Streaming media


Streaming media is multimedia delivered through a network for playback using a media player. Media is transferred in a stream of packets from a server to a client and is rendered in real-time or near real-time; this contrasts with file downloading, a process in which the end-user obtains an entire media file before consuming the content. Streaming is more commonly used for video on demand, streaming television, and music streaming services over the Internet.
While streaming is most commonly associated with multimedia from a remote server over the Internet, it also includes offline multimedia between devices on a local area network. For example, using DLNA and a home server, or in a personal area network between two devices using Bluetooth. Online streaming was initially popularized by RealNetworks and Microsoft in the 1990s and has since grown to become the globally most popular method for consuming music and videos, with numerous competing subscription services being offered since the 2010s. Audio streaming to wireless speakers, often using Bluetooth, is another use that has become prevalent during that decade. Live streaming is the real-time delivery of content during production, much as live television broadcasts content via television channels.
Distinguishing delivery methods from the media applies specifically to, as most of the traditional media delivery systems are either inherently streaming or inherently non-streaming. The term "streaming media" can apply to media other than video and audio, such as live closed captioning and real-time text, which are all considered "streaming text".

Etymology

The term "streaming" was first used for tape drives manufactured by Data Electronics Inc. that were meant to slowly ramp up and run for the entire track; slower ramp times lowered drive costs. "Streaming" was applied in the early 1990s as a better description for video on demand and later live video on IP networks. It was first done by Starlight Networks for video streaming and Real Networks for audio streaming. Such video had previously been referred to by the misnomer "store and forward video."

Precursors

Beginning in 1881, Théâtrophone enabled subscribers to listen to opera and theatre performances over telephone lines. This operated until 1932. The Telharmonium was patented in 1897. The concept of media streaming eventually came to America. The Tel-musici service operated in Delaware from 1909-1914.
In the early 1920s, George Owen Squier was granted patents for a system for the transmission and distribution of signals over electrical lines, which was the technical basis for what later became Muzak, a technology for streaming continuous music to commercial customers without the use of radio.
The Telephone Music Service, a live jukebox service, began in 1929 and continued until 1997. The clientele eventually included 120 bars and restaurants in the Pittsburgh area. A tavern customer would deposit money in the jukebox, use a telephone on top of the jukebox, and ask the operator to play a song. The operator would find the record in the studio library of more than 100,000 records, put it on a turntable, and the music would be piped over the telephone line to play in the tavern. The music media began as 78s, 33s and 45s, played on the six turntables they monitored. CDs and tapes were incorporated in later years.
The business had a succession of owners, notably Bill Purse, his daughter Helen Reutzel, and finally Dotti White. The revenue stream for each quarter was split between 60% for the music service and 40% for the tavern owner. This business model eventually became unsustainable due to city permits and the cost of setting up these telephone lines.

History

Early development

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, primarily due to the high cost and limited capabilities of computer hardware. From the late 1980s through the 1990s, consumer-grade personal computers became powerful enough to display various media. The primary technical issues related to streaming were having enough CPU and bus bandwidth to support the required data rates and achieving the real-time computing performance required to prevent buffer underruns and enable smooth streaming of the content. However, computer networks were still limited in the mid-1990s, and audio and video media were usually delivered over non-streaming channels, such as playback from a local hard disk drive or CD-ROMs on the end user's computer.
Terminology in the 1970s was at best confusing for applications such as telemetered aircraft or missile test data. By then PCM was the dominant transmission type. This PCM transmission was bit-serial and not packetized so the 'streaming' terminology was often a confusion factor. In 1969 Grumman acquired one of the first telemetry ground stations which had the capability for reconstructing serial telemetered data which had been recorded on digital computer peripheral tapes. Computer peripheral tapes were inherently recorded in blocks. Reconstruction was required for continuous display purposes without time-base distortion. The Navy implemented similar capability in DoD for the first time in 1973. These implementations are the only known examples of true 'streaming' in the sense of reconstructing distortion-free serial data from packetized or blocked recordings. 'Real-time' terminology has also been confusing in streaming context. The most accepted definition of 'real-time' requires that all associated processing or formatting of the data must take place prior to availability of the next sample of each measurement. In the 1970s the most powerful mainframe computers were not fast enough for this task at significant overall data rates in the range of 50,000 samples per second. For that reason both the Grumman ATS and the Navy Real-time Telemetry Processing System employed unique special purpose digital computers dedicated to real-time processing of raw data samples.
In 1990, the first commercial Ethernet switch was introduced by Kalpana, which enabled the more powerful computer networks that led to the first streaming video solutions used by schools and corporations.
Practical streaming media was only made possible with advances in data compression due to the impractically high bandwidth requirements of uncompressed media. Raw digital audio encoded with pulse-code modulation requires a bandwidth of 1.4Mbit/s for uncompressed CD audio, while raw digital video requires a bandwidth of 168Mbit/s for SD video and over 1000Mbit/s for FHD video.

Late 1990s to early 2000s

During the late 1990s and early 2000s, users had increased access to computer networks, especially the Internet. During the early 2000s, users had access to increased network bandwidth, especially in the last mile. These technological improvements facilitated the streaming of audio and video content to computer users in their homes and workplaces. There was also an increasing use of standard protocols and formats, such as TCP/IP, HTTP, and HTML, as the Internet became increasingly commercialized, which led to an infusion of investment into the sector.
The band Severe Tire Damage was the first group to perform live on the Internet. On 24 June 1993, the band was playing a gig at Xerox PARC, while elsewhere in the building, scientists were discussing new technology for broadcasting on the Internet using multicasting. As proof of PARC's technology, the band's performance was broadcast and could be seen live in Australia and elsewhere. In a March 2017 interview, band member Russ Haines stated that the band had used approximately "half of the total bandwidth of the internet" to stream the performance, which was a pixel video, updated eight to twelve times per second, with audio quality that was, "at best, a bad telephone connection." In October 1994, a school music festival was webcast from the Michael Fowler Centre in Wellington, New Zealand. The technician who arranged the webcast, local council employee Richard Naylor, later commented: "We had 16 viewers in 12 countries."
RealNetworks pioneered the broadcast of a baseball game between the New York Yankees and the Seattle Mariners over the Internet in 1995. The first symphonic concert on the Internet—a collaboration between the Seattle Symphony and guest musicians Slash, Matt Cameron, and Barrett Martin—took place at the Paramount Theater in Seattle, Washington, on 10 November 1995.
In 1996, Marc Scarpa produced the first large-scale, online, live broadcast, the Adam Yauch–led Tibetan Freedom Concert, an event that would define the format of social change broadcasts. Scarpa continued to pioneer in the streaming media world with projects such as Woodstock '99, Townhall with President Clinton, and more recently Covered CA's campaign "Tell a Friend Get Covered", which was livestreamed on YouTube.

Business developments

was founded in 1989 and developed a JPEG streaming product called "StreamWorks". Another streaming product appeared in late 1992 and was named StarWorks. StarWorks enabled on-demand MPEG-1 full-motion videos to be randomly accessed on corporate Ethernet networks. Starworks was from Starlight Networks, which also pioneered live video streaming on Ethernet and via Internet Protocol over satellites with Hughes Network Systems. Other early companies that created streaming media technology include Progressive Networks and Protocomm prior to widespread World Wide Web usage. After the Netscape IPO in 1995, usage of the Internet expanded, and many companies "went public", including Progressive Networks. As the web became even more popular in the late 90s, streaming video on the internet blossomed from startups such as Vivo Software, VDOnet, Precept, and Xing.
Microsoft developed a media player known as ActiveMovie in 1995 that supported streaming media and included a proprietary streaming format, which was the precursor to the streaming feature later in Windows Media Player 6.4 in 1999. In June 1999, Apple also introduced a streaming media format in its QuickTime 4 application. It was later also widely adopted on websites, along with RealPlayer and Windows Media streaming formats. The competing formats on websites required each user to download the respective applications for streaming, which resulted in many users having to have all three applications on their computer for general compatibility.
In 2000, Industryview.com launched its "world's largest streaming video archive" website to help businesses promote themselves. Webcasting became an emerging tool for business marketing and advertising that combined the immersive nature of television with the interactivity of the Web. The ability to collect data and feedback from potential customers caused this technology to gain momentum quickly.
Around 2002, the interest in a single, unified, streaming format and the widespread adoption of Adobe Flash prompted the development of a video streaming format through Flash, which was the format used in Flash-based players on video hosting sites. The first popular video streaming site, YouTube, was founded by Steve Chen, Chad Hurley, and Jawed Karim in 2005. It initially used a Flash-based player, which played MPEG-4 AVC video and AAC audio, but now defaults to HTML video. Increasing consumer demand for live streaming prompted YouTube to implement a new live streaming service for users. The company currently also offers a link that returns the available connection speed of the user.
The Recording Industry Association of America revealed through its 2015, earnings report that streaming services were responsible for 34.3 percent of the year's total music industry's revenue, growing 29 percent from the previous year and becoming the largest source of income, pulling in around $2.4 billion. US streaming revenue grew 57 percent to $1.6 billion in the first half of 2016 and accounted for almost half of industry sales.