Monday, February 18, 2008

Background to the streaming problem

What is streaming?

Streaming is the process of transferring data via a channel to its destination, where it is decoded and consumed via the user or device in real time, that is, as the data is being delivered. It differs from non-streaming processes because it doesn't require the data to be fully downloaded before it can be seen or used. Streaming is not the property of the data that is being delivered, but is an attribute of the distribution channel. This means, technically, that most media can be streamed.

HTTP and RTSP

HTTP and RTSP are application-level protocols that allow remote retrieval of data. So why can't you use HTTP for streaming media content? The truth is, you can. When you click on a Web page link to play an audio file, in most cases the media data is streamed to your machine. However, streaming content over HTTP is inherently inefficient. This is because HTTP is based on the Transmission Control Protocol (TCP), which makes sure that media packets are delivered to their destination reliably without worrying about when they are delivered. On the other hand, RTSP can be based on both User Datagram Protocol (UDP), which is a connectionless protocol ensuring faster delivery over reliability, and on TCP. Besides, RTSP has control mechanisms built in that allow random access to the media data, allowing you to seek, pause, and play.

Making sense of RTSP, RTP, and RTCP

There is a lot of confusion among newcomers over the acronyms RTSP, RTP, and RTCP. All three represent different protocols related to streaming of media content. An RTSP session initiates both Real-time Transport Protocol (RTP) and RTP Control Protocol (RTCP) sessions. RTSP is only the control protocol, a bit like a remote control for a DVD player, in that it allows you to start, stop, resume, and seek data remotely. The actual data delivery is done via RTP, and RTCP is a partner protocol to RTP providing feedback to both the sender and receiver on the quality of media data that is being transferred.

Wednesday, February 13, 2008

Monday, February 11, 2008

Abstract

The advance of wireless and mobile technology introduces a new type of Video-On-Demand (VOD) systems, namely the mobile VOD systems that provide VOD services to mobile clients anytime and anywhere.

VOD services to mobile clients, have found many practical applications. For example, airlines can now provide VOD services in airport lounges to entertain the waiting passengers on their laptops or PDAs. Universities can install mobile VOD systems that allow students to watch important video lectures anywhere anytime on campus.

The project aim is to develop a usable, low cost and effective mobile video on demand system, that is beneficial in many aspects e.g. M-learning.

People want "anytime, anywhere" connections more than ever before. They demand more: Information, Performance Support, Training, Education, Resources and Assets

M-learning could be instrumental in increasing learning flexibility by customizing learning to be a more personalized and learner-centered activity. Personalization is a key component of M-learning for two reasons. First, the difficulty of navigation and small screen size of mobile devices means that it is important to target learning material as much as possible.
Second, such targeting is easier for enrolment based services like education, where the provider is likely to be able to gather considerable information about learners and construct accurate profiles of their activities and requirements

Saturday, February 9, 2008

First post

Peace be upon you,

This is the first post in our blog
I hope that we will do our best to achieve our goals ISA :)