HOW STREAMING WORKS Streaming involves taking video or audio files, breaking them down into packets of information, and sending them to their destination.. Each streaming technology menti
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able to use the iconoscope to imitate the ways that
hu-man eyes view images for television broadcast (Inventors
Online Museum, 2002) This technology was a key
com-ponent in the advancement of electronic television and
serves as the foundation for the design of the modern
elec-tronic televisions in use today (Fortner, 2002)
Although television may have provided the foundationfor the technology of streaming video, the Internet has
provided the means that has made it available to
con-sumers in their homes and to businesses The Internet has
revolutionized the computer and communications world
as never before It has become a worldwide medium for
broadcasting, information dissemination, collaboration,
and interaction between individuals without regard to
location (Leiner et al., 2000)
NETWORKING CONCEPTS
Because streaming video is delivered to the user over a
network, it is important to understand the basics of how
the information is handled and transmitted through a
net-work In essence, networking involves one computer
ex-changing information with another computer Most
Inter-net address begins with http:// HTTP stands for hypertext
transfer protocol and is a standard or protocol
(RealNet-works, 2000) It tells a browser and computer that HTML
has been sent to it so it can read the incoming information
In the case of some streaming video locations on the ternet, the addresses start with PNM://, RTP://, or RTSP://
In-PNM stands for progressive networks media and it is an
older protocol However, there are still a number of video
clips in use that use this protocol (RealNetworks, 2000)
RTP stands for real-time protocol, and it is one of the most
commonly used protocols for streaming media on the
In-ternet (Compaq Computer Corporation [Compaq], 1998)
RTSP stands for real-time streaming protocol, which is the
newest protocol (RealNetworks, 2000) In all three cases,
these addresses tell a browser and computer that
stream-ing video has been sent to it It should be noted that any
computer receiving streaming video must have a special
application installed that can read and play the video This
topic will be discussed in more detail in the next section
HOW STREAMING WORKS
Streaming involves taking video or audio files, breaking
them down into packets of information, and sending them
to their destination At the receiving end, the viewer can
then play the video as it is being downloaded Because
of the way that information flows on the network, it is
easy to see that there would be a number of interruptions
and delays in playing the video To address this issue, a
technology, called buffering, was developed to ensure that
the playing of the video on the receiving end is smooth
Buffering is the process where a large number of
infor-mation packets are collected before the playing of the
video begins Once enough packets have been collected,
the playing of the video will begin As the video plays, the
buffering will continue until all of the information has
been received It is important to note that the video is not
stored on the user’s computer; it is received, buffered, and
played
The process described above is referred to as truestreaming It should not be confused with a method calledpseudo-streaming or progressive download Pseudo-streaming users wait until a significant portion of videofile has been downloaded to their computer before view-ing the video This method allows users to save files tothe hard drives on their computer for later viewing Pro-gressive download works best with very short media clipsand a small number of simultaneous users ( DoIt & WISC,2002)
Streaming video may involve a video with or withoutsound In the case of a video with sound, the visual por-tion of the video is delivered on one stream while the au-dio is delivered on another stream Technology has beendeveloped to synchronize these streams at the destina-tion to ensure that the sound matches up with the ac-tion being viewed Streaming files that include more thanone medium are known as rich media It should be notedthat streaming can include slide presentations, text, video,audio, or any combination of these
A number of components are required in order to makestreaming video work on the Internet First, the user musthave a computer connection to the Internet via a localarea network or modem The user must also have a Webbrowser with the appropriate video player or plug-in in-stalled Many plug-ins can be downloaded from the Webfor free A plug-in works in conjunction with a browser toplay streaming video files A Web server stores Web pages
or HTML files Streaming video files are usually kept on
a separate dedicated streaming server When a streamingvideo link is clicked on a Web page, the browser reads theHTML code and the lets the player/plug-in take over (DoIt
& WISC, 2002) The player accesses the selected video onthe streaming server using the video protocols (RTP andRTSP) discussed in the previous section After a few sec-onds of buffering, the video will start and play
STREAMING TECHNOLOGIES AND SYSTEMS
A number of technologies are available for streamingvideo The three major technologies are RealOne, Quick-Time, and Windows Media (DoIt & WISC, 2002) Eachstreaming technology has three common hardware and/orsoftware components: (1) servers and video files; (2) videoplayers and plug-ins; and (3) compression, encoding, andcreation tools (DoIt & WISC, 2002) The specifics of eachtechnology will be discussed in more depth in a later sec-tion in this paper
Each streaming technology mentioned above may haveits own proprietary server and media file types that theyuse Also, RealOne, QuickTime, and Windows Media havetheir own servers that stream files in their own formats.Therefore, it is important to create video files in a for-mat that are compatible with the technology and serverthat will be used to stream the files However, and rela-tively newer product called Helix offers open, comprhen-sive didital media communication for all players
In order to play the video file, the user must have thesecond component, the player, installed on their com-puter Users can download the player from the Web forfree or, sometimes, it is included with the browser As
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with the video files and servers, each technology may have
its own proprietary player In some cases, one
technol-ogy’s media files cannot be played by another technoltechnol-ogy’s
player
As indicated above, the third common streaming
tech-nology component is file creation, compression, and
en-coding It involves the process of creating video files
for streaming Again, each technology may have its own
proprietary way of creating, compressing, and encoding
streaming video files Therefore, special software may be
needed to create streaming video files that are compatible
with the video player on the receiving end
The above discussion has focused on the system
re-quirements for streaming video At this point, it is worth
noting that the typical streaming video system has five
basic functions First, the video must be captured,
digi-tized, and then stored on a disk Second, after the video
is stored on a disk, it can be edited to improve its quality
and content Third, the video file must be compressed and
encoded to the appropriate streaming format Fourth, the
video is delivered to the user via the video server And, fifth,
the user receives, decodes, buffers, and plays the video on
the computer
CAPTURING AND DIGITIZING VIDEO
In working with streaming video, the first step is to record
the video or obtain a recorded video There are two types
of video that can be recorded The first is analog video,
which is produced with a vhs, hi-8, or beta cam format
The second is digital video, which is produced with a
dig-ital recorder or camera (DoIt & WISC, 2002)
Analog video contains video information in frames
consisting of varying analog voltage values It tends to
degrade over time and it can contain imperfections such
as snow in the picture Digital video contains video
infor-mation in a series of digital numbers that can be stored
and transmitted without imperfections Digital video does
not degrade over time The recent advances in the digital
technology make it easier to store, retrieve, and edit digital
video (Compaq, 1998)
If the video is from an analog source, it will have to be
converted and compressed into a digital format In order
to do this conversion, an analog video capture card and
the appropriate software will have to be installed on the
computer The video capture card is an expansion card
that works in conjunction with, or replaces, the
graph-ics adapter inside the computer If the video is digital,
a FireWire capture card can be used and the
analog-to-digital step is not needed (Videomaker Magazine, 2001)
A side note on the digital video format that is
worth-while to review is that digital video often uses a different
color format than the format used for computer monitors
Computer monitors display the color information for each
pixel on the screen using the RGB (red, green, blue)
for-mat (Pixels can be defined as the small elements or points
that make up the frame.) Digital video frequently uses a
format known as YCrCb, where Y represents the
bright-ness (or luma) of a pixel, and Cr and Cb represent the pure
color In the different color schemes used in digital video,
each pixel will have a brightness component but groups
of pixels may share the CrCb color data Hence, the terms
24-bit, 16-bit, and 12-bit color schemes refer to the ber of color bits required per pixel (Compaq, 1998).With the capture and conversion of the video, the video
num-is transferred into a format that can be edited and thenencoded for streaming A number of formats are avail-able One of the most common of these is the AVI format.AVI stands for Audio Video Interlaced and was created
by Microsoft It is one of the oldest formats in use and isincluded with Microsoft’s Windows applications (Fischer
& Schroeder, 1996) This format was used in many of theearly video editing systems and software However, thereare restrictions in using this format; the most notable ofthese is compatibility issues with some of the more ad-vanced editing systems Even with these issues, many edit-ing systems and software can still use this format.Another format is the MOV format, which was origi-nally developed for the Macintosh computer by Apple Itthen became the proprietary standard of Apple’s Quick-Time streaming technology (Fischer & Schroeder, 1996).One of the most recent formats is the MPEG format.MPEG is a newer format and it is becoming very popularwith streaming video users MPEG stands for Motion Pic-tures Experts Group, which is an international organiza-tion that developed standards for the encoding of movingimages (Fischer & Schroeder, 1996) There are a number
of MPEG standards available, primarily for the encodingand compression of streaming video These will be dis-cussed in more detail later in this paper However, one ofthe initial standards that was developed, MPEG-1, is usedfor the storage of video
In capturing and converting video for streaming, it isrecommended to maintain the highest quality video pos-sible The result will be very large video files that will have
to be edited and streamed However, it is better to startwith the highest quality that can be maintained and thenscale down to the quality that can be streamed Startingwith a lower quality leaves fewer options for editing, com-pression, and encoding
EDITING THE VIDEO
Once the video has been captured and converted to adigital format, it can be edited with a variety of edit-ing tools As mentioned above, each of the three mainstreaming technologies—RealOne, QuickTime, and Win-dows Media—has editing tools Editing is critical as itimpacts how the video is ultimately received by the userand the end user’s needs are paramount (see ProducingStreaming Video for more.)
In editing a video, one of the first things that mayhave to be done is cropping the video Cropping thevideo involves removing the edges, where electronic er-rors, glitches, and black bars may be seen These usuallyappear during the process of recording and converting thevideo In most cases, removing about 5% of the edges willeliminate the glitches In cropping a video, it is important
to remember that the final dimensions of the video must
be compatible with the encoding technology (Kennedy,2001)
Television systems use a technique called interlacing
to display a picture on the screen This process involvesdisplaying the picture on every other line on the television
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screen Then lines are inserted between the first set This
process of alternating the picture lines eliminates any
flicker on the screen Videos also have this feature
How-ever, for streaming video that will be displayed on a
computer screen, interlacing is not needed Some
cap-ture cards have a deinterlacing feacap-ture and some
cam-corders will record video without interlacing However, if
the video is interlaced at the editing step, and the file is
very large, it is advisable to deinterlace the video during
editing (Kennedy, 2001)
Also, when film is converted to video, additional framesare added because film is shot at 24 frames per second and
depending on the video standard, television may run from
25 to 30 frames per second (Kennedy, 2001) The process
of converting film to video, where the additional frames
are put in, is called Telecine It is best to avoid adding
frames that are not needed Therefore, if it is available, an
Inverse Telecine conversion should be used to reduce the
video back to 24 frames per second (Kennedy, 2001)
If a video has been shot with a lot of motion, the videocould appear to be shaky or fuzzy, and not ideal for stream-
ing If this is the case, the best option may to use a still
frame or slow motion A still frame or slow motion may
not look very natural, but it is better than streamed video
that is not viewable
Although special effects are great when viewed in amovie, they do not work well in streaming video because
they utilize a lot of memory and impact the quality of the
video It is generally recommended that special effects be
removed from the video Streaming video is limited in its
ability to deliver smooth video for any motion such as
dance that relies on fluid movements Also, if text is used
in the video, it should be concise, legible, and easy to read
Audio is a very important part of streaming video Ifthe video has an audio portion, the quality of the audio
needs to be reviewed For example, it is advisable to avoid
the use of background music or other noise in order to
ensure that speakers can be heard clearly It is also good
to prepare the audio to work on the worst speaker
sys-tem that any potential user may have If the audio is not
clear then the usefulness of the video is greatly
dimin-ished
BANDWIDTH
Before covering the topic of compressing and encoding, it
is essential to understand the concept of bandwidth The
reason is that bandwidth is a critical factor in the
trans-mission and reception of streaming video Bandwidth
is, simply put, the amount of information that can pass
through a particular point of the wire in a specific amount
of time (RealNetworks, 2000) Network bandwidth can be
compared to a water pipe and a file to a tank of water If
the pipe is very narrow, then it will take a long time for the
water from the tank to flow through the pipe If the pipe
is larger, then it will take less time for the water to flow
through (Microsoft.com, 2000) Therefore, the higher the
bandwidth, the greater the amount of information that
can flow through the network to the destination At the
destination, the speed of the modem or other device used
to connect to the Internet determines the bandwidth of
the stream that is received
Table 1 Available Bandwidths
Single Channel ISDN 64 Kbps
Because video files are large and many networks havelimited bandwidths, there are many issues involved intransmitting these files over networks Although manycomputer networks have installed new devices and tech-nology to improve their bandwidths, this is one of thebiggest challenges to streaming a video over a net-work The Internet was not designed to handle streamingvideo
File sizes are measured in kilobytes (abbreviated as K
or KB) A kilobyte contains 1,024 bytes When this sion is applied to large video files and the math is done todetermine transmission rates, it is apparent that these fileshave a huge amount of information that has to be trans-mitted For example, a full-screen, full-motion video canrequire a data transmission rate of up to 216 Megabits persecond (Mbps) (Compaq, 1998) This exceeds the highestavailable data rates in most networks Table 1 shows theavailable bandwidth for several methods of data delivery,according to Compaq (1998)
conver-In reviewing the above exhibit, it should be noted thatthe throughput listed for each technology represents anupper limit for that technology In most cases, the actualthroughput will be below this limit due to the amount oftraffic on the network Depending on the conditions oftheir connections, many users will see their data fluctu-ate up and down One minute, they may have a 10 Kbpsrate; the next minute, it may jump to 24 Kbps (Kennedy,2000) Therefore, it is important for the provider of thestreaming video to match the data rate to the conditionsand limitations of the potential users
Also, the Fast Ethernet and Ethernet technologieslisted in Table 1 are used primarily in businesses and orga-nizations Single channel ISDN (integrated services digi-tal network) is also used by businesses for video phonesand video conferencing Cable modems and ASDL (asym-metrical digital subscriber loops) are available to individ-ual Internet users, but they are newer, more expensivetechnologies and are not as widely available as modems.Thus, it is safe to say that most Internet users have ei-ther a 56-Kbps high-speed modem or a 28-Kbps standardmodem
Two options are available for successfully deliveringstreaming video over networks The first option involvesscaling the video to smaller window sizes This is impor-tant for low-bandwidth networks where many clients havemodem access The second option involves compressingthe video using compression algorithms designed for thispurpose This is needed for most networks because of the
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high bandwidth requirements of videos that have not been
compressed
Scaling and compressing video do affect the quality of
the video The quality of the video is impacted by frame
rate, color, and resolution Frame rate is the number of
still images that make up one second of a moving video
image Images move fluidly and naturally at 30 frames
per second, which is the National Television Standards
Committee (NTSC) standard for full motion video
How-ever, film is usually 24 frames per second (Compaq, 1998l)
Videos with a frame rate of less than 15 frames per second
become noticeably jumpy It should be noted that most
phone and modem technology limits the frame rate to 10
frames per second (Videomaker Magazine, 2001)
The second quality variable, color depth, is the
num-ber of bits of data the computer assigns to each pixel of
the frame The more bits of color data assigned to each
pixel, the more colors can be displayed on the screen Most
videos are either 8-bit 256-color, 16-bit 64,000-color, or
24 bit 16.8-million color The 8-bit color is very grainy
and not suitable for video The 24-bit color is the best, but
it greatly increases the size of the streaming file, so the
16-bit color is normally used (Videomaker Magazine, 2001)
The third quality variable, resolution, is measured by
the number of pixels contained in the frame Each pixel
displays the brightness and color information that it
re-ceives from the video signal The more pixels in the frame,
the higher the resolution For example, if the video is
640× 480, there are 640 pixels across each of the 480
ver-tical lines of pixels Streamed video ranges from postage
stamp size, which is 49× 49 pixels, to full PC monitor
screen, which is 640× 480 pixels, and beyond
(Video-maker Magazine, 2001)
SCALING
As mentioned previously, scaling involves reducing video
to smaller windows For example, this can be
accom-plished by reducing the frame resolution from a full screen
(640 × 480) to a quarter screen (320 × 240) In
addi-tion, frame rate and color depth can also be scaled For
example, the frame rate can be reduced from 30 to 15
frames per second The color depth can be scaled from
24-bit to 16-bit According to Compaq (1998), the process
noted in this example would reduce the video file size from
216 Mbps to 18 Mbps and the quality of the video would be
reduced However, as can be seen from the available
band-widths shown in Table 1, many delivery methods would
not support a data rate of 18 Mbps Therefore, to further
reduce the data rate, video compression is necessary
COMPRESSING AND ENCODING
The goal of compression is to represent video with as few
bits as possible Compression of video and audio involves
the use of compression algorithms known as codecs The
term codec comes from the combination of the terms
encoder and decoder—cod from encoder and dec from
decoder (RealNetworks, 2000) An encoder converts a
file into a format that can be streamed This includes
breaking a file down into data packets that can be sent
and read as they are transmitted through the network A
decoder sorts, decodes, and reads the data packets as they
are received at the destination Files are compressed byencoder/decoder pairs for streaming over a network.Encoders generally accept specific input file formatsused in the capture and digitizing process The encodersthen convert the input formats into proprietary streamingformats for storage or transmission to the decoder Somecodecs may be process-intensive on the encode side in or-der to create programs one time that will be played manytimes by the users Other codecs are divided more equallybetween encoding and decoding; these are typically usedfor live broadcasts (Compaq, 1998)
As mentioned above, each of the three major streamingtechnologies has its preferred encoding and compressingformats Many users opt to work with one of these threetechnologies because they are relatively easy to use, andtechnical support is provided by each of the technologies.These technologies provide options to users for selectingvideo quality and data transmission rates during the com-pression and encoding process Depending on the appli-cation and technology used, multiple streaming files mayhave to be produced to match the different bandwidths ofthe networks over which the video is streamed Two of thethree major technologies have advanced options where astreaming file can be produced that has a data transmis-sion rate that will adapt to the varying bandwidths of thenetworks The specifics of these technologies will be dis-cussed in a later section
Even with the dominance of the three major gies, there are some open standards for compression al-gorithms It is important to be aware of these standardsand understand how the compression algorithms work.With this knowledge, the user can make better decisionswhen creating, delivering, and viewing streaming video.The compression algorithms will be discussed in moredetail later However, they all utilize the same basic com-pression techniques to one degree or another Therefore,
technolo-it is essential to review the compression techniques beforediscussing the algorithms
First, compression techniques are either lossless orlossy Lossless compression is a process where data arecompressed without any alteration of the data in the com-pression process There are situations where messagesmust be transmitted without any changes In these cases,lossless compression can be used For example, losslesscompression is typically used on computers to compresslarge files before emailing them (Vantum Corporation,2001) A number of lossless techniques are available How-ever, for video files in particular, more compression isneeded than the lossless techniques can provide
Lossy techniques involve altering or removing the datafor efficient transmission With these techniques, the orig-inal video can only be approximately reconstructed fromits compressed representation This is acceptable for videoand audio applications as long the data alteration orremoval is not too great The amount of alternation orremoval that is acceptable depends on the application(Vantum Corporation, 2001)
A number of video compression techniques takeadvantage of the fact that the information from frame toframe is essentially the same For example, a video thatshows a person’s head while that person is talking willhave the same background throughout the video The onlychanges will be in the person’s facial expressions and other
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gestures In this situation, the video information can be
represented by a key frame along with delta frames
con-taining the changes between the frames This is known
as interframe compression In addition, individual frames
may be compressed using lossy techniques An example of
this is a technique where the number of bits representing
color information is reduced and some color information
is lost This is known as intraframe compression
Com-bining the interframe and intraframe compression
tech-niques can result in up to a 200:1 compression (Compaq,
1998)
Another compression technique is called quantizing
It is the basis for most lossy compression algorithms
Es-sentially, it is a process where rounding of data is done to
reduce the display precision For the most part, the eye
cannot detect these changes to the fine details (Fischer &
Schroeder, 1996) An example of this type of compression
is the intraframe compression described above Another
example is the conversion from the RGB color format used
in computer monitors to the YcrCb format used in digital
videos that was discussed in the capturing and digitizing
section of this paper
Filtering is a very common technique that involves theremoval of unnecessary data Transforming is another
technique, where a mathematical function is used to
con-vert the data into a code used for transmission The
trans-form can then be inverted to recover the data (Vantum
Corporation, 2001)
For videos that have audio, the actual process used tocompress audio is very different from that used to com-
press video even though the techniques that are used are
very similar to those described above This is because the
eye and ear work very differently The ear has a much
higher dynamic range and resolution The ear can pick
out more details but it is slower than the eye (Filippini,
1997) Sound is recorded as voltage levels and it is
sam-pled by the computer a number of times per second The
higher the sampling rate, the higher the quality and hence,
the greater the need for compression Compressing audio
data involves removing the unneeded and redundant parts
of the signal In addition, the portions of the signal that
cannot be heard are removed
VIDEO COMPRESSION ALGORITHMS
Some algorithms were designed for wide bandwidths and
some for narrow bandwidths Some algorithms were
de-veloped specifically for CD-ROMs and others for
stream-ing video There are a number of compression algorithms
available for streaming video; this chapter will discuss the
major ones in use today These algorithms are MPEG-1,
MPEG-2, MPEG-4, H.261, H.263, and MJPEG The
video compression algorithms can be separated into two
groups: those that make use of frame-to-frame
redun-dancy and those that do not The algorithms that make
use of this redundancy can achieve significantly greater
compression However, more computational power is
re-quired to encode video where frame-to-frame
redundan-cies are utilized
As mentioned in earlier in this paper, MPEG stands forMoving Pictures Experts Group, which is a work group of
the International Standards Organization (ISO) (Compaq,
1998) This group has defined several levels of standards
for video and audio compression The MPEG standardonly specifies a data model for compression and, thus,
it is an open, independent standard MPEG is becomingvery popular with streaming video creators and users.The first of these standards, MPEG-1, was made avail-able in 1993 and was aimed primarily at video conferenc-ing, videophones, computer games, and first-generationCD-ROMs It was designed for consumer video andCD-ROM audio applications that operate at a data rate ofapproximately 1.5 Mbps and a frame rate of 30 frames persecond It has a resolution of 360× 242 and supports play-back functions such as fast forward, reverse, and randomaccess into the bitstream (Compaq, 1998) It is currentlyused for video CDs and it is a common format for video
on the Internet when good quality is desired and whenits bandwidth requirements can be supported (VantumCorporation, 2001)
MPEG-1 uses interframe compression to removeredundant data between the frames, as discussed in theprevious section on compression techniques It also usesintraframe compression within an individual frame asdescribed in the previous section This compression al-gorithm generates three types of frames: I-frames, P-frames, and B-frames I-frames do not reference otherprevious or future frames They are stand-alone or Inde-pendent frames and they are larger than the other frames.They are compressed only with intraframe compression.They are the entry points for indexing or rewinding thevideo, because they represent complete pictures (Compaq,1998)
On the other hand, P-frames contain predictive mation with respect to the previous I or P frames Theycontain only the pixels that have changed since the lastframe, and they account for motion In addition, theyare smaller than the I-frames, because they are morecompressed I-frames are sent at regular intervals duringtransmission process P-frames are sent at some time in-terval after the I-frames have been sent (this time inter-val will vary based on the transmission of the streamingvideo)
infor-If the video has a lot of motion, the P-frames may notcome fast enough to give the perception of smooth mo-tion Therefore, B-frames are inserted between the I- andP-frames B-frames use data in the previous I- or P-frames
as well as the future I- or P-frames, thus, they are ered bidirectional The data that they contain are an in-terpolation of the data in the previous and future frames,with the assumption that the pixels will not drasticallychange between the two frames As a result, the B-frameshave the most compression and are the smallest of thethree types of frames In order for a decoder to decodethe B-frames, it must have the I- and P-frames that theyare based on; thus the frames may be transmitted out oforder to reduce decoding delays (Comqaq, 1998)
consid-A frame sequence consisting of an I-frame and its lowing B- and P-frames before the next I-frames is called
fol-a group of pictures (GOP) (Compfol-aq, 1998) There fol-are ally around 15 frames in a GOP An example of the MPEGencoding process can be seen in Figure 1 The letters I, P,and B in the figure represent the I-, P-, and B-frames thatcould possibly be included in a group of pictures The let-ters were sized to indicate the relative size of the frame(as compared to the other frames)
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Figure 1: MPEG-1 encoding process.
One disadvantage of the MPEG format is that it
can-not easily be edited because video cancan-not be entered at
any point And the quality of the resulting video is
im-pacted by the amount of motion in the video The more
motion in the video, the greater the probability that the
quality will be reduced The MPEG encoding and
de-coding process can require a large amount of
computa-tional resources, which requires the use of specialized
computer hardware or a computer with a powerful
proce-ssor
MPEG-2 was released in 1994 and was designed to be
compatible with MPEG-1 It is used primarily for
deliv-ering digital cable and satellite video to homes It is the
basis of DVD and HDTV MPEG-2 utilizes the same
com-pression techniques as MPEG-1 However, it has been
en-hanced so that it has better compression efficiency than
MPEG-1 MPEG-2 supports two encoding schemes
de-pending on the application The first scheme has a
vari-able bit rate, which keeps the quality constant The
sec-ond scheme involves varying the quality to keep the bit
rate constant MPEG-2 is not considered an ideal format
for streaming over the Internet because it works best at
transmission rates higher than most networks can handle
(Cunningham & Francis, 2001)
MPEG-4 is one of the most recent video formats and is
geared toward Internet and mobile applications
includ-ing video conferencinclud-ing, video terminals, Internet video
phones, wireless mobile video, and interactive home
shop-ping It was originally designed to support data rates less
than 64 Kbps but has been enhanced to handle data rates
ranging from 8 Kbps to 35 Mbps MPEG-4 is different
from MPEG-1 and -2 in that it has been enhanced to
han-dle the transmission of objects described by shape,
tex-ture, and motion, versus just the transmission of
rectan-gular frames of pixels In fact, it is very similar to H.263,
which is the video conferencing standard (Compaq, 1998)
This feature makes MPEG-4 well suited to handle
multi-media objects, which are used in interactive DVD,
inter-active Web pages, and animations
MPEG-7 is the newest standard It is designed for
mul-timedia data and can be used independent of the other
MPEG standards Work is being done on an extension of
the MPEG-7 standard, called MPEG-21
The H.261 and H.263 standards are designed for video
conferences and video phone applications that are
trans-mitted over an ISDN network H.261 has the ability to
adapt the image quality to the bandwidth of the
trans-mission line The transtrans-mission rate for H.261 is usually
around 64 Kbps (Fischer & Schroeder, 1996) H.263 was
developed as an enhancement to H.261 and was designed
to support lower bit rates than H.261 It has a higher
pre-cision for motion compensation than H.261 H.263 is very
similar to the MPEG standards, particularly MPEG-4, and
uses the same compression techniques (Vantum tion, 2001)
Corpora-MJPEG stands for Motion JPEG, and JPEG stands forJoint Photographic Experts Group JPEG is an interna-tional standard for compressing still frames MJPEG is asequence of JPEG compressed still images that represent
a moving picture Thus, MJPEG is a compression methodthat is applied to each frame without respect to the pre-ceding or following image (Vantum Corporation, 2001).MJPEG can be edited easily but it is not able to handleaudio
AUDIO COMPRESSION ALGORITHMS
Each of the three major streaming technologies has itspreferred algorithms for compressing audio In addition,the MPEG group has defined an audio standard calledMPEG-1 for audio As discussed previously, audio com-pression is different than video, although it uses similartechniques The MPEG audio compression uses psychoa-coustic principles, which deal with the way the humanbrain perceives sound (Filippini, 1997)
The first principle utilized in the MPEG audio sion is the masking effect This means that weak soundsare not heard, or they are masked, when they are near astrong sound For example, when audio is digitized, somecompression occurs because data are removed and noise
compres-is added to the audio Thcompres-is nocompres-ise can be heard during silentmoments, or between words or sentences However, thisnoise is not heard during talking or when music is playing.This is because the noise is a weaker sound and is masked
by the louder talking or music MPEG uses this maskingeffect to raise the noise floor around a strong sound be-cause the noise will be masked anyway And, by raising thenoise floor, fewer data bits are used, and the signal (or file)
is compressed MPEG uses an algorithm to divide up thesound spectrum into subbands It then calculates the op-timum masking threshold for each band (Filippini, 1997).The second psychoacoustic principle is that the humanear is less sensitive to high and low frequencies, versusmiddle frequencies In essence, MPEG employs a filteringtechnique along with the masking effect to remove datafrom the high and low frequencies where the changes willnot be noticed It maintains the data in the middle fre-quencies to keep the audio quality as high as possible
DELIVERING THE VIDEO
Once the video has been compressed and encoded forstreaming, the next step is to serve the video to the users
on the Internet As discussed earlier in this chapter, ering video over the Internet is usually accomplished with
deliv-a stredeliv-aming server, instedeliv-ad of deliv-a Web server A stredeliv-aming
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R ECEIVING , D ECODING , AND P LAYING THE V IDEO 561
server has some specialized software that allows it to
manage a data stream as it is being transmitted through
the network It utilizes the streaming protocols (RTP and
RTSP) to transmit the video file
A Web server can be used to stream video, but it hasbeen designed to transfer text and images over the Internet
and it does not have the means to control a stream (Strom,
2001) When a Web server is used, a user selects a video file
and it starts to be copied down to the PC using HTTP like
any other data source on the Internet The player takes
control and the video is buffered and played But because
the Web servers are not able to control the stream, the
delivery of the video can be erratic and the user could
experience rebuffering interruptions Thus, it is best to use
a video server to ensure that the user will have a smooth
playback without interruptions
Video servers have capacity limitations, and they canonly deliver a certain number of streams at any one time
The capacity of a server is measured in the number of
si-multaneous streams that it can put out at any given point
in time This can range from 20 to 5,000 or more,
depend-ing on the type of server (DoIt & WISC, 2002) If a user
tries to access a video file after the server has reached its
maximum capacity, the user will get a message stating that
the server is busy and to try playing the video again after
1 or 2 minutes
It is essential to note that streaming servers require theappropriate hardware, network connections, and techni-
cal expertise to set them up and administer them This can
consume time and resources, so many people and
busi-nesses choose to outsource this task to a host A host is
an agent or department that has the facilities and
techni-cal expertise to serve other people’s streaming videos and
other media content (DoIt & WISC, 2002) Hosts usually
charge a fee for their services There are numerous hosts
that advertise on the Internet When selecting a host, it is
important to ensure that they can support the streaming
technology being used by the client
When using a host, the client will be able to transfermedia files from his or her local computer to a stream-
ing server This is usually done by using special software
called an FTP client (DoIt & WISC, 2002i) The host will
set the person up with a password-protected account and
a designated amount of server space With this situation,
the person may have text and graphics for a Web site
re-siding on a Web server Then, he or she has streaming
files on a streaming server This can be managed by using
certain HTML tags on the Web page that will trigger and
control the playback of the media files from the streaming
server This involves specifying the path of the particular
video file on the streaming server Each of the three
ma-jor streaming technologies has its own unique embedded
HTML tags for controlling the video files on servers Many
of the encoding applications can generate these HTML
tags (DoIt & WISC, 2002)
As covered earlier in the discussion on bandwidth, notall networks are suited for the streaming of video Video
works best when the bandwidth of the network is
contin-uously high However, when the bandwidth of the video
exceeds that of the network, delays in the transmission
of the data packets can occur These delays will cause
the picture to flicker and the audio (if present) to start
Server Router Network Router
Client PC’s
Figure 2: Video on demand.
and stop In order to deal with the issues of streamingvideo and media, a new measure of network capabilityhave been developed It is called quality of service (QoS)(Compaq, 1998) Networks that have a good QoS measureprovide a guaranteed bandwidth with few delays The net-works that have the best QoS are those that have dedicatedconnections for streaming
Another network characteristic that needs to be ered for streaming video is the network’s ability to supportvideo-on-demand delivery and webcasting delivery Withvideo on demand (also know as unicasting), a stream isdelivered onetoone to each client, and the user can requestthe video at any time This type of delivery can consume alot of network bandwidth, depending the number of usersrequesting a video According to Compaq (1998), Figure 2shows a simple diagram of how video on demand works.Each line in the exhibit represents a separate stream.Webcasting, is used for live events where there can bepotentially many viewers Webcasting delivers one stream
consid-to many clients simultaneously It does not consume asmuch bandwidth as video on demand But as noted pre-viously, video on demand is much more common because
of the convenience it offers to users Webcasting is uled for specific times and requires a lot of effort and re-sources to coordinate Networks that support webcastingmust have routers that are multicast capable Figure 3shows how a webcast works, according to Compaq (1998).The lines in the exhibit represent the video stream (notethe single line going across the network)
sched-RECEIVING, DECODING, AND PLAYING THE VIDEO
Finally, at the client desktop, the user accesses the videofile As discussed above, the user clicks on the video filethat he or she wants to view, the request is routed tothe appropriate file on the video server, and the playertechnology on the user’s PC takes control of the data
Server Router Network Multicast
Router
Client PC’s
Figure 3: Webcasting.
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V IDEO S TREAMING
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transmission The player buffers the stream(s), decodes
the data packets, and converts the information back to
analog so the video can be viewed The player usually
has functionality that will allow the user to play, pause,
rewind, and fast forward The player technology must be
compatible with the streaming technology in order for the
user to view the video
With video on demand, the user can control access to
the video He or she can start, stop, rewind, and so forth at
will Although this freedom is desirable to the user, it does
consume bandwidth on the network (as noted above)
With webcasting, the user can only watch the video stream
as it is being transmitted; he or she does not have any
con-trol over the stream Webcasting does not use as much
bandwidth as video on demand
PRODUCING STREAMING VIDEO
Up to this point, this discussion has covered the aspects
of streaming video after it has been created or produced
However, there are some techniques that should be used
when used when producing streaming video that will
make the capturing, editing, compressing, and encoding
processes go much smoother Because streaming video
has to be compressed before delivery on the network, one
of the most important things to remember when
produc-ing the video is to minimize motion and changes in the
ob-jects or people in the video The more motion and change
there is in the video, the more the video will have to be
compressed and thus data (such as fine details and color)
will be altered or removed
Therefore, it is best to use a tripod or other method
to anchor the camera whenever possible If the camera is
held in the video producer’s hands, all of the hand
move-ments will be incorporated into the video The video
pro-ducer should also avoid panning the camera as much as
possible and avoid zooming in and out on a scene Thus,
eliminating the movement of the camera and keeping
zooming in and out to a minimum will prevent changes
from being introduced into the video
The video producer should also try to keep the
back-ground as simple and consistent as possible The producer
should avoid trees, buildings, and so forth that will add
complexity to the video, which will mean more data to
compress In addition, the producer should try to stay as
close to the subject as possible when shooting the video
There may be some temptation to choose a wide shot of
the scene however, will viewed online, the video will seem
fuzzy It is important to remember that the compression
will remove a lot of the fine detail of the wide shot
Last, the video producer should use an external
micro-phone whenever possible With an external micromicro-phone,
the producer can keep it as close to the subject as possible
to get good quality audio With good quality audio, the
audio compression will work much better Audio is just
as important as the images being displayed in the video
VIDEO STREAMING USES
The previous sections have focused on the technical
as-pects of creating, delivering, and playing streaming video
This section will focus on the many uses of streaming
video and the preferences of users First, streaming dia (video along with audio) have grown rapidly over thelast few years The number of Internet sites transmittingstreaming video grew from 30,000 in mid-1998 to 400,000
me-by late 1999 The Net Aid concert in October, 1999, set aworld record for the largest Internet broadcast event for asingle day—2.5 million streams The BBC Online’s Euro-pean solar eclipse site served a million streams in a day inAugust, 1999 The BBC estimated that its streaming audi-ence was growing by 100% every 4 months (Tanaka, 2000)
As can been seen from the above statistics, streamingvideo continues to gain in popularity even with the tech-nical challenges involved in streaming the video over theInternet A Web survey conducted by Tanaka (2000) indi-cates that streaming video appeals to users because theycan select what they want to view when they want to view
it Users like the fact that streaming technology has madespecialized or unique videos or other or media available
to them
The streaming video uses fall into the primary egories of entertainment, news/information, education,training, and business Entertainment was one of the ear-liest uses of streaming video and still remains the pri-mary use of streaming video today Entertainment covers
cat-a wide rcat-ange of medicat-a including movies, music, cat-and TVshows There are numerous Web sites promoting free andpay-per-view movies Many sites feature independent filmmakers, foreign films, and pornography (Bennett, 2002).Pornography video sites are some of the oldest entertain-ment sites on the Internet At this time, pornography may
be the largest online movie market of all on the Web(Bennett, 2002)
Recently, some Web sites have been established thatshow hit movies on the Internet For example, viewerscan watch the blockbuster movies on a Web site for $3.95(Graham, 2002) The Hollywood studios have been slow toutilize the Internet as a medium for showing their moviesbecause they want to be sure that this is a safe way to de-liver their films It is interesting to note that many moviesare available on the Internet in unauthorized versions.Many of these movies were copied from DVDs or shot on
a camcorder in a theater and then traded on file-sharingsites such as Morpheus and Kaaza (Graham, 2002).According to Graham (2002), users need a high-speedInternet access, such as cable or ADSL, in order to watchmovies over the Internet Even with high-speed access,users may experience stutter, or stopping and starting, ifthere is a lot of traffic on the network Users will be able
to view the movie only on a partial or full PC screen sizewindow
Development in the streaming video world has beenthe integration of over-the-air and online entertainmentprograms For example, in November, 1999, ABC.com andWarner Brothers Online hosted a simulcast of an episode
of the Drew Carey Show The television audience watchedDrew’s daily activities, while the Internet audience sawfootage of what was happening in his home when he wasout at work ABC indicated that approximately 650,000streams were served (Tanaka, 2000)
In the news/information category, many users like
to utilize the Internet to view video clips of domesticnews and international news items Other users tend
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to gravitate toward sites that provide clips on sporting
events For example, the on-air rating of the JFK Jr
tragedy was only 1.4, while over 2.3 million streams were
delivered from the CNN.com Web site (Tanaka, 2000)
The use of streaming video in the education and ing areas has been rapidly growing for the last few years
train-Universities and colleges, in particular, have been
explor-ing the use of streamexplor-ing video for their distance
learn-ing programs Distance learnlearn-ing has become popular
be-cause many people who have been in the work force for
a few years are returning to school to obtain an advanced
degree, pursue a career change, or upgrade their skills
Many opt for distance learning programs because of their
work or travel schedules, or because the academic
pro-grams they desire are not available locally Because of the
growth of distance learning programs, many colleges and
universities have started to use streaming video as an
al-ternative to mailing out VCR tapes, which can be
cum-bersome With streaming video, these institutions can
ex-pand their distance learning programs to meet the needs
of their students In addition, there are many Web sites
that offer training and tutorial programs on a variety of
subjects
A common presentation method used by educators is alecture that includes static slides These is must easier to
create and will provide good quality sound and images for
those students who have modem connections There are
a number of software tools that can be used to combine
PowerPoint slides with narrations to create streaming
pre-sentations
In view of the above discussion, it should also bepointed out that streaming video is used for teaching ma-
terial that involves motion or dynamic interaction Some
examples of this include medical or laboratory
proce-dures, processes in the physical sciences, interpersonal
skills, and illustrations of real world events or activities
(DoIt & WISC, 2002) In addition, live training or teaching
webcasts are produced using audio, slides, or video The
participants access the Web site from their computers
In-teraction between the instructor and participants occurs
in real time The participants can use a chat window to
type in questions to the presenter during the session (DoIt
& WISC, 2002) These events are very challenging to
coor-dinate and deliver and are not as common as illustrated
audio presentations
Businesses and companies are starting to use ing videos for advertising and communications Some
stream-businesses have started to webcast their products in order
to improve their sales One of the most talked about events
was the Victoria’s Secret fashion show that was
web-cast in February, 1999 (Tanaka, 2000)
Another form of advertising that has become ingly popular is the video banner ad (Tanaka, 2000) This
increas-technology involves using a program that detects whether
or not the client PC has a streaming media player, and
then determines the type if there is one present This is
done before the user clicks on the Web page Once the
user clicks on the Web page, video is played using the
me-dia player on the PC If there is no meme-dia player on the
PC, then a regular GIF banner is displayed
Businesses are also using streaming media to cast presentations, corporate meetings, and in-house
broad-seminars to their employees Many companies are findingthat this is less expensive than live meetings and seminars,where travel expenses are incurred And it offers oppor-tunities for communication that would not otherwise beavailable For example, a company that uses streamingtechnology may choose to broadcast an industry analysts’meeting or public relations event that, without this tech-nology, would not be feasible to do
THE BIG THREE STREAMING TECHNOLOGIES
As mentioned previously in this chapter, there are threemajor technologies for streaming video: RealOne, Quick-Time, and Windows Media These three players provideall of the tools needed for streaming video, including ap-plications for creating, editing, compression, encoding,serving, and playing Of these three, RealOne is the old-est and still the most widely used (Sauer, 2001) RealOneclaims that they have over 70% of the Internet stream mar-ket with their player being installed in over 90% of homePCs (Cunningham & Francis, 2001) The RealOne technol-ogy supports over 40 media formats and employs the lat-est generation of encoding and compression techniques
They have also developed a technology, called Surestream,
that utilizes an automatic bit-rate technology to adjust thedata stream rate to the bandwidth characteristics of theuser (Cunningham & Francis, 2001)
RealOne has developed some strategic partnershipsthat may give it a competitive advantage for the nearfuture First, RealOne now supports Apple’s QuickTimetechnology And it is working with the National Basket-ball Association and the Major Baseball League on a pay-per-view model (Cunningham & Francis, 2001) However,only the basic player and server versions are free; the moreadvanced server and productions tools available fromRealOne can cost up to several thousand dollars Stream-ing is ReadMedia’s core business and they must chargefees for the use of their applications, whereas theircompetitors can incorporate their streaming technologyinto other products they sell, such as operating systems(Cunningham and Francis, 2001)
Also, RealOne is SMIL compliant SMIL stands for chronized multimedia integration language and it pro-vides a time-based synchronized environment to streamaudio, video, text, images, and animation (Strom, 2001).SMIL is a relatively new language available to streamingusers It is the officially recognized standard of the WorldWide Web Consortium (Strom, 2001) SMIL has attracted
syn-a lot of syn-attention becsyn-ause of the fesyn-atures syn-and flexibility itoffers to users
QuickTime was developed by Apple in 1991 and it isone of the oldest formats for videos that are downloaded
It is the one of the recent entrants into the streamingvideo market (Sauer, 2001) One of the advantages thatQuickTime offers is that it can support different com-pression techniques, including those used by RealOne,
as noted above QuickTime also features an open plug-infunction that will allow the utilization of outside compres-sion techniques (Cunningham & Francis, 2001) It is alsoSMIL compliant (as noted above for RealOne) Quicktime
is available in the Apple MAC operating system But it
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offers a basic player and server tools that are compatible
with other operating systems for free It does charge a fee
for the more advanced systems Those advanced systems
have been used by many in the cinematography field for
editing purposes
Windows Media was developed by Microsoft
Corpora-tion and it is a newcomer into the streaming video market
Since its introduction, it has been rapidly gaining ground
on the other two technologies Microsoft includes
Media-Player as part of its Windows operating system, which
can be a convenience for users However, MediaPlayer
is limited in its flexibility in that it has its own
propri-etary compression methods and it does not support many
of the compression techniques utilized or developed by
other companies It does have a MPEG-4 type of
com-pression algorithm and its proprietary comcom-pression
meth-ods are considered to very good Microsoft does have the
player and server tools available as free downloads from
the Internet And it has developed a technology called
Microsoft’s Intelligent Streaming that is like RealOne’s
Surestream It allows the user to put multiple tracks,
each with a different bit rate, into a single streaming
file This will allow the streaming file to adjust to
fluctua-tions in the network’s bandwidth (Cunningham & Francis,
2001)
OTHER STREAMING VIDEO SYSTEMS
The previous section covered the major technologies in
the streaming video arena However, a number of other
key players have contributed to the growth of the
stream-ing video field The first of these is a company called
Sorenson Media, which specializes in compression
tech-nologies They are known as having the highest quality
video compression, particularly for high motion at low
data rates (Segal, 2002a) Sorenson Media also developed
a professional version of their codec and a live
broadcast-ing tool for Quicktime And they have entered the hostbroadcast-ing
and streaming markets (Segal, 2002a) In fact, they were
asked by the Church of Jesus Christ of Latter Day Saints
to host and stream their semiannual conferences live and
then archive the conferences for them (Segal, 2002a)
And they worked with other companies, such as
Macro-media, to build products that will incorporate streaming
media
Video hosting is another area that has several players
There are a number of companies that specialize in video
hosting Many offer services for each of the three major
streaming technologies as well as other independent
tech-nologies However, a potential user of video hosting would
need to do some in-depth research before choosing a host
In addition, there are companies that specialize in
on-line broadcasting for TV news and programming In fact,
some of the major networks have their own online
broad-casting Web sites These include CNN, ABC, and BBC In
addition, some local TV networks in the larger
metropoli-tan areas have their own Web sites There are a few
in-dependent companies that specialize in online
broadcast-ing One that was reviewed was Servecast, which indicated
that they would provide services for sporting events and
other media They also indicated that they could provide
content protection
For streaming video creation, editing, and encoding,
a number of independent technologies are available Forexample, Sonic Foundry has a tool that provides for thecreation of streaming content in RealOne and MicrosoftMedia formats And Terran has a tool called media cleanerthat provides a complete set of tools for preparing videoand audio for the Web It is considered the industryleader in this field (Cunningham & Francis, 2001) Addi-tional developments include Heliz “Helix an open sourcedigital-media delivery platform designed to let compa-nies build custom applications that stream any mediaformat on any major operating system to any computingdevice” (RealNetworks, 2003)
In addition to creation, editing, and encoding tools,
a number of companies provide the means to check thebandwidth of a video file as it is being encoded and com-pressed Terran has a function that will graph the datarate of a video Macromedia Flash also has a tool calledBandwidth Profiler that will graph streaming data rates(Kennedy, 2000)
DEVELOPMENTS AND TRENDS
There have been some developments and trends ring in the streaming video field Most of these are geared
occur-to providing new technology, increasing network width, improving video quality, and competing againsttelevision In the new streaming technology area, therehave been some recent efforts to develop and introducestreaming technology into the wireless networks Toshibahas developed a chip with an MPEG-4 encoder that al-lows third-generation mobile networks to support two-way videoconferencing (Williams, 2001)
band-Also, another player in this wireless area is Thin media, a company that specializes in wireless multime-dia streaming and video messaging (Segal, 2002b) Theyprovide software tools for encoding, decoding, author-ing, messaging, and streaming that can be installed onsecond-generation mobile networks They are also devel-oping tools for third-generation mobile networks Some
Multi-of the features Multi-of their products include streaming video
on a cell phone and having the capability to tap into alive feed from a Web site (Segal, 2002b) Another applica-tion that Thin Multimedia has is video mail product Withthis product, people can create videos of themselves, while
on a Web site and using a webcam, and then send them
to someone else’s cell phone (Segal, 2002b) The videoscreens that display on the phones are small, 112× 96 pix-els According to Thin Multimedia, certain media forms,such as movies and wide trailers, may not work well But,other forms such as video mail, traffic reports, and news
do work well (Segal, 2002b)
In the area of network bandwidth and performance,the business sector has developed strategies to deal withthe network bandwidth and congestion issues One of thestrategies involves the development of Content DeliveryNetworks (CDNs), which are networks that have the in-frastructure and technology to enable a faster and moreconsistent delivery of streamed media to users The goal
is to reproduce media content and deliver it to the user in
an efficient and straightforward manner (Cunningham &Francis, 2001)
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There are several commercial CDNs established that fer their services to Internet users One of the key players is
of-Akamai, with their FreeFlow technology There are other
players that have networks and technology to deliver
me-dia to users Both players claim a tenfold increase in speed
by distributing media content to their world-wide
net-works of servers (Cunningham & Francis, 2001) In
ad-dition to the commercial CDNs, some efforts to
experi-ment with this concept are being undertaken by research
groups
The major streaming technologies are continuouslyworking to extend their products to provide digital rights
management (another phrase for copy protection)
fea-tures, interactivity, e-commerce hooks, and better video
quality (Bennett, 2002) For example, Microsoft has
devel-oped a new streaming format called ActiveMovie
Stream-ing Format (ASF) This format allows multiple data
ob-jects to be combined and stored in a single synchronized
multimedia stream The data objects include audio, video,
still images, events, URLs, HTML pages, and programs
(Bennett, 2002) This format supports digital rights
man-agement and pay per view, and, as mentioned before, it
is SMIL compliant, which will allow Web authors to
cre-ate clickable movies (Bennett, 2002) RealOne is working
to develop partnerships with other companies, including
Apple and Microsoft, to provide greater flexibility in
streaming different media formats
Streaming media companies have turned their tion to the television market Many of the companies
atten-have been developing technology designed to handle
pro-gramming applications And some companies have
al-ready begun offering broadband services to users that
have high-speed Internet access (Tanaka, 2000) For
example, MeTV.com and LikeTelevision.com currently
of-fer opportunities to view TV programs, movies, and so
forth
Some companies are forming alliances or partnerships
to build streaming video networks designed to provide
broadcast-scale streaming media It seems that the trend
for streaming media providers will be to make broadband
content delivery available for high-speed users, and retain
low bit rates for dial-up users (Tanaka, 2000)
CONCLUSION
In reviewing the above materials, it become clear very
quickly that streaming video is a complex, technical
pro-cess Besides the sheer complexity of streaming video,
there are other issues such as copyright usage
However, even with technical complexity and tent information, streaming video is an exciting topic It
inconsis-does provides advantages to user by allowing them to
be-gin playing video without having to completely download
it beforehand And it is surprising to see the number of
applications available and the large number of uses for
the technology
In reviewing the history of streaming video, it becameobvious how closely streaming video and TV are tied to-
gether in their technologies and in new developments
in the information and media areas, and how streaming
media themselves would have not come into being if it
were not for the development of the Internet Interestingly
enough, the data transmission or bandwidth limitations
of the Internet remain one of the biggest challenges tostreaming video over a network The Internet simply wasnot designed for streaming media
With the bandwidth limitations of the Internet in mind,
a lot the streaming media technology is focused on ways
to efficiently deliver video over a network First, there isthe raw video that must be captured and digitized into theappropriate input file format Then the video must be en-coded and compressed into the proper streaming format.Next, the video is delivered over the Internet from a spe-cial server, called a video server The user then receivesand plays the video The process sounds simple but theactual functions are very complex, as can be seen fromthe discussion of compression techniques and algorithmsthat was included in this chapter
In facing these technical challenges, the major ing technologies, RealOne, QuickTime, and WindowsMedia, have implemented some very good tools that make
stream-it possible for a person wstream-ithout streaming media tise to create, encode, and play simple videos Also, thesetechnologies have continued to improve and expand theirproducts and have attracted even more users, as well asbusinesses and educational institutions
exper-With the continued growth of the streaming videoarea, other players have entered the market and pro-vided specialized tools for editing and managing band-width requirements Some players offer services for host-ing streaming videos, and others provide consultingservices for the entire process all the way from creating
to playing videos Many of the players are working to prove the network delivery process, in order to improvethe efficiency of streaming video and improve the quality
car-Buffering Compensating for a difference in rate of flow
of data, or time of occurrence of events, when ring data from one device to another
transfer-Digitizing A process of converting any graphic medium
to digital format, so that computerized equipment canread, store, transmit, and recreate it
Encoding Conversion of input formats into proprietarystreaming formats for storage or transmission to a de-coder for streaming media
MPEG Motion Pictures Experts Group, an internationalorganization that developed standards for the encoding
of moving images
PNM Progressive networks media, an older protocol
RTP Real-time protocol, one of the most commonlyused protocols for streaming media on the Internet
Streaming Video A sequence of “moving images” thatare sent in compressed form over the Internet and dis-played by a viewer as they arrive Streaming media arestreaming video with sound
Webcasting Videos of specific live events are shown at
a predetermined time to many viewers Webcasts are
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Filippini, L (1997) MPEG-1 audio Retrieved April 20,
2002, from CRS4 Web site: http://www.crs4.it/∼luigi/
MPEG/mpeg1-a.html
Fischer, B., & Schroeder, U (1999) Part 3—Video formats
and compression methods Retrieved September 24,
1999, from Tom’s Hardware Guide Web site: http://
www6.tomshardware.com/ video / 99q3 / 990924
/video-3–02.html
Fortner, B (2002) Section 1: Points from the past; History
of television technology Retrieved March 25, 2002,
from Communication Using Media Instructor’s Notes:
http://www.rcc.ryerson.ca/schools/rta/brd038/clasmat/
class1/tvhist.htm
Graham, J (2002, March 5) Video on demand’s supply
grows USA Today, Section D, p 6.
Inventors Online Museum (2002) Inventing television
Retrieved March 18, 2002, from Inventors Online
Mu-seum Presents History of the Invention and
Inven-tors of Television: http://www.invenInven-torsmuseum.com/
television.htm
Kennedy, T (2000) Don’t be scared of bandwidth math
Retrieved January 12, 2002, from Streaming
Me-dia World Web Site: http://www.streamingmeMe-diaworld
com/symm/tutor/bandmath/index.html
Kennedy, T (2001) Streaming basics: Editing video for
streaming Retrieved March 31, 2002, from Streaming
Media World Web site: http://smw.internet.com/video/
Jan-Microsoft.com (2001a) A brief history of the Internet.Retrieved January 1, 2002, from Microsoft Insider,:http://www.microsoft.com/insider/internet/articles/history.htm
Microsoft.com (2001b) The digital media revolution.Retrieved December 31, 2001, from Windows Me-dia Technologies: http://www.microsoft.com/windows/windowsmedia/overview/default.asp
RealNetworks (2000) Chapter 6: What is streaming dia and how does it work? Retrieved January 12, 2002,from Real Networks Web site: http://service.real.com/help/player/plus manual.8/htmfiles/whatisrpp.htmRealNetworks (2002) Announcing Helix on July 22,
me-2002 Retrived April 16, 2002, from http://www.realnetworks.com/solutions/leadership/helix.htmlSegal, N (2002a) Sorenson Media: Video compressionsoftware Retrieved May 4, 2002, from Streaming Me-dia World Web site: http://streamingmediaworld.com/video/docs/sorenson/
Segal, N (2002b) Thin multimedia: Wireless streamingvideo Retrieved May 4, 2002, from Streaming Me-dia World Web site: http://streamingmediaworld.com/videos/docs/thin/index.html
Strom, J (2001) Streaming video: A look behind thescenes Retrieved May 4, 2002, from Cultivate In-teractive Web site: http://www.cultivate-int.org/issue4/scenes/
Tanaka, K (2000) Motion pictures on the Net: ing media industry, technology, and early adopters.Retrieved January 1, 2002, from Internet Society Website: http://www.isoc.org/inet2000/cdproceedings/4c/4c 2.htm
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Videomaker Magazine (2001) Streaming video primer.Retrieved December 31, 2001, from Chaminade Col-lege Preparatory Web site: http://www.chaminade.org/mis/Articles/StreamingVideo.htm
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Importance of the Emerging VE Model and
Potential Benefits of Adopting the VE Model 570
Problems and Challenges in the Creation of VEs 570Technologies and Frameworks for the
Computer Architectures and Technologies ThatSupport the Realization of VEs 571Industry and University Initiatives Related to
lo-a neighboring stlo-ate From time to time, lo-a dent control computer flashes a signal informingthe human manager of the parts being assembledand other work in progress including those beingpacked and shipped
resi-This scenario provides a snapshot of the future of
manu-facturing in this country and throughout the world With
remarkable advances in information technology,
com-puter networks (especially the Internet), and
manufactur-ing integration, the achievement of a truly global
man-ufacturing enterprise seems to be within reach Smaller
and mid-sized enterprise in remote parts of the world will
increasingly become part of this revolution by forming
partnerships with larger organizations The notion of such
“virtual” partnerships, in which distributed organizations
form “virtual teams” and develop products for a changing
customer-driven market forms the basis of virtual
enter-prises (VE)
This chapter provides an overview of the concepts,techniques, technologies, and issues that need to be un-
derstood, adopted, and studied in the quest to realize a
truly virtual enterprise-oriented approach to product
de-velopment The underlying theme is the role of the
In-ternet in the design and realization of such virtual prises Some of the challenges and hurdles, which may
enter-be encountered by industrial organizations during mentation, are also delineated in this chapter Other sec-tions of the chapter include discussions of some of theInternet-based, computer-based frameworks for VE real-ization, modeling, and communication techniques for VEcollaboration and a summary of various industry and uni-versity projects related to this subject area
imple-Concept of a Virtual Enterprise
Today, the concept of a virtual enterprise is being widelyheralded as a collaborative partnership for the future as itholds distinct advantages and benefits for organizationsworldwide Formally, “a VE can be described as a consor-tium of industrial organizations, which come together toform temporary partnerships to respond quickly to chang-ing customer demand” (NIIIP, 2002) In a VE, the partnerorganizations are geographically distributed, possess di-verse skills and resources, and collaborate virtually to pro-duce a final product (Figure 1) In a traditional (non-VE)enterprise, the team members are co-located physically inone specific site and usually belong to the same organiza-tion
In this decade and beyond, it is predicted that growingproduct complexity and resultant diverse skill require-ments underscore the need for organizations to worktogether as a VE More importantly, such a collaborativeframework will enable the harnessing of remote and far-flung manufacturing facilities (and resources) and createnew opportunities for these remotely located organiza-tions who can becomes partners and pillars of the Ameri-can and international industrial base Small and medium-sized “mom and pop” operations with specialized capabil-ities can link with the industrial mega-giants or with othersimilar-sized enterprises to produce a diverse mix of prod-ucts beginning to typify the evolving global market Forthis reason and several others, American and other inter-national industrial organizations have shown keen inter-est in virtual enterprise-related principles and practices
567
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y
Suppliery
Project MgmtProduct Design
Process PlanningManufacturing
Testing
Assemblyy
SupplierSupplier
Figure 1: Intra-nation VE collaboration.
Characteristics of a Virtual Enterprise
The concept of a VE is not new However, very few
partner-ships can truly claim to have functioned as a virtual
enter-prise In this context, it is important to highlight a few
as-pects related to the historical development of VEs There
are various definitions and connotations of a “virtual
en-terprise.” Numerous reports and articles in newspapers
and magazines tout the “functioning” and “success of long
running implementations” of VE-based practices A
ca-sual reader who peruses the numerous VE-related articles
(that have appeared in the media) might conclude that VE
implementation is commonplace and such a model has
existed for decades The key misconception relates to the
degree of “seamlessness” of the information exchange in
a VE The questions that must be asked by every reader
interested in this topic are as follows:
(1) Is the information merely being exchanged by two
partners or organizations by e-mail or the World Wide
Web?
(2) Is the information being re-processed or used to
per-form some engineering or technical task?
(3) Is the information exchange seamless without manual
re-keying of information?
(4) Is the information sharing mainly restricted to
keep-ing business partners informed of new or occurrkeep-ing
activities?
There are distinctive differences between partnerships
that function as “true VEs” and others that are “quasi-VE.”
The criteria (which can serve as a litmus test) by which
organizations can claim that they have implemented
VE-based practices include the following:
The partners involved must belong to different
organiza-tions and have different core areas of expertise (for
ex-ample, Company P may have manufacturing expertise
while Company F may possess skills in testing
prod-ucts);
The partners must be geographically distributed;
The computer platforms used by the partners must be
het-erogeneous in nature (having different operating
sys-tems such as Windows, UNIX, or Macintosh);
The software systems used in the collaboration must beheterogeneous and be implemented in different pro-gramming languages (such as C and Java ); andThe information exchange must be through electronicmeans and must be seamless
A quasi-VE is a partnership where one or many of theabove mentioned criteria holds true (but not all) Most
“global” enterprises today function in a manner that can
be referred to as ‘quasi-VEs’ The most difficult criterion toadhere is the ability to exchange information seamlessly
“Seamless” (in this VE context) refers to the automatedtranslation of information from one data format to an-other without any manual intervention or re-keying of in-formation Many market-leading organizations exchangedesign and engineering information by e-mail and thenspend substantial time attempting to extract information
by manual means or by using a variety of software in a quence of tasks The major drawback of such approaches
se-is that they negate substantially the advantages these ganizations intended to accrue by adopting a VE-basedmodel of collaboration Valuable time and resources arelost by the inability to exchange information from onedata format to another This is perhaps one of the great-est challenges facing organizations interested in adopt-ing a VE model While the casual reader may concludethat organizations communicating through the Internet
or-in some collaborative manner are functionor-ing as a VE, it
is important to underscore the fact that this is a lar misconception Simply using electronic means (such
popu-as the Internet) to exchange information does not antee greater productivity Possessing the ability to usethe information (obtained from a partner) immediately in
guar-an accessible format to perform a specific target activity
is the key to realizing the benefits associated with a based approach This ability contributes toward the part-ners being “agile” in a highly competitive environment,where customer needs keep constantly changing Whenthese needs change, a VE partner may decide to team with
VE-a different group of orgVE-anizVE-ations, who mVE-ay be using VE-a ferent set of computer tools and data formats After thevirtual teams and responsibilities have been identified, amajor issue that must be addressed is the nature of theinformation and data being exchanged If this issue is notadequately addressed, then the distributed partners willlose substantial time in accomplishing their collaborativeactivities quickly Consequently, the role of computer ar-chitectures that support the seamless exchange of infor-mation and the importance of data exchange standardsneeds to be better understood
dif-Quasi-VEs began appearing in the late 1980s andearly 1990s These include companies such as McDonnellDouglas Aerospace and Ford, among others Today, manycompanies (including Boeing) are beginning the migra-tion toward being a true virtual enterprise Most of themare facing challenges in exchanging information seam-lessly (which is a major technical problem) as well as indeveloping mutual trust with new partners (which is acultural problem) In the future, successful VEs would
be those organizations that emphasize the use of tured proven methods to aid in tasks such as virtual
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Table 1 Typical Characteristics of VE Partners in a Satellite Development Domain
Design Corporation Houston, TX Space system designers Design the propulsion systemASSEMTEC San Diego, CA Fabrication specialists Build various satellite subsystemsProcess Consultants, Inc Tampa, FL Manufacturing engineering Develop plans to manufacture
and assemble satellite and its partsSatellite Design, Inc Houston, TX Space system designers Design the cold gas, command,
and other modulesAgile Integrators Colorado Springs, CO Integration specialists Integration with launch bus and testingProject Management Dayton, OH Project management Manage entire product development,
team formation and are willing to adopt leading-edge
technologies that facilitate collaboration among
dis-tributed teams The trend to adopt common information
exchange standards such as XML (extensible markup
lan-guage) and STEP (standard for the exchange of product
design specifications) will continue Today, most
manu-facturing organizations have indicated their
disappoint-ment at emerging standards of data exchange While
there are many technical challenges in adopting data
ex-change standards, the major resistance to this adoption
comes from an unwillingness to change The emergence
of open architecture-oriented practices and the success
of organizations today that have embraced such
stan-dards will have a definite impact on future trends and
practices
Types of VEs
There are broadly two major categories of virtual
en-terprises, inter-nation and intra-nation VEs Inter-nation
VEs (or simply international VEs) are those whose
mem-bers extend beyond national boundaries For example,
consider the electronics-manufacturing domain Project
integrators and design partner organizations may be
lo-cated in California while process engineering team
mem-bers and resources are in Texas; in addition, the actual
assembly and manufacturing activities can occur in
vari-ous countries in Asia (such as Taiwan or Singapore) In an
intra-nation VE, a consortium’s partners are within a
spe-cific nation’s boundaries Figure 1 illustrates the concept
of an intra-national VE Another example of VE
partner-ships and skills is provided in Table 1 In both categories,
the Internet can serve as the communication backbone
linking the VE members There needs to be a
demarca-tion between companies who merely have subcontractors
in various parts of the world (who may manufacture or
assemble parts of a final product) and companies who
use the Internet to exchange and share information that
directly influences the collaborative activities involved A
manufacturing giant based in California may claim to be
part of a global network and yet not function as a true
VE Globalization does not mean just using the Internet
or any other electronic means to exchange information
Numerous organizations claim being part of a global
net-work and function more as quasi-VEs and in some
situa-tions, mainly subcontract a portion of their activities
be-cause of lower manufacturing and other costs Supplier
chain management is one domain in which adoption ofInternet-based approaches has proven to be successful.Data exchange has been less of a problem in this domainand this has enabled the adoption of Internet-based prac-tices to support activities related to this domain
Importance of the Emerging VE Model and the Role of the Internet
At the onset of this new millennium, manufacturing nizations worldwide are collaborating and functioning as
orga-a virtuorga-al enterprise With revolutionorga-ary orga-advorga-ances in mation technology (IT) and electronic communicationsserving as catalysts, the Internet has emerged as a power-ful integration vehicle for the realization of the global mar-ketplace Private and government organizations have rec-ognized the potential of the Internet as a VE facilitator andhave begun to implement distributed collaboration ap-proaches using the Internet as a backbone In this context,there have been several research and industry initiativesthat have sought to focus on the development of innova-tive integration frameworks to support distributed collab-orative activities The term “distributed design, planning,and manufacturing” refers broadly to a subset of VE activ-ities, where physically distributed design, planning, andmanufacturing resources interact with each other acrossheterogeneous computer systems (or platforms) to ac-complish identified manufacturing tasks These resourcescan include personnel (such as design or manufacturingengineers), software tools (used to create design, man-ufacturing plans, etc), computer systems (on which thesoftware tools reside), and machines (including robots,assembly and metal cutting equipment, etc)
infor-The development of a product can occur in multiplephases referred to as the product development life cycle.Typically, a life cycle (LC) of a product includes conceptu-alization of a design idea, detailed design and engineeringanalysis, project planning, manufacturing and assemblyplanning, supply chain management, manufacturing (orfabrication), testing, service, delivery and, retirement orrecycling (Figure 2) In today’s global economy, the com-plex life-cycle activities involved in developing a productare being performed in a distributed manner (see Fig-ure 1) The project teams, software tools, analysis mod-els, and manufacturing resources involved in this cycleare also becoming increasingly distributed and are im-plemented on heterogeneous computing systems, which
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Service Engineering Suppliers/
Subcontractors
Product/Process Development
further compounds the existing complex life-cycle
inte-gration problem (Cecil, 2001)
Potential Benefits of Adopting the VE Model
The major benefits of adopting a VE-oriented model
in-clude (a) the ability to respond rapidly to a newly
iden-tified customer need for a product and (b) cost savings
A VE framework will allow Company A to partner with
a design specialist (Company B) and a few other
organi-zations to quickly come up with a way to manufacture
a product X After a product demand diminishes or
dis-appears, these VE partners can disband When another
market need (such as a new product) is identified,
Com-pany A can form another VE partnership with yet another
diverse group of organizations and become involved in
de-veloping a new product Y By becoming temporary
part-ners for a product’s life cycle, Company A becomes more
agile in being able to serve customers in today’s
chang-ing global environment A virtual enterprise-oriented
ap-proach will provide organizations the capability to be
ag-ile in today’s customer-driven global market The term
“agility” is meant to indicate the ability to keep up with
customers’ changing needs For example, a cheetah is an
agile animal When its prey changes direction, the
chee-tah’s agile nature enables it to change direction and still
continue the chase in pursuit The Internet along with
other technologies is enabling numerous industrial
orga-nizations to become more agile When companies adopt
a VE-oriented approach coupled with the power and
scal-ability of the Internet, they will be able to form national
and international partnerships to produce low-cost,
high-quality products
CREATION OF VIRTUAL ENTERPRISES
Problems and Challenges in the
Creation of VEs
The challenges facing VE implementation can be grouped
under technical and cultural One of the major
techni-cal problems is achieving seamless exchange of
informa-tion as well as the integrainforma-tion of the myriad of
activi-ties involved in designing and building products With the
ever-increasing use of the Internet by industrial
organiza-tions today to exchange technical and business
informa-tion, more advanced and sophisticated IT-based
frame-works and approaches that will support accomplishment
of complex life-cycle activities seamlessly are under velopment To improve the productivity of VEs, a variety
de-of issues, especially those dealing with the role de-of the ternet as a VE facilitator, need to be addressed Internet-based computer frameworks and architectures must becarefully evaluated with respect to their ability to sup-port realization of VE goals and objectives Some of thecriteria can include the following: Using computer frame-work A, can VE partners quickly respond to customer de-mands? Does the proposed Internet approach facilitateseamless exchange of information including engineering,planning, and other life-cycle data? Can information andsoftware systems communicate across heterogeneous sys-tems (such as Windows, Macintosh, and UNIX environ-ments)? At any given time, are the VE partners aware ofeach other’s task accomplishments, their work-in-process(WIP), and the rate of progress toward achieving theiroverall target production?
In-The cultural problems relate to the ability to trust newpartners, adopt new ways of collaboration, and interacteffectively with team members who have less face-to-faceinteraction during collaboration
Technologies and Frameworks for the Realization of VEs
The Internet, by far, is the most versatile communicationvehicle that can be used to create and manage VEs It isbeing widely used by business enterprises globally to ex-change information in all phases of a product’s life cycle.The Internet can be viewed as “a network of networks”that is scalable and can connect remote corners of ourworld The two most widely used protocols of the Internetare the transfer control protocol (TCP)/Internet protocol(IP) (commonly referred to as TCP/IP) and the hypertexttransfer protocol (HTTP) (which is better known as theWorld Wide Web) The TCP/IP was developed nearly 30years ago and it’s the backbone for most of the computer-based communications today Communication via e-mail,controlled discussion groups on specific topics, and Inter-net video-based conversations has become commonplaceand is replacing the more traditional and expensive tele-phone discussions and satellite based video conferencing
as well Architectures such as CORBA (discussed later inthis chapter) have been developed on protocols such asTCP/IP Other developments such as the advent of “In-ternet2” (which will provide substantially more band-width and more effective transmission of video graphicsand virtual reality-based images) will continue to emergeand mature in response to industrial and educationalneeds
Another technology (which has been used widely by alarge number of industry giants including Wal-Mart andFord) is “Electronic Data Interchange” (EDI) Partners in-volved in an EDI transaction can exchange informationfrom one computer to another directly in a secure auto-mated manner (Cecil, 1996) With the help of translatorsand transmission standards (national and international),business and technical information including purchaseorders, invoices, quotes, and design documentation can
be exchanged Also, electronic funds can be exchangedfrom one computer to another
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B
1
Buyers
VAN VAN
A
2
3 C
B
1
Buyers
Figure 3: Buying and selling using EDI.
Just as Internet services today are provided by pendent Internet service providers (ISPs), EDI services
inde-can be obtained through value-added networks (or VANs)
(Figure 3) Companies such as GE, IBM, and AT&T
pro-vide these EDI services, depending on individual and
group needs EDI frameworks allow for the
establish-ment of electronic bulletin boards where various needs
can be posted and subscribers can respond to the
busi-ness opportunities using EDI The U.S Defense Logistics
Agency (DLA) is managing the federal government’s
im-plementation of EDI In recent years, most of the VANs
have offered a hybrid EDI/Internet-based service where
the World Wide Web has been used to exchange
EDI-based documents between customers and businesses
Ad-ditional information on EDI can be obtained from a
num-ber of sources, including books and the Internet (ECRC,
2002)
Computer Architectures and Technologies
That Support the Realization of VEs
When teams and resources are distributed and linked via
the Internet, as mentioned earlier, the major problem is
the ability to communicate across heterogeneous
com-puter platforms The various software modules and
sys-tems used to accomplish engineering and business
func-tions can be implemented on various software paradigms
or frameworks One of the more important (yet basic)
con-cepts in the realm of software computing is the notion of
an “object.” An object-oriented software program (or an
“object”) can be viewed as a discrete software entity that
contains some “data” that can be manipulated using
cer-tain functions or operations In general, such an object has
several advantages over traditional software entities built
using non-object-oriented languages such as Fortran
Ob-ject orientation provides three distinct advantages
includ-ing ease of maintenance, ease of change, and less time to
create Objects can be reused, and in most cases, they
pro-vide a basis that can be extended Objects can be created
from a template The template used to create a group of
objects is termed a “class.” In a manufacturing or any
other enterprise, most objects model real-world entities
Software entities can send messages to objects with cific requests; the objects, in turn, send their responsesthrough messages
spe-In an spe-Internet-based VE, the various software entitiesthat are distributed can be viewed as engines and tur-bines working together to propel a given enterprise Us-ing distributed object-computing methods, communica-tion among the physically distributed software systems ispossible Distributed computing allows objects to be dis-tributed in an heterogeneous manner across the Internet
by extending object-oriented programming concepts sothat these distributed objects behave as a unified whole.These objects can reside in their own address space out-side of an application and be distributed on different com-puter platforms linked via the Internet; however, they willbehave as if they were local objects There are severalways to implement a distributed computing environment,which is a key requisite to realize a fully functional VE.Three of the most popular paradigms and approaches arediscussed in the following sections: the common object re-quest broker architecture (CORBA) from the Object Man-agement Group (OMG), the distributed component ob-ject model (DCOM) from Microsoft, and Jini technologyfrom Sun Microsystems Among these three, CORBA andDCOM are architectures and can be compared Jini is built
on top of the Java language and has become popular as itenables systems to function as a federation of services
The Common Object Request Broker Architecture (CORBA)
The Object Management Group is the world’s largest puter industry consortium whose mission is to define aset of interfaces for software to be interoperable OMG
com-is a nonprofit organization with around 750 members.The OMG provides a structure and a process throughwhich its members can specify technology and then pro-duce commercial software that meets those specifications.CORBA is an industry consensus standard that defines
a higher-level facility for distributed computing The tributed environment is specified using an object-orientedapproach, which masks the differences relating to objectlocation, type of operating system or computing platform,
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CORBA Services (Object Services)
CORBA facilities (Common Facilities)
Object Request Broker
Application Objects
Figure 4: The object management architecture.
and programming languages (used for implementing
objects) CORBA supports interoperability by using a
well-defined set of interface specifications (Mowbray &
Zahavi, 1995)
CORBA is a specification for an application level
com-munication infrastructure It can be viewed as a
peer-to-peer distributed computing facility capable of
support-ing seamless communication and information exchange,
which is the cornerstone of VE implementation In a
CORBA context, all applications are viewed as objects
These objects are capable of assuming dual roles as a
client and a server A client invokes a service to which
another object (referred to as the server) responds In
gen-eral, CORBA allows more flexibility from a computer
ar-chitecture point of view when compared to pure client–
server frameworks allowed by remote procedure calls
(RPCs)
While CORBA connects objects, the realization of a VE
requires any supporting computer architecture to support
enterprise integration The object management
architec-ture (OMA) seeks to address this VE requirement
(Fig-ure 4) and is based on CORBA The major components
of OMA include the object request broker,
CORBAfacili-ties, CORBAservices, and application objects The object
request broker (ORB) can be viewed as a communication
infrastructure capable of relaying object requests and
re-sponses transparently across distributed computing
envi-ronments such as the Internet The CORBAservices (also
referred to as object services) provide lower level
function-ality such as life-cycle services (such as object creation and
notification) and include providing access to online
trans-action processing (OLTP, the widely used application for
business accounting) and a “yellow pages” type of trader
service (where objects can offer their services at specified
costs)
The CORBA facilities (referred to as common facilities)
provide services for applications and have two major
seg-ments, horizontal and vertical The horizontal facilities
can be widely used in a variety of industrial domains and
markets and include user interface, task management,
in-formation management, and systems management The
vertical facilities deal with standardizing management
of information pertaining to specific industrial domains
such as healthcare, manufacturing, and financial An ample of the horizontal facility is the compound docu-ment management facility, which allows applications astandard way to access the various parts of a document.Using this, a vendor can build tools for manipulation of
ex-a pex-art of the document (for instex-ance, ex-a three-dimensionex-alimage), which can then be marketed without having todevelop the functionality from scratch
The OMA and CORBA both facilitate the creation andmanagement of Internet-based software tools used in atypical VE-oriented product development cycle They al-low engineers and managers in design, manufacturing,and other areas to take advantage of a wide variety ofsoftware tools implemented in various programming lan-guages and on diverse operating systems (from a Macin-tosh to a UNIX system) IT specialists and software pro-grammers especially will benefit from using OMA/CORBAbecause they provide a sophisticated mix of easy com-ponent accessibility and transparent distribution; further,code can be reused in new applications or can be modifiedincrementally to suit the increasing scope of applications
in a VE Tools and modules can be developed in a variety
of languages For example, a Java-based program can beused to perform a manufacturing optimization task (inyour VE) while a C++ module can be built to create a userinterface that is accessible to everyone in a VE
The key to object interoperability in CORBA depends
on the definition of contracts termed “interfaces.” Eachobject has an interface (which is public) and an implemen-tation (which is private) The services of each object areexpressed as a type of contract in this interface, which pro-vides two very important functions: (a) it informs otherclient objects in the VE of the services it provides as well
as specifies how to be “called” (or invoked); and (b) it lows the IT infrastructure to understand the specific man-ner in which it will send and receive messages The latterallows for data translation between client and server ob-jects Each object in the VE also requires a unique identi-fier or handle, which can be used to direct messages Theinterfaces of all the objects can be expressed in a neutrallanguage called the interface definition language (IDL) InCORBA, the IDL definition for all objects is stored in aninterface repository This repository is useful to achieveobject interoperability, which is a key issue in the cre-ation of systems supporting the functions in an Internet-based VE
al-In CORBA, IDL is the means by which a particular ject implementation tells its potential clients what opera-tions are available and how they should be invoked.When
ob-an application object is created in a specific lob-anguage such
as C or C++ (or any other language that can be mapped
to IDL), each object’s interface can be defined in IDL.There are two ways for distributed objects to be linked
in CORBA: using static IDL interfaces or using the namic invocation interface (DII) When using static in-terfaces (during implementation), the IDL specificationsare compiled for each interface into header, skeletal, andstub programs for linking the Internet-based distributedapplications When a client object (such as a task man-ager located in VE site 1) invokes an operation on an ob-
dy-ject reference, it links using stubs (which are generated
automatically from an IDL compiler for the language and
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Internet
ORB mechanism stub
client
server
Skeleton Object
Adapter
Figure 5: Linking in a VE using stubs and skeletons.
ORB environment the client is implemented in) These
stubs convey this information to the target object via the
ORB (Figure 5) From the client’s perspective, the stub
acts like a local function call After the stub interfaces
with the ORB, the ORB encodes and decodes the
opera-tion’s parameters into formats suitable for transmission
(this is termed “marshaling”) On the server object side
(the server may be a manufacturing analysis object or any
other application object located in another VE site 2), the
information is “unmarshaled” and a skeletal program
in-terfaces with the ORB through an object adapter This
skeleton can map the request back to the implementation
language of the server object (the skeletal program is
ob-tained using an IDL compiler the server is running on)
When the ORB receives a request, the skeleton in essence
performs a call-back to the server object After the server
completes processing the request, the results are returned
to the client via the skeleton/stub route (along with any
re-ported errors or problems encountered)
The static interface approach does not support thedynamic use of newly created objects once they are in-
troduced into the VE’s network The dynamic
invoca-tion interface provides this funcinvoca-tion and enables a client
to discover new objects and their interfaces, retrieve
their interface definitions, construct and send requests,
and receive the associated response from objects on the
Internet
In CORBA, the encapsulation properties of the ous software objects enable location transparency in the
vari-VE In an encapsulated component, there are two parts:
the public interface (presented to the outside world) and
the private implementation (which is appropriately
hid-den from view) When a client sends a message, the
in-vocation is sent to the ORB (and not the target server
object); the ORB routes the message to the destination
or server object Consequently, the location of the object
within the virtual enterprise does not matter How the
re-sults were obtained is of concern only to the server
com-ponent (or object) and the client need not know how the
server processed its request The interfaces can be viewed
as contracts by an object By using IDL, which allows the
interfaces to be specified in a neutral language, it is
pos-sible to separate interfaces from the implementation The
mapping from IDL to languages such as C, C++, Java, and
Smalltalk (among others) can be achieved by enabling
var-ious resources in a VE to be implemented in a variety of
programming languages running on heterogeneous
plat-forms ranging from UNIX to Windows By using IDL to
specify interfaces, different VE partners and team
mem-bers can independently implement different parts of a
dis-tributed system, which can be used to accomplish target
Figure 6: Clients and server objects communicating via the
Internet using IIOP
life-cycle activities (ranging from design through testing
of a product) When application objects in a VE are movedfrom one site to another in a VE, the ORBs can use the ob-ject references to locate them In general, the client doesnot know whether a target server object is local or dis-tributed (and linked using the Internet)
In any typical VE-oriented implementation, each Website of a company partner will have an ORB ORBs(whether implemented in the same language or in differ-ent languages at each site) can communicate to each otherusing the Internet Inter-ORB protocol (IIOP) (Figure 6).The IIOP is the general inter-ORB protocol (GIOP) overthe TCP/IP, which is mandatory for CORBA 2.0 compli-ance The IIOP is based on the TCP/IP, which is the mostpopular transport mechanism available today and is theprotocol of the Internet Interoperable object referencesenable invocations to pass from one (language) ORB toanother
Security is an important issue in any distributed proach; use of various computers introduces issues of con-sistency and trust between them In a distributed system,information is in transit and is more vulnerable to out-side “attacks.” CORBAsecurity is part of the CORBAser-vices and is flexible and can be modified to suit differ-ent security needs (Seigel, 2000) The building blocks
ap-of CORBAsecurity include identification and tion of principals, authorization and access control, del-egation, non-repudiation, cryptography and maintainingavailability, and performing security auditing to maintainuser accountability
authentica-Personal computers (PCs) constitute the major ment of desktop computer systems used in industry today.Using OMA/CORBA, PCs can become powerful partici-pants in the design and functioning of VEs linked usingthe Internet Each ORB can be from a different vendor andimplemented in diverse programming languages ORBproducts can differ greatly yet conform to the OMG speci-fications and guarantee interoperability over the Internet.Some of the ORB products include ObjectBroker (fromthe formerly known Digital Equipment Corporation), theSOM product set (from IBM), the DAIS product set(from ICL), Orbix (from Iona Technologies), DistributedSmalltalk and ORB Plus (from Hewlett–Packard), and theNEO product family (from SunSoft, Inc.) Additional in-formation on CORBA and its specifications can be ob-tained from the OMG Web site (OMG, 2002)
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The Distributed Component Object Model (DCOM)
The Microsoft distributed component object model
(DCOM) also referred to as “COM on the wire” uses
a protocol called object remote procedure call (ORPC)
(Microsoft, 2002) DCOM is used substantially on the
Win-dows platform Microsoft provides common object model
(COM) implementations for Windows and Solaris
plat-forms while other companies provide implementations
for UNIX, Linux, and other mainframe platforms The
Ac-tive Group, which is a consortium of vendors interested
in the evolution of COM and DCOM, manages both these
specifications COM required that the provider and user
of an interface both reside on the same computer For
instance, Microsoft Visual Basic could activate and use
Microsoft Excel on the same computer but was not
capa-ble of controlling Excel on another computer located on
the same local area network or on the Internet DCOM
ex-tends the original COM to support communication among
distributed objects on different computers in the
Inter-net (or local area or wide area Inter-networks) An interface
client can make a request for another interface, which
can be provided by an instance of another object, which is
on another computer on the Internet COM’s distribution
mechanism can connect the client to the server so that the
method called from the client is received by the server (or
provider) on another computer where it is executed and
the return values are returned to the client (or consumer)
The distribution is transparent to both clients and servers
One of the major mechanisms in COM is the
activa-tion mechanism, which establishes connecactiva-tions to
com-ponents and creates new instances of comcom-ponents In
COM, object classes possess globally unique identifiers
(GUIDs) Class IDs are GUIDs used to refer to specific
classes of objects In DCOM, the object creations in the
COM libraries are enhanced to allow creation on other
computers linked via the Internet To create a remote or
distributed object on the Internet, the COM libraries must
know the network name of that server (and the class
iden-tifier CLSID) Based on this information, a service control
manager on the client computer links to the service
con-trol manager on the server computer and then requests
creation of a new object DCOM provides several ways to
allow clients to indicate the remote server names when a
new object is created
DCOM uses the object remote procedure call, which is
a layer on top of the distributed computing environment’s
(DCE) remote procedure call and interacts with COM’s
run-time services A DCOM server object is a piece of
soft-ware code capable of offering objects of a specific category
at a certain time (called run-time) Each server supports
multiple interfaces, which can each represent different
be-haviors A client in DCOM first acquires a “pointer” to one
of the server’s (or provider’s) interfaces and then makes a
call to one of its exposed or public methods Using the
in-terface pointer obtained, the client objects can invoke the
public methods of the target server even though it is
lo-cated on another computer available on the Internet The
servers in DCOM can be written in various programming
languages such as Visual Basic, Java, and C++
COM uses the remote procedure call infrastructure to
accomplish marshaling and unmarshaling For this, the
exact method signature including the data types, sizes of
any arrays in the parameter list, and types of structuremembers must be known This information is provided
in an interface definition language, which is built on top
of the industry standard IDL (described earlier in theCORBA section) The IDL files are compiled using specialcompilers (such as the Microsoft IDL compiler MIDL),which generate C language source files, which contain thecode for marshaling and unmarshaling for the interfacesdescribed in the IDL file The client code is termedthe “proxy” and the server object is called the “stub.”When the proxy/stub for a specific interface is needed inCOM, the interface ID (IID) is identified from the systemregistry Whereas CORBA supports multiple inheritances
at the IDL level, DCOM does not ObjectBroker (which isDigital Equipment Corporation’s implementation of theCORBA specification) can work with Microsoft’s objectlinking and embedding (OLE) functions for data objectsstored on non-Microsoft platforms The interfaces toMicrosoft’s OLE and dynamic data exchange (DDE) areavailable in ObjectBroker ObjectBroker’s OLE networkportal can intercept OLE calls on the PC and map them toObjectBroker messages, which can then be routed to theappropriate server In addition, ObjectBroker also allowsinterfacing with Microsoft’s Visual Basic, which enablesgraphical applications to be developed quickly and ex-tends the desktop’s capabilities to access information re-siding on computers linked via any network including theInternet
Java and Jini Technology
Java remote method invocation (RMI) relies on a col called the Java remote method protocol Java relies
proto-on object serializatiproto-on, which allows objects to be mitted as a stream (Raj, 2002) The major drawback isthat both the server and client objects must be written inJava However, Java RMI can be implemented on a va-riety of heterogeneous operating systems (from UNIX toWindows) with one restriction: there should be a Java Vir-tual Machine implementation for that platform Internet-based VEs that have no legacy software and are not con-cerned about the introduction of heterogeneous imple-mentations (in C++ and other languages) can implementJava-based systems Java has many advantages includingbeing object-oriented and offering ease of programming,modularity, and elegance Jini (from Sun Microsystems)seeks to extend the benefits of object-oriented program-ming to the Internet (or any network) Jini is built on top
trans-of Java, object serialization, and RMI and enables puters to communicate to each other through object in-terfaces Jini provides for a more network-centric envi-ronment where computers not possessing a disk drive be-come more commonplace and interact over dynamicallychanging networks (such as the Internet) Jini technologyprovides ways to add, remove, or locate computers as well
com-as services It can help VE partners build and use a
dis-tributed system as a federation of services to accomplish
their target activities The set of all available services able on the Internet to the VE will compose this federationwith no specific service in charge Jini’s infrastructure pro-vides a way for clients and services to locate each otherusing a lookup service (which is a directory of currentlyavailable services)
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Agents and Mobile Agents
Agents have also become increasingly popular and are
well suited to support the functioning of Internet-based
VEs Agents can be viewed as software entities, which
are semi-autonomous, proactive, and adaptive and which
have a long life They can collaborate with each other to
work toward common or independent goals (Deshmukh,
Krothapalli, Middlekoop, & Smith, 1999; Krothapalli &
Deshmukh, 1999; Lange, 1999) Using an Internet-based
framework, agents that can help accomplish a number of
tasks in a VE can be designed and created These tasks can
be system oriented (for example, monitoring and
notifica-tion of task complenotifica-tions) or product/process oriented (for
example, generation of a plan to assemble three parts)
Agents called “mobile agents” hold enormous potential in
revolutionizing the way in which VEs function A mobile
agent is capable of replication and autonomous movement
from one VE site to another and of performing tasks based
on information collected from various sites in a VE These
are in contrast to stationary agents or objects, which
exe-cute only on the system they reside on and when they need
to interact with objects on another system, use methods
such as remote procedure calling (RPC) Mobile agents
are not bound to their host site or system but can travel
(or “roam”) among the various computing hosts Such an
agent can transport its state and code along with it to
another location, where it can resume execution Several
university and industry projects have highlighted the
ben-efit of using mobile agents in distributed environments
(Cecil, 2002a; Lange, 1999) The potential advantages of
a mobile agent approach include overcoming network
la-tency (they can be dispatched from a remote control
medi-ator to act locally and eliminate latency necessary for
real-time response and control), encapsulating protocols, and
offering better performance, increased flexibility, and
sup-port dynamic response to changing scenarios The tactical
advantage of performance is gained by sending a
compo-nent across the network to a VE site, where the work gets
completed The computers in the VE need to be connected
only long enough to send the mobile components and later
to receive it back This same concept comes in useful
espe-cially for monitoring remote activities in manufacturing
and other domains (Cecil, 2002b)
Industry and University Initiatives Related
to Internet-Based VEs
Many industrial organizations with remote locations and
distributed resources and partners have adopted a VE
mode of functioning using the Internet as the
commu-nication backbone The VE model has been adopted in a
wide variety of industries including aerospace
engineer-ing, airline and travel industry, shipbuildengineer-ing, computer
manufacturing, healthcare, IT systems consulting,
bank-ing, electronic commerce, and telecommunications In
general, organizations involved in the service and
consult-ing sectors (who do not produce a physical product for
customers but rather provide services) can use
Internet-based frameworks to exchange information seamlessly in
a distributed collaborative manner Organizations such
as Ford, Boeing, the Sabre Group, Lufthansa,
Schlum-berger, Pratt and Whitney, Cisco Systems, Raytheon,
Harvard University, and NASA Goddard Space Flight ter have adopted CORBA-based architectures to be moreagile and customer responsive (CORBA, 2002)
Cen-Boeing, the world’s largest producer of commercial liners, uses a CORBA-based framework to integrate itsdesign, manufacturing, and resource management activi-ties The manufacturing and assembly activities at Boe-ing involve as many as 3,000,000 individual parts foreach aircraft produced Information integration, inven-tory management, collaborative sharing of design, man-ufacturing, and work-in-process data are extremely com-plex and require a robust distributed IT infrastructure.Boeing’s Internet-based VE computer architecture (which
air-is based on the OMA/CORBA model) can support morethan 45,000 users and 9,000 concurrent users in variousregions across the USA (CORBA, 2001)
The NIIIP project is a national initiative that focuses
on developing, demonstrating, and transferring (to terested organizations) the technology to enable indus-trial virtual enterprises The National Industrial Infor-mation Infrastructure Protocols (NIIIP) consortium is agroup of industry, university, and government organiza-tions defining (and have defined) the NIIIP protocols aswell as demonstrating their use Some of the consor-tium members include CAD Framework Initiative, DigitalEquipment Corporation, IBM, General Dynamics Elec-tric Boat, Lockheed Martin Aeronautical Systems Com-pany, National Institute of Standards and Technology,STEP Tools, Rensselaer Polytechnic Institute, Texas In-struments, and the University of Florida Additional in-formation about the NIIIP reference architecture can beobtained from their Web site (NIIIP, 2002) NIIIP aims
in-to establish standards-based software framework proin-to-cols as well as develop software and toolkits (as part of itseffort to provide a technical foundation) for implement-ing virtual enterprises There are four building blocks ofthe NIIIP reference architecture, and they include com-munication (using the Internet), use of object technology,knowledge and task management, and common informa-tion model specification and exchange
proto-Several U.S federal programs have initiated projects todesign collaborative virtual environments Among theseare the Distributed Knowledge Environment of the De-partment of Defense; Intelligent Collaboration and Vi-sualization initiative of the Defense Advanced ResearchProjects Agency (DARPA); System Integration for Manu-facturing Applications; National Advanced Manufactur-ing test bed of NIST; Rapid Design Exploration andOptimization (RaDEO), and Agile Infrastructure for Man-ufacturing Systems (AIMS) A distributed Internet-basedprocess planning system called CHOLA has been devel-oped at New Mexico State University (Cecil, 2001; Cecil,2002a) CAD files and process planning modules are dis-tributed among heterogeneous environments Dynamicinformation (such as design data, equipment capabilityand availability, and tool availability) from remote loca-tions is used by the VE (which includes ITESM in Monter-rey, Mexico, and Penn State University in State College,PA) to generate a process plan for various part designs(Cecil, 2002a) Each site has an object request broker,which acts as a communication infrastructure linking thedistributed sites via the Internet This combined research
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and curriculum development initiative was funded by the
National Science Foundation as part of the emphasis to
introduce emerging engineering concepts and practices
to engineering students
Activities and Phases in the Creation
of Internet-Based VEs
There are no structured methods or steps to support the
creation of VEs today However, by addressing the
ma-jor issues involved to establish, sustain, and function as
a VE, industrial organizations can develop their own
ap-proaches to successfully adopt VE practices The major
activities in any VE development include the following:
Development of an understanding of a given VE’s
prod-uct(s) and customers;
Identification of the potential VE partners and formation
of the product development teams;
Development of an information-based enterprise model
of the VE’s collaborative activities and tasks;
Design and implementation of an Internet-based
dis-tributed software system that will link all VE team
members (and possibly customers) and be used to
ac-complish the various VE activities;
Initiation of a pilot initiative in which partners function
as a VE using the implemented Internet-based system;
and
Based on performance in pilot initiative, identification
and adoption of necessary changes to the overall
ap-proach and Internet-based architecture and software
system
Among these activities, the most important activities
are the creation of an information-oriented enterprise
model and the work associated with the design and
im-plementation of an Internet-based system to support the
functioning of a VE (Cecil, 2002c) The use of
information-oriented enterprise models are becoming increasingly
popular and have their roots in the integrated
defini-tion (IDEF) work that originated in the ICAM Program
at Wright Patterson Air Force Base decades ago Apart
from older methodologies such as the IDEF-0 and IDEF-3
(Cecil, 2002b; Mayer, 1992), more recent development
include the enterprise modeling language (EML,
pro-posed by Virtual Enterprise Technologies) (Xavier & Cecil,
2001) EML was designed with the primary goal of
en-abling companies interested in creating and
participat-ing in VEs to conceptualize and model the way in which
partner organizations would interact with each other in
accomplishing various enterprise activities Further, it
provides a structured way to propose and refine how to
accomplish detailed activities encompassing all or some
activities in a product development cycle (ranging from
development of a product design collaboratively to the
generation of project and manufacturing plans to
sup-plier chain management) EML enables VE team
mem-bers to describe what activities will be performed and how
to accomplish them using available resources and
con-straints Using decompositions, detailed models at
vari-ous levels of abstraction can be built In EML, the top-level
Influencing Criteria (IC)
Focus Unit
Task effector
Decision Objects (DO) Associated Performing Agents (APA)
Manufacture the Satellite Design
Team : VE Team A Physical Resource: Shop Floor # 22 Software Object: Controller
Constraints: Manufacturing Capabilities,
Manufacturing Schedule
Information Inputs: Process Plans, BOM
Information Objects: NI, UI, FI Physical Objects: nanosatellite
&
Figure 7: Functional unit representations using EML.
life-cycle activities are captured as functional units Eachfunctional unit can correspond to an identified life-cyclefunction such as “create product design X” or “manufac-ture design X using VE partners.” An information-rich de-scription (or model) can be developed using four classes
of attributes including influencing criteria, task effectors,decision objects, and associated performing agents Fig-ure 7 illustrates the main information attributes captured
in EML, which include focus units and the four attributeclasses EML provides a structured basis to model VE ac-tivities, capture their interrelationships, and specify theiraccomplishment using temporal precedence criteria.Influencing criteria help VE team members identifymajor constraints as well as enable identification of in-formation needed by VE teams or a VE subcontractor toaccomplish a certain task For example, in Figure 7, theinformation inputs needed to accomplish the target ac-tivity “manufacture the satellite design” include processplans and Bill of Materials (BOM) Associated perform-ing agents help model who or which mechanisms will ac-tually help accomplish target activities or subactivities
&
Decision d i
Manufacture Satellite Design
Manufacture Propulsion Module (PM)
Manufacture Cold Gas Module (CGM)
Manufacture Command Module (CM)
Assemble (PM, CGM)
Assemble assembly 1 with CM of Satellite
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Decision objects represent outputs after tasks are
com-pleted Task effectors enable capturing the temporal
logic underlying the task accomplishments (for instance,
should Tasks A and B be accomplished concurrently or
sequentially?) Figure 8 shows the decomposition of the
functional unit described in Figure 7 (the boxes
cor-responding to influencing criteria and associated
per-forming agents have been omitted for easier reading in
Figure 8) In general, enterprise model building of future
activities will enable the IT team composed of VE team
members to design and build effective Internet-based
systems (based on CORBA or any other architecture),
which will be the backbone of the various distributed VE
activities
CONCLUSION
The Internet is a powerful vehicle for VEs to be created
and deployed This chapter discussed the major
Internet-based approaches, tools, and technologies available
to-day to establish virtual enterprises Other supporting
tech-nologies can also be used on the Internet to promote
bet-ter communication among distributed team members in a
VE An example of such a supporting technology is virtual
reality, which can play a major role in the functioning of
VEs (Banerjee, Banerjee, Ye, & Dech, 1999; Brown, 1999;
Cecil 2002b, 2002c; Goldin, Venneri, & Noor, 1999)
Dis-tributed team members can communicate effectively
us-ing this powerful technology from various locations With
the development of Internet2, the use of virtual reality
for VE task accomplishments is expected to become more
widespread A key aspect of collaboration, which must be
embraced in any VE, relates to the notion of “concurrent
engineering” (Mayer, Su, & Cecil, 1997) In such an
con-current approach, the distributed cross-functional teams
must consider both product and process design issues
si-multaneously to ensure reduced costs, shorter
develop-ment lead time, and higher product quality
Internet2 is under development by a partnership volving U.S universities, industry, and government; it is
in-a more in-advin-anced network thin-at will link universities,
gov-ernment, and research laboratories for the purposes of
collaboration, distance learning, research, health services,
and other applications that require high bandwidth
be-tween the distributed sites Internet2 is not intended to
replace the Internet; rather, it will complement the
ca-pabilities of the Internet by providing additional
capa-bilities such as the development and deployment of
ad-vanced network applications and technologies, including
substantial increase in the bandwidth Logistical
network-ing is a new approach for synthesiznetwork-ing networknetwork-ing and
storage to create a communicative infrastructure for
net-work multimedia and distributed applications In May
2002, researchers from Logistical Computing and
Inter-networking (LoCI) Laboratory at the University of
Ten-nessee, where research in logistical networking research
is being pursued, demonstrated “Video IBPster,” an
ap-plication that can deliver video at high performance The
technology used is simpler and less expensive to deploy
than current approaches to streaming video Additional
information is available at the Internet2 Web site
(Inter-net2, 2002)
The adoption of the Internet as the vehicle of munication by industries worldwide will continue togrow As both technology and practices mature, the VEmodel is expected to become more widespread Therewill be more emphasis on the structured design of VEapproaches (using information modeling methods), de-velopment of effective virtual team formation/interactionmethods (Hackman, 1990), and seamless exchange of in-formation Organizations that adopt a quasi-VE approachwill be forced (by increasing competition) to focus onunproductive practices relating to data incompatibilityand information exchange Smaller organizations will beable to form partnerships with larger enterprises and havemore access to more market opportunities worldwide.The Internet has provided a more open approach andincreased business opportunities for industrial organiza-tions worldwide It has transformed the essential man-ner in which new products are made, created a morecustomer-oriented environment and radically changedthe manner in which people communicate with eachother The Internet is the cornerstone of the informationtechnology revolution It has created new opportunitiesand provided groundbreaking avenues to better health,education, and literacy; it has become the de facto com-munication vehicle of choice by millions worldwide andhas allowed us to be closer to each other than ever before.When a group of engineers and programmers began thecreation of the Internet several decades ago, they had lit-tle idea of its far-reaching impact Today, thanks to theirvision and dedication, people all over the world feel closer
com-to each other, even if oceans separate us The clich´e is true:
We are but a cyber-click away from each other Our worldwill never be the same again
GLOSSARY
Computer architecture The functional appearance of acomputer to its immediate users or, as in this chapter,the relationship of the various software elements andthe manner in which they interact with each other andthe processor to accomplish specific tasks The CORBAand DCOM models discussed in this chapter are exam-ples of two different architectures
Distributed computing A functional task or activitycompleted in a collaborative manner by humans and/orsoftware systems that are not co-located but residing
on several geographically distributed computers linkedvia the Internet or any other network
Flexible manufacturing The ability to manufacture awide variety of parts using reconfigurable computer-controlled manufacturing equipment
Mobile agents Software entities that migrate from onecomputer to another on a network such as the Internet
Process planning A task or function that identifies theprocess steps needed to manufacture a given design
CROSS REFERENCES
See Client/Server Computing; E-systems for the Support of
Manufacturing Operations; Intelligent Agents; Virtual ality on the Internet: Collaborative Virtual Reality; Virtual Teams.
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Virtual Private Networks:
Internet Protocol (IP) Based
Virtual Private Networks:
Internet Protocol (IP) Based
David E McDysan, WorldCom
Introduction to IP-Based Virtual Private
Applications of IP Virtual Private Networks 579Drivers for IP-Based Virtual Private Networks 579Introduction to Virtual Private Networks
A Taxonomy of IP-Based Virtual Private
Customer-Edge-Based Virtual Private Networks 584
CE Virtual Private Networks Over Virtual
VIRTUAL PRIVATE NETWORKS
Applications of IP Virtual Private Networks
The public Internet plays an important role in many
enter-prises (McDysan, 2000) Users can exchange information
with individuals anywhere in the world via e-mail, Web
sites, transaction systems, file sharing, and file transfer
Furthermore, the Internet is a rapidly growing means of
conducting business for commercial enterprises It also
provides a means for companies to advertise their goods
and services The Internet can help reduce administrative
costs by placing the data entry, verification, and
think-time aspects of order entry and service parameter
selec-tion in the hands of the end user This replaces the older,
less-efficient paradigm of people in enterprises interacting
over the postal system and/or the telephone and
facsim-ile to place orders, update records, and complete business
transactions The Web provides the automated means for
the end user to peruse the choices at his or her own speed,
requiring the expenditure of energy and time of only one
person Furthermore, careful design of the Web site by
experts allows many more people access to the best set of
information In the classic telephone or facsimile method,
the level of expertise depended on the particular agent the
caller reached
The tremendous volume of such information on publicWeb sites continues to grow and increase in quality, based
upon real-world experience and user feedback When the
Web site contains enterprise-specific information that, for
one reason or another, is sensitive, we call the application
an intranet One level of security is that of user
identi-fications (IDs) and passwords This is the same level of
security used on many public domain Web sites The next
level of security is that of encryption and firewalls,
top-ics covered in the next section A more challenging
activ-ity is the use, by multiple enterprises, of the Internet in a
virtual private fashion in an application called an extranet.The premier example to date is probably that of the Au-tomotive Network eXchange, which connects major auto-motive manufacturers and their suppliers, as described atthe end of this article
In addition to control over who may communicatewith whom, as described above, virtual private networks(VPNs) have a number of additional important require-ments Of course, providing verifiable authentication thatspecific sites and users are part of a specific intranet orextranet VPN is an important requirement Also, keepingthe administrative cost of VPNs under control requiresautomation of membership discovery in conjunction withthis authentication Furthermore, customer networks willmake use of private IP addresses or nonunique IP address(e.g., unregistered addresses) This implies that there is
no guarantee that the IP addresses used in the customerVPN are globally unique
Drivers for IP-Based Virtual Private Networks
Progress marches ever onward, and the world of working is no different (McDysan, 2000) Similarly to theway enterprises constructed private data networks overthe telecommunications infrastructure developed for tele-phony, the industry is developing a new wave of technolo-gies, overlaying the basic suite of Internet protocols, toconstruct VPNs When the public network infrastructure
net-of a VPN matches that net-of the enterprise equipment, thensignificant savings can occur This is a recurring theme inthe history of communication networks, with the Internetsimply the latest frontier
Successful enterprises are cost conscious Even largegovernment programs are subject to public scrutiny Inthe highly competitive world of commercial enterprises,those that are not cost conscious fail on a predictable and
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regular basis Standing still is simply not good enough
The maturation of computing hardware and the
support-ing software has ushered in the postindustrial
informa-tion age Now, enterprises need to interconnect
employ-ees, databases, servers, affiliates, and suppliers in a rapidly
changing business environment Flexibility becomes an
overarching requirement Those enterprises that do not
adapt will not survive
Increased competition breeds the need for innovation
In traditional services and products, new, smaller
com-panies grab market share by offering new and innovative
services more rapidly, or by offering traditional services or
products at a lower cost The incumbents sometimes cry
foul, claiming that the newcomers are “cream skimming”
the lucrative market segments The newcomers counter
that the incumbents are the “fat cats,” who have all the
cream Although some monopolies do exist, either
reg-ulated or de facto, the pace of change is ever
accelerat-ing
The worldwide adoption of the Web is a great
equal-izer Even a small enterprise can have a large impact and
presence via the electronic Web that never sleeps The
user-friendly Web browser with downloadable plug-ins
empowers distribution of new paradigm-shifting
applica-tions within days to weeks The rapid adoption of
elec-tronic commerce will forever change the way business
operates and government administrates Enterprises are
rapidly deploying Web-based intranet and extranet
tech-nology to reduce internal costs, in many cases replacing
legacy mainframe-based systems
Communication networks continue to shrink the
dis-tances between nations, cultures, and time zones The
introduction of each new type of communication
tech-nology empowers the nearly instantaneous dissemination
of new media types around the globe Beginning with
the first transatlantic telephone cable in 1956, the speed
of transfer of news and breaking information fell from
days to minutes Communications satellites ushered in
the era of video and multimedia distribution in the 1960s,
on the heels of the space age In the late 20th century,
high-capacity fiber optic transoceanic and
transcontinen-tal cables connected the planet, bringing the benefits of
digital transmission to the corridors used by most
en-terprises This increase in high-performance connectivity
enables enterprises to scale beyond national boundaries,
particularly in the commercial and nonprofit sector, and it
also has an impact on governmental enterprises Witness
the lowering of national barriers in the European Union,
as an example
Most enterprises have some sensitive information that
would be of value to competitors or other parties
En-terprises trust the implicit security in private leased-line
networks In fact, a major impediment to the adoption
of VPNs is ensuring that this new technology delivers the
level of privacy and security that enterprises have come to
expect from private lines Toward this end, the
fundamen-tal security requirements of any VPN are the following
(Kosiur, 1998; Schneier, 1995; McDysan, 2000):
authen-tication, validating that originators are indeed who they
claim to be; access control, the act of allowing only
au-thorized users admission to the network; confidentiality,
ensuring that no one can read or copy data transmitted
across the network; and integrity, guaranteeing that no
one can alter data transferred by the network
VPN approaches employ different methods to meetthese requirements These methods are sometimes im-plicit and sometimes explicit Security is a fundamentalrequirement for customer-edge (CE)-based VPNs operat-ing over the shared Internet infrastructure Of course,good security begins with secure practices For example,
if the employees of an enterprise leave their user IDs, words, or encryption keys lying around, then all the secu-rity technology in the world won’t protect sensitive infor-mation
pass-Most enterprises believe that quality of service (QoS),traffic management, and prioritized or differentiated ser-vice will become an increasingly important driver in theirevolving communications needs Some applications, such
as voice and video, require rigid amounts of capacity andminimum levels of quality to operate acceptably Otherapplications, such as Web browsing, file transfers, ande-mail, are elastic and can adapt to available capacity to acertain extent However, even elastic applications result inlowered productivity and increase effective cost to the en-terprise if certain minimum-capacity and -quality guide-lines are not met Normally, an enterprise may also need
to prioritize or differentiate between these categories ofapplications to handle intervals of congestion
The primary QoS measures are loss, delay, jitter, andavailability Voice and video applications have the moststringent delay, jitter, and loss requirements Interactivedata applications such as Web browsing and electroniccollaboration have less-stringent delay and loss require-ments Non-real-time applications, such as file transfer,e-mail, and data backup, work acceptably across a widerange of loss rates and delay Availability requirementsvary across enterprises
Capacity, also referred to as bandwidth, is tal to the traffic engineering of a VPN, which is necessary
fundamen-to deliver the required QoS Some applications require aminimum amount of capacity to work at all, for exam-ple voice and video The performance of elastic protocolsthat adaptively change their transmission rate in response
to congestion in the network improves as the capacityallocated to them increases The Internet’s transmissioncontrol protocol (TCP), which carries Web traffic and filetransfers, is an example of an elastic protocol Other ap-plications are elastic up to a certain point, after whichadding capacity does not improve performance
Many network providers guarantee specific QoS andcapacity levels via service level agreements (SLAs) AnSLA, which is a contract between the enterprise user andthe network provider, spells out the capacity provided be-tween points in the network that should be delivered with
a specified QoS If the network provider fails to meet theterms of the SLA, then the user may be entitled to a re-fund These have become popular capabilities offered atadditional cost by network providers for the private line,frame relay (FR), asynchronous transfer mode (ATM), orInternet infrastructures employed by enterprises to con-struct VPNs
Several approaches have been standardized for ing one or more of the above aspects of QoS The oldest isthe integrated services (Intserv) architecture (RFC 1633,
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I NTRODUCTION TO IP-B ASED V IRTUAL P RIVATE N ETWORKS 581
Braden, Clark, & Shenker, 1994) that uses the resource
reservation protocol (RSVP) (RFC 2210, Wroclawski,
1997) Intserv/RSVP allows a host to request one of
sev-eral levels of QoS at a specified level of capacity for a flow
of packets specified by the IP address, transport protocol
port numbers, and/or protocol type The RSVP messages
normally follow the same hop-by-hop routed path as other
packets, and if the reservation is successful, then the
net-work provides the requested QoS for the level of capacity
reserved However, because RSVP signaling occurs at the
individual flow, there is a significant scalability issue in a
provider’s backbone network due to the signaling load for
a large number of flows For this reason, Intserv/RSVP is
not supported in service provider networks and has seen
only limited use in enterprise networks
In responses to these issues, the IETF defined other approach, which addresses the scalability issues of
an-Intserv/RSVP by treating only aggregates of flows using a
convention called differentiated services (Diffserv) (RFC
2475, Blake et al., 1998) Diffserv redefines the
type-of-service (TOS) byte in the IP packet header in terms of a
small number of Diffserv code points (DSCPs), which
in-dicate the type of QoS the packet should receive Capacity
reservation at the individual flow level of Intserv/RSVP is
avoided altogether and replaced by classification and
traf-fic conditioning (e.g., policing) performed only at the edge
of a DiffServ domain, for example a customer network or
a provider network Furthermore, because Diffserv
oper-ates only on fields within the IP packet header, it can
coex-ist with IP security protocols whereas Intserv/RSVP may
not, because it may rely on higher-layer protocol fields
(e.g., transport protocol port numbers) to identify an
in-dividual flow
Most backbone IP networks will likely use DiffServ,possibly using a so-called bandwidth broker, which incor-
porates policy server functions and also deals with
cus-tomer traffic contract and network resource allocation
A bandwidth broker maps service level specifications to
concrete configurations of edge routers of a DiffServ
do-main However, Intserv/RSVP or next-generation
reserva-tion signaling protocols still might have a role to play in
signaling reservations in enterprise networks and at the
edge of a service provider network, especially for such plications as digital audio and video, which would benefitfrom reservations for relative long-lived, high-bandwidthflows (Braun, 2001)
ap-Introduction to Virtual Private Networks Technologies
A VPN attempts to draw from the best of both the publicand the private networking worlds Such a network is pri-vate in the sense that the data an enterprise transfers overthe VPN is separated and/or secure from that of other en-terprises or the public It is virtual in the sense that the un-derlying public infrastructure is partitioned to have somelevel of service for each enterprise A VPN is communica-tion between a set of sites making use of a shared networkinfrastructure, in contrast to a private network, which hasdedicated facilities connecting the set of sites in an en-terprise To a great extent, the intent is that the logicalstructure of the VPN, such as topology, addressing, con-nectivity, reachability, and access control, is equivalent topart or all of a conventional private network
A good VPN has the low-cost structure of a tous public network but retains the capacity guarantees,quality, control, and security of a private network Howcan a network design achieve these apparently contradic-tory goals? The answer lies in software-defined network-ing technology, sophisticated communications protocols,and good old-fashioned capitalism
ubiqui-FR, ATM, multiprotocol label switching (MPLS), andthe Ethernet are all forms of layer 2 (L2) label-switchingprotocols (McDysan, 2000) A label is the header field of
a packet, frame, or cell Labels are unique only to an terface on a device, such as enterprise user equipment or
in-a network switch Figure 1 illustrin-ates in-a simple exin-ample
of the operation of a simple two-port label switch A labelswitch uses the label header from the packet received on
an interface (left side of figure) as an index into a lookuptable in the column marked “In,” which identifies a spe-cific row From this row, the lookup table returns the out-going label from the column marked “Out” and the out-going physical interface from the column marked “Port.”
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Figure 2: Example of two connection-oriented VPNs in a shared public network.
The switch routes the packet, frame, or cell to the outgoing
physical interface using an internal switching fabric and
“switches” the label to the outgoing label retrieved from
the lookup table The example in the figure uses patterns
for the packets to trace the result of the label-switching
operation implemented by the lookup tables on the input
side of each port Of course, contention may occur for the
output port in a label switch if multiple packets are
des-tined for the same output Typically, label switches must
implement some form of queuing to handle this
situa-tion
An L2 network consists of a number of label switches
implementing the basic function described above
Typi-cally, these switches also implement a number of other
features related to connection establishment, traffic
con-trol, QoS, congestion concon-trol, and the like Some form of
routing, signaling, and/or network management protocol
establishes a consistent sequence of label-switching
map-pings in the lookup tables to form a logical connection that
can traverse multiple nodes When the network is
connec-tion oriented, for example in FR, ATM, and MPLS, we call
the allowed pairwise communication a virtual circuit or
connection (VC) For a connectionless L2 network, such
as the Ethernet, we call the set of sites that are allowed to
communicate a virtual local area network
Figure 2 illustrates a public connection-oriented
net-work supporting two disjoint VPNs Shaded boxes
repre-sent equipment from different enterprises at various sites
connected to triangles that represent provider-edge (PE)
label switches The label-switched connection-oriented
network implements disjoint virtual connections (either
permanent or switched) between different enterprise
nodes, as indicated by dashed lines of different styles in
the figure A connection-oriented label-switched network
operates very much like a private line network, but it uses
virtual connections instead of real ones The important
difference is that the service provider switches utilize label
switching instead of Time Division Multiplexing (TDM)
cross-connects to logically share trunk circuits between
multiple enterprise VPNs Thus, a connection-oriented
VPN can be a plug-compatible replacement for a
private-line-based network This has a number of advantages.First, the granularity of capacity allocation is much finerwith a label switch than with that implemented in the rigidTDM hierarchy Second, if the traffic offered by the enter-prises is bursty in nature, the service provider network canefficiently multiplex many traffic streams together Finally,the shared public network achieves economies of scale byutilizing high-speed trunk circuits that have a markedlylower cost per bit per second (bps) than lower-speed linksdo
X.25 was the first connection-oriented data VPN, but
it is now being phased out X.25 pioneered a VPN cept called a closed user group (CUG), which is similar tothat of an intranet or extranet In the late 1980s, FR fol-lowed X.25, simplifying the protocol and, hence, improv-ing the price-performance ratio FR pioneered the impor-tant VPN concept of per-connection traffic managementand some simple responses to congestion ATM was thesuccessor to FR, in the mid-1990s, focusing on a fixedcell size to ease hardware implementation and achievehigh performance ATM borrows heavily from the sig-naling protocols of the narrowband integrated servicesdigital network (ISDN), the traffic management concepts
con-of FR, and automatic topology discovery from IP ATMstandards significantly extended the concept of QoS andmore precisely defined traffic management, these beingthe hallmarks of ATM In some ways, MPLS is an en-hancement of ATM: It provides most of the same capabili-ties but also adds some useful extensions and refinementstailored to the support of IP MPLS overcomes the inef-ficiency caused by the partial fill of the last fixed-lengthATM cell when carrying variable-length packets in AAL5.MPLS also supports a more flexible hierarchical aggrega-tion of connections and supports loop detection as well.The design of MPLS also allows tighter integration thandid ATM of connection-oriented traffic engineering with
IP routing protocols in service provider backbones sions of these capabilities are also quite useful in support
Exten-of network-based VPNs
A connectionless protocol like IP does not require asignaling protocol because it does not use connections
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B A
D
Figure 3: Example of two connectionless VPNs.
to forward user traffic Instead, a routing protocol
dis-tributes topology information such that each node can
make an independent, yet coordinated, decision about the
next hop on which to forward packets that have a
partic-ular destination address prefix in the header Unlike label
switching, the addresses in packet headers must be unique
throughout a set of interconnected networks, such as the
Internet Therefore, the forwarding lookup table is
iden-tical in every node in a simple connectionless network
Because each address must be unique, the forwarding
ta-ble could become quite large The Internet scales to large
sizes by carefully administering address assignments so
that their forwarding tables need only process the
high-order prefix bits of the address
In a connectionless network, a VPN is a logical lay on a shared IP network of a different type A shared IP
over-network may be the public Internet or a over-network that
sup-ports IP routing protocols implemented specifically for
use by enterprise customers A secure IP VPN utilizes the
concept of an encrypted tunnel implemented at the
en-terprise equipment connected to the IP network A
tun-nel may exist at the link layer or the network layer as
an association between two endpoints attached to a
pub-lic network, therefore making it virtual Encryption is a
technique that scrambles information such that only the
intended receiver can decode it, thereby achieving privacy
Because an IP network is connectionless, the packets
be-tween enterprise nodes may take different paths,
depend-ing on such conditions as link failures or the configuration
of routing parameters IP routing protocols synchronize
the forwarding tables in all the nodes whenever the state
of the network changes This fundamental difference in
paradigms is what has allowed the Internet to scale the
way it has in response to the tremendous demand that
arose in the latter half of the 1990s
Figure 3 illustrates a connectionless IP-based VPN fortwo enterprises The enterprise nodes are shaded boxes,
each with an IP address that has a prefix (e.g., A.1 and B.5)
associated with a triangle indicating the network router to
which the access line attaches (e.g., A and B) For example,
the gray-shaded enterprise node has an address prefix A.2connected to the network router with address prefix A.The figure illustrates the forwarding tables next to eachnetwork router Each table contains an entry labeled “In”for the incoming packet address prefix, which is used tolook up the next-hop outgoing port For example, at router
A, a packet received with destination address prefix B issent out on port 1 Note how these tables contain onlythe address prefix and the next-hop link number, and notthe enterprise node address prefixes Therefore, the enter-prise equipment at the edge of the network implementsthe IP VPN functions This architecture has a number offundamental advantages First, configuration changes tothe enterprise VPN do not require changes in the coreInternet Second, because the Internet is a global pub-lic network, a tunneled enterprise VPN can be implem-ented across multiple Internet service provider (ISP) net-works
Now we look at a categorization of logical VPN typesand the terminology used to describe them
A Taxonomy of IP-Based Virtual Private Networks
The taxonomy of VPN types is primarily determined bywhether the tunnels that provide the service terminate on
CE or PE devices (Carugi et al., 2002; Callon et al., 2002).Figure 4 illustrates the case where the tunnels terminate
on the CE A CE-based VPN is one in which knowledge ofthe service aspects of the customer network is limited to
CE devices Customer sites are interconnected via tunnels
or hierarchical tunnels, as defined in the glossary The vice provider network is unaware of the existence of theVPN because it operates exclusively on the headers of thetunneled packets Specifically, a CE-based L2 VPN is alink layer (i.e., L2) service provided by CE equipment atthe customer sites, for example the Ethernet In a similarmanner, a CE-based L3 VPN is a network layer (i.e., L3)service provided by CE devices at customer sites, for ex-ample the IP
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CEVPNA
CEVPNB
AccessNetworkPE
PE
Tunnel
CEVPNA
CEVPNB
AccessNetwork
Tunnel
Provider Network(s)
Figure 4: Generic customer edge (CE)-based VPN.
Figure 5 illustrates the case where the tunnels
termi-nate on the PE A PE-based VPN is one in which the service
provider network maintains state information for each
customer VPN such that packets are forwarded between
customer sites in an intranet or extranet context using
the customer’s address space Often, a hierarchical tunnel
is used between PEs, with the outermost tunnel being
im-plemented by a provider (P) router, which provides PE–PE
connectivity (Note that the P and PE functions are logical
and that a single router may implement both functions.)
These tunnels may be dedicated to separate VPNs or they
may be shared between multiple VPNs by the PEs, which
use label stacking to isolate traffic between VPNs These
inner tunnels interconnect an L3 virtual forwarding (or
L2 switching) instance (VFI/VSI) for each VPN instance
in a PE switching router A PE-based L2 VPN provides an
L2 service that switches link-layer packets between
cus-tomer sites using the cuscus-tomer’s link-layer identifiers, for
example the Ethernet A PE-based L3 VPN provides an L3
service that routes packets between customer sites using
the customer network’s address space, for example the IP
The CE-based approach is the simplest from the
ser-vice provider backbone perspective, but it requires a fair
amount of configuration and management of the CE On
the other hand, the network-based approach provides
greater control of traffic engineering and performance,
but it incurs additional complexity in the backbone
net-work to achieve these benefits The L3 PPVPN
frame-work document (Callon et al., 2002) further describes
these concepts in the context of a reference model that
defines layered service relationships between devices andone or more levels of tunnels The next sections coversome specifics of CE- and PE-based VPNs as they relate
to IP intranets and extranets
CUSTOMER-EDGE-BASED VIRTUAL PRIVATE NETWORKS
As defined earlier, CE-based VPNs are partitioned by nels established between CE devices Routing inside thecustomer network often treats the tunnels as simple point-to-point links, or sometimes as broadcast local area net-works For customer-provisioned CE-based VPNs, pro-visioning and management of the tunnels is up to thecustomer network administration, which is also respon-sible for operation of the routing protocol between CEdevices In provider-provisioned CE-based VPNs, the ser-vice provider(s) perform provisioning and management ofthe tunnels and may also configure and operate routingprotocols on the CE devices Of course, routing within asite is always under control of the customer
tun-There are two primary types of IP CE-based VPNs, tinguished by the type of tunnel employed The first isolder and is used primarily to construct intranets by us-ing CE routers connected via FR or ATM virtual connec-tions The second is newer and is based upon tunnels im-plemented using cryptographic methods over the publicInternet using either dedicated or dial-up access We nowdescribe each of these approaches
PETunnels
CEVPNA
CEVPNB
Access
Provider Network(s)
CEVPNA
CEVPNB
AccessNetwork
Figure 5: Generic PE-based (also called network based) VPN.
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C USTOMER -E DGE -B ASED V IRTUAL P RIVATE N ETWORKS 585
FrameRelay or ATMVC’s
Branchsites
CE
Figure 6: CE-based VPN over a partial mesh of L2 hub-and-spoke VCs.
CE Virtual Private Networks Over Virtual
Connection Networks
The FR and ATM connection-oriented VPN alternatives
largely apply to a single service provider In order to
con-nect each site to every other site in a fully meshed network
of N number of sites, the service provider must provision
on the order of N squared virtual connections (VCs) Note
that each VC must be provisioned at every intermediate
FR or ATM switch in the service provider network As the
number of sites becomes large, service providers often
interconnect the sites, creating what is called
hub-and-spoke architecture, as shown in Figure 6 Often, the hub
sites are connected in a full mesh with branch sites
dual-homed to a primary and secondary hub site, as shown in
the figure Another motivation for the hub-and-spoke
de-sign is that with a full mesh of sites, addition of a new site
requires configuration not only of the new site but of each
of the other VPN sites as well
The traffic forwarded between the sites in a VPN is lated from all others by the logical separation provided
iso-by the virtual connections, which perform label
switch-ing as configured by a provisionswitch-ing system What results
is, for all practical purposes, a private network Such a
connection-oriented VPN is a good approach for intranets
because of the isolation and site-to-site traffic engineering,provided by the approach is good
On the other hand, configuring such a network for tranets can be complex and inflexible For these reasons,e-commerce applications tend to use IP security proto-cols as the foundation for CE-based VPNs that are used
ex-by many intranet and extranet applications
IP Security-Based Customer-Edge Virtual Private Networks
An analogous IP-based VPN network has the same ber of hub-and-spoke sites but requires the addition ofoverlay IP security (IPsec) tunneling and/or encryptionfunctions in the CE devices There is no explicit connec-tion through the devices in the service provider network.Instead, all the tunnel functions are implemented in the
num-CE devices Scaling issues similar to those in num-CE devicesoverlaid on virtual connections arise in IPsec CE-basedVPNs, but here the limits are the number of IPsec tunnelsand the number of routing adjacencies a CE router cansupport Therefore, large IPsec CE-based VPNs also have
a hub-and-spoke architecture, as described previously.Figure 7 illustrates the same hub-and-spoke network ex-ample, with circles showing the hub–spoke tunnels and
CE
CECE
Hubsites
Branchsites
TunnelEndpoints
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SG R
Web Server
Extranet Data
Remote, Dial-in Users
Figure 8: Pure IP-distributed VPN design.
squares showing the hub–hub tunnels As with the VC
overlay approach, adding a new site to a full mesh
re-quires configuration of a tunnel to every other site
Fur-thermore, if the enterprise does not use globally unique,
routable IP addresses, the CE devices may also include
network address translation functions When a single ISP
provides the network for an IP-based VPN, then
guaran-tees on quality and performance are feasible Beware of
an IP-based VPN built on top of the public Internet using
services provided by several ISPs: It may not provide the
quality necessary for telephone-grade voice or multimedia
applications
The IETF designed the IPsec protocol suite to address
the known issues involved with achieving secure
commu-nications over the Internet (McDysan, 2000) It reduces
the threat of attacks based on IP address spoofing and
provides a standardized means for ensuring data integrity,
authenticating a data source, and guaranteeing
confiden-tiality of information Furthermore, it tackles the complex
problem of key management head on When a public key
management infrastructure is used, the Internet can be
trusted based upon this set of standards IPsec will play
an important role not only in enterprise VPNs, but also
in electronic commerce and in secure individual end user
communication
IPsec refers to a suite of three interrelated security
pro-tocols implemented by modification to, or augmentation
of, an IP packet in conjunction with an infrastructure that
supports key distribution and management An
interre-lated set of Request for Comments (RFCs) published by
the IETF specifies the details of IPsec RFC 2401 (Kent
and Atkinson, 1998) describes the overall IP security
ar-chitecture, whereas RFC 2411 (Thayer et al, 1998) gives
an overview of the IPsec protocol suite and the
docu-ments that describe it Three protocols make up IPsec,
with the names identifying the function performed The
two primary protocols involved in the transfer of data are
called the authentication header (AH) and the
encapsu-lating security payload (ESP) The AH protocol provides
source authentication and data integrity verification
us-ing a header field, but it does not provide confidentiality
AH also supports an optional mechanism to prevent
re-play attacks The ESP protocol uses both a header and a
trailer field to provide confidentiality via encryption ESP
may also provide data integrity verification, source
au-thentication, and an antireplay service Because both the
AH and the ESP protocols utilize cryptographic methods,secure distribution and management of keys is a funda-mental requirement IPsec specifies that key managementmay be manual or automatic The automatic key man-agement protocol specified for IPsec is called Internet keyexchange and involves the mechanism for creating a secu-rity association (SA) between a source and a destinationfor the AH and ESP protocols
The AH and ESP protocols operate in either transport
or tunnel mode, as defined by the parameters of an SA
In transport mode, they provide security by creating
com-ponents of the IPsec header at the same time the sourcegenerates other IP header information This means thattransport mode can operate only between host systems
In tunnel mode, IPsec creates a new IP packet, which
con-tains the IPsec components and encapsulates the originalunsecured packet Because tunnel mode does not modifythe original packet contents, it can be implemented usinghardware or software located at an intermediate securitygateway (SG) between the source or destination system.Figure 8 illustrates a pure IP-based VPN design thathas a cost structure essentially independent of the traf-
fic pattern Here, every site has a firewall and securitygateway, so any site may directly access the Internet orany other site In addition, we show a network accessserver (NAS), remote authentication dial-in user service(RADIUS) server, Web server, and extranet database lo-cated at three separate sites Dial-in users are secured us-ing the RADIUS server and the SG This design also re-duces access costs because traffic for the Internet neednot traverse a firewall at a headquarters site, as shown inthe hierarchical example above Sites may also be dual-homed to different ISPs or to different sites within thesame ISP for resiliency purposes, as necessary This de-sign is better suited to extranet applications and electroniccommerce because communication via the public Inter-net is more interoperable and rapidly deployable than anyother communication service
PROVIDER-EDGE-BASED LAYER 3 VIRTUAL PRIVATE NETWORKS
A PE-based VPN is one in which PE devices in the serviceprovider network provide the partitioning of forwardingand routing information to only those (parts of) sites thatare members of a specific intranet or extranet This allows
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PE
P
CE A
CE B
PE
CE C
CE A
PE P
CE C
CE A
PE
CE A
CE B
P
PE
CE C
CE B
Virtual Forwarding Tables
PE
CE B
CE A
Shared Tunnels
A
B
A C
Figure 9: Aggregated routing and shared tunnel network-based L3 VPN.
the existence of the VPN to be hidden from the CE
de-vices, which can operate as though they were part of a
normal customer network As described earlier, PE-based
VPNs use tunnels set up between PE devices These
tun-nels may use one of a number of encapsulations to send
traffic over the provider network(s), for example MPLS,
generic routing encapsulation, IPsec, or IP-in-IP As sites
for new VPNs are added or removed, PE-based VPN
solu-tions provide a means of distributing membership
infor-mation automatically There are two principal methods
defined in the IETF (Callon et al., 2002) for implementing
these types of PE-based VPNs, namely aggregated routing
and virtual routers, which we now describe
Aggregated Routing Virtual
Private Networks
The aggregated routing approach is one in which a
sepa-rate forwarding table exists for each VPN on every PE that
connects to a site in that VPN but where the exchange
of routing information between the PEs is multiplexed,
or aggregated together The BGP/MPLS VPN (RFC 2547,
Rosen & Rekhter, 1999) approach uses extensions to the
border gateway protocol (BGP) to implement this generic
architecture Figure 9 illustrates an example of this
ap-proach, connecting sites from three VPNs, A, B, and C,
in an extranet Each PE has a separate virtual
forward-ing table for each VPN site that it serves, but the
for-warded traffic and exchanged routing information uses a
set of shared tunnels, as shown in the center of the figure
Often these types of solutions are implemented on a
sin-gle service provider network However, there are some
implementations across more than one provider
net-work
This approach alleviates some of the scaling issues volved with the connection- or tunnel-oriented CE-based
in-approaches described earlier when full communication
between a set of sites is desired Specifically, when adding
or removing a site, only the PE involved with that siteneed be reconfigured—the BGP/MPLS protocols automa-tically take care of the rest Furthermore, the protocolshave the capability of advertising to their peers more thanone route for the same destination address This can beuseful in an extranet to force traffic exchanged betweendifferent enterprises through additional devices, such asfirewalls or filters
Virtual Router Virtual Private Networks
Although the virtual router (VR)-based approach (RFC
2917, Muthukrishnan & Malis, 2000) also uses PE and Prouters, there are several important differences, as illus-trated in Figure 10 This example uses the same CE sitesfrom the three VPNs discussed in the aggregated routingexample above In a VR VPN, a VR is dedicated to eachVPN in every PE that supports a site for that VPN Thismeans that each enterprise can manage its own routing
on the VR in the PE This works very well in cases wherethe enterprise network has other forms of connectivity be-tween its sites: The VRs look like just another (well con-nected) router to the enterprise network Usually, a sepa-rate set of tunnels is allocated in a full mesh between theVRs, as shown by different line styles in the center of thefigure This allows excellent control of capacity allocationand control of QoS between the VPN sites
The VR PE-based VPN is best suited for intranets It isnot frequently used in an extranet because one enterprisewould have to exchange routing information with another.This could lead to undesirable security holes, instability ofthe routing, and, hence, a greater likelihood of an outage,
as well as more difficult coordination in the event of theinevitable moves, adds, and changes It could be used,however, as a backbone network provided by one partnerfor connecting a number of other enterprises together, forexample using CE-based VPNs overlaid on a managed VRPE-based network
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PE
P
CE A
CE B
PE
CE C CE A
PE P
CE C CE A
PE
CE A
CE B
P
PE CE C
CE B
Virtual Router Instances
PE
CE B
CE A
Per VPN Tunnels
A
B
A C
This section summarizes some important considerations
when choosing a VPN approach and gives an example of
a CE-based IPsec VPN used for electronic commerce
Considerations When Choosing a Virtual
Private Networks Approach
Establishing a set of goals and establishing a plan to meet
them is critical to success in most human endeavors,
and virtual private networking is no exception (McDysan,
2000) The steps here are similar to that of any
large-scale project First, researching requirements, drivers,
and needs is necessary to establish goals Next,
develop-ing several candidate designs and analyzdevelop-ing them in the
harsh light of commercial business reality is a crucial step
A VPN may not be right for the enterprise under
consid-eration at this time, and timing is important Finally, a
decision to implement a new type of VPN or to migrate
existing private network applications to a VPN, is but the
first step of many Detailed planning and a well thought
out migration strategy are essential for an enterprise to
achieve its goals identified in the first step above
A number of enterprises have already implemented
VPNs of the types described in this chapter A good
start-ing point is to look at an enterprise that is similar to yours
in some way and to read case studies, papers, and books
about what worked and what did not However, be aware
that the needs of each enterprise are unique, and
there-fore basing a decision upon another’s experiences, while
helpful, cannot guarantee that goals will be met
An important area of requirements research is
analy-ses of potential security threats and essential performance
metrics Formulating a threat model and considering
what would happen if important information were stolen,made public, or corrupted is an essential step Deter-mining the performance required by applications is alsoimportant Consider what would happen if a site weredisconnected for a long period of time Assess what theimpact of network congestion would be Discriminate be-tween what would be nice to have and what is absolutelynecessary in the way of performance—this can make quite
a difference in qualifying network designs and their tual cost
evAlthough a generic framework may not apply to all terprises, there are some helpful points to consider whencategorizing types of requirements One way to analyzeVPN requirements is to consider the community of in-terest and the access methods: cost-effective remote andmobile user access; an infrastructure for intranets thatkeeps resources secure within a single enterprise; an in-frastructure for extranets for controlling resource sharingbetween two or more enterprises
en-The economic crossover point regarding enterprisedial-in versus ISP-provided access services centers aroundthe number of users that require dial-in access and thetype as well as amount of activities these users conduct
In general, a remote user population that generates burstyactivity during relatively long duration sessions is a goodcandidate for ISP access As described earlier, most VPNtechniques differ in the degree of traffic separation andcontrol that an enterprise can have in an intranet context
On the other hand, if a driving requirement for the prise is extranet connectivity, then an IPsec-based solution
enter-is one of the few choices available (for more information,see VPN Consortium, 2003)
Because this is such an important case in the world ofelectronic commerce, we now look at an example where afew large enterprises worked with a number of small-to-medium-size enterprises to create a successful model forextranet deployment
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ANX TP
ANX TP
ANX TP IPsec
CSP
Public Internet
CSP
CSP CEPO
ANX Overseer
IPsec
IPsec CASP
ANX Extranet
Figure 11: ANX extranet architecture.
Example of Deployment of a
Customer-Edge-Based Virtual Private
Networks in E-commerce
Unless your enterprise is the first to try a new
techno-logy, protocol, or architecture, there will likely be case
studies available for review A frequently documented
ex-tranet case study is the Automotive Network eXchange
(ANX) (McDysan, 2000) This extranet VPN involves a
few large enterprises (automotive manufacturers) and a
significant number of small-to-medium-size enterprises
(their suppliers) Initiated by the Automotive Industry
Ac-tion Group (AIAG) in 1994, the IPsec-based ANX network
had Chrysler, Ford, and General Motors as the founding
network participants These companies and other major
automotive manufacturers utilize parts and services from
a large number of common original equipment
manufac-turers, such as Bosch, Delta, Fisher, ITT, and TRW
Follow-ing the completion of successful trials in 1997 and 1998,
ANX launched production in November 1998 By the end
of 1999, ANX had nearly 500 registered trading partners
As an example of a quantifiable goal achievable by an
ex-tranet, the AIAG estimates that a collaborative planning,
forecasting, and replacement tool running over the ANX
network may save up to $1,200 per vehicle This savings
results from a reduction of the delivery cycle of parts and
supplies and the associated inventory levels
The ANX architecture is based upon a set of terconnected certified service providers (CSPs), certified
in-exchange point operators (CEPOs), and certificate
author-ity service providers to which ANX trading partners
sub-scribe, as illustrated in Figure 11 Telcordia (formerly
Bell-core) has been chosen as the ANX overseer, which awards
certification to CSPs and CEPOs The ANX service
qual-ity certification categories are network service features,
interoperability, performance, reliability, business
conti-nuity and disaster recovery, security, customer care, and
trouble handling ANX has also specified that the
Interna-tional Computer Security Association (ICSA) will certify
whether equipment is IPsec compliant
Finding companies with equipment that has the ICSAstamp of approval is a good place to start when looking
for IPsec-compliant vendors
This network is effectively a partitioned set of faces running on top of the public Internet infrastructureoffered by the selected set of certified commercial ISPs Itreplaces the prior complex arrangement of physical andlogical connections between trading partners with onelogically administered, cryptographically secured connec-tion to the ANX extranet Choice of the TCP/IP protocolsuite provides access to a broad range of file transfer,electronic document interchange, e-mail, and other ap-plication software This is especially important in the au-tomotive industry, where computer-based techniques arenow used in almost every stage of the design, manufac-turing, delivery, and maintenance aspects of the business.Although the benefits of ANX apply primarily to medium-to-large-size enterprises in the automotive industry, thedrive toward interoperability will benefit other industrysegments in the longer term (for more information, seewww.anx.com)
inter-GLOSSARY
Customer-edge (CE) device Provides access for users
at a site and has an access connection to a PE device Itallows users at a site to communicate over the accessnetwork with other sites in the VPN
Enterprise A single organization, corporation, or ernment agency that administratively controls and setspolicy for communication among a set of sites
gov-Extranet Allows communication between a set of sitesthat belong to different enterprises, as controlled bythe enterprise administrators and/or a third party.These enterprises have access to a specified subset
of each other’s sites Examples of extranets include(a) companies performing joint software develop-ment, (b) a group of suppliers and their customersexchanging orders and delivery tracking informa-tion, and (c) different organizations participating in
a consortium that has access to important tion
informa-Generic routing encapsulation (GRE) A general tocol for encapsulating a network layer protocol overanother network layer protocol (RFC 2784, Farinacci,
pro-Li, Hanks, Meyer, & Traina, 2000)
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Intranet Restricts communication to a set of sites that
belong to one enterprise and via policy may further
restrict communication between groups within these
sites For example, communication between marketing
and engineering may be limited
IP security protocol (IPsec) A set of IETF standards
that defines a suite of security protocols that provide
confidentiality, integrity, and authentication services
(RFC 2401, Kent & Atkinson, 1998)
Layer 2 tunneling protocol (L2TP) An IETF
standard-ized protocol defined initially for support of dial-in
con-nections (RFC 2661, Townsley, et al., 1999) A
succes-sor to the proprietary Microsoft PPTP and Cisco L2F
protocols, L2TP gives mobile users the appearance of
being on an enterprise LAN
Multiprotocol label switching (MPLS) A switching
technique that forwards packets based upon a
fixed-length label inserted between the link and network
layer or that uses a native layer 2 label, such as FR or
ATM (RFC 3031, Rosen, Viswanathan, & Callon, 2001)
Similar to frame relay and ATM in function, MPLS
dif-fers from these protocols by virtue of its tight coupling
to IP routing protocols
Provider-edge (PE) device A PE device faces the
ser-vice provider core network on one side and interfaces
via an access network to one or more CE devices
Site A set of users who have connectivity without use
of a service provider network, for example users who
are part of the same enterprise in a building or on a
campus
Tunnel Formed by encapsulating packets with a header
used to forward the encapsulated payload to the
tun-nel end point In VPN applications, tuntun-nel end points
may be a CE or a PE device Encapsulating one tunnel
within another forms a hierarchical tunnel, which is
useful for reducing the number of tunnels in the core
of networks Examples of protocols commonly used for
forming a tunnel are MPLS, L2TP, GRE, IPsec, and
IP-in-IP tunnels
User Someone or something that has been authorized
to use a VPN service, for example a human being using
a host or a server
Virtual private network (VPN) A specific set of sites
configured as either an intranet or an extranet to
al-low communication A set of users at a site may be a
member of one or many VPNs
CROSS REFERENCES
See Circuit, Message, and Packet Switching; Electronic
Commerce and Electronic Business; Extranets; Internet
Ar-chitecture; Internet Literacy; Internet Security Standards;
Intranets; Public Networks; TCP/IP Suite.
REFERENCES
ANX Network (2003) Retrieved February 10, 2003, from
http://www.anx.com/
Blake, S., Black, D., Carlson, M., Davies, E., Wang, Z.,
& Weiss, W (1998) An architecture for differentiated
services Retrieved February 20, 2003, from http://ietf.
org/rfc/rfc2475.txt
Braden, R., Clark, D., & Shenker, S (1994) Integrated
ser-vices in the Internet architecture: An overview Retrieved
February 20, 2003, from http://ietf.org/rfc/rfc1633.txtBraun, T., Guenter, M., & Khalil, I (2001, May) Manage-
ment of quality of service enabled VPNs IEEE
Com-munications Magazine.
Callon, R., Suzuki, M., DeClerq, J., Gleeson, B., Malis,A., Muthukrishnan, K., RosenE., Sargor, C., & Yu, J
(2002) A framework for layer 3 provider provisioned
vir-tual private networks Unpublished manuscript.
Carugi, M., McDysan, D., Fang, L., Nagarajan, A.,
Sum-imoto, J., & Wilder, R (2002) Service requirements
for provider provisioned virtual private networks
Manu-script in preparation
E-mail list logs, presentations, related ITU-T drafts(2003) Retrieved February 20, 2003, from http://ppvpn.francetelecom.com
Farinacci, D., Li, T., Hanks, S., Meyer, D., & Traina, P
(2000) Generic routing encapsulation (GRE) Retrieved
February 20, 2003, from http://ietf.org/rfc/rfc2784.txtIETF working group charter page, list of RFCs and cur-rent drafts (2003) Retrieved February 20, 2003, fromhttp://ietf.org/html.charters/ppvpn-charter.html
Kent, S., & Atkinson, R (1998) Security architecture for
the Internet protocol Retrieved February 20, 2003, from
http://ietf.org/rfc/rfc2401.txt
Kosiur, D (1998) Building and managing virtual private
networks New York: Wiley.
McDysan, D (2000) VPN applications guide New York:
Wiley
Muthukrishnan, K., & Malis, A (2000) A Core MPLS IP
VPN architecture Retrieved February 20, 2003, from
http://ietf.org/rfc/rfc2917.txt
Rosen, E., & Rekhter, Y (1999) BGP/MPLS VPNs
Re-trieved February 20, 2003, from http://ietf.org/rfc/rfc2547.txt
Rosen, E., Viswanathan, A., & Callon, R (2001)
Multipro-tocol label switching architecture Retrieved February
20, 2003, from http://ietf.org/rfc/rfc3031.txt
Schneier, B (1995) Applied cryptography: Protocols,
algo-rithms, and source code in C New York: Wiley.
Thayer, W., Doraswamy N., & Glenn, R (1998) IP
Secu-rity Document Roadmap Retrieved February 20, 2003,
from http://ietf.org/rfc/rfc2411.txtTownsley, W., Valencia, A., Rubens, A., Pall, G., Zorn, G.,
& Palter, B (1999) Layer two tunneling protocol
L2TP Retrieved February 20, 2003, from http://ietf.org/
rfc/rfc2661.txt
Wroclawski, J (1997) The use of RSVP with IETF
in-tegrated services Retrieved February 20, 2003, from
http://ietf.org/rfc/rfc2210.txt
Virtual Private Network Consortium (2003) Retrieved
February 20, 2003, from http://www.vpnc.org/
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Virtual Reality on the Internet: Collaborative
Synchronous and Asynchronous Work 596
Heterogeneous Views and Abilities 597
Collaborative virtual reality—sharing immersive
compu-ter-generated environments over the high-speed
net-works—is a next-generation interface that will allow
col-laborators on different continents to share a space where
they can interact with each other and with the focus of
their collaboration This text describes ongoing work in
this area at the Electronic Visualization Laboratory at the
University of Illinois at Chicago We first discuss what
we mean by the term virtual reality and what the focus
is of our work in collaborative virtual environments We
then discuss the types on information that must be sent
through the networks to maintain these collaborations
Finally, we describe current research in the areas of
asyn-chronous collaboration and heterogeneous perspectives
and conclude with a discussion of what we see as the
future of collaborative virtual environments
VIRTUAL REALITY
Before we discuss collaborative virtual reality, we should
define what we mean by virtual reality Different
disci-plines have different definitions for what virtual reality is
and what hardware is required A good novel is a form
of virtual reality that requires no special hardware to be
experienced For our purposes, virtual reality requires
computer-generated stereo visuals, viewer-centered
per-spective, and an ability to interact with the virtual world
Computer-generated stereo visuals allow the user to seethe computer-generated world in three dimensions (3D),
which is how most (but not all) people see the real world
Each eye sees the world from a slightly different position,
allowing us to perceive depth As with the viewing of stereo
photographs or the watching of a 3D movie from the 1950s
or 1980s, the trick is to give each eye its own view of the
material
Viewer-centered perspective allows the user to movehis body or turn his head and the see the appropriate view
of the virtual world from this new position Combined
with stereo visuals, this allows the user to not only see a
3D object in the virtual world but to walk around it or look
under it by moving in exactly the same way as a personwould move around a real 3D object In a 3D movie orphotograph, the viewing position is static—the viewersees only what the camera saw With viewer-centeredperspective, the viewer is the camera and always has thecorrect view of the scene For this to work, the computergenerating the visuals needs to know where the viewer’stwo eyes are
There are several different ways to do stereo visualsand head tracking, which lead to different virtual realitydisplay hardware With a head-mounted display (HMD),the user wears a headset, which isolates her from the realworld, with a small cathode ray tube (CRT) or liquid crys-tal display (LCD) devoted to each eye This allows the user
to turn and tilt her head in any direction and still see thevirtual world A tracker attached to the HMD tells the com-puter the position and orientation of the user’s head Withthat information, the computer can determine where theuser’s eyes are and then draw the graphics appropriately
A fish tank virtual reality system makes use of a
com-puter monitor and a special pair of tracked LCD shutterglasses The computer monitor displays an image for theuser’s left eye, at the same time telling the glasses to blockout the user’s right eye The computer then does the re-verse, showing an image for the right eye while telling theglasses to block out the left eye By doing this quickly,the user can see objects floating in front of the monitor.The LCD shutter glasses are lighter than a HMD and don’tisolate the user from the real world A tracker attached tothe LCD shutter glasses gives the position and orientation
of the user’s head
This same technique can be used on a larger scale tocreate a single, large-drafting-table-size display, such asthe ImmersaDesk With a larger back-projected display,Rseveral people can stand in front of the display at the sametime and see the virtual world in stereo, but only one per-son is head tracked
Moving from a single large screen to several largescreens in a system like the CAVE allows the user toR
physically walk around virtual objects A CAVE typicallyhas three 10-ft2 walls and a 10-ft2 floor, although some
591
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Figure 1: The CAVE and ImmersaDesk (Left) A person in the CAVE wearing tracked shutter glasses to see the virtual world in
stereo and carrying the wand (Right) A user sitting in front of the ImmersaDesk wearing the same tracked glasses and carryingthe same wand as in the CAVE The CAVE and ImmersaDesk users can interact with the same virtual worlds from different pers-pectives
CAVEs have four walls, a ceiling, and a floor to completely
surround the viewers This larger space allows five people
to comfortably view the virtual world together, although
again only one person is head tracked (Figure 1)
Another approach is to take multiple screens and,
in-stead of wrapping them around the user, use them to give
the viewer a higher resolution wall made up of several
screens A single screen, whether in a fish-tank virtual
reality setup or a CAVE, typically has a resolution of 1280
pixels by 1024 pixels By combining several screens
to-gether, much higher resolutions are possible
There are many different ways of interacting with the
virtual world and many different devices to allow that
in-teraction The user may want to navigate a large space
with a joystick or use a set of buttons to change the
proper-ties of the virtual world Just as the user’s head is tracked,
other parts of the user’s body can be tracked, so the user’s
body can itself be the interface It’s typical to track the
user’s hand, or the controller the user is holding, to allow
the computer to see where the user is pointing
Although visuals are the most obvious element of
virtual reality, audio is also important, to give the users
additional feedback Haptics, the feeling of touch, is also
important in certain virtual reality applications Often a
lack of feedback to one sense is compensated for by
feed-back to another sense For example, if you don’t have
hap-tic feedback, you may get visual or audible feedback
In order to keep up the illusion, the imagery of the
vir-tual world must be drawn at a rate of at least 15 frames
per second per eye Otherwise, the world will seem to
stut-ter In a movie theatre, we watch films composed of still
images moving at 24 frames per second and see smooth
motion; it’s the same in virtual reality This is why
vir-tual reality requires very powerful computers and
graph-ics cards
Throughout the 1990s, this required very expensive
computers, but now it is possible to do single-screen
vir-tual reality using high-end personal computers There is
also current research going on in autostereoscopic
dis-plays, where the user will not need to use special glasses
to see computer-generated stereo imagery For a more
thorough discussion of virtual reality, see Sherman andCraig (2002)
COLLABORATIVE VIRTUAL REALITY
In the 1990s, more and more groups around the worldgained access to virtual reality equipment, making col-laborative virtual reality possible Again, there are sev-eral definitions of collaborative virtual reality—every daymany people play collaborative or competitive games onthe Internet, which can be considered collaborative virtualreality, and sometimes share environments with hundreds
of other players Since the 1970s, text-based multiuser tual worlds such as MUDS and MOOS have been popular,evolving from their origins as collaborative adventuregames and allowing people to communicate and interactover very-low-bandwidth connections In the mid-1990s,with advances in both computing power and networkspeeds, users could explore 3D worlds over the Inter-net through VRML (virtual reality modeling language)browsers
vir-For our purposes, collaborative virtual reality requiresconnecting up the devices described in the previoussection, allowing people in several places to share a 3Denvironment Some research groups focus on support-ing existing low-bandwidth Internet infrastructures ormassive connectivity involving thousands of participants
at the same time, as in military simulations or based computer games (Singhal & Zyda, 1999) Ourfocus on the use of virtual reality for manufacturing, forscientific purposes, and for information visualization has
Internet-a different set of requirements We Internet-are building systemsfor small working groups, typically no more than sevencollaborators at a time but with large data distributionrequirements, to share high-fidelity audio and videocommunications and large engineering and scientificdata stores over high-speed national and internationalnetworks
We want to provide high-quality interaction betweensmall groups of participants involved in design, train-ing, education, scientific visualization, or computational
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steering The ultimate goal is not to reproduce a
face-to-face meeting in every detail, but to provide the
next-generation interface for collaborators, worldwide, to work
together in a virtual environment that is seamlessly
en-hanced by computation and access to large databases
Al-though the goal of audio and video teleconferencing is to
allow distributed participants to interact as though they
are in the same physical location, collaborative virtual
reality allows them to interact as though they are the same
immersive virtual environment This way they can
inter-act with each other as well as the objects in their shared
environment
This shared environment may be for designing a newcar, visualizating climatological data, or visiting other 3D
space that either does not exist physically or cannot be
physically accessed The participants are not talking about
a thunderstorm, they are standing inside one; they are
not looking at a scale model of a new car design, they
are standing inside the full-size engine block We believe
that by transmitting gestures as well as audio and video
between collaborators, these shared virtual environments
give their users a greater sense of presence in the shared
space than do other collaborative mediums By
encourag-ing collaboration and conversation within the data, these
environments may become the preferred place to work
and interact even when traditional face-to-face meetings
are possible However, collaborative virtual reality is not
going to replace e-mail, phone calls, or existing
telecon-ferencing systems They each have their strengths and
uses Just as word processing documents, spreadsheets,
and white boards shared across the Internet put
discus-sions in their appropriate contexts, so does sharing a
vir-tual space as well as the 3D design being considered or the
simulation being visualized A more thorough discussion
can be found elsewhere (Leigh, Johnson, Brown, Sandin,
& DeFanti, 1999)
For example, General Motors uses collaborative virtualreality to allow design and manufacturing teams based in
several sites around the world to import 3D
computer-aided design (CAD) models into the CAVE for quick
vi-sual inspection and design reviews at 1:1 scale The goal
is to allow designers to both synchronously and
asyn-chronously access a design that persists and evolves over
time from locations scattered around the world rather
than forcing collaborators to meet physically at the 1:1
scale clay model A typical working scenario involves a
designer making modifications on a workstation in a 3D
modeling package and having those changes propagate
automatically to the networked virtual environment,
al-lowing all collaborating participants to see the changes
simultaneously They are then able to critique the design
and suggest changes to the designer who can do so
imme-diately at the CAD work station
The Virtual Reality in Medicine Laboratory at the versity of Illinois at Chicago uses collaborative virtual
Uni-reality to allow a remotely located physician to teach
med-ical students about the 3D structure and function of the
inner ear In this environment, the students and
instruc-tor may point at and rotate the ear to view it from various
perspectives They may also strip away the surrounding
outer ear and temporal bone to more clearly view the
in-ner anatomy Audio from the voice conference is used to
modify the flapping of the eardrum to illustrate its tion This application is effective because it leverages thestereoscopic capabilities of virtual reality to disambiguatethe spatial layout of the various structures in the innerear—something difficult to do on standard flat images inmedical textbooks
func-College undergraduates at Central Missouri State versity and other universities use Virtual Harlem, a vir-tual reality reconstruction of Harlem, New York, duringthe 1920s, in their English classes Virtual Harlem wasdesigned to immerse students of the Harlem Renaissancedirectly in the historical context of the literature of thatperiod to reinforce active learning The goal is to developrich, interactive, and narrative learning experiences toaugment classroom activities for students in the human-ities Collaborative virtual reality allows classes at differ-ent universities to meet and share their views within itsspace, as well as allowing remote expert tour guides totake classes through Virtual Harlem and discuss impor-tant issues that the space brings up This is discussed fur-ther elsewhere (Sosnoski & Carter, 2001)
Uni-Some virtual environments will only exist while peopleare inside it; others will be maintained by a computer sim-ulation that is constantly left running This space existsand evolves over time Users enter the space to check onthe state of the simulated world, discuss the current situ-ation with other collaborators in the space, make adjust-ments to the simulation, or leave messages for collabora-tors who are currently asleep on the far side of the planet.For example, in a computational steering application, asupercomputer may be running a large simulation thattakes several days to complete At regular intervals, the su-percomputer produces a 3D snapshot of the current data,perhaps a visualization of cosmic strings A scientist canthen step into a CAVE and look at the 3D data that has beenproduced to see whether the simulation is progressing cor-rectly or whether it needs be tuned, to focus on particulardetails rather than wait for the simulation to complete
Avatars
Presence in the virtual world is typically maintained
us-ing an avatar, or a computer-generated representation of
a person These avatars may be as simple as a pointerthat depicts the position and orientation of the wand inthe virtual world However, having representations of thephysical bodies of the collaborators can be helpful in aid-ing conversation and understanding in the virtual space,
as you can see where your collaborators are and whatthey are looking at or pointing at Tracking the user’s headand hand position and orientation allows the computer
to draw computer-generated characters representing each
of the remote collaborators These articulated charactersmove along with the remote user and are able to transmit areasonable amount of body language, such as pointing atobjects and nodding or tilting the head This style of avatar
is useful in task-oriented situations, but do not work aswell in negotiations
Seeing high-quality live video of a person’s face can prove negotiations Video avatars, full-motion full-bodyvideos of users, are realistic looking, which improvesrecognition of collaborators but require much higher