摘要:
Program code enabling the streaming of HD content in real-time to a game console is stored on a storage medium remote from the game console. The game console executes software that facilitates transfer of the program code from the remote storage medium to the game console. The program code ensures that sufficient bandwidth exists on a network between the game console and a HD tuner, and enables the streaming of HD content in real-time to the game console.
摘要:
A digital media system uses client buffer fullness reports to detect clock drift between a clock on a host/source device that delivers streaming media content and a clock on a client playback device that receives the streaming media content. The system provides a reduction in playback interruptions during playback of streaming media content and a greater potential that “live” content encoded by a host/source device can actually be experienced as “live” content through playback on a client device.
摘要:
Program code enabling the streaming of HD content in real-time to a game console is stored on a storage medium remote from the game console. The game console executes software that facilitates transfer of the program code from the remote storage medium to the game console. The program code ensures that sufficient bandwidth exists on a network between the game console and a HD tuner, and enables the streaming of HD content in real-time to the game console.
摘要:
A media experience policy engine includes three components: an information manager, a policy evaluator, and an enforcement module. The information manager collects information regarding the current state of a media delivery system, such as, for example, usage of a CPU, memory, hard disk, (I/O) interface, and a network. This collected data is then verified by the policy evaluator to see if resource contention is, or is close to, occurring. If so, existing or potential conflicts are dealt with by the enforcement module, which applies corrections, such as, for example, limiting the access of later chronologic users, or degrading the user experience of all users, in accordance with a desired policy in order to vitiate the resource contention and maintain a user experience consistent with the desired policy.
摘要:
A media experience policy engine includes three components: an information manager, a policy evaluator, and an enforcement module. The information manager collects information regarding the current state of a media delivery system, such as, for example, usage of a CPU, memory, hard disk, (I/O) interface, and a network. This collected data is then verified by the policy evaluator to see if resource contention is, or is close to, occurring. If so, existing or potential conflicts are dealt with by the enforcement module, which applies corrections, such as, for example, limiting the access of later chronologic users, or degrading the user experience of all users, in accordance with a desired policy in order to vitiate the resource contention and maintain a user experience consistent with the desired policy.
摘要:
Defects and errors detected in media content supplied by a content source are corrected before the media content is delivered to a decoder. In one possible implementation, the detection and correction of defects and errors in the media content is conducted within a media stream analysis module. Correction of defects and errors may include the insertion, deletion or correction of headers, the insertion of broken link flags into the media content, the throttling of audio content in the media content versus video content in the media content, and the dropping of frames from the media content.
摘要:
While streaming media content, trick mode operation is optimized to a level that can be readily accommodated by available resources of a media delivery system. In one possible strategy, a trick mode optimization module may decrease the bit rate of the media content stream by progressively dropping delta frames and then a fraction of the remaining key frames as needed. According to another possible strategy, the trick mode optimization module may decrease the bit rate of the media content by progressively dropping sequences of frames between successive key frames. In addition, the trick mode optimization module may combine strategies and drop sequences between key frames, as well as dropping delta frames from the remaining sequences.
摘要:
Real-time streaming of media content from a server to a device and reduction of startup latencies during distribution are described. In one configuration, once a latency inducing event is initiated (i.e. a channel change, a stopping and starting of the streaming of live media content, or transrating to different streaming rates) a pre-roll process includes decreasing the frame rate of the media content being streamed to the monitor from an initial rate to a reduced rate. Simultaneously, a jitter buffer is flushed and rebuilt with media content samples arriving at a decoder at the initial rate, and being used for playback at the reduced rate.
摘要:
Program code enabling the streaming of HD content in real-time to a game console is stored on a storage medium remote from the game console. The game console executes software that facilitates transfer of the program code from the remote storage medium to the game console. The program code ensures that sufficient bandwidth exists on a network between the game console and a HD tuner, and enables the streaming of HD content in real-time to the game console.
摘要:
Program code enabling the streaming of HD content in real-time to a game console is stored on a storage medium remote from the game console. The game console executes software that facilitates transfer of the program code from the remote storage medium to the game console. The program code ensures that sufficient bandwidth exists on a network between the game console and a HD tuner, and enables the streaming of HD content in real-time to the game console.