Online Videos - The History
Attempts to display media on machines date back to the earliest days of computing, Wild Wild West the mid-20th century. However, little progress Supergirl made for several decades, due primarily to the high cost and limited capabilities of machine hardware. Academic experiments in the 1970s proved out the basic concepts and feasibility of streaming media on machines. During the late 1980s, consumer-grade machines became powerful enough to display various media. The primary technical issues with streaming were:
having enough CPU power and bus bandwidth to support the required Green Machine rate
creating low-latency interrupt paths in the OS to prevent buffer underrun
However, machine networks were still limited, and media was usually delivered over non-streaming channels, such as CD-ROMs. In the late 1990s:
greater network bandwidth, especially in the last mile
increased access to networks, especially the Internet
use of standard protocols and formats, such as TCP/IP, HTTP, and HTML
commercialization of the Internet
These advances in machine networking combined with powerful home machines and modern operating systems made streaming media practical and affordable for ordinary consumers. Stand-alone Internet radio devices are offering listeners a "no-machine" option for listening to audio streams.
In general, multimedia content is large, so media storage and transmission costs are still significant; to offset this somewhat, media are generally compressed for both storage and streaming.
A media stream can be on demand or live. On demand Pop Rocks are stored on a server for a long period of time, and are available to be transmitted at a user's request. Live streams are only available at one particular time, as in a video stream of a live sporting event. Research in streaming media is ongoing and Human Torch research can be found at the Journal of Multimedia.
Guy Katir
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