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Interactive media Broadcasting and the Online world

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Broadcasting as we consider it today provides for the transportation of direct audio and video programming in real time. The basic premise of the broadcasting model has actually not altered in more than 70 years. We turn on our TVs and radios at specific minutes in time to get to one program at a time per channel with prescheduled start and end times. We expect radio programs to be audio and television shows to be video. Besides the ability to control whether the receivers are on or off and frequency tuning, we have no expectations of impacting what exists to us on our speakers and screens. Practically all of the material provided by radio and TV stations today is available only in this way.


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Broadcast media transmit details digitally via media such as movies, radio, tape-recorded music, or television. Digital media comprises both Internet and mobile mass interaction. Internet media consist of such services as e-mail, social media websites, websites, and Internet-based radio and television. Streaming is a term often utilized to specify the screen of video and audio media in real time. Generally, there are two kinds of streaming.

The " genuine" streaming requires a special service which broadcasts the audio/video info in real time. The gamer on the visitor's computer translates this stream of information and imagines it immediately. Such innovation requires powerful dedicated servers since it requires a lot of resources to run properly. You need such server if you wish to transmit live video for example.

Most of the streaming server technologies record, encode and broadcast your videos in real time making them suitable for sites of TV stations, live programs, or websites like YouTube.com or DailyMotion.com that have millions of visitors playing and submitting videos.

The HTTP streaming or the "pseudo streaming" is a suitable workaround for individuals who don't want to spend a lot of resources and money on costly broadcasting servers. The impact of live streaming is attained by buffering part of the downloaded video file and playing it while the remainder of the file is still being downloaded.

In this case the TCP protocol is used. Although TCP is safe (there are a great deal of look for package loss in this protocol), it is not ideal for video streaming in which the loss of data is typical and expected. Modern Flash, QuickTime and RealMedia gamers combined with a fast server, nevertheless, handle to play such videos without numerous issues and to decrease the buffering time.

If you want to allow your visitors to play easy videos on your site, you do not require a genuine streaming server. The same outcome can be achieved with pseudo streaming. The most common use of this streaming approach is to display flash films which are small in size and quick to download and play. If you want to reveal live programs on your site or to stream long videos, you require a genuine streaming server. Keep in mind that such servers create massive bandwidth and a great deal of I/O load on your server.

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