.

Monday, April 8, 2019

Evolution Of The Video Essay Example for Free

Evolution Of The picture EssayAbstractThe ubiquitous education of technical schoolnology and computers has changed the behavior people live, work, play and interact. The profile of moving in has alike changed dramatically throughout the years. With the development of faster bandwidths, idiot boxs were also introduced as part of the myriad of serve that cyberspace had to offer to its growing patrons. Raynovich (2005) wrote that the photo is late migrating into cyberspace to cater to the more sophisticated demands of the tech savvy. Several technological innovations in the ikon- entanglement interface argon cyclosis, earnings TV, moving-picture show conferencing and online looseness. The interface amongst the net profit and pictorial matter is inexorable as customers demand better quality and easy access to the medium. The development of the characterization on the profits is so far in constant flux. The current motion-picture show Internet protocol whitewas h needs more conviction to evolve. It is apparent that video on the Internet is the wave of the upcoming and something to assure forward to.IntroductionThe ubiquitous development of technology and computers has changed the way people live, work, play and interact. The profile of bloodline has also changed dramatically throughout the years. Technological advancements dominate the shift in business strategies of many firms and do traditional business models obsolete. Upheavals wrought by these developments have forced many corporations to restructure and seek unsanded directions. Financial food markets are non spared from the upheaval. World capital markets throughout the globe are now interlinked via satellite, ne cardinalrks and technology. globalisation has linked formerly independent economies. When a cataclysm occurs within a globally linked monetary system, the entire global market feels the ripples of the event. Businesses are no longer isolated entities that operate autonomously.People fuck live and work in virtual reality. It is no longer important that one be physically present in a given work area. Beca engage of computers and connectivity, people can choose to work where they resembling, when they like and how they like to do their job. With the click of a mo exercise, an ordinary worker can communicate with his counterpart elsewhere in the globe to discuss work and exchange ideas.The development of computers gave birth to the Internet. In the early 1960s, a hardly a(prenominal) visionaries saw great po 10tials in information exchange within the scientific and military circles (Howe, 2005). By 1969, ARPANET originally conceived by Advanced Research Projects Agency (ARPA) became online. Only four computers from partner universities in the southwesterly US (UCLA, Stanford Research Institute, UCSB, and the University of Utah) were able to establish contact (Howe 2005).The Internet, or exclusively the Net, is a publicly genial worldwide s ystem of interconnected computer networks that transmit data by packet switching development a standardized Internet Protocol (IP). A few other institutions are liked to network. Initially, the net countenanced information services like electronic mail, online chat, and the interlinked Web pages and other documents of the World Wide Web (Internet, n.d.).With the development of faster bandwidths, videos were also introduced as part of the myriad of services that cyberspace had to offer to its growing patrons. Raynovich (2005) wrote that the video is slowly migrating into cyberspace to cater to the more sophisticated demands of the tech savvy. Legacy video networks like production line boob tube, television broadcasts and the DVD and VHS formats are the prevailing formats for the past decades. However, with the entry of faster bandwidths and amend connectivity, it is apparent that the Internet is the wave of the future in video technology.Developments of the goggle box in the I nternetBy mid-1990s, service resultrs began introducing photos, audio, video and animations. It had broadened the scope of the Internet from just merely text-based transmissions. Real Audio ver. 1.0 genuine by Progressive Networks in 1995 stick outed Internet users to view real time images on the Internet without the need for down stretch alonging the file. This new technological uncoering is known as streaming. Streaming allowed consumers to access audio files straightaway with less download time. The user immediately trustworthy a transmission of the audio files as soon as it was released. In 1997, the same caller-out introduced Real exposure. This time, images were streamed and transmitted over the Internet.Microsoft was not far behind when they introduced Netshow 2.0 that apply better bandwidths. It was later renamed window Media Player 6.0 in 1999. The program allowed users to play both audio and video streaming formats. By 2000, the improved program can accommodate MP 3 formats. In 2003, an improved version of Window Media Player 9.0 allowed users to queue, cross-fade and playback audio and video clips. A video smoothing technology was also included in the new version that allowed content encryption at lower speeds. This was ideal for slow Internet connections (Shaw, n.d.)In streaming, there are two types of server. hotshot is a streaming server and the other is a lawful web server. A streaming server sends data in packets and determines the speed of the users connection. The server buffers the data so the video could be viewed continuously even when the speed establishs intermittent. The stream server sends video files in three ways unicast, multicast or reflected multicast (Streaming video on the Internet, 2000). On a regular web server, the video files are treated as regular file transfer. The files are also buffered to ensure continuous play. The video is played back not on the servers but on the users computer storage. The diagram in fig ure 1 illustrates the process.Aside from streaming, Live Web broadcasting or live webcast is another way of transmitting video tracks onto the Internet. As a computer playbacks the video content in a computer, a streaming server accepts the broadcast. Anyone accessing the server at the time of broadcast would be able to view the video as it is being played (Streaming video on the Internet, 2000).Figure 1 Process of video streaming (Streaming video on the Internet, 2000)..Streaming video is particularly useful as a acquire official document used in many technology driven classrooms. Shepard (2003) differentiated streaming video from the traditional mediums of video like CD-ROM, DVD or VHS tapes. The publishers of CD-ROM or DVD inadvertently lose copyright hold up of their products once purchased while in streaming, the publisher can harbour copyright be puzzle video streams may not be stored on the viewers computer. Compared to VHS, streaming is more flexible and interactive (p. 297).Streaming videos allow students to access demonstration or chatter at their own pace. Some of the important points of a lecture for example are hyperlinked to other sources that students can explore. Video streaming can also be used to facilitate examinations where teachers may post their questions and the students may send their answers. Video streaming presents an alternative form of learning transformation and allows teacher-student interaction.Another development in the video aspect in the Internet is the introduction of Internet television. Internet television allows viewers to access television programs on the Internet. However, the Internet offers more versatility and interactivity. The programs are watched on the users computer systems while according users more control over what they watch and obtain ancillary information over the Internet simultaneously (Noll, 2004, p.4). Presently, web TV received lukewarm responses from the users. Web TV allows users access to the internet through the use of the keyboard attached to a anticipate line and a television set to provide display.The HDTV offers clearer transmission because it broadcasts programs in digital format. The conk out lines are doubled compared to a conventional television and uses the UHF band width. Raynovich (2005) wrote that in the future, improvements in the Internet access and bandwidth would allow integration of the Internet and the video without mimicking existing cable television business models. The future of Internet television would ignore linear programming where the providers control the viewing choice and schedule. The Internet television should allow users to access programs anytime, anywhere and anyway the viewer would want it.Internet protocol television or IPTV is a current development in Internet television. Mike Volpi, senior vice president and global manager, Routing and Service Provider Technology Group, in an interview cited the new developments in Internet telev ision. IPTV is not simply television delivered over the Internet. It uses the same language and technology of internet. The principle of IPTV follows the tradition of traditional television, cable or satellite but delivered with a higher degree of personalization and searchability (Cisco, 2006). On IPTV, the users are allowed to pick their favorite television programs and watch them on-demand. The IPTVs interactivity differentiates it from traditional television and cable broadcasts.Video and audio conferencing have been in use for many years using a variety of mediums like the send for, television and the Internet. When using video conferencing on the Internet through streaming. The first video conferencing was Ericssons demonstration of the first trans-Atlantic LME video telephone calls (Roberts, 2004).The network video protocol (NVP) was introduced in 1976 and packet video protocol (PVP) in 1981(Roberts, 2004). Video conferencing has also become one of the popular medium of comm unication but limited in scope. Not all telephone companies offered the service to their customers.The Virtual Room Videoconferencing System (VRVS) was developed at Caltech-CERN on July of 1997. The initial intention was to provide the communication tools for researchers and scientists involved in the Large Hadron Collider Project and scientists in the High Energy and Nuclear physical science Community in the U.S. and Europe. It has since been expanded to include other professions like geneticists, doctors, and a host of other scientists that requires such a facility (Roberts, 2004). In 2000, Microsoft introduced the software NetMeeting to support video conferencing using the computer.There are two ways to conduct video conferencing on the web the point to point and multipoint services. Point to point or P2P can link two locations with live audio and video feeds while the multipoint system can provide a link to three or more locations. The P2P uses a protocol of H.323 to establis h contact between two points. When connected, both parties can now exchange audio and video over the Internet. For the multipoint system, a multipoint control unit or MCU is necessary to make three or more connections on H.323 protocol (Hunter, n.d.).When Steve Russell developed the first computer game Space War in 1961, videogames became a byword for many homes in the United States. Entrepreneurs saw an opportunity in the videogames sedulousness. Thus marked the beginnings of major leaders in videogames. Nolan Bushnell, the Atari render was the first to convert video games into a lucrative venture. He developed games without the need for complicated reason necessarys and sold them to the public. A modest 1500 units were sold through a pinball company. In 1972, Atari introduced Pong and generated revenues ten times more than the pinball machine.Bushnell later designed a simpler machine for home use. By 1976, the industry players had grown to twenty and their combined earnings gr ew from $200 million in 1978 to $1 billion in 1981. The biggest players at that time include National Semiconductor, Fairchild, General Instrument, Coleco, and Magnavox (Aoyama and Izushi, 2003, p.427). After several years of successful ventures, the market for video games crashed in 1983-1984. Aoyama and Izushi (2003) attributed the crash to oversupply and sub-standard designs of software (p.427).With the introduction of 3D and multimedia in the 1990s, it had revolutionized gaming to include network gaming. By the late 1990s, the MUD or multi-user domain protocol became a requisite in most videogames to allow multiple players for online gaming (Newman, 2004, p.115). The trend in online gaming is changing so rapidly that what is in vogue today may be obsolete in a few months. In online gaming, the players are allowed to pit against each other despite geographic and spatial distance. The Internet also allows online chat while players are competing against each other. The ubiquitous t echnology of the Internet had extended videogames from an individuals living room into a global domain.Issues with Internet VideoThe main problems that usually hound providers are bandwidth and economics. In streaming technologies, most users have limited capacity modem speed. While the speed rate slowly improves, there are still gaps that need to be addressed. For example, streaming video files require a minimum of 2500 to 5000 compression ratio. A multimedia video consumes about 2.4M bits/second, 80 times more than the bandwidth capacity of a regular 28.8K modem connection (Currier, 1996). To have good transmission, the bandwidth must be slightly higher than the usual.The second fruit is the time train that video and audio content may experience on the Internet. Unpredictable load and traffic may disrupt transmission thereby producing corrupted images or audio. Disruption can cause the loss of data. The solution to the problem is to change the analogue lines into digital ones t o increase bandwidth. A time delay of two seconds can render video conferencing useless. TCP/IP drop rate of 5% forget inevitably translate to transmission loss.The level of acceptance for IPTV or Internet TV is still low. The proliferation of video and Internet television is also highly dependent on costs. Very few investors at the second are willing to invest money into the medium. The medium also competes with traditional programming delivery of regular television broadcast and cable service.ConclusionThe interface between the Internet and video is inexorable as customers demand better quality and easy access to the medium. The development of the video on the Internet is still in constant flux. The current video Internet protocol still needs more time to evolve. It is apparent that video on the Internet is the wave of the future and something to look forward to.ReferencesAoyama, Y. and Izushi,H. (2003) Hardware thingumabob or cultural innovation? Technological, cultural, and s ocial foundations of the Japanese video game industry. Research Policy 32 423-444.Cisco, 2006. Ciscos vision for the evolution of video communications and entertainment Mike Volpi discusses the strategic importance of video in communications and media markets. Retrieved February 18, 2007 from http//newsroom.cisco.com/dlls/2006/ts_121206.htmlCurrier, B. (1996). Is the Internet ready for video? Retrieved February 18, 2007 from http//www.synthetic-ap.com/qt/internetvideo.htmlHowe, W. (2005) An anecdotal history of the people and communities that brought about the Internet and the Web. Retrieved February 18, 2007 from http//www.walthowe.com/navnet/history.htmlHunter, J. (n.d.) Video Conferencing An Introduction. Retrieved February 18, 2007 from http//ezinearticles.com/?Video-ConferencingAn-Introductionid=70930Internet (n.d.) Retrieved February 18, 2007 from http//en.wikipedia.org/wiki/InternetNewman, J. (2004). Videogames, London Routledge.Noll, M.A. (2004). Chapter 1Internet Televisio n Definition and prospects in Internet Television. Darcy Gerbarg, Jo Groebel and Eli Noam (eds). Mahwah, NJ. Lawrence Erlbaum Associates1-8.Raynovich, R.S. (2005). Video is the Internet. Retrieved February 19, 2007 from http//www.lightreading.com/document.asp?doc_id=72472Roberts,L.P. (2004). The history of video conferencing Moving ahead at the speed of video. Retrieved February 19, 2007 from http//ezinearticles.com/?The-History-of-Video-ConferencingMoving-Ahead-at-the-Speed-of-Videoid=5369Shaw, R. (n.d.). The evolution of rich media. Retrieved February 18, 2007 from http//www.imediaconnection.com/content/2618.asp.Shepard, K. (2003). Questioning, promoting and evaluating the use of streaming video to support student learning. British Journal of Educational Technology 34(3) 295308.Streaming video on the Internet. (2000). Retrieved February 1997 from http//www.dps.com/custserv/doclib.nsf/55f584d47a8fd27585256bf300554e9f/9cb11874854c451c85256aaf00681f80/$FILE/Streaming%20Video%20Whit e%20Paper%20v1-0.pdf

No comments:

Post a Comment