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Bandwidth is a limit of the network
transmission throughput. It is the resource of the networks. The
data rate through the network is bounded above by this bandwidth.
If there are many users, the bound may be very weak, because many
users will be sharing the network throughput.
For the real-time communication over a network, the size of the
image should be big enough to be seen by the communicators and the
frame rate should be fast enough to covey the impression of a live
conversation for both images and sounds [12].
Because human eyes perceive 25 frames per second as a continuous
motion, the normal full motion videos are 25 fps (frames per second)
or more. If an image size is 640 * 480 pixels with full resolution,
the frame rate is 25 fps, and we use 24 bit colour depth, then the
throughput to transmit such a video stream, without compression,
would be 184,320,000 bps (bits per second)! If bi-directional transmission
is used, the throughput should be doubled, e.g. 368,640,000 bps.
It is impossible to realise this communication rate today. That's
why image compression is used during networked multimedia transmission.
Before being transferred over a network, the video and audio streams
are first encoded into compressed packages.
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At the receiving end, those packages
are decoded to regenerate the original video streams. For example,
the motion JPEG compression ratio is somewhere between 2:1 to 100:1,
depending on the different quality required. Typically JPEG achieves
10:1 to 20:1 compression without visible loss and 30:1 to 50:1 compression
is possible with small to moderate defects. This of course depends
on the image composition and high contrast artifacts can cause visible
loss even at low compression rates. For very-low-quality purposes
such as previews or archive indexes, 100:1 compression is quite
feasible[13]. The compression
ratio achieved varies with different types of compression. Even
with the same compressing method, the ratio varies for the contents
of the images.
This data compression technique is used to enable the data of audio
or/and video streams to be transferred smoothly through network
at a rate that can be tolerated. Networks can only transfer at a
limited data rate. Of course, the side effects of the compression
and decompression are the time delay experienced in the execution
of the algorithm, and signal loss of the communication. In the real-time
application, the codec could be accomplished by hardware which is
relatively faster with higher quality transferring data but needs
extra investment or by software which is relatively slower with
lower quality transference data but cheap.
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