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RTP BASED VIDEO /
 AUDIO CONFERENCING
INTRODUCTION
Network or Internet streaming media changed the Web drastically, a phenomenal
change which all of us knew it-- changed it from a static text and graphics-based
medium into a multimedia experience populated by sound and moving pictures.
Now streaming media is poised to become the de facto global media
broadcasting and distribution standard, incorporating all other media, including
television, radio, and film.
The low cost, convenience, worldwide reach, and technical simplicity of using one
global communications standard makes web broadcasting irresistible to media
publishers, broadcasters, corporations, and individuals.
Businesses and individuals once denied access to such powerful means of
communication are now using the Web to connect with people all over the world.
The remarkable technology that allows a web site visitor to click on a button and
seconds later listen to a sporting event, tradeshow keynote, or CD-quality music
is the result of a rather simple but powerful technical innovation--streaming
media.


WHAT IS STREAMING
Streaming works by first compressing a digital audio file and then breaking it into
small packets, which are sent, one after another, over the Internet or within a
local network. When the packets reach their destination i.e. the requesting user,
they are decompressed and reassembled into a form that can be played by the
user's system.
To maintain the illusion of seamless play, the packets are "buffered" so a number
of them are downloaded to the user's machine before playback. As those buffered
or preloaded packets play, more packets are being downloaded and queued up
for playback.
However, when the stream of packets gets too slow due to network congestion,
the client audio player has nothing to play, and the client machine gets the all-
too-familiar drop-out that every user has encountered.
Ideally, video and audio are streamed across the Internet from the server to the
client in response to a client request for a Web page containing embedded
videos.
The client plays the incoming multimedia stream in real time as the data is
received. Quite a few video streamers are starting to appear and many pseudo-
streaming technologies and other potential solutions are also in the pipeline.
Generally streaming video solutions may work on a closed-loop intranet, but for
mass-market Internet use, they're simply dysfunctional. However current
transport protocol, codec and scalability research will eventually make video on
the Web a practical reality.
For a long time now, its been very easy to download and play back high-quality
audio and video files from the Internet. Current web browsers and servers support
full-file transfer mode of document retrieval. However, full file transfer means very
long, unacceptable transfer times and playback latency.
Hence we have propsoed a software system that will use the efficient streaming
concepts along with temporary buffering in order to steram live audio and video
for any organization’s conference facility eitrher from Internet or Intranet with the
best Qos (Quality of Service)


AIM/OBJECTIVE OF THE PROPOSED SYSTEM
       The proposed system aims to achieve the following objectives
   To send a sequence of "moving images" that are sent in compressed form
   over the Intranet/Internet and displayed by the viewer as they arrive.
   Streaming media is streaming video with sound.
   Streaming the audio or video as a continuous stream
   Using lesser bandwidth and Improving the QoS through RTP


PROPOSED SYSTEMS REQUIREMENTS
         PROPOSED SYSTEM SOFTWARE REQUIREMENTS
Server        : Windows 2000 and Client
Client        : Windows Client
Software      : JAVA
Database      : Oracle 8/ MS ACCESS
STREAM PALYER : JMF
PROTOCOL      : RTP

             PROPOSED      SYSTEM HARDWARE REQUIREMENTS
Processor          -       PIII or above
Memory             -       128 MB RAM or above
Secondary Storage  -       40 GB HDD or above
FLOPPY DISK        -       .44 MB or above
Display unit       -       Color Monitor and other suitable accessories

NEED FOR STREAMING
Ideally, video and audio should be streamed across the Internet from the server
to the client in response to a client request for a Web page containing embedded
videos. The client plays the incoming multimedia stream in real time as the data
is received.
Audio streaming is becoming widely accepted and deployed. Although streaming
audio programs are considerably further along than video, they are still nowhere
near typical computer-sound quality. The idea of streaming video over the
network has been gaining a lot of interest.
The current Internet is a best effort network and interconnects sites with widely
varying bandwidth capabililties. In the future the Internet will see the rollout of
ATM, with the ability to control Quality of Services (QoS) and mobile networks
with widely varying QoS. Therefore it will remain a very heterogeneous network.
There are many commerical streaming video products becoming available as well
as many research projects in this area. The commercially available products
which purport to provide video streaming capabilities over the Internet have their
own current limitations.


EXISTING SYSTEM
    Basically the video we see at the movie theater or on our television sets is
    different from the video we view through the Internet. The main difference is
    that the video has to be heavily compressed.
    This compression is why the video often appears blurred or pixelated. The
    reason why the video has to be compressed so much is that video files are
    very large and the Internet does not have the capacity to move these files.
    The more the compression, the more compromise on Quality
    A server that is downloading video can easily become overloaded because of
    the processor intensive nature of downloading files.
    In the downloading method the end user has to wait until a significant portion
    of the video has finished downloading. With some formats the client has to
    wait until the whole clip has been downloaded.
    Non-availability of instant buffering
    Downloading the same clip will use more bandwidth5 than the same clip that
    is streamed. Higher bandwidth occupation causing the download server to
    heavy loads resulting in congestion
    Downloading may be the appropriate solution if we have a very limited amount
    of video content


PROPOSED SYSTEM ADVANTAGES
•   Streaming video gives an almost constant amount of data to a client at a time,
    while downloading provides data to the end-user as fast as they can accept it.
•   Streaming has many advantages from the client's perspective as well. With a
    streaming technology the video starts playing immediately.
•   When downloading the client will download the whole video but may only
    watch part of it. With streaming video the user needs to only supply them with
    as much bandwidth as they need to view the video, or segment of that video.
    In the end this can result in an incredible amount of bandwidth savings.
•   With streaming the QoS is also improved through the use of RTP protocol.
•   Quality is dependent on the bandwidth, media content (motion vs non-motion)
    or the amount of data that needs to be moved per second across the network


PROPOSED SYSTEM DESCRIPTION
Streaming is a technology for playing audio and video files either live or pre-
recorded from a Web page. A user can view the audio or video files directly from
the Web server for immediate playback. This avoids time consuming downloads
of large files. Streaming may also be referred to as Webcasting.
When audio or video is streamed, a small buffer space is created on the user's
computer, and data starts downloading into it. As soon as the buffer is full, the file
starts to play.
As the file plays, it uses up information in the buffer, but while it is playing, more
data is being downloaded. As long as the data can be downloaded as fast as it is
used up in playback, the file will play smoothly.
Usually there is a delay of only 10-30 seconds before the audio or video starts to
play. The proposed streamed files also don't require much bandwidth, so they can
be played on computers that use modems to connect to the Internet/ within
internal network connection.
With the proposed streaming system streaming, the users can access lengthy
prerecorded audio and video clips to enhance and enrich their topic of discussion.
Students can watch or listen to a live event remotely.
In the case of distributed learning, streaming audio and video can serve as the
primary mode of content delivery. The people viewing the Web page need to have
a player application to view the streamed files.
 With streaming video or streaming media, a web user does not have to wait to
download a large file before seeing the video or hearing the sound. Instead, the
media is sent in a continuous stream and is played as it arrives.
The user needs a player, which is a special program that decompresses and
sends video data to the display and audio data to speakers.
A player can be either an integral part of a browser or downloaded from the
software maker's web site. Streaming video is usually sent from prerecorded
video files, but can be distributed as part of a live broadcast "feed".
On the other hand, the java system
uses a software program that is
installed on over 90% of the world's
computer systems.
As the content provider this means that you can offer one format to reach a larger
audience. Another nice advantage of this system is that, unlike the native player
system, when you upgrade your clients gets automatically upgraded. The
proposed system uses RTP protocol.
RTP is the Internet-standard protocol (RFC 1889, 1890) for the transport of real-
time data, including audio and video.


                   PROPOSED SYSTEM MODULES
A. CLIENT MODULE
   1. USER CONNECTION ESTABLISHMENT: This module establishes the
      clinet Server connection

   2. USER REQUISITION: In this module the particular client requests for a
      video file or an audio file

   3. AUDIO/VIDEO RECEPTION: this module the client receives the necessary
      data source requested

   4. AUDIO/VIDEO PLAYER AND STORAGE: In this module the client plays
      the requested video or audio and stores it in the local host if necessary


B. SERVER MODULES
   1. VIDEO SERVER: In this module the server maintains the connections
      between the clients and the server

   2. ADMIN MANAGER: This module checks to see whether the requested
      client is an authorized one or not.

   3. SOURCE LOCATION: In this module, the source video or audio files are
      located. The proposed system supports/uses any one or two of the
      following files with extensions given below or types specified underneath.
          .avi
          .wav
          quicktime (Streaming media system)
          wmv- windows media video (Codecs)
          wma- windows media audio (Codecs)
          protocol - RTP

   4. CAPTURE: In this module, a certain capture can be doen in the local host
      and then also be converted into streamed format. This is used only if there
      is no source locator found in the host machine

   5. PROCESSOR: In this modules, the video or audio file requested and on
      demand is streamed by creating a temporary buffer and then transferred
      using RTP protocol

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Java Abs Rtp Based Video Audio Conferencing

  • 1. RTP BASED VIDEO / AUDIO CONFERENCING INTRODUCTION Network or Internet streaming media changed the Web drastically, a phenomenal change which all of us knew it-- changed it from a static text and graphics-based medium into a multimedia experience populated by sound and moving pictures. Now streaming media is poised to become the de facto global media broadcasting and distribution standard, incorporating all other media, including television, radio, and film. The low cost, convenience, worldwide reach, and technical simplicity of using one global communications standard makes web broadcasting irresistible to media publishers, broadcasters, corporations, and individuals. Businesses and individuals once denied access to such powerful means of communication are now using the Web to connect with people all over the world. The remarkable technology that allows a web site visitor to click on a button and seconds later listen to a sporting event, tradeshow keynote, or CD-quality music is the result of a rather simple but powerful technical innovation--streaming media. WHAT IS STREAMING Streaming works by first compressing a digital audio file and then breaking it into small packets, which are sent, one after another, over the Internet or within a local network. When the packets reach their destination i.e. the requesting user, they are decompressed and reassembled into a form that can be played by the user's system. To maintain the illusion of seamless play, the packets are "buffered" so a number of them are downloaded to the user's machine before playback. As those buffered or preloaded packets play, more packets are being downloaded and queued up for playback. However, when the stream of packets gets too slow due to network congestion, the client audio player has nothing to play, and the client machine gets the all- too-familiar drop-out that every user has encountered. Ideally, video and audio are streamed across the Internet from the server to the client in response to a client request for a Web page containing embedded videos. The client plays the incoming multimedia stream in real time as the data is received. Quite a few video streamers are starting to appear and many pseudo- streaming technologies and other potential solutions are also in the pipeline.
  • 2. Generally streaming video solutions may work on a closed-loop intranet, but for mass-market Internet use, they're simply dysfunctional. However current transport protocol, codec and scalability research will eventually make video on the Web a practical reality. For a long time now, its been very easy to download and play back high-quality audio and video files from the Internet. Current web browsers and servers support full-file transfer mode of document retrieval. However, full file transfer means very long, unacceptable transfer times and playback latency. Hence we have propsoed a software system that will use the efficient streaming concepts along with temporary buffering in order to steram live audio and video for any organization’s conference facility eitrher from Internet or Intranet with the best Qos (Quality of Service) AIM/OBJECTIVE OF THE PROPOSED SYSTEM The proposed system aims to achieve the following objectives To send a sequence of "moving images" that are sent in compressed form over the Intranet/Internet and displayed by the viewer as they arrive. Streaming media is streaming video with sound. Streaming the audio or video as a continuous stream Using lesser bandwidth and Improving the QoS through RTP PROPOSED SYSTEMS REQUIREMENTS PROPOSED SYSTEM SOFTWARE REQUIREMENTS Server : Windows 2000 and Client Client : Windows Client Software : JAVA Database : Oracle 8/ MS ACCESS STREAM PALYER : JMF PROTOCOL : RTP PROPOSED SYSTEM HARDWARE REQUIREMENTS Processor - PIII or above Memory - 128 MB RAM or above Secondary Storage - 40 GB HDD or above FLOPPY DISK - .44 MB or above Display unit - Color Monitor and other suitable accessories NEED FOR STREAMING Ideally, video and audio should be streamed across the Internet from the server to the client in response to a client request for a Web page containing embedded videos. The client plays the incoming multimedia stream in real time as the data is received.
  • 3. Audio streaming is becoming widely accepted and deployed. Although streaming audio programs are considerably further along than video, they are still nowhere near typical computer-sound quality. The idea of streaming video over the network has been gaining a lot of interest. The current Internet is a best effort network and interconnects sites with widely varying bandwidth capabililties. In the future the Internet will see the rollout of ATM, with the ability to control Quality of Services (QoS) and mobile networks with widely varying QoS. Therefore it will remain a very heterogeneous network. There are many commerical streaming video products becoming available as well as many research projects in this area. The commercially available products which purport to provide video streaming capabilities over the Internet have their own current limitations. EXISTING SYSTEM Basically the video we see at the movie theater or on our television sets is different from the video we view through the Internet. The main difference is that the video has to be heavily compressed. This compression is why the video often appears blurred or pixelated. The reason why the video has to be compressed so much is that video files are very large and the Internet does not have the capacity to move these files. The more the compression, the more compromise on Quality A server that is downloading video can easily become overloaded because of the processor intensive nature of downloading files. In the downloading method the end user has to wait until a significant portion of the video has finished downloading. With some formats the client has to wait until the whole clip has been downloaded. Non-availability of instant buffering Downloading the same clip will use more bandwidth5 than the same clip that is streamed. Higher bandwidth occupation causing the download server to heavy loads resulting in congestion Downloading may be the appropriate solution if we have a very limited amount of video content PROPOSED SYSTEM ADVANTAGES • Streaming video gives an almost constant amount of data to a client at a time, while downloading provides data to the end-user as fast as they can accept it. • Streaming has many advantages from the client's perspective as well. With a streaming technology the video starts playing immediately. • When downloading the client will download the whole video but may only watch part of it. With streaming video the user needs to only supply them with as much bandwidth as they need to view the video, or segment of that video. In the end this can result in an incredible amount of bandwidth savings.
  • 4. With streaming the QoS is also improved through the use of RTP protocol. • Quality is dependent on the bandwidth, media content (motion vs non-motion) or the amount of data that needs to be moved per second across the network PROPOSED SYSTEM DESCRIPTION Streaming is a technology for playing audio and video files either live or pre- recorded from a Web page. A user can view the audio or video files directly from the Web server for immediate playback. This avoids time consuming downloads of large files. Streaming may also be referred to as Webcasting. When audio or video is streamed, a small buffer space is created on the user's computer, and data starts downloading into it. As soon as the buffer is full, the file starts to play. As the file plays, it uses up information in the buffer, but while it is playing, more data is being downloaded. As long as the data can be downloaded as fast as it is used up in playback, the file will play smoothly. Usually there is a delay of only 10-30 seconds before the audio or video starts to play. The proposed streamed files also don't require much bandwidth, so they can be played on computers that use modems to connect to the Internet/ within internal network connection. With the proposed streaming system streaming, the users can access lengthy prerecorded audio and video clips to enhance and enrich their topic of discussion. Students can watch or listen to a live event remotely. In the case of distributed learning, streaming audio and video can serve as the primary mode of content delivery. The people viewing the Web page need to have a player application to view the streamed files. With streaming video or streaming media, a web user does not have to wait to download a large file before seeing the video or hearing the sound. Instead, the media is sent in a continuous stream and is played as it arrives. The user needs a player, which is a special program that decompresses and sends video data to the display and audio data to speakers. A player can be either an integral part of a browser or downloaded from the software maker's web site. Streaming video is usually sent from prerecorded video files, but can be distributed as part of a live broadcast "feed". On the other hand, the java system uses a software program that is installed on over 90% of the world's computer systems.
  • 5. As the content provider this means that you can offer one format to reach a larger audience. Another nice advantage of this system is that, unlike the native player system, when you upgrade your clients gets automatically upgraded. The proposed system uses RTP protocol. RTP is the Internet-standard protocol (RFC 1889, 1890) for the transport of real- time data, including audio and video. PROPOSED SYSTEM MODULES A. CLIENT MODULE 1. USER CONNECTION ESTABLISHMENT: This module establishes the clinet Server connection 2. USER REQUISITION: In this module the particular client requests for a video file or an audio file 3. AUDIO/VIDEO RECEPTION: this module the client receives the necessary data source requested 4. AUDIO/VIDEO PLAYER AND STORAGE: In this module the client plays the requested video or audio and stores it in the local host if necessary B. SERVER MODULES 1. VIDEO SERVER: In this module the server maintains the connections between the clients and the server 2. ADMIN MANAGER: This module checks to see whether the requested client is an authorized one or not. 3. SOURCE LOCATION: In this module, the source video or audio files are located. The proposed system supports/uses any one or two of the following files with extensions given below or types specified underneath. .avi .wav quicktime (Streaming media system) wmv- windows media video (Codecs) wma- windows media audio (Codecs) protocol - RTP 4. CAPTURE: In this module, a certain capture can be doen in the local host and then also be converted into streamed format. This is used only if there is no source locator found in the host machine 5. PROCESSOR: In this modules, the video or audio file requested and on demand is streamed by creating a temporary buffer and then transferred using RTP protocol