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Webcams, Streaming Video, and the Future
Beth Kettenacker Cully Radvillas Sam Javner
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Webcams
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What A Webcam Is A camera connected to the internet
Most use the USB (Universal Serial Bus) to connect the camera to their computer
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Personal Webcams This is the most common type of camera
Used to share moving images of themselves or others Users can access this image by knowing a specific address to connect to Cameras are only available when the camera is connected and an internet connection exists
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Buying a Webcam Personal Use—Logitech or Creative Labs
We are using the Logitech QuickCam Pro Professional Use—Sony PCS1600 (recommended by entrepreneur.com) Need a high speed internet connection
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Most posted webcams are available 24/7
Webcam Posting An online webcam pointed at a specific scene or location of interest to possible viewers Most posted webcams are available 24/7
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Webcams Around the World
Japan San Francisco London
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Video Conferencing
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How Video Conferencing Works
Uses a decoder that changes analog video and audio signals into digital signals from cameras and microphones This digital signal is transmitted to a receiving site and is decoded back into the analog signal to be read
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Analog Signals Digital Encoding
Television receives these signals from cameras and microphones Used in old time televisions Uses Approximate copies of the signals Transfers to ones and zeros Creates an exact copy of the signal Used by video conferencing and has greatly increased its quality
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The Basics Of Video Conferencing
The combination of computer software, cameras, microphones, and other peripherals Uses digital phone lines (ISDN lines) to transmit and receive information
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Benefits of Video Conferencing
Allows interactive communication with people over any distance The quality has greatly increased in recent years
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History of Video Conferencing
First became available Not popular in the beginning because of high cost for such poor quality 1990’s Digital Communication through ISDN services started Started a foundational network capability that created many technologies—Video Conferencing History of Video Conferencing
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Video Conferencing Today
Network technologies are popular in most office environments Software and services are easily available to general public and is affordable It is a top choice for businesses because it is economical, safe, and saves time
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Popular Types of Video Conferencing Systems
Webcams Popular among consumers Set-Top Designs Popular for professional use Integrated Systems
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Streaming
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What is Streaming? Process of viewing media while it is being downloaded Usually refers to video or audio Audio is usually higher quality Smaller file size Less compression needed
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Streaming Media Distribution
Web Server TCP protocol Does not sacrifice data – not always real time Has to be able to determine bandwidth speed Media Server UDP protocol Sends data at a predetermined rate Allows for some lost information
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Hardware and Software Needed for Broadcasting
The device (a webcam) Media Server WWW connection Compression Software
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FishCam Our HTTP FishCam
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Options for Online Video
Download entire video On-Demand Video Streaming “Live” Video Streaming
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Downloading an Entire Video
The only option before streaming video Problems Video files are large Large delays between starting downloading video and watching it Solution Streaming video
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Benefits of Downloading an Entire Video
Higher Quality Video can be saved to the computer and viewed at any time
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On Demand Streaming PROCESS
Media player program starts downloading a program Starts to fill a buffer When buffer is filled, playback begins
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Benefits of On-Demand Streaming
Video can be viewed at any time without waiting for the entire file to download Speed of the media is not constant, so placing the next frames in a buffer prepares them to be played smoothly
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“Live” Streaming Video Process
Frame is displayed to the screen as soon as it can after the frame is received Video quality is usually lower than buffered video due to variations in download speed Video also may look jerky because each frame has an individual download speed
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Three Major Players for Streaming Video
Widows Media Player by Microsoft QuickTime by Apple RealPlayer by RealNetworks
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Most popular format for streaming
Allows streaming different quality video from the same video source
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Windows Media Player Has video of a higher quality than RealPlayer
Disadvantage Requires different sources in order to vary quality
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QuickTime Has the best and most consistent quality
Used by the movie industry This version is the least popular format of streaming
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Video Compression
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Video Compression One minute of uncompressed DVD-quality video would require ~ 1.6 gigabytes Without compression, a DVD could only hold 3-12 minutes of video Nearly impossible to stream uncompressed video over the Internet – Compression is absolutely necessary
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Interframe Compression
Takes advantages of similarities between adjacent frames (temporal redundancy) Only store information on parts of video that are changing
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Interframe Compression Techniques
Sub-sampling Only store “necessary frames” Our brains can fill in the missing information Difference Coding Only store data on pixels that have changed Motion Compensation Store how fast an object (or block of pixels) is moving and which direction it is moving
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Compression Difficulties
Less movement, better compression A lot of motion in video or a rapidly moving camera makes it hard to compress – lots of pixels are changing
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Compression Rate Vs. Quality
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Experiments with Compression Rate
We recorded a video We compressed it at various bit rates Observed how changing the bit rate affects video quality
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Sample Videos Non-Moving Camera Moving Camera Video for Dial-up
Video for ISDN Video for Broadband (low quality) Video for Broadband (high quality) Video for LAN Moving Camera Video for Dial-up Video for ISDN Video for Broadband (low quality) Video for Broadband (high quality) Video for LAN
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Findings Higher bandwidth will allow for higher bit rates and less compression, which means higher quality Video taken with a non-moving camera has higher quality than video taken with a moving camera
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Future of Webcams
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Future of Video Compression: MPEG-4 Standard
Creates files of same quality and half the size of MPEG-2 files. MPEG-2 files are used in DVDs It is supported in Apple, Microsoft, and RealNetworks video files
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Artificial Intelligence (AI)
It is in compression software Determines what information is needed to convey the message in the information For Example: A ball is bouncing on one side of the scene and a stationary object is on the other side. The pixels in the area of the moving object will change while the other side is not refreshed Also involved with downloading information from the server to the client
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Future: Integration The goal is to have many different types of media (pictures, sounds, music, video, etc.) may be stored together in one file Information displayed depends on the type of device will be reading it Work has already begun using the MPEG-21 standard
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Future: Solving Network Congestion
AI uses the software to determine which part of the multimedia real-time transfer (audio and video) to remove information from Decreases bandwidth usage Ex: the frame rate or quality of video can be automatically reduced wile keeping the data transfer real-time and the sound quality consistent
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Future: 3D Video Has become a topic of discussion Difficulties:
File size Decoding of information by the user Think about a 3D movie where the image needed to be decoded by a device that separated images into right and left (stereographic)
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Microsoft and 3D Video Currently developing software
Uses two cameras to achieve a stereographic effect Uses an algorithm to separate the images into a 3D representation
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Future: Bandwidth Bandwidth of most connections is increasing
This means there will be more viability in streaming media because it will become available to more users
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DDCam Project
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How the Camera Works Process of developing camera image:
Camera driver calls framecallback code Framecallback either manipulates the data or leaves it alone Image is then put back into memory User sees the image on the screen (information from Drew Demerath’s documentation)
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Using Usercallback We took Drew’s source code and added our own callback routines Usercallback provides us with an array of raw video data Each pixel in this array is composed of red, green, and blue components We can change the values in this array to change the image that is displayed
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Our Features Added Grayscale Flip Image Mirror Image Negative Image
his code did not function correctly Flip Image Mirror Image Negative Image Adjust Red/Green/Blue Percentages
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