Next-Generation Video:
MPEG-4 and Streaming
Media
by Douglas Dixon,
Manifest Technology,
www.manifest-tech.com
MPEG
Standards
The
MPEG-4 Industry
Apple
QuickTime
RealNetworks
Microsoft
Windows Media
Better
Quality
The
Interactive Future
References
Streaming media is no longer just
postage-stamp videos stuttering over a
dial-up connection. The past few years have
seen the development of the MPEG-4
standard and its adoption into architectures
like Apple QuickTime, and technology
improvements in compression, servers, and
players in systems such as RealNetworks
RealMedia and Microsoft Windows Media.
Each of these approaches has grown far
beyond just video and audio compression, to
end-to-end systems for creation, hosting,
delivery, and playback of a broad range of
multimedia data.
With continued rapid innovation and
competition, streaming media has expanded
from video windows to full-resolution
movies, from networks to wireless devices,
and from computers to portable audio devices
and DVD players. For content creators, they
offer the potential of distribution paths
from tiny mobile phones to digital cinema.
And, with digital rights management, they
offer a market for renting and selling
videos over the Internet.
And this is still just the beginning, as
architectures like MPEG-4 extend beyond just
video playback: by separating video content
into objects and layers they promise a much
more customizable and interactive
experience.
Yet all this activity and excitement also
makes the streaming market confusing and
frustrating, with rapid change and multiple
competing formats to understand and choose
between, even before trying to deal with the
huge variations in the quality of the
streaming experience at different
bandwidths.
The Moving Picture Experts Group
(MPEG, mpeg.telecomitalialab.com)
has developed a series of standards to drive
the development of digital media, from CD to
DVD to streaming. The MPEG compression
standards provide common formats for
storing, sharing, and playing video and
audio. They offer the ability to
"author once, play anywhere," and
provide users the confidence that their
assets will remain accessible. Standards
also can drive innovation and choice though
competition.
MPEG-1, approved in 1994, was
designed for stored media, especially CD-ROM
applications, with quarter-screen,
"VHS-quality" video. It supports
data rates around 1.5 Megabits per second,
and is also used for the Video CD format.
MPEG-2, approved in 1994, was
designed for digital television, with a data
rate around 4 to 9 Mbits/sec, and scalable
to high definition. Its most obvious success
is in the explosive popularity of DVD, and
it also is used in digital set-top boxes and
cable and satellite TV.
MPEG-4, approved in 1998, provides
scalable quality, not only to high
resolution, but also extended to lower
resolution and lower bandwidth applications.
It also supports scalable delivery, with
error resilience features for delivery
across difficult channels including the
Internet, satellite, and wireless.
The MPEG-4 specification also includes a
new audio format, AAC (Advanced Audio
Coding), developed by many of the
companies involved with the creation of MP3
and Dolby AC3.
MPEG-4 also is a system, a standard for
multimedia applications: not just a stream
of video and audio, but a collection of
media objects, natural and synthetic, that
can be combined, synchronized, and delivered
to a player.
(Just so you know, there was no MPEG-3
standard, and "MP3" is not MPEG-3,
but instead is a shorthand for MPEG-1, Layer
3 audio compression. The MPEG committee is
also working on MPEG-7 and MPEG-21 standards
for multimedia interfaces and frameworks.)
MPEG-4 is supported by a variety of
industry groups in different markets.
The MPEG-4 Industry Forum (M4IF,
www.m4if.org)
has over 100 members, working "to
further the adoption of the MPEG-4 Standard,
by establishing MPEG-4 as an accepted and
widely used standard among application
developers, service providers, content
creators and end users." Its web site
has a wealth of information on MPEG-4, links
to external resources and MPEG-4 products,
and is updated at least daily with MPEG-4
news.

MPEG-4 has seen strong adoption in the
wireless industry, through groups such as
the Third Generation Partnership Project
(3GPP, www.3gpp.org),
which brings together a number of
telecommunications standards bodies to
produce global standards for third
generation mobile systems.
Within the streaming industry, the Internet
Streaming Media Alliance (ISMA, www.isma.tv)
was founded by Apple, Cisco, IBM, Kasenna,
Philips and Sun "to accelerate the
adoption of open standards for streaming
rich media - video, audio, and associated
data - over the Internet." Its members
come from all points of the streaming
workflow, including content (AOL Time
Warner) and delivery (Envivio, Inktomi,
iVast), computer (SGI), consumer (Hitachi,
Panasonic, Sharp, Sony), and chips (Analog
Devices, National Semiconductor). ISMA
adopts and promotes existing standards to
define end-to-end system specifications for
cross-platform and multi-vendor
interoperability.

Unfortunately, the deployment of MPEG-4
has been delayed by disputes about the
licensing terms. The MPEG LA licensing
authority (www.mpegla.com)
represents companies holding patents for
technology used in the standard. The
provisional licensing terms proposed in
early 2002 not only included separate fees
for encoders, decoders, and encoded data,
but also imposed per-minute streaming fees.
After significant objections from the
streaming community, the terms were revised
in July 2002 to provide more flexible terms
and to apply only to commercial products and
services.
Apple has been diligently developing QuickTime
since 1991 as a cross-platform architecture
for creating, playing, and streaming digital
media (www.apple.com/quicktime).
QuickTime is a core technology on the
Macintosh platform, and is also available as
a free download for Windows, and is
installed with the many applications built
on its platform.

QuickTime has an open architecture that
supports over a hundred digital media
formats. For example, QuickTime added
support for MPEG-1, MIDI, and QuickTime VR
panoramas in the mid-1990's, and became a
popular format for cross-platform
applications with media content on CD. In
1999, QuickTime 4 included support for DV,
MP3, Flash, animation, and Web streaming
protocols. QuickTime 5 then became
especially popular as a cross-platform
format for posting web videos such as movie
trailers and music videos.
The big news in QuickTime 6, introduced
in July 2002, is support for MPEG-4.
QuickTime 6 supports the MPEG-4 file format,
MPEG-4 video, and AAC audio. With server
support, it also added Instant-On playback
(without waiting for buffering) and includes
Skip Protection to prevent transient
interruptions in streaming.
The QuickTime 6 product suite now
includes the free QuickTime Player, the
QuickTime Pro upgrade for content editing
(including MPEG-4), and an additional
plug-in for MPEG-2 playback (but not
creation). Apple also has moved its servers
to free open source products, with the
QuickTime Streaming Server 4 for Mac OS X
(with no streaming license fee), the
open-source cross-platform Darwin Streaming
Server, and the QuickTime Broadcaster for
live broadcasts.
Apple is positioning QuickTime as the
architecture and platform at the center of
digital media, as the
"industry-leading, standards-based
software for developing, producing and
delivering high-quality audio and video over
IP, wireless and broadband networks."
Since Apple has paid the MPEG-4 licensing
fees for the QuickTime architecture, it
provides an attractive end-to-end streaming
solution for both users and digital media
tool developers.
Apple has been active in driving the
MPEG-4 standard, though ISMA and other
venues, and was very visible in delaying the
release of QuickTime 6 in order to force the
issue of reasonable licensing fees for
streaming. Apple has seen strong response
and interest in QuickTime 6 and MPEG-4, with
over 25 million downloads in the 100 days
after it was released.
Apple sees QuickTime 6 as a platform for
digital multimedia producers that enables
the distribution of content to any
MPEG-4-compliant device. By supporting the
MPEG-4 file format and its "author
once, play everywhere" capabilities,
QuickTime 6 "delivers scalable,
high-quality video and audio for
distribution to networks ranging from
narrowband (cell phone networks and modem
connections) all the way to broadband and
broadcast."
While QuickTime's legacy is in playing
video files as a media platform, RealNetworks
(www.realnetworks.com)
has always been focused on streaming media.
From the first RealPlayer for streaming
audio in 1995, Real has driven the
development of its RealMedia audio and video
compression formats, and its server and
player products for delivering and viewing
media content. RealVideo 9, introduced in
April 2002, provides 30% bandwidth savings
over RealVideo 8, and the Real tools now
also support MPEG-4.

RealNetworks has become the ubiquitous
streaming format on the Internet (www.real.com).
As of mid-2002, more than 2500 live radio
stations broadcast over the Internet using
RealAudio, there are more than 285 million
registered uses of the RealPlayer, the
RealPlayer is installed on over 90% of U.S.
home PCs, and over 85% of Web pages that
contain streaming media use RealNetworks
formats.
However, while Microsoft and Apple have
preloaded support on their native Windows
and Mac OS platforms, and can give away
their media architectures and tools for free
in order to drive adoption of their larger
platforms, RealNetworks needs to generate
profits from streaming technology. But, at
the same time, Real also needs to provide an
easy entry into its products, and to drive
the use of its formats. As a result, it
walks a difficult line, offering free
entry-level tools, players, content
creation, and servers, and then charging for
upgrades to full functionality.
More recently, Real has moved into the
content delivery business, offering audio,
video, and even games. GamePass offers a new
full version game for $6.95 a month with the
RealArcade game service. RadioPass offers 50
ad-free radio stations for $5.95 a month,
and MusicPass also offers up to 100 music
downloads for $9.95 a month. The RealOne
SuperPass subscription service (www.realone.com)
provides access to premium programming for
$9.95 a month, and has more than 750,000
subscribers. Its channels include news (ABC,
CNN, Wall Street Journal), sports (MLB, NBA,
NASCAR, Fox, CNN/SI), E! and iFilm videos.
Meanwhile, Real has continued to upgrade
its own RealVideo and RealAudio compression
formats. RealVideo 9 and RealAudio Surround
support half-screen video at dial-up rates,
VHS quality over broadband starting at 160
Kbps, near-DVD quality video and surround
sound audio at 500 Kbps, and up to HDTV
formats and resolutions. At these rates, two
full-length movies can fit on a CD, and up
to fifteen movies on a DVD.
Even with its own formats, Real is
positioning its players and servers as
universal platforms that support all other
formats. The free RealOne Player version 2
plays streaming media, DVD, and MP3, and
also burns CDs. The RealOne Player Plus
upgrade ($29.95) adds universal playback of
over 50 additional media types, including
Windows Media and QuickTime MPEG-4.
Real's Helix Universal Server, released
in July 2002, streams all major media types,
including Real, QuickTime, MPEG-2, MPEG-4,
and Windows Media. Real offers the source
code of the Helix DNA platform under
commercial and open source licenses through
the Helix Community (www.helixcommunity.org).
The Helix server is available on Windows,
Unix, and Linux. Real also is working to
deploy its formats on non-PC and embedded
devices such as Palm OS and with partners
including Hitachi, NEC, Nokia, and Philips.
While Apple has moved QuickTime
wholeheartedly behind MPEG-4, and Real plays
both sides of the street as a universal
platform that also maintains its strong
emphasis on the RealMedia formats, Microsoft
continues its major investment focused on
the Windows Media format and
architecture (www.microsoft.com/windowsmedia).
While the Windows Media format originally
evolved from MPEG-4, Microsoft is
positioning Windows Media not just as better
compression beyond standards such as MPEG-4
and MP3, but as a complete end-to-end
digital media platform, with content
creation tools, servers, clients, and
application programming interfaces.

Windows Media 9, introduced in beta in
September 2002, is a major end-to-end
upgrade of the entire system. Video
compression has improved 15 to 50 percent
over Windows Media 8. It includes
enhancements for dial-up rates with video
Frame Smoothing and mixed-mode voice and
music audio. It also extends upward to
digital cinema, with 1280 x 720 and 1980 x
1080 (hardware-assisted) progressive video
and 5.1 surround-sound audio.
Windows Media Player 9 supports multiple
bit rates and languages in a single stream,
and provides variable-speed playback without
changing the audio pitch. It also delivers
Fast Streaming instant-on/always-on
streaming for broadband. The Windows Media 9
servers provide content providers with
features including ad insertion and
server-side playlists for organizing content
delivery. Microsoft also has enhanced its
Digital Rights Management (DRM) technology
to provide a complete system for content
sales and rental.
Microsoft is deploying the Windows Media
format beyond the desktop, to PocketPC
handhelds and to a wide array of consumer
electronics devices. Windows Media Audio
already has been built in to portable audio
players, CD players, and car stereos (as MP3
has been). And now Windows Media Video is
being built in to DVD players as an
alternate format to MPEG-2, and can squeeze
longer movies onto a disc. Microsoft
predicts that by the end of 2002 there will
be approximately 27 million consumer devices
supporting Windows Media formats.
Even better, all these elements are free,
bundled with the latest Microsoft server and
operating systems releases, or available for
download. While the new Windows Media 9
formats are backward compatible with Media
Player 7.1 and older consumer devices, the
advanced capabilities do require Windows
.NET Server and Windows XP.
While MPEG-4 is gathering momentum and
support, especially for streaming and
wireless, RealNetworks and Microsoft argue
that it is by now an old standard, while
their formats and technology have continued
to rapidly evolve and improve. These formats
are being positioned as defacto standards,
as they are embedded in chips and built into
consumer electronics devices.
Microsoft describes Windows Media 9 as
three times better than MPEG-2 (for example,
DVD quality at 2 vs. 6 Mbps), and twice as
good as MPEG-4. In comparing current
implementations, Real and Microsoft's focus
on compression improvements has resulted in
better quality than the basic MPEG-4 profile
provided in QuickTime 6.
While the benefits of a common standard
such as MPEG-4 may well be worth giving up
some compression performance, the question
now is whether the combined efforts of the
wide range of companies involved with MPEG-4
also can advance the technology and
implementations to take full advantage of
the format.
The standards community also is not
standing still. MPEG has partnered with the
International Telecommunications Union
standards group to form the Joint Video Team
(JVT) to define enhancements to MPEG-4. This
new version, Advanced Video Compression (AVC),
is targeted to provide 50 percent better
compression and improve support for mobile
networks and the Internet.
MPEG-4 is much more than a compression
format. It is a container for a variety of
media data types and associated information,
based on Apple's QuickTime file format. It
supports both natural and synthetic objects;
not just recorded audio and video, but also
text and sprites, synthesized music and
speech, 2-D and 3-D graphics, and even face
and body animation.
MPEG-4 then provides a mechanism to
combine these media objects into audiovisual
scenes, and then multiplex and synchronize
the data to package it for delivery over
different types of channels. In MPEG-4, the
content is defined in terms of the scene and
its independent objects, and not all smushed
into pixels in a frame of video. As a
result, streaming media experiences can be
choreographed and animated as with computer
graphics.
Similarly, the viewer can go beyond
passive viewing to interact with the scene
and the objects. This provides a much more
sophisticated experience than is possible
with just video, and transmitting individual
objects and behaviors that can be modified
over time also provides large savings in
bandwidth, especially the interaction can be
managed on the client side.
So, what does this all mean for the
future? In the short term, while it is clear
that the market will continue to be confused
and fragmented by multiple competing
formats, the resulting competition also
promises continued advances in compression
performance and quality. In the longer term,
object-based compression promises a
revolution in how we experience digital
media, with much more flexible and
interactive experiences for entertainment
and education. Whether at the desktop or on
a handheld device, life will continue to be
interesting.
Moving Picture Experts Group (MPEG)
mpeg.telecomitalialab.com
MPEG LA licensing authority
www.mpegla.com
MPEG-4 Industry Forum (M4IF)
www.m4if.org
Internet Streaming Media Alliance (ISMA)
www.isma.tv
Third Generation Partnership Project
(3GPP)
www.3gpp.org
Apple QuickTime
www.apple.com/quicktime
RealNetworks
www.realnetworks.com
www.real.com
www.realone.com
www.helixcommunity.org
Microsoft Windows Media
www.microsoft.com/windowsmedia
Manifest
Technology®
Copyright 1999-2003, Douglas
Dixon, All Rights Reserved
Manifest Technology is a
registered trademark of Douglas Dixon
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