Module 1 Notes
Module 1 Notes
MODULE – 1:
MULTIMEDIA COMMUNICATIONS: Introduction,
Multimedia information representation,
Multimedia networks, Multimedia applications,
Application and networking terminology: Media types, Communication modes, Network types,
Multipoint conferencing, Network QoS, Application QoS. 8 Hours
TEXT BOOK:
1. Multimedia Communications: Applications, Networks, Protocols and
Standards, Fred Halsall, Pearson Education, Asia, Second Indian reprint 2002.
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BEC613A Multimedia Communication
Introduction:
Multimedia communication includes a range of applications and networking
infrastructures.
The term "multimedia" is used to indicate that the information/data being
transferred over the network may be composed of one or more of the following
media types:
1. Text: Includes both Unformatted Text - comprising strings of characters
from a limited character set and Formatted Text - comprises strings as
used for the structuring, access, and presentation of electronic documents.
2. Images: Includes Computer Generated Image - comprising lines,
curves, and circles, and Digitized Images of documents and pictures.
3. Audio: Includes both low-fidelity speech - as used in telephony and high-
fidelity speech - stereophonic music as used with compact discs.
4. Video: Includes short sequences of moving images (also known as video
clips) and complete movies/films.
1. Person-to-Person communications or
2. Person-to-System communications
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Digitized image data - comprises a 2-D block of pixels (picture elements) with each pixel
represented by a fixed number of bits.
Applications involving text and images: comprise the short request for a file.
Ex.: file contents being returned, the duration of the overall transaction is relatively short.
Applications involving Audio and Video Signals: Vary continuously with time as the amplitude
of the speech, audio, or video signal varies.
Ex.: Typical telephone conversation can last for several minutes and Movie (comprising audio and
video) can last for a number of hours.
Applications involves of single type of media: Basic form of representation of the particular
media type is often used.
Applications involving either text-and-images or audio-and-video: Their Basic form is often
used since the two media types in these applications have the same form of representation.
Applications involving of different media types: We integrated together in some way as it's
necessary to represent all 4 media types in a digital form.
For text and images: This (digital) is their standard form of representation.
For audio and video: since, their basic forms of representations are analog signals
- these must be converted into a corresponding digital form - before they can be integrated with
the two other media types.
Digitization of an audio signal: produces a digital signal with amplitude of the signal varies
continuously with time and is of relatively high bit rate, is measured by bps (bits per second) and
for speech signal a typical bit rate of 64 kbps. Applications involving audio can be of a long
duration: this bit rate must be sustained for an equally long time period.
Digitization of video signal: the same applies as that of audio signals but, except that the much
higher bit rates and longer time durations are involved.
In general, the communication networks that are used to support applications that involve audio
and video cannot support the very high bit rates that are required for representing these media
types in a digital form hence we go for compression.
Compression: It is a technique first applied to the digitized signals in order to reduce the
resulting bit rate to a level which can support be supported by various networks.
Compression to text and images: To reduce the time delay between a requests being made for
some information and the information becoming available on the screen of a computers or over
others.
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Multimedia Networks:
There are Five basic types of communication networks that are used to provide
multimedia communication services:
1. Telephone networks.
2. Data networks.
3. Broadcast television networks.
4. Integrated services digital networks.
5. Broadband multiservice networks.
1,2, and 3 networks are initially designed to provide just a single type of service as
listed as below:
1. Telephone networks: telephony
2. Data networks: data communications
3. Broadcast television networks: broadcast television
Telephone networks
Public Switched Telephone network (PSTNs) has been in existence for many years and
have gone through many changes over the time.
Designed to provide a basic switched telephone service which, with the advent of the
other network types has become known as POTS (Plain Old Telephone Service).
'Switched': term is used to indicate that the subscriber can make a call to any other
telephone that is connected to the total network.
Initially such networks spanned just a single country later, telephone networks of
different countries were interconnected so, that they now provide an international
switched service.
Main components of the network are shown in the Fig below.
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Local Exchange/End Office: telephones located in the home or in a small business are
connected directly to their nearest LEs/Eos.
Private Branch Exchange (PBX):
i. Telephones located in the medium or large office/site are connected to a PBX or
Private switching Office.
ii. Provides a (free) switched service between any two telephones - that are
connected to it.
iii. Connected to its nearest LE (public), which enables the telephone that are
connected to the PBX also to make calls through a PSTN.
Cellular Phone Networks: Been introduced which provide the similar service to the
mobile subscribes by means of the handsets that are linked to the cellular phone network
infrastructure by radio.
MSC (Mobile Switching Center): it's the switch used in the cellular phone network Like
the PBXs also, connected to a switching office in a PSTN which, enables both sets of
subscribers to make calls to one another.
IGE (International Gateway Exchange): route and switch the international calls.
General scheme of modem is shown in the Fig below.
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Hence, within the PSTN all the switches and the transmission circuits that
interconnect them operate in digital mode to carry a digital signal a stream of
binary 1s and 0s over the analog access circuits require the device modem.
Modem:
i. At the sending side: modem converts the digital signal output by the
source digital device into an analog signal which is, compatible with a
normal speech signal it is routed through the network in the same way
as a speech signal.
ii. At the receiving side: modem converts the analog signal back again
into its digital form before, relaying this to the destination digital
device.
Have the necessary circuits to set up and terminate the call.
Using a pair of modems: at each subscriber access point a PSTN can also
be used to provide a switched digital service.
Early modems: supported only a very low bit rate service of 300bps.
Modems now support, bit rates of up to 56kbps as the result of advances in
digital signal processing circuits and is sufficient, to support various
applications comprising of text and images integrated together and also
services that comprise speech and low resolution video modems are now
available to use with same access circuits that provide a high bit rate channel
which is in addition to the speech channel used for telephony the bit rate of
this second channel, typically is such that it can support high resolution audio
and video hence, they are used to provide access to servers that support a
range of entertainment related applications.
Figure below shows the general scheme of this, and such applications need bit
rates in excess of 1.5 Mbps.
Data Networks
What are Data Networks?
Data networks were initially designed to support basic data services such as:
o Electronic mail (e-mail)
o File transfer
The main devices connected to data networks are:
o Personal Computers (PCs)
o Workstations
o Dedicated email and file servers
X.25 Network
The Internet
Intranets
Communication Protocol
A protocol is a set of rules used for communication between devices.
It defines:
o The order of messages
o The format (syntax) of messages
Open Systems
Use of standard protocols (e.g., TCP/IP) allows:
o Computers from different manufacturers to communicate
o Interoperability between systems
Gateways or Routers
o
Home and Small Business Users
Usually connect intermittently using:
o PSTN with modems
o ISDN for higher data rates
Large Organizations and Universities
Use:
o Local Area Networks (LANs) for single locations
o Enterprise-wide private networks for multiple locations
4. Packet-Mode Operation
1. Distribution Media
Cable Networks
Used mainly in cities and large towns
Provide local television distribution
2. Interactive Television
Cable Modems
Integrated with STBs.
Provide high-speed Internet access.
Interaction Channel
A high-speed PSTN modem inside the STB allows:
o Data to be sent back from the user
This return path enables Interactive Television
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In an ISDN, the access circuit connecting the user’s terminal equipment to the network is
known as a Digital Subscriber Line (DSL).
Analog vs. Digital Support: The network supports both digital and conventional
analog phones.
Conversion: If an analog phone is used, the conversion from analog voice to digital
signals happens at the Network Termination Equipment (NTE), making the digital
nature of the network transparent to the user.
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ISDN provides two main types of access based on the number of 64 kbps channels provided:
Usage: These channels can be used for two simultaneous independent calls (e.g., a
voice call and a data call) or combined for a single higher-speed connection.
Aggregation: To combine two 64 kbps channels into a single 128 kbps channel, an
additional piece of equipment called an Aggregation box is required to synchronize
the two separate bitstreams.
Structure: Supports a single higher bit rate channel of either 1.5 Mbps (North
America/Japan) or 2.0 Mbps (Europe/International).
Modern ISDN implementations offer more flexibility by allowing a single switched channel
of kbps, where can range from 1 to 30. This allows the network to scale bandwidth based on
the specific requirements of the multimedia application (e.g., high-quality
videoconferencing).
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High Bit Rates: Many multimedia applications (like high-definition video or large-
scale data transfer) require bit rates significantly higher than 2 Mbps.
ATM is the core switching and multiplexing technology used in broadband multiservice
networks.
Fixed-Size Cells: Unlike traditional data networks (like the Internet) that use
variable-length packets, ATM divides all information into small, fixed-size packets
called cells.
VTU exams often ask for the benefits of ATM in multimedia; here are the three primary
reasons:
1. High-Speed Switching: Because the cells are of a fixed, small size, the switching
hardware can process them very quickly in a "pipelined" fashion, reaching speeds of
several gigabits per second (Gbps).
3. Flexibility: ATM can emulate both "circuit-mode" (for voice) and "packet-mode" (for
data), making it a truly multiservice platform.
Max Bit Rate Usually up to 2 Mbps Typically > 2 Mbps (into Gbps range)
Main
Digital Subscriber Line (DSL) Asynchronous Transfer Mode (ATM)
Technology
The "Broadband" Threshold: Generally refers to services requiring bit rates higher
than the Primary Rate Access (PRA) of ISDN.
Multiservice Nature: Its ability to support different "Quality of Service" (QoS) levels
for different media types (e.g., prioritizing voice over email data).
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Multimedia Applications
Multimedia applications are defined by the integration of multiple media types (such as text,
graphics, audio, animation, and video) into a single system. While these applications are vast
and varied, they are generally classified into three primary categories:
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A. Interpersonal Communications
These involve direct, real-time interaction between two or more human users.
Speech Only: The most traditional form, initially using telephones over the Public
Switched Telephone Network (PSTN).
Computer Telephony Integration (CTI): Allows computers and phones to work
together, enabling call control (answering, transferring) directly from a PC desktop.
Voice over IP (VoIP): Digitizes voice into data packets to be sent over the internet
instead of traditional analog lines.
Video Conferencing: Real-time visual and audio interaction (e.g., Zoom or Microsoft
Teams).
1. Traditional Telephony (PSTN)
This is the original "Speech-only" application. It uses the Public Switched
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Telephone Network (PSTN).
BEC613A Multimedia Communication
B. Interactive Applications
Interactive Applications follow a Client-Server model where a user (the client) sends a
request and the network provides a multimedia response.
In these, a user interacts with a remote server to retrieve or manipulate information.
Information Retrieval: Accessing databases, digital libraries, or museum archives
(e.g., viewing medical X-rays remotely).
E-commerce/Web Browsing: Browsing products with high-resolution images,
videos, and interactive literature.
E-Learning: Interactive education platforms that use quizzes, clickable videos, and
augmented reality to improve information retention.
1. Information Retrieval
This application involves accessing a remote "Information Server" to find and view specific
digital content.
Core Function: It allows users to search large databases and download high-quality
media for professional or educational use.
Key Media Types: High-resolution images, text, and sometimes short video clips.
Real-World Example (Medical): A doctor in a rural clinic can access a central
hospital database to retrieve a patient's Digital X-ray or MRI scan. Because these are
medical grade, the network must support high-resolution "lossless" images to ensure
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C. Entertainment Applications
Primarily leisure-focused, these applications require high bandwidth and quality of service.
Video on Demand (VoD): Users stream movies from a remote library at their own
pace (e.g., Netflix).
Interactive Television: Broadcast services that allow some level of user feedback or
selection.
Online Gaming: Multiplayer environments requiring low latency and synchronized Page No -17
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3. Online Gaming
Online gaming involves multiple players interacting in a shared, synchronized virtual
environment. It is the most sensitive entertainment application regarding network timing.
Key Requirement: Low Latency (Ping): In fast-paced games (First-Person Shooters
or Racing), even a 100ms delay can make the game unplayable. The network must
ensure that a player's action is reflected on all other players' screens almost instantly.
Synchronization: The server must constantly update the "game state" for all players
so that everyone sees the same thing at the same time.
Bandwidth vs. Latency: While streaming a movie needs high bandwidth (total data),
gaming prioritizes low latency (speed of data travel) and low jitter (consistency of
speed).
Example: Massively Multiplayer Online (MMO) games like World of Warcraft or
competitive shooters like Valorant.
Video on Demand
Feature Interactive TV Online Gaming
(VoD)
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Primary Personalized viewing Enhanced broadcast Real-time
BEC613A Multimedia Communication
Video on Demand
Feature Interactive TV Online Gaming
(VoD)
Goal competition
Constant Bi-
Data Flow High Downstream Low Bi-directional
directional
Feedback &
User Agency Selection & Playback Continuous Control
Selection
Key Characteristics:
A. Constant Bit Rate (CBR): The data rate remains steady. For example,
uncompressed digitized audio where the sampling frequency and bits per
sample are fixed.
B. Variable Bit Rate (VBR): The data rate changes over time. For example,
compressed video where different frames (scenes with movement vs. static
scenes) require different amounts of data despite being generated at fixedPage
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B. Block-mode Media
Key Characteristics:
o Storage: It is typically stored as a file at the source (e.g., on a hard drive) and
transmitted only when requested. This mode of operation is known as
"downloading".
Operational Requirements:
In block-mode media, the bit rate of the communications channel does not need to be
constant. While the speed can fluctuate, it must remain high enough to ensure the
requested data arrives within an "acceptable time interval."
Round-Trip Delay (RTD): The time between the request and the full display of the
block. For human-computer interaction, this should ideally be no more than a few
seconds
Communication Modes
Based on the provided text, the transfer of information streams for various applications takes
place in one of five modes. These modes are classified by the direction of flow and the
number of recipients.
1. Five Primary Communication Modes
Simplex:
o Definition: Information flows in one direction only.
o Example: Transmission of photographic images from a deep-space probe to
an earth station.
Half-duplex (Two-way Alternate):
o Definition: Information flows in both directions but alternately.
o Example: A user requesting information from a remote server, where the
server then returns the requested data.
Duplex (Two-way Simultaneous):
o Definition: Information flows in both directions simultaneously.
o Example: The two-way flow of digitized speech and video in a video Page No -20
telephony application.
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Broadcast:
o Definition: Information output by a single source node is received by all
other nodes connected to the network.
o Example: Television programs transmitted over a cable network to all
connected receivers.
Multicast:
o Definition: Information is received only by a specific subset of nodes (a
multicast group) connected to the network.
o Example: Videoconferencing involving a predefined group of terminals
exchanging integrated speech and video streams.
Network Types
Similar to media types (continuous and block-mode), there are two types of communication
channels associated with networks:
Circuit-Switched Networks
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Key Characteristics
Connection-Oriented: A dedicated path must be established prior to any data
transfer. Think of it like a private pipe reserved exclusively for two people.
Fixed Bit Rate: Once the connection is live, the transmission speed is constant. This
rate is usually limited by the capacity of the access circuits (the physical wires)
connecting the user to the network.
Exclusive Resource Allocation: The bandwidth is reserved for the duration of the
call. Even if no one is speaking, the "circuit" remains open and unavailable to other
users.
Public Switched
PSTN Telephone Network Local: < 1 second
(Analog/Traditional)
International: Several seconds
Integrated Services
ISDN Digital Network 10ms to several hundred ms
(Digital)
Packet-Mode Networks
A packet-switched network operates in a time-varying way and provides an asynchronous
communications channel. These networks consist of an interconnected set of Packet-
Switching Exchanges (PSEs). The actual data rate is determined by the variable transfer rate
of packets across the network.
Packet-mode networks are divided into two primary types: Connection-Oriented (CO) and
Connectionless (CL).
A connection must be established through the network using the source and
destination addresses before any information is transmitted.
Virtual Circuit (VC): Unlike circuit-switched networks that reserve a whole physical
line, this connection utilizes only a variable portion of the bandwidth on each link.
Because of this shared use, it is called a virtual connection or a Virtual Circuit
(VC).
Initiation: The source terminal sends a call request control packet to its local PSE.
This packet contains the source/destination addresses and a short Virtual Circuit
Identifier (VCI).
Routing Decisions: Each PSE uses a table to determine the best outgoing link to
reach the destination address.
Routing Table Entries: Upon receiving the request, the PSE selects the next free VCI
for that link and makes two entries in its routing table:
Forward Entry: Maps the incoming link/VCI to the outgoing link/VCI.
Reverse Entry: The inverse of the forward entry to allow packets to travel
back to the source.
Forwarding: The request is passed from PSE to PSE until it reaches the destination.
Acceptance: If the destination accepts, a call accepted packet is sent back to the
source via the same route.
Header Efficiency: During data transfer, packets only need the VCI in their header
rather than the full network-wide address.
Packet Forwarding: As a packet enters a PSE, the exchange uses the incoming VCI
to find the corresponding outgoing link/VCI in its routing table. The PSE replaces the
old VCI with the new one and forwards the packet.
Phase 3: Connection Clearing
A call clear packet is passed along the VC to release the VCIs for future use.
Examples include the international X.25 packet-switching network and ATM networks.
1. The Store-and-Forward Mechanism: This is the standard process for handling packets at
each node (PSE or Router):
Buffering: Upon arrival at an incoming link, a packet is stored in its entirety within a
memory buffer.
Error Checking: The node inspects the packet header for transmission or bit errors,
such as a binary 0 being misinterpreted as a 1.
Best-Effort Service: If the node detects an error, the packet is simply discarded; the
network does not guarantee delivery in this state.
Queuing: If the packet is error-free, the node identifies the correct outgoing link and
places the packet in a queue, ready for forwarding at the maximum bit rate.
2. Network Delays and Jitter: Because packets must be stored, checked, and queued, they
experience various time lags:
Store-and-Forward Delay: This is the time a packet spends being stored, checked for
errors, and waiting in the output queue.
Variable Delay Factors: The delay is rarely constant; it depends on the number of
other packets already present in the queue when a new one arrives.
Mean Packet Transfer Delay: The average (mean) time it takes for a packet to travel
across the entire network from source to destination.
Real-World Examples
Network
Mode Characteristics
Type
Connectionless
Internet Widely used; packets routed individually.
packet-mode
Network
Mode Characteristics
Type
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The operational parameters that determine the suitability of a communication channel for a
specific application are known as Network Quality of Service (QoS) parameters.
In practice, the QoS parameters associated with a circuit-switched network are different from
those associated with a packet-switched network.
QoS parameters associated with a constant bit rate channel that is set up through a circuit-
switched network include:
This is the fixed speed at which data is transmitted across the established circuit.
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2. The mean bit error rate(BER)
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Definition: The probability of a single bit being corrupted (e.g., a binary 0 interpreted as a 1)
during transmission within a defined time interval.
For a constant bit rate channel, this equates to the probability of a bit being corrupted in a
defined number of bits. For example, a BER of means that, on average, 1 bit will be
corrupted for every 1000 bits transmitted.
Application Suitability:
Speech: Occasional bit errors often go unnoticed and are generally acceptable.
Error Handling:
The total transmission delay experienced by data in a network is not solely defined by the bit
rate of the channel. Instead, it is the cumulative result of multiple factors.
Codec Delays: These are delays that occur within the terminal or computer network
interfaces as data is encoded or decoded for transmission.
Propagation Delay: This is the time required for digital signals to travel across the
physical medium from the source to the destination.
Physical Distance: The total separation between the two communicating devices.
A common misconception is that a faster "bit rate" reduces all forms of delay. However,
propagation delay is independent of the channel's bit rate. Assuming the codec delay
remains constant, the time it takes for a signal to physically cross the wire is the same
whether the rate is 1 kbps, 1 Mbps, or 1 Gbps.
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Maximum Packet Size: The upper limit on the size of a single packet.
Mean Packet Transfer Rate: A measure of the average packets transferred per
second; this is variable due to store-and-forward delays.
Mean Packet Error Rate (PER): The probability that a received packet contains one
or more bit errors.
Mean Packet Transfer Delay: The sum of all mean store-and-forward delays
encountered at each PSE/router along a route.
Jitter (Delay Variation): The variation in the mean packet transfer delay.
Application QoS
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{NOTE:
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