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John A. Morse
In the late '80s, "multimedia" was a magic word. It seduced us with
glimpses of a brave new world where audio and video technology merged with
computer technology. It promised us everything from instant high-impact
business presentations to virtual reality. Words like "paradigm shift" and
"multibillion-dollar industry" were enough to snare both the technophiles
and the eager entrepreneurs into believing that the world had suddenly
changed, and we were all going to get rich in the process.
Somewhere on the way to the bank, reality set in, and it wasn't virtual.
The reality is that multimedia is a lot harder than it looks. Successful
multimedia requires a marriage between analog TV technology and digital
computer technology; it requires reconciliation between a technical
/professional marketplace and a consumer marketplace. As in any marriage, a
lot of hard work is required to make it succeed, and much of that work is
yet to be done.
For certain segments of the computer industry, multimedia was relatively
easy to implement and so caught on quickly. The first successes have been
at the extremes of the cost spectrum-very low-end desktop multimedia on the
one hand, and very high-end virtual reality systems on the other. This has
left Digital, with its traditional focus on the middle, temporarily out of
the game.
For desktop multimedia, all that is required is the ability to capture
and display video and audio. Since machines like the Commodore Amiga were
already based more on TV technology than on computer technology (for cost
reasons), they could be quickly and cheaply adapted to handle audio and
motion video. Thus desktop multimedia was born. The CD-ROM, adapted from
audio CD technology, was the perfect storage medium for distribution of
multimedia content; and so for this market segment, CD-ROM and multimedia
became almost synonymous. There has emerged a whole industry based around
the production of multimedia titles on CD-ROM.
At the high end, for purposes such as full-realism aircraft simulation
or virtual reality applications, the solution was to use the highest
performance hardware available, at whatever expense. Typically, high-end,
three-dimensional graphics systems were coupled either to supercomputers
or to massively parallel processor arrays. The result was, and still is,
impressive. But the cost is still so high that such virtual reality systems
are not yet commercially viable except in specialized low-volume markets.
The vast area in the middle, into which all of Digital's business falls,
has developed very slowly. The problem is that our business is based on a
model of enterprise-wide computation. The computer systems we design and
sell not only include processors and displays but incorporate networks and
servers as well. To introduce multimedia into such a model, one touches
every aspect of the system, from the desktop, through the network, and back
to the servers. At every turn, we have found that the technology that has
evolved over 30 to 40 years for handling numbers, text, and (more recently)
two-dimensional and three-dimensional graphics is not quite right for video
and audio. Every component of the system, both hardware and software, needs
to change in some way. We need to evolve to a model of networked client-
server multimedia computing. Change of this magnitude is a slow process.
Two challenges are so pervasive that almost every paper in this issue
addresses them, each from a different perspective. First of all, multimedia
involves the handling of large quantities of data. Second, for many
applications, that data must be handled under very tight time constraints.
The resulting stress and strain on all components of the system translates
into a set of technical challenges that has occupied us for the last
four years and promises to keep us busy through at least the rest of this
decade.
Depending on the picture quality chosen, it may require from one million
to one hundred million bytes of storage to save each second of live video
in digital form. Since many applications of multimedia, such as archiving
television footage for research or historic preservation purposes, will
need to save many hours of video, it is easy to see that multimedia
quickly builds demand for many gigabytes (1,000,000,000 bytes) of magnetic
or optical disk storage. But storage is only part of the problem. Once
such enormous amounts of data are stored, the challenge becomes how to
retrieve a particular item of interest. Standard database techniques are
oriented toward retrieval of text and numbers. Retrieval of audio and video
information will require new file and database techniques that are only
beginning to be understood.
An obvious application of multimedia technology, once the networks are in
place, is teleconferencing. We can envision a day when we can connect to
anyone any place in the world via the network and carry on a conversation
with them, while each of us sees the other in full-motion video, using
the audio and video capabilities of our desktop workstations and PCs.
But realizing this vision has proved surprisingly hard. People expect the
images they see to be synchronized with the sounds they hear, and they
expect delays to be no worse than those experienced on a long-distance
telephone call. Unfortunately, data networks have been designed to maximize
throughput and reliability. They do this at the expense of some delay in
transmission-delay that is annoying at best, and unacceptable at worst, for
teleconferencing applications.
Successful infusion of multimedia technology into enterprise-wide
computation is proving to require change on a scale that almost no one
anticipated. We at Digital are in the midst of this process of change, and
this issue of the Digital Technical Journal is a snapshot, taken at one
point in time, of that process. Together, the papers describe some of the
toughest technical challenges that we face and in many cases give glimpses
into possible solutions.
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