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Streaming
Media in Higher Education

Streaming Media in Higher Education: Possibilities and Pitfalls
By Brian Klass
You have to admit: streaming media is sexy.
The immediacy of the moving image and the impact of the human
voice is powerful. Streaming media can be richly communicative,
tapping in to our profound ability to learn from sensory information.
Humans are social animals, and we gain much of our initial understanding
of others through our visual and auditory capacities. In the realm
of online education, it is important to tap these abilities even
across the distances that separate participants. Seeing other
participants, or hearing their voices, provides a presence and
potency that text alone cannot match.
Streaming media has been offered up as a solution to a wide variety
of problems: how to connect students and faculty at a distance,
to deliver core course content, and where to find new sources
of revenue for cash-strapped institutions. Without proper consideration
of the audience receiving streaming media, however, the promise
of this technology might quickly turn into frustration for all
involved.
Knowing your audience and the limitations of its Internet infrastructure
is key to creating a reliable streaming media delivery system.
You or your institution do not want to invest hundreds or thousands
of hours in developing content only to find out that your students
cannot receive that content because of network and connectivity
limitations. It's best to tackle these issues head-on, before
you begin to develop content. Creating a rewarding online learning
experience is, after all, the primary goal.
Grape Through a Straw
Bandwidth is everything when it comes to streaming media. Regardless
of what kind of media you are streaming, whether text, data, audio
or video, it is the available bandwidth that will determine the
end user's success or failure in receiving your material. Every
step of your production and delivery process must keep this simple
fact in mind.
When most people think of streaming media, they think of streaming
video: images of faculty lecturing in front of the class, of medical
procedures performed by experts, or of educational documentaries,
to name a few. These are all good ideas to varying degrees, but
video is enormously bandwidth-intensive. Instead of sending a
single, still image to an end user's computeras you would
for a graphic on a regular Web pagevideo requires a rapid
succession of images. Any change from one frame of the video to
the next requires additional data to be sent to the viewer's computer.
For a student at home on a 56K dial-up modem, watching a section
of a documentary video for a class would be as easy as sucking
a grape through a straw. There would literally be too much data
to fit through the tiny pipe that connects her computer to the
Internet and the media server.
A significant amount of bandwidth is also required to play back
video at a size that is acceptable to most viewers. You may be
able to get a video to stream smoothly to a user on a 56K dial-up
connection, but will anyone want to watch it if the image is barely
larger than a postage stamp? Even high-speed networks are hardly
immune from the problems with streaming video smoothly. You and
your students may all be on campus, using your school's network,
but so is everyone else at your school. A 10Mbps connection to
the Internet sounds like a wealth of bandwidth until you remember
that you and the rest of the people at your institution are all
competing, simultaneously, for a piece of that same pie. What
may be available, ultimately, is a bandwidth allocation that is
much, much smaller than you would expect.
Generally, a user will be able to tap a little more than half
of the theoretically available bandwidth, assuming no major network
traffic or other slowdowns. Keep in mind that while there is generally
much more bandwidth available to a local area network connection,
those connections tend to be used by hundreds, if not thousands,
of users at the same time.
Theoretical vs. "Real World" Data Rates
Connection Speed Theoretical Speed "Real World" Speed
28.8Kbps (modem) 3.6KB/sec 2.3KB/sec
56Kbps (modem/wireless) 7KB/sec 4.7KB/sec
256Kbps (DSL/Cable) 32KB/sec 21.4KB/sec
10Mbps (LAN) 1,280KB/sec 858KB/sec
100Mbps (LAN) 12,800KB/sec 8580KB/sec
The good news is that help is available in overcoming these bandwidth
constraints. Modern streaming media codecs (COmpressors/DECompressors)
do an excellent job of compressing the amount of data required
for a given stream down to the smallest possible amount. The latest
codecs for Microsoft Corp.'s Windows Media Player, RealNetworks'
RealPlayer and Apple Computer's QuickTime Playerthe "big
three" in streaming mediacan deliver VHS-quality video
and CD-quality audio at remarkably small data rates. But despite
these advances, the pedagogic value of streaming video or any
other kind of media must be weighed against the end user experience
of receiving that media over potentially limited connections to
the Internet.
The Right Tool for the Job
At this point, you might think that we at the Johns Hopkins Bloomberg
School of Public Health are dead set against using video in online
learning. That is certainly not the case. Picking "the right
tool for the job" is critical in meeting both our pedagogic
and technical requirements. Streaming video can be an excellent
medium for showing the change of environments over time, explaining
the details of a medical procedure, or giving the faculty teaching
in online courses a more "human" presence on their course
Web sites. The medium is not, however, good for talking heads
or re-purposing in-class lectures.
While the image of an instructor's head and upper torso can be
quite useful in conveying more of a person's personality to online
learners, at what point does the "talking head" stop
adding to the learning process and simply continue to suck up
valuable bandwidth? Shooting in-class lectures and re-purposing
them for Web broadcast may be acceptable for student review, but
serious quality control must be in place for students who are
learning entirely online.
Audio Plus PowerPoint
Instead of shooting in-class lectures, or providing a talking
head along with PowerPoint slides, we have found that audio (no
video) combined with PowerPoint slides is not only as educationally
effective when it comes to lectures, but that it provides a significantly
superior qualitative experience with minimal network overhead.
Using a small piece of video as an introduction to a lecture is
certainly worthwhile, but the video introduction should be short
and to the point. Always use video appropriately and your online
learners will be much happier.
But while using a combination of slides and audio is a highly
useful and effective, there are some important issues to keep
in mind:
Record in a studio setting, not in the classroom. Anything recorded
in the classroom and rebroadcast in an online course reeks of
"second-hand material" to online learners.
PowerPoint slides delivered as part of a streaming lecture presentation
will not display at full screen size, but rather at a much smaller
sizeusually around 400 x 300. The smaller slide size is,
again, a function of bandwidth limitations. Thus, a table on a
slide that looks fine projected in the classroom may quickly become
illegible when output for a streaming lecture presentation.
Consider making two versions of each presentation: one for high-speed
connections and one for dial-up connections. If your media player
supports SMIL (Synchronized Multimedia Instruction Language),
as the RealPlayer and QuickTime Player do, you can use the SMIL
tag to check the user's connection speed and provide an appropriate
bandwidth-intensive presentation for them.
Always allow a minimum of 15 seconds between slides in your presentation.
This will allow slides in a low-bandwidth presentation enough
time to fully download to the student's media player before display.
Lectures may be the most common form of instruction in higher
education, but lectures alone may be too passive a medium for
some learners and not the best way to convey all ideas. You might
not think of Macromedia's Flash as being "streaming media,"
but with the inclusion of audio and video streaming in the latest
Flash player, it is time to rethink that position.
Flash movies have always "streamed," in a sense, during
playback. Flash movies begin playing back as soon as enough data
has been received on the student's computer (commonly referred
to as "progressive download" rather than true streaming).
In Flash MX, however, you can now stream video or audio from Macromedia's
Flash Communication Server inside of your Flash movies. As Flash
movies can hold a great deal of interactive codeyou can
actually build complex applications within Flash MXyou can
now combine the power of streaming media with the low-bandwidth
delivery and high interactivity that Flash provides.
While the mixture of pedagogic approaches and small file sizes
that Flash allows is exciting, building online learning materials
in Flash MX can be time consuming. Although Macromedia smartly
provides a series of eLearning templates (for quizzes and the
like) along with Flash MX, most schools will need to create their
own content from scratch. Greater technical skill is required
to build richly interactive Flash applications than to create
simple streaming lecture presentations. The cost of finding and
hiring qualified developers to build the Flash applications that
you require may be beyond your budgetary means. Nonetheless, Flash
provides a compelling medium for delivering even small simulations
or animations of how data changes over time.
Stumbling Blocks
While the truly effective use of streaming media can be achieved
with even limited bandwidth, there are a few major stumbling blocks
that any institution using streaming media in online learning
must face. First and foremost is cost: Producing streaming media
is much more resource-intensive than producing text or still images
alone. From setting up a studio, to the additional time faculty
will spend preparing and recording lectures for online delivery,
to the cost of streaming media servers, the process of delivering
course content in streaming format adds up quickly.
Time is the one thing that all faculty have precious little of,
so maximizing their use of that time is critical. Building an
infrastructure to make things run as smoothly as possible for
faculty to deliver course content in streaming format is, while
expensive, critical. Few faculty will agree to a delivery strategy
that is resource intensive and exhausting.
Acquiring the streaming media player itself is another obstacle
that users in your online environment will face. Although the
Windows Media Player comes bundled with most recent versions of
the Windows operating system, many users will still have to download
the media player if you use the latest and most bandwidth-friendly
codecsan experience that can take up to a few hours for
students on dial-up connections.
Further, not all streaming media players support the same types
of streaming media. Windows Media Player does not support streaming
Flash animations and tends to work best (not surprisingly) only
on the Windows platform in conjunction with the Internet Explorer
browser. The QuickTime player supports the broadest range of streaming
media types but is the largest of the "big three" players
to download. The RealPlayer is a flexible player, which can handle
Flash animations and the latest extensions to SMIL, but the advertisements
presented in the free version of the player are a great annoyance
to many faculty and students. The Flash player is a very small
download, but developing in Flash is the most time-intensive of
all media players.
You will need to weigh the features of each player against the
issues each player presents for your audience. Supporting more
than one player requires additional resource allocation, and,
therefore, is more expensive than supporting a single player.
We have standardized on the RealPlayer because of its rich feature
set and its ability to combine a wide variety of media via SMIL.
Finally, keep in mind that streaming audio and video is not easily
searchable. There are tools available that can search streaming
media files, but they are neither simple nor inexpensive. If having
the ability to search through all content available to students
in your class is a key requirement, streaming media may not be
for you.
New Frontiers
The emergence of mobile and collaborative computing have had a
definite impact on streaming media. The promise of mobile computing
and true "anywhere learning" is enticing, but the key
issue of bandwidth and resource availability on the student end
figures even more prominently in the mobile environment. Handheld
devices and laptop computers with wireless network cards tend
to have access to less bandwidth than even dial-up modem users,
so if you plan to deliver streaming media to these audiences,
use audio only. Also, keep in mind that many handheld devices
cannot play audio of any kind, so be sure to know your audience
well before trying to deliver streaming media on handheld devices.
Collaborative computing, where multiple users work on the same
document or project at the same time, allows for high levels of
interaction between students in an online program. But finding
the tools to achieve the goals of collaborative computing can
be difficult and expensive. Recent developments in this area have
brought new tools which combine live streaming audio or video
with data sharing and, in some cases, application sharing.
Products from WebEx, Centra, HorizonLive, and elluminate provide
for collaborative computing focused on documents, while Macromedia's
new Flash Communication Server focuses on data sharing. With the
Flash Communication Server, you can build applications that combine
audio and video conferencing with real-time simulations or data
sharing activities within the Flash player. As the Flash player
is a small download and works across a wide variety of computing
platforms, this creates a particularly exciting area for new development.
Streaming media is a rich and powerful tool for delivering instruction
to online learners. With the right up-front planning and a mindful
eye toward bandwidth consumption, students in your online learning
programs can reap the benefits of streaming media while avoiding
many of the common frustrations associated with audio, video,
and other forms of media on the Web.
Brian Klaas is the Senior Systems Designer in the Distance Education
Division of the Johns Hopkins Bloomberg School of Public Health.

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