question: Networking/Computer Science] Does an online streaming video with static background images (like a slideshow presentation) consume less data than an actual video of the same resolution/quality and length?
comment: depends on the codec. But yes this is a thing, the codec uses some "vector math" to try to save as much as possible! Pretty much every codec online does that youtube twitch etc...
passages: Another approach that seems to incorporate both the advantages of using a standard web protocol and the ability to be used for streaming even live content is adaptive bitrate streaming. HTTP adaptive bitrate streaming is based on HTTP progressive download, but contrary to the previous approach, here the files are very small, so that they can be compared to the streaming of packets, much like the case of using RTSP and RTP. Reliable protocols, such as the Transmission Control Protocol (TCP), guarantee correct delivery of each bit in the media stream. However, they accomplish this with a system of timeouts and retries, which makes them more complex to implement. It also means that when there is data loss on the network, the media stream stalls while the protocol handlers detect the loss and retransmit the missing data. Clients can minimize this effect by buffering data for display. While delay due to buffering is acceptable in video on demand scenarios, users of interactive applications such as video conferencing will experience a loss of fidelity if the delay caused by buffering exceeds 200 ms. 
   An industry that is impacted by data streaming is the Video Streaming industry. Consumers are now demanding videos to be available at immediate request, meaning that it is no longer only the quality resolution of image that acts as important performance metrics in the media industry, but also how quickly video starts to play.
   The varying requirements for the scale of performance and density among these workloads have implications for the cloud resources that optimally support them. For example, a visual cloud infrastructure to support remote desktops would likely be configured with the goal of supporting the greatest practical number of desktop instances per server. Cloud game streaming, on the other hand, requires far greater attention to meeting peak graphics performance, likely requiring lower density per server. While both those interactive usages are also highly latency sensitive, remote batch rendering values time to completion, with latency playing a far less important role.
  
  Section::::Media analytics.
   BULLET::::- Video streaming: , Netflix had 3.14 petabytes of video "master copies", which it compresses and converts into 100 different formats for streaming.
  
  BULLET::::- Photos: , Facebook users had uploaded over 240 billion photos, with 350 million new photos every day. For each uploaded photo, Facebook generates and stores four images of different sizes, which translated to a total of 960 billion images and an estimated 357 petabytes of storage.
  
  BULLET::::- Music: One petabyte of average MP3-encoded songs (for mobile, roughly one megabyte per minute), would require 2000 years to play.
   The performance of an algorithm that operates on data streams is measured by three basic factors:
  
  BULLET::::- The number of passes the algorithm must make over the stream.
  
  BULLET::::- The available memory.
  
  BULLET::::- The running time of the algorithm.
   A scalable CDN is used to deliver media streaming to an Internet audience. The CDN receives the stream from the source at its Origin server, then replicates it to many or all of its Edge cache servers. The end-user requests the stream and is redirected to the "closest" Edge server. This can be tested using libdash and the Distributed DASH (D-DASH) dataset, which has several mirrors across Europe, Asia and the US. The use of HTTP-based adaptive streaming allows the Edge server to run a simple HTTP server software, whose licence cost is cheap or free, reducing software licensing cost, compared to costly media server licences (e.g. Adobe Flash Media Streaming Server). The CDN cost for HTTP streaming media is then similar to HTTP web caching CDN cost.
   A compression efficiency study of HEVC, JPEG, JPEG XR, and WebP was done in October 2013 by Mozilla. The study showed that HEVC was significantly better at compression than the other image formats that were tested. Four different methods for comparing image quality were used in the study which were Y-SSIM, RGB-SSIM, IW-SSIM, and PSNR-HVS-M.
  
  Section::::Profiles.:Version 2 profiles.
   BULLET::::- "Cost-effectiveness" – Providers can build the base with the data experts and outsource the presentation layer, which makes for very cost-effective user interfaces and makes change requests at the presentation layer much more feasible.
  
  BULLET::::- "Data quality" – Access to the data is controlled through the data services, which tends to improve data quality, as there is a single point for updates. Once those services are tested thoroughly, they only need to be regression tested, if they remain unchanged for the next deployment.
  
  Section::::Pricing models.
   Compute-intensive visual workloads in the media content creation and delivery segment include media processing (e.g., compression and transcoding), enhancement, restoration, and compositing. As this content is stored in data centers and ultimately transmitted to end-users, workloads such as these (and many others) may be applied to the content, with factors such as bit rate and resolution tailored to match the transmission medium and capabilities of the end-consumer device
  
  Section::::Cloud Graphics.
   BULLET::::- the cost of the TV card can be lower because there is no need to supply an MPEG-2 encoder
  
  BULLET::::- the quality of captures can be higher because there is no need to re-encode streams
  
  BULLET::::- ratio of file size to quality is higher due to the broadcasters' high-efficiency encoders
   Section::::Techniques.:Cloud.
  
  A newer approach is to perform video and multimedia optimization in "the cloud" – data centers either operated by the service provider or by a third party. The major benefits of this technique are that it allows smoother bit rate adaptation and utilizes transcoding and caching methods to distribute resources only when and where they are needed.
   Interoperability, which is the ability of a product or system to work with other products or systems, is a consequence of connectivity. For instance, the music industry is interoperable, because some music platforms have integrated social media platforms. Another of connectivity is network externality. This means that the value of a good to a user increases with the number of other users (installed base) of the same or similar good. Data streaming technology can utilize network externalities, because it brings together supply and demand of large networks of creators and consumers. This is very much the case at popcorn time, a service where people can stream latest movies on demand. These streams work better when people have used their content.
   The audio stream is compressed to make the file size smaller using an audio coding format such as MP3, Vorbis, AAC or Opus. The video stream is compressed using a video coding format to make the file size smaller. Video coding formats include H.264, HEVC, VP8 or VP9. Encoded audio and video streams are assembled in a container "bitstream" such as MP4, FLV, WebM, ASF or ISMA. The bitstream is delivered from a streaming server to a streaming client (e.g., the computer user with their Internet-connected laptop) using a transport protocol, such as Adobe's RTMP or RTP. In the 2010s, technologies such as Apple's HLS, Microsoft's Smooth Streaming, Adobe's HDS and non-proprietary formats such as MPEG-DASH have emerged to enable adaptive bitrate streaming over HTTP as an alternative to using proprietary transport protocols. Often, a streaming transport protocol is used to send video from an event venue to a "cloud" transcoding service and CDN, which then uses HTTP-based transport protocols to distribute the video to individual homes and users. The streaming client (the end user) may interact with the streaming server using a control protocol, such as MMS or RTSP. The quality of the interaction between servers and users is based on the workload of the streaming service; as more users attempt to access a service, the more quality is affected unless there is enough bandwidth or the host is using enough proxy networks.
   Section::::Profiles.:Version 1 profiles.:Main Still Picture.
   Live streaming has also been used as a means of promoting exposure for a particular product or business. This is largely because platforms such as YouTube provide a cheap, and usually free, means to access millions of users. Whether that be potential customers on laptops, smartphones, tablets, and smart TVs. A study conducted by SocialMediaExaminer supports this hypothesis using YouTube as a particular example.
   E-books and e-learning are becoming recurrent tools in the academic landscape. One of the key characteristics of e-learning is its capability to integrate different media, such as text, picture, audio, animation and video to create multimedia instructional material. Media selection in e-learning can be a critical issue because of the increased costs of developing non-textual e-learning materials. Learners can benefit from the use of richer media in courses that contain equivocal and complex content; however, learners achieve no significant benefit in either learner score or learner satisfaction from the use of richer media in courses containing low equivocal (numeric) content.
   In August, 2016, Netflix published the results of a large-scale study comparing the leading open-source HEVC encoder, x265, with the leading open-source AVC encoder, x264 and the reference VP9 encoder, libvpx. Using their advanced Video Multimethod Assessment Fusion (VMAF) video quality measurement tool, Netflix found that x265 delivered identical quality at bit rates ranging from 35.4% to 53.3% lower than x264, and from 17.8% to 21.8% lower than VP9.
  
  Section::::Features.
   As currently proposed, an advertiser only pays for sessions that reach a predetermined amount of page views, and does not pay for any views in short sessions or the extra views in long sessions. The number of guaranteed page views per session is likely to vary, depending on what buyers are looking to purchase and what publishers are able to deliver.
   Rich media on websites also has the potential to stimulate action in the physical world. Lu, Kim, Dou and Kumar (2014) demonstrated that websites with 3D views of a fitness center were more successful in creating a student's intention to visit the gym than a website with static 2D images.
  
  Section::::Applications.:Media.:Instant messaging and texting.
   The amount of data used by video streaming services depends on the quality of the video. Thus, Android Central breaks down how much data is used (on a smartphone) with regards to different video resolutions. According to their findings, per hour video between 240p and 320p resolution uses roughly 0.3GB. Standard video, which is clocked in at a resolution of 480p, uses approximately 0.7GB per hour. 
   Comparison of screencasting software
  
  This page provides a comparison of notable screencasting software, used to record activities on the computer screen. This software is commonly used for desktop recording, gameplay recording and video editing. Screencasting software is typically limited to streaming and recording desktop activity alone, in contrast with a software vision mixer, which has the capacity to mix and switch the output between various input streams.
  
  Section::::Comparison by features.
  
  The following table compares features of screencasting software. The table has seven fields, as follows:
  
  BULLET::::1. Name: Product's name; sometime includes edition if a certain edition is targeted
   Media analytics often makes use of “deep learning” frameworks, which involve training an algorithm using large amounts of source data. The training portion of this approach typically takes place over an extended period of time and involves teaching the algorithm by mapping large amounts of input data to specific output classifications. The resulting trained algorithm can then make rapid or instantaneous interpretations of new input data based on rules developed during the training stage.
  
  Section::::Immersive media.
   In web pages, it is possible to create pseudo-animations by writing JavaScript code that loads still PNG or JPEG images of each frame and displays them one by one for a specified time interval. Apart from requiring the user to have JavaScript support and choose not to disable it, this method can be CPU- and bandwidth-intensive for pages with more than one image, large images, or high framerates, and does not allow the animation to be saved in one image file or posted on image-based sites such as flickr or imageboards.
   Video conference software has been used not only for virtual teams in large companies, but also for classrooms and casual conversations. Software or Video Conferencing Systems (VCS) such as Skype and Google Hangouts allow for more visual cues than just audio conversations. Research suggests that VCS is somewhere between the telephone and face-to-face meetings in terms of media richness. Even though video conferencing does not have the same richness as face-to-face conversations, a study regarding video conferencing has said that richer content-presentation types were positively correlated with higher concentration levels but showed mixed results when correlated with perceived usefulness.
   Google has proposed using WebP for animated images as an alternative to the popular GIF format, citing the advantages of 24-bit color with transparency, combining frames with lossy and lossless compression in the same animation, and as well as support for seeking to specific frames. Google reports a 64% reduction in file size for images converted from animated GIFs to lossy WebP, and a 19% reduction when converted to lossless WebP.
  
  Section::::Support.
  