Live Stream Server Segmentation for Sub-3s Latency

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Solution Overview

Problem

Conventional live video streaming technologies face challenges such as high latency, difficulty in providing low-latency high-quality streams, synchronizing streams among multiple viewers, and offering flexible access to different classes of viewers with varying qualities of service.

Innovation Solution

The system employs a network-connected server and memory storage architecture that processes live streams to generate multiple copies, records them for later replay, and allows real-time viewing or recording, while also facilitating social interaction and synchronized event information display across multiple devices, using multiple Internet communication channels for efficient content delivery.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of time

If conventional live video streaming is used, then viewers can access live content, but high latency occurs (10-15 seconds delay)

Engineering Contradiction:
ImprovelatencyVSAvoidstream synchronization
Core Design Contradiction:
Loss of timeVSReliability

Solution Approach 1:

The system segments the streaming architecture into multiple independent components: edge servers positioned geographically close to viewers, content delivery networks (CDN), and origin servers. This segmentation allows parallel processing of video chunks and reduces centralized bottlenecks, achieving sub-3-second latency while maintaining synchronization through distributed time-stamping mechanisms.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary actions by pre-positioning video chunks at edge servers before actual playback, using predictive algorithms to anticipate viewer requests. Video segments are encoded and prepared in advance with embedded timing metadata, enabling immediate playback without waiting for full stream buffering, thus reducing latency to under 3 seconds while maintaining sync through pre-calculated timing references.

Inventive Principle:
Principle #10Preliminary action

2Manufacturing precision

If high-quality live streams are provided, then video quality improves, but bandwidth consumption increases

Engineering Contradiction:
Improvevideo qualityVSAvoidbandwidth consumption
Core Design Contradiction:
Manufacturing precisionVSLoss of energy

Solution Approach 1:

The system implements dynamic adaptive bitrate streaming that adjusts video quality in real-time based on viewer bandwidth conditions. Multiple encoding versions at different resolutions (720p, 1080p, 4K) are prepared simultaneously, and the CDN automatically selects and delivers the appropriate quality level based on real-time network measurements, ensuring high quality when bandwidth permits while conserving resources when it doesn't.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system applies local quality optimization by delivering different video quality levels to different geographic regions or device types based on measured performance characteristics. Edge servers cache high-quality versions for regions with excellent connectivity while providing lower-bitrate versions to areas with constrained bandwidth, maximizing perceived quality across the distributed viewer population without uniformly increasing total bandwidth consumption.

Inventive Principle:
Principle #3Local quality

3Quantity of substance

If multiple viewers access streams simultaneously, then audience size increases, but synchronization difficulty increases

Engineering Contradiction:
Improvenumber of viewersVSAvoidstream synchronization
Core Design Contradiction:
Quantity of substanceVSMeasurement precision

Solution Approach 1:

The system creates multiple identical copies of the video stream distributed across geographically dispersed edge servers and CDN nodes. Each copy includes embedded time-synchronization metadata and sequence identifiers. Viewers connect to the nearest available copy, and client-side players use the embedded timing information to maintain synchronization with the master stream, enabling thousands of simultaneous viewers to stay synchronized without requiring centralized real-time coordination.

Inventive Principle:
Principle #26Copying

4Adaptability or versatility

If different classes of viewers are supported, then service flexibility improves, but system complexity increases

Engineering Contradiction:
Improveservice flexibilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system implements a universal authentication and rights-management framework that handles multiple viewer classes (free users, premium subscribers, enterprise customers) through a single integrated license server. The license server issues different types of tokens with varying permission sets, and all stream delivery points use the same authentication protocol. This allows flexible service differentiation without requiring separate infrastructure for each user class, managing complexity through standardized interfaces and policies.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS20240414412A1Systems, apparatus, and methods for providing event video streams and synchronized event information via multiple internet channels
Publication Date: 2024.12.12 SPORTSCASTR INC
  • US20240414412A1 patent drawing
  • US20240414412A1 patent drawing
  • US20240414412A1 patent drawing

AI summary

A media source receives an audio/video feed of a live event and provides a first copy of the audio/video feed from a first media server endpoint to a first client device. The media source receives from the first client device a composite outgoing stream of the audio/video feed and additional video content. The media source provides a first copy of the composite outgoing stream from a second media server endpoint. A webserver transmits first instructions to a second client device to cause the second client device to: 1) connect to the second media server endpoint so as to receive, on a first communication channel, the first copy of the composite outgoing stream, and 2) connect to a socket of a socket server to receive, on a second communication channel, first digital content corresponding to first event information. In one example, the webserver transmits second instructions to a third client device to cause the third client device to also connect to the same socket of the socket server to receive the first digital content corresponding to the first event information.