Abstract
This chapter explores the position that media convergence is characterized by interplaying “technology push” and “application pull” forces in the media world. Several examples will be discussed to illustrate how research, technology development, and standardization on the one hand and rich media applications and services on the other hand relate to each other. For “technology push” aspects, past developments in digital coding (compression) and storage of audiovisual content, the importance of standardization and interoperability, and advances in wired and wireless broadband networks will be reviewed. As “application pull” aspects, more recent developments will be considered: the growing demand of users for multimedia content, the increasing diversity of devices that are used to consume media, and the quest for higher quality and novel forms of media content. As an outlook on the future, truly immersive communication as well as mixed-reality systems will be briefly addressed.
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Appendices
Questions
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1.
Why does coding (compression) of audiovisual material work so well? Give an example.
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2.
Why is standardization and interoperability important in the media world?
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3.
What was the impact of the MPEG-2 video coding standard?
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4.
What was specific about the scope of the MPEG-1 and −2 standards and what did this entail?
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5.
What are the reasons (sources) of the growing demand of multimedia content in the Internet nowadays?
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6.
What are technological responses to this growing demand?
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7.
What is a content delivery network (CDN)? Create a rough sketch of a CDN and outline its benefits.
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8.
Why does the diversity of multimedia-enabled devices pose problems for multimedia communication? What do the MPEG-7 and −21 standards provide to ease these problems?
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What are the benefits of Dynamic Adaptive Streaming over HTTP (DASH)? What are the advantages of a client controlling the media streaming process?
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10.
What does immersive communication denote?
Discussions
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1.
In your opinion, which features should a future immersive communication system (e.g., a 3D video conferencing system) have in order to feel “natural”?
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2.
Discuss what the concept of quality of experience (QoE) might mean in detail, concretely, possibly quantitatively. Why is this important for immersive communication? Recall your own personal “experiences” with IT devices and software.
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Do some research and reading about so-called “second-screen applications”, i.e., people using two devices when consuming multimedia content or services, e.g., TV and smartphone. Do you think that this will be the future of media and entertainment or information?
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4.
Can you find counterexamples for the position of the chapter, i.e., that there are both “technology push” and “application pull” forces driving the media domain. In other words, are there examples for notable developments that work(ed) just one way or the other?
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Hellwagner, H. (2013). The Interplay of Technology Development and Media Convergence: Examples. In: Diehl, S., Karmasin, M. (eds) Media and Convergence Management. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-36163-0_14
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DOI: https://doi.org/10.1007/978-3-642-36163-0_14
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