Let’s start with a striking fact: Real-time Live Streaming (ultra-low latency broadcast) never happened, and there will never be. You are aware of a very ambitious and shocking proposition, right? Even before the live broadcasts from the other side of the world, the local radio of your own city is actually not live in real time. Say you’re at home watching a live-streamed football match, and you see an overly excited audience member jump onstage. The audience at the stadium saw that happen up to 30 seconds before you did. Whenever we are not at the broadcast source, the video/audio can be reached to us after a while according to the streaming paths and their limitations. Namely, the dirty secret is over.
So then, what are talking about when it’s truly Live? If events cannot reach us as soon as they occur as video and audio, we really need to define tolerance for the live broadcast. The tolerance value is directly related to human perception. According to some, 2 seconds is enough, while some people need to have a maximum of 1 second. In the absence of mutual interaction, the delay time of 2 seconds is not bad at all. The other challenge is that all viewers watch or listen to the same content at the same time. This challenge is also about interaction. Let’s analyze the ultra-low latency issue within the real world scenarios to comprehend the actual requirement.
1. Game Shows
The quiz spree that started with HQ Trivia began to spread all over the world. The digital world, which started to shake the throne of the television world, seems to have opened a new breach with the Trivia-style applications. Through a high-performance presenter, the participants share the excitement of the competition at the same time every day.
Sometimes members of the family and sometimes groups of friends join the competition at the same time to create a group synergy. Around 500 thousand viewers need to view and listen the question in sync with ultra-low latency, then respond with their answers within 10 seconds. All responses should be collected in a couple of seconds just after the 10 seconds time frame end.
2. Sports-Track Betting
Indeed, even in antiquated occasions, individuals couldn’t stay uninterested while viewing the challenge between a few contenders for the winner title. It doesn’t make a difference what sort of rivalry it will be, it’s critical for the punter to have a feeling of contribution. The spectator wanted to become a part of the competition.
At first, betting looked like a betting between spectators themselves. The main inquiry was who might win the battle or match or struggle. Betting odds are fixed on non-digital bets before the match or game and the bet is closed. It is possible to change the betting odds as the prices of air tickets change continuously and there may even be bets during the match.
You know, it’s very familiar to the bettors to watch the game with live video and participate in the betting, right? Here are two challenges we have mentioned before: Synchronizing information for all bettors and transferring the sports video very as soon as possible under a second latency namely ultra-low latency.
In fact, the auction scenario is very similar to the Sports-Track Betting scenario. The difference is that the winner at the auction is always a single person, and he has to pay the price. That’s why the auction participants live by fighting excitement.
In addition, being physically in the auction hall is another compelling situation. In order to solve this, the deputies who are connected with the phone are doing the task, but it is still a difficult process to operate. It is another difficulty that the auctions that are made at the weekends usually overlap on the same day and at the same time.
The most practical solution to overcome these challenges is the online auction concept. Considering the usage situations and difficulties mentioned above, there is a need for synchronization and very fast live video transfer.
4. Live Sports Events
These are exciting times for content providers. Ultra Low Latency enables new digital formats where audiences can be truly engaged and be part of the action. Unidirectional broadcasting makes room for interaction focused broadcasting. In the football match, you can ask the corner of the penalty kick. The audience can answer with a survey whether or not a free throw is in or out at a basketball game. In all sports events, live broadcasters may be asked to interact with more scenarios.
Surveillance comes out in many areas. Such as; Facility Security, Gambling, Fleet Tracking, Crowd Organization, Remote Site, etc. So far, they have been used for recording purposes. Thanks to new technologies, remote videos are ready to use in the command center in a second. It is then analyzed almost in real time and countermeasures are taken. The computing power of computers has increased so much. As a result, videos present intelligence instead of a raw record. So-called recorded videos are precious with intelligence. Namely, intelligence came with ultra-low latency to help people.
The new era of customer experience requires real-time interaction, and real-time interaction requires a timely reciprocal response. With the increasing speed of data communication, integrated digital solutions consisting of real-time interaction can now be created in many areas. WebRTC is a high-end technology providing an express multimedia transfer between all types of mobile or web-based end-points.
Ant Media Server is capable of receiving and transmitting WebRTC streams for peer-to-peer, multiparty, and one-to-many communication use-cases. All possible scenarios told above would be implemented with ultra-low latency live video streaming paradigm which is already included in Ant Media Server. Enjoy your Live Video Streaming application, and have a nice experience with truly ultra-low latency live video streaming provider of Ant Media.