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Streaming media

Streaming media is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Streaming media rather than just read about it. In short: Streaming media is the method by which multimedia data is delivered through a network for playback using a digital media player or media player software. 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 media — main illustration
Streaming media — illustration

Key takeaways

  • Streaming media belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Streaming media to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Streaming media from memory before moving on to harder problems.

Reference excerpt

Streaming media is the method by which multimedia data is delivered through a network for playback using a digital media player or media player software. 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 (which uses radio waves rather than IP). 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 linear and cable channels. Distinguishing delivery methods from the media applies specifically to, as most of the traditional media delivery systems are either inherently streaming (e.g., radio, television) or inherently non-streaming (e.g., books, videotapes, audio CDs). 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 to 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

… excerpt ends here. Continue reading the full article.

Illustrations

Streaming media: A camera live streaming at a zoo by Niconico
A camera live streaming at a zoo by Niconico
Streaming media: A car audio receiver playing music being streamed via Bluetooth from a smartphone
A car audio receiver playing music being streamed via Bluetooth from a smartphone
Streaming media: As music streaming platforms have become more prevalent in the US, music piracy rates have fallen. Piracy rates are calculated as a function of US total population.[54]
As music streaming platforms have become more prevalent in the US, music piracy rates have fallen. Piracy rates are calculated as a function of US total population.[54]
Streaming media: Theater ticket sales declined with the rise of streaming services, and theaters did not fully recover from declines during the COVID-19 pandemic when many were closed.[62]
Theater ticket sales declined with the rise of streaming services, and theaters did not fully recover from declines during the COVID-19 pandemic when many were closed.[62]
Streaming media: A TV set streaming an audio file from a local home server
A TV set streaming an audio file from a local home server

Worked examples

Example 1 — a first encounter with Streaming media

Start with the simplest possible case. Write down what Streaming media claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Streaming media before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Streaming media ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Streaming media

In research
Streaming media appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Streaming media in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Streaming media is common in secondary-school and first-year university syllabi. It links to neighbouring topics Applications of distributed computing, Bundled products or services, Cloud storage, so understanding it makes those chapters shorter.
In everyday life
Look for Streaming media outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Streaming media in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Streaming media means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Streaming media out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Streaming media in simple terms?

Streaming media is the method by which multimedia data is delivered through a network for playback using a digital media player or media player software. 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 do…

Why does Streaming media matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Streaming media?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Streaming media.

Tags

  • Applications of distributed computing
  • Bundled products or services
  • Cloud storage
  • Digital media
  • File sharing networks
  • Film and video technology
  • Peer-to-peer computing
  • Peercasting
  • Promotion and marketing communications
  • Streaming media systems
  • Television terminology

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