due to the pressure streaming media puts on the network, many ISPs impose a fifteen-minute time limit on streaming media. This greatly slows down the penetration of streaming media and the pace of media convergence.
Divergence in the types of formats used and lack of industry standards creates market confusion. Although many portals have started to include encoded contents that match different formats, that requires viewers to either install all the media players or have the platform that covers all the standards.
It is also yet to see whether and how long before video over the Internet will eventually catch up with the quality and popularity of TV viewing. Streaming video technology views motion at 15-22 frames per second while in broadcast television the standard is 30 frames per second. Although technological improvement may not be difficult, there are issues related with consumer habits, interface problems, and ease of use.
Last but not the least challenge for streaming media going forward is the lack of content availability and the differences between contents for traditional media vs. new media contents. Currently streaming media production costs are quite high, and top-notch production caliber of webcasts is rare to find. Most streaming video content is produced in QuickTime and then converted to other formats. As bandwidth becomes more ubiquitous and bit becomes cheaper, content will remain the king.
Content availability is one of the streaming media industry's major keys to success. Control of content and distribution gives enormous value to vertically integrated companies. To be competitive, Web companies will have to generate more original content by evolving into media/web companies, or market share will be invaded by media companies with strong web distribution channels. A natural move will be merger of media companies and companies with VOD technologies and capacities.


Streaming Technology Issues
Considerations: It’s All About Compromises
The real issue with providing dynamic media via the Web goes back to the subject of file size. Digital audio and video files are very large – huge by net standards. Thus, streaming technologies have focused primarily on the streaming audio and postage-stamp video. This is changing though. Advancements in compression technologies and the widespread growth in higher bandwidth services are making the quality of streaming materials much more acceptable.
There are several issues that must be addressed when considering streaming media. The discussion generally comes down to one of bandwidth verses quality. The following discussion will give you a greater understanding of the issues related to streaming.
Knowing Your Audience
Determining which direction you take with streaming technologies requires that you have some knowledge about the audience for your content and the technology infrastructure in which it will be delivered. If you have a user community that is primarily dial-up, then you have limited options and a low bandwidth solution might be in order. If you have a closed intranet community within your company and have high speed data networks to the desktop, you more than likely can stream much higher quality content.
These characteristics of your audience all reflect on the preparation of the material you will stream to your users and how it must be optimized for that community of users that you serve. The situation gets much more muddled when you don’t have a clear understanding of the audience. In this situation, you might develop a strategy that will provide different resource at varying degrees of quality.
Compression
Now that you know your audience and the infrastructure, you need to reduce file sizes so that they work for a modem or LAN, and this is where the idea of compression comes to light. The goal of streaming compression is to throw away data that you don't need. This makes the file size much smaller. But be careful - if reduced too far, it begins to degrade the image and sound quality. Software compression/decompression is a rapidly evolving and competitive industry, thus much of the work has taken place outside the standards bodies and still remains proprietary in nature. Because of the evolving nature of this industry, advancements are still radically changing the character of the marketplace and quality of the compression continues to improve dramatically as a result.
The process for delivering the dynamic content (audio, video, and graphics) is generally achieved through the use of a codecs. The term codec is short for compressor/decompressor. Codecs can be implemented in a variety off ways -- in hardware, software or both. Some popular codecs for digital video are MPEG, Indeo and Cinepak. On the Web, codecs are typically implemented as software plug-ins that add functionality to your browser. Plug-ins such as Apple’s QuickTime player, Microsoft’s Media Player, Real’s RealPlayer and MacroMedia’a Shockwave Player are examples of some of the major plug-ins that currently have wide acceptance on the Internet. Generally, these player are built in such a way that they will support a variety of different formats. See the Lesson on Video for more information.
Bandwidth Considerations
As mentioned earlier, bandwidth also will play an important role in how you develop content for streaming. Generally, the more bandwidth available the better the quality. Thus, if your know your typical user has a 28.8 modem connection, the quality of the content that will be streamed, particularly video content, will be quite low. This means so much data will have to be thrown away in the compression process, that the resultant stream will need to be very small file. This is typically considered a low-quality stream. Thus a low-bandwidth connection of 28.8 kbs or less would be considered a low quality stream.
On the other side of the equation, if you have dedicated networks with lots of capacity, you will be able to serve and stream high-bandwidth files. High-bandwidth, or high-quality stream files, would be files that typically would be above 300 kbs. With high-capacity networks, it is possible to serve MPEG 1 files, which give full-screen, full-motion video comparable to standard television
Type of content
The type of content also determines how successfully you will be able to streaming the content. Typically, video is the most problematic because the sheer size of the data files. On the other hand, other types of content such as high-quality audio and vector graphics, might yield perfectly acceptable streams of high-quality content at 28.8 connections speeds.
Another area where type of content might also be a factor is how it is produced initially. If the content is very dynamic in nature, it is very difficult to achieve good quality. This is a major factor in the compression of video for streaming. An example of this might be the difference between a talking head video and something dynamic like video footage of a football game. In the first instance, there is very little that changes in the video frame but the mouth and the head, thus high levels of compression can be achieved because most of the frame image is static and unchanging between frames. The compressor is only looking at the changes between the frames of video. But in the second example of the football game, the camera is panning the players are moving in every direction and thus the video compression between frames is very poor caused by the changing nature between the frames.

Quality of Service
Another area where streaming media delivery has a major impact is in the area of Quality of Service (QoS). Quality of Service refers to the ability to get service without interruption. Logically, the more streams you are serving the more saturated you networks become. Likewise, the higher the quality, the bigger the file sizes and again the more saturated the networks become. Thus, the whole area of QoS becomes an issue as your streaming applications impact other mission critical services. With this in mind, the highest quality streaming video may not necessarily be the best solution to implement if network capacity is already stressed. . Alternative delivery strategies sacrifice the highest quality for lesser quality to support a larger community of use. It might also be advisable to consider different strategies that conserve network capacity (see below).
How Do I Store My Files
As mentioned earlier, if your audience is fragmented and has different access capabilities, you might want to consider a strategy for streaming that stores multiple files of varying degrees of quality. In this way the user can select the file that is most suited for their particular access environment. There is a problem with this approach though. It requires much more storage capacity to store all these duplicate files at different degrees of quality. Remember as the quality increases for those with higher speed access, so does the amount of space required to store the file. So for example, you store the same video clip in three different types of users at low-, medium, and high quality. You now need much more storage capacity to store all three files.
Current Problems with Streaming Technologies
There are a number of issues in the current streaming marketplace. It would be good to review these.
1. No Standards
First, there is no single standard at the moment. In an effort to establish market dominance, the different vendors all have developed proprietary technologies. Thus, it is difficult to exchange content between vendors. For the market to really mature, standards must be established so that the vendors are able to exchange various kinds of streaming content.
2. Server Licensing Fees
Several of the server vendors have a business model that is built on the number of continuous streams being served. This fee escalates as the number of streams increase. Thus, it becomes expensive to serve large numbers of continuous connections. Several vendors are now basing there business model on the cost of the server and this will model will challenges the existing vendors to rethink the pricing structures.
3. Support for Multiple Platforms
Currently, most of the vendors either support Windows or Mac. This is changing but it has been a stumbling block to a more widespread acceptance of the streaming technologies. To be successful vendors will have to support all the major operating system vendors with their player products. Expect to see this in the next year.
4. Saturated Networks
Networks continue to see more and more use. For example, streaming video uses large amounts of bandwidth. Networks have become saturated. If you are streaming over the Internet, it is common for connections to drop information as it is being delivered causing a poor quality experience. Expect strategies like Multicast streaming, higher bandwidth connections and higher capacity networks to improve the quality of the experience in the coming years.











QUESTION 2

Write a report about the effect of multimedia technology in the delivery of news around the world. Your report should carry out a comparative study in the traditional method of news delivery (Eg. Printed papers, radio, and TV) and compare it with the current ways of delivering news. The report should cover areas such as :
☻ Web TV
☻ Web Radio
☻ Podcasting
☻ Use of streaming technology, etc

Current ways of delivering news.
1. Internet radio
Internet radio (aka e-Radio) is an audio broadcasting service transmitted via the Internet roadcasting on the Internet is usually referred to as webcasting since it is not transmitted broadly through wireless means but is delivered over the World Wide Web. The term "e-Radio" suggests a streaming medium that presents listeners with a continuous stream of audio to which they have no control much like traditional broadcast media. It is not synonymous with podcasting which involves downloading and therefore copyright issues. Nor does e-Radio suggest "on-demand" file serving. Many Internet "radio stations" are associated with a corresponding traditional "terrestrial" radio station or radio network. Internet-only radio stations are usually independent of such associations.
Internet radio "stations" are usually accessible from anywhere in the world—for example, to listen to an Australian station from Europe or America. This makes it a popular service for expatriates and for listeners with interests not adequately served by local radio stations (such as progressive rock, anime themed music, classical music, 24-hour stand up comedy, and others). Some Internet radio services offer news, sports, talkback, and various genres of music—everything that is on the radio station being simulcast over the internet with a netcast stream.
Internet radio technology
One of the most common ways to distribute internet radio is via streaming technology using a lossy audio codec. The MP3 format is most popular, followed by Ogg Vorbis, Windows Media Audio, and RealAudio; use of HE-AAC (sometimes called aacPlus) is gaining in popularity. The bits are "streamed" (transported) over the network in TCP or UDP packets, then reassembled and played within about 2-10 seconds, depending on server characteristics. This delay is referred to as lag time.
There are three major components to an audio stream:
1. Audio stream source.
2. Audio stream repeater (server).
3. Audio stream playback.
Creating a stream
There are many methods for creating the audio stream source. Those include Ogg Vorbis streamings that can be P2P clients.
Business models
Most on-air stations broadcast the same commercial advertisements on their internet radio players. The costs of royalties and delivery are covered by the advertiser's payment to the station.
Others, which have no advertisements, like the BBC, simply send out their stream. The BBC is funded by the Television license which must be paid by all owners of a television in the United Kingdom. This fee funds the operation of the BBC's television radio and internet services. It should be noted however that the BBC is looking at methods of charging international users of its content through its commercial arm BBC Worldwide[8].
Other stations and shows charge a subscription monthly fee or a direct per-program fee for the internet radio broadcast.
Some companies like Sonicbox operated as aggregators and attempted to fund their operation by inserting advertising in the streams they aggregated. Sonicbox (later renamed to iM-networks) cooperated with the Philips Audio business group in Sunnyvale to bring Internet radio to consumer electronics devices such as Philips' Streamium line.
2. Podcast
A podcast is a digital media file, or a series of such files, that is distributed over the Internet using syndication feeds for playback on portable media players and personal computers. The term, like "radio", can refer either to the content itself or to the method by which it is syndicated; the latter is also termed podcasting. The host or author of a podcast is often called a podcaster.
The term "podcast" is a portmanteau of the words "iPod" and "broadcast", the Apple iPod being the brand of portable media player for which the first podcasting scripts were developed. These scripts allow podcasts to be automatically transferred to a mobile device after they are downloaded. A popular alternate folk etymology attributes the meaning of "pod" as an acronym for "portable on demand."
Though podcasters' web sites may also offer direct download or streaming of their content, a podcast is distinguished from other digital media formats by its ability to be syndicated, subscribed to, and downloaded automatically when new content is added, using an aggregator or feed reader capable of reading feed formats such as RSS or Atom.
Mechanics
Podcasting is an automatic mechanism whereby multimedia computer files are transferred from a server to a client, which pulls down XML files containing the Internet addresses of the media files. In general, these files contain audio or video, but also could be images, text, PDF, or any file type.
The content provider begins by making a file (for example, an MP3 audio file) available on the Internet. This is usually done by posting the file on a publicly available webserver; however, BitTorrent trackers also have been used, and it is not technically necessary that the file be publicly accessible. The only requirement is that the file be accessible through some known URI (a general-purpose Internet address). This file is often referred to as one episode of a podcast.
The content provider then announces the existence of that file by referencing it in another file known as the feed. The feed is a list of the URLs by which episodes of the podcast may be accessed. This list is usually published in RSS format (although Atom can also be used), which provides other information, such as publish date, titles, and accompanying text descriptions of the series and each of its episodes. The feed may contain entries for all episodes in a series, but is typically limited to a short list of the most recent episodes, as is the case with many news feeds. Standard podcasts consist of a feed from one author. More recently, multiple authors have been able to contribute episodes to a single podcast feed using concepts such as social podcasting.
The content provider posts the feed on a webserver. The location at which the feed is posted is expected to be permanent. This location is known as the feed URI (or, perhaps more often, feed URL). The content provider makes this feed known to the intended audience.
A podcast specific aggregator is usually an always-on program which starts when the computer is started and runs in the background. It works exactly like any newsreader each at a specified interval, such as every two hours. If the feed data has substantively changed from when it was previously checked (or if the feed was just added to the application's list), the program determines the location of the most recent item and automatically downloads it. The downloaded episodes can then be played, replayed, or archived as with any other computer file. Many applications also automatically transfer the newly downloaded episodes available to a user's portable media player, which is connected to the PC running the aggregator, perhaps via a USB cable.
The publish/subscribe model of podcasting is a version of push technology, in that the information provider chooses which files to offer in a feed and the subscriber chooses among available feed channels. While the user is not "pulling" individual files from the Web, there is a strong "pull" aspect in that the receiver is free to subscribe to (or unsubscribe from) a vast array of channels. Earlier Internet "push" services (e.g., PointCast) allowed a much more limited selection of content.
In March 2006 it was reported that 80% of podcast "episodes" are "consumed" on the PC onto which they are downloaded, i.e. they are never actually transferred to a portable player, or are deleted from the PC without being listened to.[3] To conserve bandwidth, users may opt to search for content using an online podcast directory. Some directories allow people to listen online and become familiar with the content provided from an RSS feed before deciding to subscribe. For most broadband users, bandwidth is generally not a major consideration.
Other uses
Podcasting's initial appeal was to allow individuals to distribute their own radio-style shows, but the system quickly became used in a wide variety of other ways, including distribution of school lessons, official and unofficial audio tours of museums, conference meeting alerts and updates, and by police departments to distribute public safety messages.
3. Streaming media
Streaming media is multimedia that is continuously received by, and normally displayed to, the end-user while it is being delivered by the provider. The name refers to the delivery method of the medium rather than to the medium itself. The distinction is usually applied to media that are distributed over telecommunications networks, as most other delivery systems are either inherently streaming (e.g. radio, television) or inherently non-streaming (e.g. books, video cassettes, audio CDs). The verb 'to stream' is also derived from this term, meaning to deliver media in this manner.
History
Attempts to display media on computers date back to the earliest days of computing, in the mid-20th century. However, little progress was made for several decades, due primarily to the high cost and limited capabilities of computer hardware.
Academic experiments in the 1970s proved out the basic concepts and feasibility of streaming media on computers.
During the late 1980s, consumer-grade computers became powerful enough to display various media. The primary technical issues with streaming were:
having enough CPU power and bus bandwidth to support the required data rates
creating low-latency interrupt paths in the OS to prevent buffer underrun
However, computer networks were still limited, and media was usually delivered over non-streaming channels, such as CD-ROMs.
The late 1990s saw:
greater network bandwidth, especially in the last mile
increased access to networks, especially the Internet
use of standard protocols and formats, such as TCP/IP, HTTP, and HTML
commercialization of the Internet
These advances in computer networking combined with powerful home computers and modern operating systems made streaming media practical and affordable for ordinary consumers. Stand-alone Internet radio devices are offering listeners a "no-computer" option for listening to audio streams.
In general, multimedia content is large, so media storage and transmission costs are still significant; to offset this somewhat, media are generally compressed for both storage and streaming.
A media stream can be on demand or live. On demand streams are stored on a server for a long period of time, and are available to be transmitted at a user's request. Live streams are only available at one particular time, as in a video stream of a live sporting event.
Research in streaming media is ongoing and representative research can be found at the Journal of Multimedia.
Streaming bandwidth and storage
Streaming media storage size (in the common file system measurements megabytes, gigabytes, terabytes, and so on) is calculated from streaming bandwidth and length of the media with the following formula (for a single user and file):
storage size (in megabytes) = length (in seconds) · bit rate (in kbit/s) / 8,388.608
(since 1 megabyte = 8 * 1,048,576 bits = 8,388.608 kilobits)
Real world example:
One hour of video encoded at 300 kbit/s (this is a typical broadband video for 2005 and it's usually encoded in a 320×240 pixels window size) will be:
(3,600 s · 300 kbit/s) / 8,388.608 = 128.7 MiB of storage
If the file is stored on a server for on-demand streaming and this stream is viewed by 1,000 people using a Unicast protocol, you would need
300 kbit/s · 1,000 = 300,000 kbit/s = 300 Mbit/s of bandwidth
This is equivalent to 125.73 GiB per hour. Of course, using a Multicast protocol the server sends out only a single stream that is common to all users. Hence, such a stream would only use 300 kbit/s of bandwidth. See below for more information on these protocols.

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