Network Working Group                                        R. Ramdhany
Internet-Draft                                                       BBC
Intended status: Informational                                   N. Race
Expires: 4 September 2025                                        D. King
                                                    Lancaster University
                                                            3 March 2025


Use Case and Challanges for the Deployment of Object-Based Media across
                              the Internet
                draft-rrk-object-based-media-usecase-00

Abstract

   This document outlines the challenges and use cases for the
   deployment and operation of Object-Based Media (OBM), also known as
   Flexible Media (FM), across the Internet.  It discusses key
   considerations such as compute-aware traffic steering, metric usage,
   bandwidth optimization, and latency reduction techniques.

   The intention of this document is to highlight specific challanges or
   areas where IETF investigation and applicable solutions are needed
   for the optimal deployment of OBM-based media services.

About This Document

   This note is to be removed before publishing as an RFC.

   The latest revision of this draft can be found at
   https://example.com/LATEST.  Status information for this document may
   be found at https://datatracker.ietf.org/doc/draft-rrk-object-based-
   media-usecase/.

   Discussion of this document takes place on the WG Working Group
   mailing list (mailto:WG@example.com), which is archived at
   https://example.com/WG.

   Source for this draft and an issue tracker can be found at
   https://github.com/USER/REPO.

Status of This Memo

   This Internet-Draft is submitted in full conformance with the
   provisions of BCP 78 and BCP 79.







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Table of Contents

   1.  Introduction  . . . . . . . . . . . . . . . . . . . . . . . .   3
     1.1.  Object-Based Media (OBM)  . . . . . . . . . . . . . . . .   3
     1.2.  Significance of Object-Based Media  . . . . . . . . . . .   5
   2.  Conventions and Definitions . . . . . . . . . . . . . . . . .   5
   3.  Deploying Object-Based Media Services . . . . . . . . . . . .   6
     3.1.  Compute Aware Traffic Steering  . . . . . . . . . . . . .   7
     3.2.  On Path Computing . . . . . . . . . . . . . . . . . . . .   7
     3.3.  Bandwidth Optimisation Strategies . . . . . . . . . . . .  10
     3.4.  Latency Reduction Techniques  . . . . . . . . . . . . . .  10
     3.5.  Media Transport Protocols . . . . . . . . . . . . . . . .  10
   4.  Architecture for Object-Based Media . . . . . . . . . . . . .  10
   5.  General Metrics . . . . . . . . . . . . . . . . . . . . . . .  14
     5.1.  Applicable Metrics  . . . . . . . . . . . . . . . . . . .  15
       5.1.1.  Delivery Performance  . . . . . . . . . . . . . . . .  15
       5.1.2.  Client QoE  . . . . . . . . . . . . . . . . . . . . .  16
       5.1.3.  Cost  . . . . . . . . . . . . . . . . . . . . . . . .  17
     5.2.  Compute Metrics . . . . . . . . . . . . . . . . . . . . .  17
     5.3.  Network Metrics . . . . . . . . . . . . . . . . . . . . .  18
   6.  Flex Media Service Types  . . . . . . . . . . . . . . . . . .  19
   7.  Compute and Bandwidth Estimates for Flex Media  . . . . . . .  19



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   8.  Scalability Considerations  . . . . . . . . . . . . . . . . .  22
     8.1.  Server-Side Processing  . . . . . . . . . . . . . . . . .  22
     8.2.  Client-Side Processing  . . . . . . . . . . . . . . . . .  22
     8.3.  Quality of Service (QoS) and Quality of Experience
           (QoE) . . . . . . . . . . . . . . . . . . . . . . . . . .  23
   9.  Security Considerations . . . . . . . . . . . . . . . . . . .  23
   10. Normative References  . . . . . . . . . . . . . . . . . . . .  23
   Appendix A.  IANA Considerations  . . . . . . . . . . . . . . . .  23
   Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . .  24
   Authors' Addresses  . . . . . . . . . . . . . . . . . . . . . . .  24

1.  Introduction

   Object-Based Media (OBM) represents a significant evolution in media
   distribution, allowing content to be dynamically assembled,
   personalized, and optimized for different devices, user preferences,
   and network conditions.  Unlike traditional linear media, OBM
   decomposes content into discrete objects such as video segments,
   audio layers, and metadata that can be orchestrated in real-time.
   This approach enhances adaptability, interactivity, and efficient
   resource utilization across media delivery ecosystems.

   The deployment of OBM-based services introduces several technical
   challenges, particularly in terms of network infrastructure, compute
   resource management, and traffic steering.  The integration of
   compute-aware networking techniques, such as those being developed by
   the IETF Compute-Aware Traffic Steering (CATS) working group, is
   crucial to optimizing OBM workflows.  By leveraging standardized
   frameworks and emerging IETF technologies, OBM can be effectively
   deployed across diverse media ecosystems.

   The intention of this document is to highlight open gaps or areas
   where IETF efforts are needed for the ongoing deployment of OBM-based
   media services.  It outlines key OBM service types and their
   respective functionalities, emphasizing their implications for
   network and compute resource management.

1.1.  Object-Based Media (OBM)

   Traditional media broadcasts, in both radio and video, broadcast a
   packaged, edited, single linear stream of information to all users
   regardless of playback device or environmental factors.  Object-based
   media represents a significant shift from traditional media
   production and broadcasting methods, focusing instead on creating,
   storing, and transmitting media as a collection of discrete objects
   (such as audio, video, or text elements) rather than a single,
   unchangeable stream.  This approach allows for media to be more
   interactive, adaptable, and personalised to individual viewers or



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   listening environments, offering several advantages for the future of
   television and other media experiences.

   Object-based (OBM) media, also known as Flexible Media (FM), enables
   content to be tailored to individual preferences or requirements.
   For instance, a viewer could adjust the level of background music in
   a program, switch between different camera angles, or select which
   storyline to follow in a complex narrative.  This level of
   personalisation enhances viewer engagement and satisfaction.  It can
   greatly improve accessibility features for diverse audiences.  For
   example, audio descriptions for the visually impaired or sign
   language for the deaf can be seamlessly integrated and toggled on or
   off according to the viewer's needs.  This inclusivity expands the
   reach of the content to a wider audience.

   Efficient use of Internet bandwidth, especially at scale, is crucial.
   Broadcasters can optimize bandwidth usage more efficiently by
   transmitting only the objects necessary for a particular viewer's
   experience.  This is particularly beneficial in environments with
   constrained bandwidth or users with limited data plans.  FM media can
   be designed to be compatible across various devices and screen sizes,
   ensuring a consistent user experience whether the content is viewed
   on a smartphone, tablet, or large television screen.  This
   scalability is crucial to the variety of devices and screens.

   FM content can be stored on Content Delivery Networks (CDNs), which
   efficiently distribute digital content, such as multimedia files and
   live streams, over IP networks to multiple endpoints and viewers.
   Typically, a CDN includes one or more servers responsible for
   delivering digital objects or streams.  Additionally, it features a
   management or control system that handles various operations such as
   content distribution, request routing, reporting, metadata
   management, and other functionalities essential for the system's
   performance.

   Contemporary approaches to media delivery are challenging for OBM
   content distribution.  The flexibility in personalised media
   introduces a challenge of re-versioning, where the combinatorial
   explosion of potential content versions makes it impractical to pre-
   render and store all permutations.  On-demand re-versioning can occur
   on the device if local processing capabilities and network bandwidth
   allow the objects to be transported to the device and composited.
   However, media object composition will likely need to be offloaded
   upstream in the distribution pipeline to enable universal delivery.







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1.2.  Significance of Object-Based Media

   An OBM service is personalised media such as stories, audiobooks, and
   games.  This content is generated based on user preferences and
   experiential learning, ensuring a tailored experience.  It employs
   multi-directional delivery methods, allowing user-generated content
   and personalised media to thrive.  This "software-powered content"
   caters to end-users, the primary recipients and participants in this
   dynamic ecosystem.

   From a network distribution perspective, OBM media requires a robust
   and flexible delivery infrastructure capable of handling the dynamic
   assembly of content based on user interactions and preferences.  This
   necessitates advanced content delivery networks (CDNs) and edge
   computing solutions that efficiently process and deliver personalised
   content streams.  Moreover, the scalability of this approach is
   critical, as it must support a potentially vast number of unique user
   experiences generated from the same set of media objects.  By
   separating media components, creators can offer multiple versions of
   content tailored to different needs, such as alternative audio tracks
   for different languages or visually impaired audiences requiring
   descriptive audio.  This level of adaptability not only enhances the
   user experience but also broadens the audience's reach.

   Personalisation of media can occur in multiple stages if regional and
   personal preferences are considered.  Delivery infrastructures for
   personalised media need therefore offer flexibility in creating
   dynamic media composition stages at various locations in the network
   to efficiently support the various personalisation permutations.
   Further, the selection of media composition sites depends on the
   availability of compute resources, proximity to storage for media
   objects and if user agency is afforded, round-trip times to the
   destination Client.

2.  Conventions and Definitions

   The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT",
   "SHOULD", "SHOULD NOT", "RECOMMENDED", "NOT RECOMMENDED", "MAY", and
   "OPTIONAL" in this document are to be interpreted as described in
   BCP 14 [RFC2119] [RFC8174] when, and only when, they appear in all
   capitals, as shown here.

   The following terms are used in this document:

   *  AI: Artificial Intelligence aims to create systems capable of
      performing tasks that typically require human intelligence, such
      as understanding natural language, recognizing patterns, and
      making decisions.



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   *  Clients: Media playback applications are designed to request and
      ingest flexible media content.

   *  Edge Computing: Is a computing pattern that moves computing
      infrastructures, i.e, servers, away from centralized data centers
      and instead places it close to the end users for low latency
      communication.

   *  Network Edge: Is an architectural demarcation point used to
      identify physical locations where the corporate network connects
      to third-party networks.

   *  Objects: Assets that are used to make a piece of content.

   *  Scheduler: Instantiates executors for jobs at a local controller
      based on the resources available at the compute site where the
      system resides.

   *  Service: A media stream of user-generated personalised content.

   *  Service identifier: An identifier representing a service, which
      the clients use to access it.

3.  Deploying Object-Based Media Services

   It is important to optimise network traffic in OBM environments where
   computing resources are distributed across multiple locationss.  This
   involves making the network aware of the computational context: where
   computing resources are located, their capabilities, and their
   current load or availability.  By analyzing these factors, the
   network can optimize routing decisions, improving efficiency,
   reducing latency, and enhancing the performance of networked
   applications and services.  Unlike traditional media formats, OBM
   treats media elements as independent objects that can be orchestrated
   at runtime.  This document outlines the use cases and requirements
   for OBM, emphasising the possible role of the IETF Compute-Aware
   Traffic Steering (CATS) initiative in optimising the delivery of OBM
   content.  Key components of OBM include:

   *  Media Objects: Discrete elements such as video segments, audio
      layers, and metadata.

   *  Orchestration Engine: Determines how objects are assembled based
      on contextual factors.

   *  Delivery Mechanisms: Network protocols and architectures enabling
      object transport and synchronisation.




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   The dynamic nature of OBM necessitates advanced traffic steering
   mechanisms that can adapt to compute and network constraints in real-
   time.

3.1.  Compute Aware Traffic Steering

   Deployment of OBM services introduces several technical challenges,
   particularly in the context of Compute Aware Traffic Steering (CATS).
   Real-time adaptation of compute resource usage is a major challenge,
   as media objects must be dynamically composed and delivered based on
   changing network and compute conditions.  Synchronisation across
   distributed compute nodes is also essential, ensuring coordinated
   media object delivery and processing across edge, cloud, and on-
   premise compute resources.  As the process is managed an additional
   challenge of Quality of Experience (QoE) management, where compute
   resource usage must be balanced with perceived quality improvements
   to enhance the user experience, is also required.

   To support OBM delivery, compute-aware traffic steering must fulfil
   several requirements.  It must possess dynamic compute resource
   awareness, allowing assessment and adaptation to available compute
   power along the delivery path.  Multi-layer orchestration is
   necessary to coordinate network-layer traffic steering with
   application-layer OBM composition.  Low-latency compute routing is
   crucial for minimising processing delays in interactive media
   experiences.  Additionally, scalability and load balancing are needed
   to ensure efficient distribution of media object processing,
   preventing compute bottlenecks.  Lastly, edge-aware optimisation
   should be integrated to leverage edge computing for latency-sensitive
   OBM applications.

3.2.  On Path Computing

   The Computing-Aware Traffic Steering (CATS) framework is designed to
   enhance traffic steering by considering both network and computing
   resource metrics.  The approach aims to optimize service delivery in
   environments where computing resources are distributed across
   multiple edge sites.

   There are several components in CATS Framework:

   *  Service Sites and Instances: These are locations hosting one or
      more service instances capable of processing client requests.

   *  CATS Service Metric Agent (C-SMA): This component collects metrics
      related to the performance and availability of service instances.





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   *  CATS Network Metric Agent (C-NMA): Responsible for gathering
      network-related metrics, such as latency and congestion status.

   *  CATS Path Selector (C-PS): Utilizes metrics from both C-SMA and
      C-NMA to make informed traffic steering decisions, ensuring
      optimal service delivery.

   *  CATS Traffic Classifier (C-TC): Identifies and classifies incoming
      traffic to apply appropriate steering policies.

   The described workflow in the CATS framework assumes a classic
   client-server interaction, where a client submits a compute request,
   a server processes it, and the result is returned to the original
   requester.  This model aligns with the current CATS architecture, in
   which the CATS Path Selector (C-PS) determines the most suitable
   compute instance and steers traffic accordingly.

   There is an additional requirement where multiple compute instances
   “on the path” that the C-PS might choose and steer traffic.  For
   example, a flex media experience will be steered between multiple
   compute service instances (media object compilers), before finally
   being steered to a CDN server to be cached, or back to user.  These
   scenario would require a slight modification to the CATS framework,
   and is presented below.

   The CATS framework describes a single compute instance performing the
   necessary computation before returning the result.  Enabling on-path
   compute would require support for sequential steering, allowing C-PS
   to dynamically route traffic between multiple compute instances
   before delivering the final output.  The CATS Service Metric Agents
   (C-SMA) and CATS Network Metric Agents (C-NMA) may also require
   enhancements to track multiple processing stages, ensuring each
   instance is selected efficiently based on compute and network
   conditions.  This extension transforms the CATS framework from a
   single-step compute selection model into a multi-hop, compute-aware
   path.















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                         +------+
                         |source|
                         +---+--+          +-----------+
                             |             |destination|
                      +------+-------+     +-----+-----+
                +-----+     C-TC     |           |
                |     |--------------|           |
            +------+  |CATS-Forwarder|      +----+---+
        ....| C-PS |..|              |......|  Edge  |...
        :   |      |  |              |      | Router |  :
        :   +------+  +--------------+      +--------+  :
        :                                               :
        :   +-------+                                   :
        :   | C-NMA |       Underlay                    :
        :   +-------+    Infrastructure                 :
        :                                               :
        :                                               :
        : +--------------+             +--------------+ :
        : |CATS-Forwarder|  +-------+  |CATS-Forwarder| :
        :.|              |..| C-SMA |..|              |.:
          +--------+-----+  +-------+  +--------------+
                    |         |        |     C-SMA    |
                    |         |        +-------+------+
                    |         |                |
                    |         |                |
                 +------------+          +------------+
                +------------+ |        +------------+ |
                |  Service   | |        |  Service   | |
                |  Contact   | |        |  Contact   | |
                |  Instance  |-+        |  Instance  |-+
                +------------+          +------------+

   To fully realise OBM services, a new requirement exists where
   multiple compute instances may exist along the network path, and the
   C-PS may need to steer traffic between them sequentially rather than
   directly selecting a single endpoint.

   For example, in a OBM experience, a request might be processed by
   multiple compute instances (such as a compute-heavy media object
   compiler and an additional GPU node for rendering 3D overlay graphics
   or providing descriptive audio narration) before finally being
   directed to a CDN server for caching, or back to the user that
   requested the service.

   This approach introduces a multi-stage compute workflow instead of
   the single-step selection model in the existing CATS framework.





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3.3.  Bandwidth Optimisation Strategies

   To be discussed in future versions of this document.

3.4.  Latency Reduction Techniques

   To be discussed in future versions of this document.

3.5.  Media Transport Protocols

   The Internet Engineering Task Force (IETF) has been involved in
   numerous initiatives and has developed various standards and
   protocols to improve and facilitate video media delivery across
   Internet infrastructure.

   *  Real-Time Streaming Protocol (RTSP): Defined in [RFC7826], RTSP
      controls streaming media servers.  RTSP is designed to control
      media sessions between endpoints and acts as a network remote
      control for multimedia servers.

   *  Real-time Transport Protocol (RTP): Specified in [RFC3550], RTP
      delivers audio and video over IP networks.  It is widely used in
      streaming media systems, video conferencing, and push-to-talk
      features (VoIP).

   *  RTP Control Protocol (RTCP): Defined alongside RTP in [RFC3550],
      RTCP provides out-of-band statistics and control information for
      an RTP flow.  It monitors transmission statistics and quality of
      service (QoS) and aids in synchronisation between different
      streams.

   *  HTTP Live Streaming (HLS): While initially developed by Apple and
      not originally an IETF standard, HLS has become widely adopted for
      online streaming live and on-demand video content.  The IETF has
      documents that discuss HLS within the context of internet
      infrastructure, such as [RFC8216].

   *  Media Over QUIC (MoQ): To be discussed.

   Future versions of this documented will highlight specific techniques
   that would bring benefits to the consumer (user) and provider of OBM
   services.

4.  Architecture for Object-Based Media

   The following sections dicusses a high-level architecture and
   functional componets for the deployment of OBM services.




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      +------------------+-----------------+
      |       Flex Media Orchestrator      |
      |  +------------------------------+  |
      |  |  Object Media Queue Manager  |  |
      |  | +--------------------------+ |  |
      |  | | Personalised Media Queue | |  |
      |  | +--------------------------+ |  |
      |  | | Personalised Media Queue | |  |
      |  | +--------------------------+ |  |
      |  | | Personalised Media Queue | |  |
      |  | +--------------------------+ |  |
      |  | | Personalised Media Queue | |  |
      |  | +--------------------------+ |  |
      |  +------------------------------+  |
      |          |                |        |
      |  +-------------+   +-------------+ |
      |  |Job Scheduler|   |Job Scheduler| |
      |  |Compute Alloc|   |Compute Alloc| |
      |  +-------------+   +-------------+ |
      +------------------------------------+
                |               |
                v               v
         +-----------------------------+
         |  Compute & Object Allocator |
         |  +-----------------------+  |
         |  | Distributed Compute   |  |
         |  |  Grid (Nodes/Jobs)    |  |
         |  +-----------------------+  |
         +-----------------------------+
                       |
                       v
         +-----------------------------+
         |   Network Orchestrator      |
         |  +-----------------------+  |
         |  |     Core Network      |  |
         |  |  (Cloud & Telecom)    |  |
         |  +-----------------------+  |
         |      |        |        |    |
         |  +------+ +------+ +------+ |
         |  | Metro| | Metro| | Metro| |
         |  +------+ +------+ +------+ |
         |      |        |        |    |
         |  +-----+  +-----+  +-----+  |
         |  |Users|  |Users|  |Users|  |
         |  +-----+  +-----+  +-----+  |
         +-----------------------------+





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   The above figure provides a conceptualized architecture for flex
   media processing and delivery, where media objects are dynamically
   assembled and personalized for individual users.  Unlike traditional
   media streaming, which delivers a pre-encoded linear stream, OBM
   decomposes content into discrete media objects such as video
   segments, audio tracks, subtitles, and metadata.  These objects are
   retrieved, processed, and compiled dynamically based on user
   preferences, user device capabilities (or distributed and dedicated
   compute nodes), and network conditions.










































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                                       +-------------------------------+
                                       |   BBC Flex Media Orchestrator |
                                       |  +-------------------------+  |
                                       |  | Policy Decision         |  |
                                       |  | Site Manager            |  |
                                       |  | Site Observer (Cloud)   |  |
                                       |  +-------------------------+  |
                                       +-------------------------+-----+
                                                                 |
                                                                 |
  +----------------+       +-----+       +----------------+      |
  |     Users      |------>| CDN |<----->|    Storage     |      |
  +------+---------+       +-----+       +----------------+      |
         |                                 |                     |
         |                                 v                     |
         |      +------------------------------------+           |
         |      |        OBM Ingress Site            |           |
         |      | +------------+    +-------------+  |           |
         |----->| | Media Switch|-->|   Cache     |  |           |
         |      | +------------+    +-------------+  |           |
         |      | | Job Board   |   | Scheduler   |  |<----------|
         |      | | Board Ctrl  |   | Flex Media  |  |           |
         |      | | CDN PoP     |   | Net Perf    |  |           |
         |      | +------------+    +-------------+  |           |
         |      +------------------------------------+           |
         ^                                                       |
         |                                                       |
  +------+---------------------------+                           |
  |            Compute Site          |<--------------------------+
  | +----------------+  +----------+ |
  | | Media Server 1 |->| Jobs     | |
  | | Media Server N |->| Storage  | |
  | +----------------+  +----------+ |
  | +------------------------------+ |
  | |       Media Orchestrator     | |
  | +------------------------------+ |
  | |  Site Controller  | Allocator| |
  | +------------------------------+ |
  +----------------------------------+

   Users are shown as interacting with a system that manages
   personalized media queues.  Each user is associated with a dedicated
   queue that maintains a sequence of media objects tailored to their
   specific requirements.  This approach allows for fine-grained control
   over content delivery, ensuring that media elements are customized in
   real-time.  The Object Media Queue Manager is responsible for
   handling these personalized queues and forwarding processing requests
   to the appropriate compute resources.  These components coordinate



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   the retrieval and processing of media objects by distributing tasks
   across available resources.  The Job Scheduler determines the order
   and priority of processing tasks, while the Resource Allocator
   assigns computational and storage resources to execute them.  This
   scheduling mechanism is critical for balancing resource utilization,
   optimizing media rendering, and ensuring low-latency delivery.

   The Compute and Object Resource layer, which includes distributed
   compute nodes and storage elements responsible for processing media
   objects.  The connections between the Job Scheduler, Resource
   Allocator, and compute nodes allow workloads to mapped to specific
   resources.  The dynamic scheduling approach where different media
   objects are processed in parallel across multiple compute units,
   enhances scalability and efficiency, enabling personalized media
   delivery at scale.  By integrating compute-aware resource scheduling
   with object-based media workflows, this architecture supports
   adaptive content distribution while optimizing network and compute
   resources.

5.  General Metrics

   In traditional routing systems, often network path costs may not
   change frequently unless there is a resource failure or planned
   outage, whereas network traffic engineering metrics, such as
   available bandwidth, may fluctuate more dynamically.  However, the
   computation-oriented metrics relevant to OBM can be highly variable,
   influenced by factors such as session numbers, CPU and GPU
   utilisation, and memory consumption.  Determining the appropriate
   interval or triggering events for distributing this information is
   critical, as overly frequent updates may cause unnecessary signalling
   overhead.

   OBM requires the ability to dynamically assess compute availability
   and adjust media object delivery accordingly.  Depending on the
   decision logic associated with OBM service delivery, one or more
   compute-related metrics must be conveyed within a CATS domain.  The
   frequency of such conveyance must be optimised to ensure that
   signalling overhead does not introduce additional network congestion.
   While existing routing protocols can provide a baseline for conveying
   such metrics, alternative mechanisms may be required to efficiently
   integrate compute-aware decision-making processes.










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   Furthermore, an effective OBM system should balance network path
   selection with the real-time availability of compute resources to
   ensure optimal QoE.  This may involve leveraging distributed compute
   resources across the network, matching computing workloads to
   resource-availability and allowing OBM elements to be processed
   closer to the user when necessary.  Mechanisms for synchronising
   compute-aware decisions across different network segments will be
   crucial to ensuring seamless media composition and delivery.

   The categories of metrics relevant to OBM in a compute-aware traffic
   steering context include:

   *  Compute and GPU Resource Availability: CPU and GPU utilisation,
      memory consumption, and storage capacity at different compute
      nodes.

   *  Session and User Load: Number of concurrent media sessions, user
      distribution, and geographic density of active users.

   *  Processing Latency Delays introduced by encoding, decoding, and
      media object composition at various compute locations.

   *  Network Throughput and Congestion: Available bandwidth, packet
      loss, and jitter affecting media object transmission.

   *  Edge and Cloud Resource Allocation: Distribution of OBM processing
      tasks between central cloud servers and edge computing nodes to
      balance performance and latency.

5.1.  Applicable Metrics

   In addition to metrics for assessing compute suitability and
   availability, metrics are also required to select a particular
   compute site.  This decision requires an undertanding of both the
   cost of offloading and its impact on Quality of Experience (QoE).
   For most flex media experiences, there are also baseline QoE
   constraints that need to be factored in this decision.  These metrics
   can be grouped in three main classes:

5.1.1.  Delivery Performance

   This includes metrics associated with video delivery and media
   experience responsiveness , if the user is afforded agency via
   interaction:







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   *  Frame Rate: target frame rate for the experience (30 fps for video
      animations, sampling rate for audio); also specifies the rate of
      work done required to produce the frames i.e. at frame rate 60
      fps, twice the amount of computation is required compared to a 30
      fps offloaded experience.

   *  Frame Size: size of video frames (pixels) or audio samples (bit
      depth); usual Flex Media video resolutions are 720p, 1080p (HD)
      and 2160p (4K).

   *  Bit Rate: amount of media data processed per second.  Usually
      calculated as Frame Rate x Resolution (bps)

   *  Delay: The end-to-end delay for streaming offloaded flex media
      consists of the following:

      -  Render Delay: time to render each frame; this is dependent on
         the frame size, the number of objects to render and metrics
         indicating compute type (CPU, SIMD, GPU) and capabilities
         (frequency, boosted frequency, number of cores, number of
         render units, memory bandwidth, memory size, memory
         utilization, core utilization).

      -  Encode Delay: time taken to encode and package frames for
         streaming.  This depends on encoder type (hardware or
         software), encoding type (some are more optimised for low-
         latency) and media segment length.

      -  Transport Delay: the network propagation delay for a media
         frame; depends on Frame Size and network bandwidth

5.1.2.  Client QoE

   These metrics concern the consumption of flex media and the
   perception of degradations by the user.  Some metrics like delay/
   asynchrony tolerance are set by editorial guidelines.  For example,
   there are different acceptable delays for interactive TV applications
   like switching media objects than for game-like or XR applications.

   *  Delay tolerance: The threshold for the particular experience
      beyond which the delay becomes perceptible/irritating to the user;
      usually editorially set as it may be experience-specific.

   *  Object Asynchrony: the asynchrony between the various objects
      being assembled; offloading one or more objects processing may
      result in the objects arriving out of sync at the point of
      assembly due to network delay variation.




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   *  Asynchrony Tolerance: the threshold beyond which the time shift
      between the objects becomes perceptible to the user.  Lip-sync
      (between audio and video objects) has a lower asynchrony tolerance
      than Picture-in-Picture.

   *  Object Quality: the average Frame Rate and the Frame Size of the
      media object; objects can be streamed at different qualities to
      meet bandwidth constraints based on user perception.

   *  Quality Switches (Magnitude, Frequency): if the media object is
      delivered via adaptive streaming, then this metric measures the
      frequency and magnitude of switches between available object
      qualities (e.g. resolution/bit rates).

   *  Number of Rebuffering Events: number of audio/video stalls over a
      time period due to network congestion or server performance
      delaying arrival of frames for decoding and playback.

   *  Playback Rate: the rates at which different objects are played at
      the point of assembly and presentation.  These can vary if local
      playback adaptation algorithms are used to overcome object
      asynchrony.

5.1.3.  Cost

   These metrics refer to the cost of running offloaded media processing
   jobs at a selected compute site and streaming the results back to the
   client.

   *  Render Cost: this is determined from resources used (CPU/+GPU),
      the time taken to render, and time to encode a given task for
      transport.

   *  Cache Recency: this specifies the (caching policy) i.e. the
      priority to be set for keeping a generated object frame in a
      cache.  Utilisation of a cache reduces compute resource
      utilisation.  An object with higher Cache Recency indicates a
      higher probability that this object will be required by another
      client in the lifetime of the experience.

5.2.  Compute Metrics

   These metrics are used to assess the suitability of compute resources
   and their availability for offloading of flex media compute tasks.
   They denote different types of compute hardware as well as their
   level of utilisation.  GPUs will run tasks such as rendering complex
   images, where NPUs are preferred for repetitive and less complex AI
   tasks, such as background blurring or object detection.



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   *  Compute Type: Type of processor (CPU, GPU, Frequency, FLOPS,
      integer, FP8, 4 octets)

   *  CPU: Frequency, number of cores, core utilization, memory
      bandwidth, memory size, memory utilization, power consumption.

   *  GPU: Frequency, number of render units, memory bandwidth, memory
      size, memory utilization, core utilization, power consumption.
      For

   *  NPU: TOPS , utilization, power consumption

   *  System Load Average: A measure of the average workload of a system
      over a time period, providing a snapshot of overall system
      performance.

   *  Storage: Available space, read speed, write speed.

5.3.  Network Metrics

   These metrics enable the assessment the suitability ot network links
   based on their characteristics as they can adversely affect QoE.

   *  Latency: The time it takes for data to travel from source to
      destination is critical for the time-sensitive delivery of flex
      media.

   *  Bandwidth: The maximum rate of data transfer across a network
      path, indicating the capacity of the network link.

   *  Packet Loss: The percentage of packets that fail to reach their
      destination, affecting the network connection quality.

   *  Jitter: The variability in packet delay can impact the performance
      of real-time applications like VoIP or video streaming.

   *  Throughput: The actual data transfer rate achieved can be lower
      than the available bandwidth due to various factors like
      congestion.

   *  Error Rates: The rate of erroneous packets, indicating the quality
      of the network link.









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6.  Flex Media Service Types

   OBM enables the decomposition of traditional (linear) media content
   into discrete media objects that can be dynamically selected,
   assembled, and delivered based on user preferences, device
   capabilities, and network conditions.

   This approach enhances personalization, adaptability, and efficiency
   in media delivery.  THere are specific key OBM service types,
   including:

   *  Narrative Versioning: enables the dynamic adaptation of media
      content by allowing multiple versions of a narrative to be encoded
      as separate media objects.  These objects can be selected and
      assembled in real-time based on user preferences, accessibility
      requirements, or contextual factors such as location, time of day,
      or device capabilities.

   *  Layered Compositing: involves dynamically assembling media content
      by overlaying multiple independent media layers.  This approach
      allows for real-time customization and modification of media
      streams without requiring pre-rendered compositions.

   *  Rendered Objects: refers to media elements that require
      computational processing before playback.  These objects are
      dynamically generated based on real-time conditions, user
      interactions, or AI-based content synthesis.

   *  Non-Graphical Objects encompass metadata, control logic,
      interactivity triggers, context-aware overlays, and sensory
      elements (e.g., haptic feedback, spatial audio cues).  These
      objects facilitate context-aware and interactive media
      experiences.

   These four service types form the foundation of OBM and enabling
   personalized, context-aware, and interactive media experiences.
   These capabilities align with emerging trends in in-network
   computing, edge processing, and AI-driven content adaptation for
   next-generation media applications.

7.  Compute and Bandwidth Estimates for Flex Media

   A single compute node can handle approximately 60 users for 4K
   content at 30Hz and 1,200 users for HD content at 30Hz.

   Compute Estimates: Narrative Versioning





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   +-----------------------------------------------------------+
   |Number of Users | Worst Case | Best Case (90% Cache Hits)  |
   +----------------+------------+-----------------------------+
   | 10,000 users   |  45 nodes  |  5 nodes                    |
   | 250,000 users  | 1,125 nodes| 113 nodes                   |
   | 1,000,000 users| 4,500 nodes| 450 nodes                   |
   +----------------+------------+-----------------------------+

   Compute Estimates: Layered Compositing

   +------------------------------------------------------------+
   |Number of Users | Worst Case  | Best Case (90% Cache Hits)  |
   +----------------+-------------+-----------------------------+
   | 10,000 users   | 111 nodes   | 84 nodes                    |
   | 250,000 users  | 2,775 nodes | 2,082 nodes                 |
   | 1,000,000 users| 11,100 nodes| 8,325 nodes                 |
   +----------------+-------------+-----------------------------+

   Compute Estimates: Rendered Objects

   +------------------------------------------------------------+
   |Number of Users | Worst Case  | Best Case (90% Cache Hits)  |
   +----------------+-------------+-----------------------------+
   | 10,000 users   | 138 nodes   | 104 nodes                   |
   | 250,000 users  | 3,450 nodes | 2,600 nodes                 |
   | 1,000,000 users| 13,800 nodes| 10,400 nodes                |
   +----------------+-------------+-----------------------------+

   Compute Estimates: Non-Graphical

   +-----------------------------+
   |Number of Users | Worst Case |
   +----------------+------------+
   | 10,000 users   | 10 nodes   |
   | 250,000 users  | 250 nodes  |
   | 1,000,000 users| 1,000 nodes|
   +----------------+------------+

   Bandwidth requirements vary based on content resolution, the number
   of simultaneous users, and the type of media being delivered.

   Bandwidth for Different Resolutions:

   *  HD (1080p) at 30Hz: A typical bitrate for HD streaming at 30
      frames per second is around 5-8 Mbps.

   *  4K at 30Hz: Streaming 4K content at 30 frames per second usually
      requires a bit rate of 15-25 Mbps.



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   HD Bandwidth Requirements per # of Users

   +----------------------------------------------------------+
   | Type       | Number of Users | HD Bandwidth Req. (Mbps)  |
   +------------+-----------------+---------------------------+
   | Narrative  | 10,000          | 25,000 - 40,000           |
   | Versioning | 250,000         | 625,000 - 1,000,000       |
   |            | 1,000,000       | 2,500,000 - 4,000,000     |
   | Layered    | 10,000          | 25,000 - 40,000           |
   | Compositing| 250,000         | 625,000 - 1,000,000       |
   |            | 1,000,000       | 2,500,000 - 4,000,000     |
   | Rendered   | 10,000          | 25,000 - 40,000           |
   | Objects    | 250,000         | 625,000 - 1,000,000       |
   |            | 1,000,000       | 2,500,000 - 4,000,000     |
   +----------------------------------------------------------+

   4K Bandwidth Requirements per # of Users

   +----------------------------------------------------------+
   | Type       | Number of Users |  4K BW Requirement (Mbps) |
   +------------+-----------------+---------------------------+
   | Narrative  | 10,000          | 75,000 - 125,000          |
   | Versioning | 250,000         | 625,000 - 1,000,000       |
   |            | 1,000,000       | 2,500,000 - 4,000,000     |
   | Layered    | 10,000          | 25,000 - 40,000           |
   | Compositing| 250,000         | 625,000 - 1,000,000       |
   |            | 1,000,000       | 2,500,000 - 4,000,000     |
   | Rendered   | 10,000          | 25,000 - 40,000           |
   | Objects    | 250,000         | 625,000 - 1,000,000       |
   |            | 1,000,000       | 2,500,000 - 4,000,000     |
   +----------------------------------------------------------+

   Total (HD and 4K) Bandwidth Requirements per # of Users

  +--------------------------------------------------------------------+
  | Type                 | Number of Users | Total Bandwidth (Gbps)    |
  +----------------------+-----------------+---------------------------+
  | Narrative Versioning | 10,000          | 100 - 165                 |
  |                      | 250,000         | 2,500 - 4,125             |
  |                      | 1,000,000       | 10,000 - 16,500           |
  | Layered Compositing  | 10,000          | 100 - 165                 |
  |                      | 250,000         | 2,500 - 4,125             |
  |                      | 1,000,000       | 10,000 - 16,500           |
  | Rendered Objects     | 10,000          | 100 - 165                 |
  |                      | 250,000         | 2,500 - 4,125             |
  |                      | 1,000,000       | 10,000 - 16,500           |
  +--------------------------------------------------------------------+




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8.  Scalability Considerations

   Scalability concerns for OBM distribution at scale are significant
   due to the inherently complex and dynamic nature of delivering
   personalised, interactive content to a wide audience.  These concerns
   primarily revolve around the following aspects:

   *  Network Bandwidth: Object-based media, by its nature, can require
      more data transmission than traditional linear media because it
      involves sending multiple media objects (and potentially multiple
      versions of each object) to allow for user customisation and
      interactivity.  This can lead to increased bandwidth demands,
      particularly during peak usage times, posing challenges for
      content delivery networks (CDNs) and end-user internet
      connections.

   *  Compute Resource Usage: To be discussed in later versions of this
      document.

   Addressing these scalability concerns requires innovative solutions
   in content distribution architectures, such as more intelligent edge
   computing frameworks, advanced caching strategies, more efficient
   encoding techniques, and the development of new standards and
   protocols designed to support the dynamic nature of object-based
   media.  Additionally, leveraging advancements in network
   infrastructure, such as 5G and beyond, can provide the high bandwidth
   and low latency needed to deliver personalised, interactive media
   experiences to large audiences.

8.1.  Server-Side Processing

   The dynamic assembly of media objects based on user preferences,
   context, or device capabilities can impose significant processing
   loads on servers (compute nodes), especially for live or real-time
   content.  Scalability challenges arise in efficiently managing these
   computational demands, particularly when serving a large and
   concurrent user base.

8.2.  Client-Side Processing

   The variability in client devices (ranging from smart TVs and set-top
   boxes to smartphones and tablets) poses challenges in ensuring a
   consistent and seamless user experience.  Scalability issues may
   arise from the need to adapt real-time content to each device's
   capabilities, considering factors such as processing power, screen
   size, and available bandwidth.





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8.3.  Quality of Service (QoS) and Quality of Experience (QoE)

   Maintaining high QoS and QoE levels as the user base scales is
   critical.  This includes challenges related to minimising buffering,
   ensuring synchronisation between media objects (e.g., audio tracks
   with video), and adapting to varying network conditions in real time.

9.  Security Considerations

   Ensuring security, privacy and user confidentiality in flex media
   requires careful management of compute-related and object (asset)
   information.  Exposing details about compute and asset resources to
   the network may inadvertently reveal sensitive application or domain-
   level data.  To mitigate this risk, strategies for protecting
   sensitive information should be incorporated into deployments.

   Further discussion on this topic will be required.

10.  Normative References

   [RFC2119]  Bradner, S., "Key words for use in RFCs to Indicate
              Requirement Levels", BCP 14, RFC 2119,
              DOI 10.17487/RFC2119, March 1997,
              <https://www.rfc-editor.org/rfc/rfc2119>.

   [RFC3550]  Schulzrinne, H., Casner, S., Frederick, R., and V.
              Jacobson, "RTP: A Transport Protocol for Real-Time
              Applications", STD 64, RFC 3550, DOI 10.17487/RFC3550,
              July 2003, <https://www.rfc-editor.org/rfc/rfc3550>.

   [RFC7826]  Schulzrinne, H., Rao, A., Lanphier, R., Westerlund, M.,
              and M. Stiemerling, Ed., "Real-Time Streaming Protocol
              Version 2.0", RFC 7826, DOI 10.17487/RFC7826, December
              2016, <https://www.rfc-editor.org/rfc/rfc7826>.

   [RFC8174]  Leiba, B., "Ambiguity of Uppercase vs Lowercase in RFC
              2119 Key Words", BCP 14, RFC 8174, DOI 10.17487/RFC8174,
              May 2017, <https://www.rfc-editor.org/rfc/rfc8174>.

   [RFC8216]  Pantos, R., Ed. and W. May, "HTTP Live Streaming",
              RFC 8216, DOI 10.17487/RFC8216, August 2017,
              <https://www.rfc-editor.org/rfc/rfc8216>.

Appendix A.  IANA Considerations

   This document has no IANA actions.





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Acknowledgments

   This work has benefited from discussions within the IETF CATS working
   group community, especially with Adrian Farrel and Peng Liu.

   Additionally the work has been partly funded by the UK AI4ME project.

Authors' Addresses

   Rajiv Ramdhany
   BBC
   Email: rajiv.ramdhany@bbc.co.uk


   Nicholas Race
   Lancaster University
   Email: n.race@lancaster.ac.uk


   Daniel King
   Lancaster University
   Email: d.king@lancaster.ac.uk





























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