Internet DRAFT - draft-gruessing-moq-requirements
draft-gruessing-moq-requirements
MOQ Mailing List J. Gruessing
Internet-Draft Nederlandse Publieke Omroep
Intended status: Informational S. Dawkins
Expires: 2 December 2023 Tencent America LLC
31 May 2023
Media Over QUIC - Use Cases and Requirements for Media Transport
Protocol Design
draft-gruessing-moq-requirements-05
Abstract
This document describes use cases and requirements that guide the
specification of a simple, low-latency media delivery solution for
ingest and distribution, using either the QUIC protocol or
WebTransport.
Note to Readers
_RFC Editor: please remove this section before publication_
Source code and issues for this draft can be found at
https://github.com/fiestajetsam/draft-gruessing-moq-requirements
(https://github.com/fiestajetsam/draft-gruessing-moq-requirements).
Discussion of this draft should take place on the IETF Media Over
QUIC (MoQ) mailing list, at https://www.ietf.org/mailman/listinfo/moq
(https://www.ietf.org/mailman/listinfo/moq).
Status of This Memo
This Internet-Draft is submitted in full conformance with the
provisions of BCP 78 and BCP 79.
Internet-Drafts are working documents of the Internet Engineering
Task Force (IETF). Note that other groups may also distribute
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Internet-Drafts are draft documents valid for a maximum of six months
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material or to cite them other than as "work in progress."
This Internet-Draft will expire on 2 December 2023.
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Copyright Notice
Copyright (c) 2023 IETF Trust and the persons identified as the
document authors. All rights reserved.
This document is subject to BCP 78 and the IETF Trust's Legal
Provisions Relating to IETF Documents (https://trustee.ietf.org/
license-info) in effect on the date of publication of this document.
Please review these documents carefully, as they describe your rights
and restrictions with respect to this document. Code Components
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provided without warranty as described in the Revised BSD License.
Table of Contents
1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . 3
1.1. Note for MOQ Working Group participants . . . . . . . . . 3
2. Terminology . . . . . . . . . . . . . . . . . . . . . . . . . 3
2.1. Distinguishing between Interactive and Live Streaming Use
Cases . . . . . . . . . . . . . . . . . . . . . . . . . . 4
3. Use Cases Informing This Proposal . . . . . . . . . . . . . . 5
3.1. Interactive Media . . . . . . . . . . . . . . . . . . . . 5
3.1.1. Gaming . . . . . . . . . . . . . . . . . . . . . . . 6
3.1.2. Remote Desktop . . . . . . . . . . . . . . . . . . . 6
3.1.3. Video Conferencing/Telephony . . . . . . . . . . . . 7
3.2. Hybrid Interactive and Live Media . . . . . . . . . . . . 7
3.3. Live Media . . . . . . . . . . . . . . . . . . . . . . . 8
3.3.1. Live Media Ingest . . . . . . . . . . . . . . . . . . 8
3.3.2. Live Media Syndication . . . . . . . . . . . . . . . 8
3.3.3. Live Media Streaming . . . . . . . . . . . . . . . . 9
4. Requirements for Protocol Work . . . . . . . . . . . . . . . 9
4.1. Notes to the Reader . . . . . . . . . . . . . . . . . . . 9
4.2. Specific Protocol Considerations . . . . . . . . . . . . 10
4.2.1. Delivery Assurance vs. Delay . . . . . . . . . . . . 10
4.2.2. Support Webtransport/Raw QUIC as media transport . . 10
4.2.3. Media Negotiation & Agility . . . . . . . . . . . . . 10
4.3. Media Data Model . . . . . . . . . . . . . . . . . . . . 11
4.4. Publishing Media . . . . . . . . . . . . . . . . . . . . 11
4.5. Naming and Addressing Media Resources . . . . . . . . . . 12
4.5.1. Scoped to an Origin/Domain, Application specific. . . 12
4.5.2. Allows subscribing or requesting for the data matching
the name by the consumers . . . . . . . . . . . . . . 12
4.6. Packaging Media . . . . . . . . . . . . . . . . . . . . . 12
4.7. Media Consumption . . . . . . . . . . . . . . . . . . . . 13
4.8. Relays, Caches, and other MOQ Network Elements . . . . . 13
4.8.1. Pull & Push . . . . . . . . . . . . . . . . . . . . . 13
4.9. Security . . . . . . . . . . . . . . . . . . . . . . . . 13
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4.9.1. Authentication & Authorisation . . . . . . . . . . . 13
4.9.2. Media Encryption . . . . . . . . . . . . . . . . . . 13
5. IANA Considerations . . . . . . . . . . . . . . . . . . . . . 14
6. Security Considerations . . . . . . . . . . . . . . . . . . . 14
7. References . . . . . . . . . . . . . . . . . . . . . . . . . 14
7.1. Normative References . . . . . . . . . . . . . . . . . . 14
7.2. Informative References . . . . . . . . . . . . . . . . . 14
Appendix A. Acknowledgements . . . . . . . . . . . . . . . . . . 16
Authors' Addresses . . . . . . . . . . . . . . . . . . . . . . . 17
1. Introduction
This document describes use cases and requirements that guide the
specification of a simple, low-latency media delivery solution for
ingest and distribution [MOQ-charter], using either the QUIC protocol
[RFC9000] or WebTransport [WebTrans-charter] as transport protocols.
1.1. Note for MOQ Working Group participants
When adopted, this document is intended to capture use cases that are
in scope for work on the MOQ protocol [MOQ-charter], and requirements
that arise from these use cases.
As of this writing, the authors have not planned to request
publication on this document, based on our understanding of the
IESG's statement on "Support Documents in IETF Working Groups"
[IESG-sdwg], which says (among other things):
While writing down such things as requirements and use cases help
to get a common understanding (and often common language) between
participants in the working group, support documentation doesn’t
always have a high archival value. Under most circumstances, the
IESG encourages the community to consider alternate mechanisms for
publishing this content, such as on a working group wiki, in an
informational appendix of a solution document, or simply as an
expired draft.
It seems reasonable for the working group to improve this document,
and then consider whether the result justifies publication as a part
of the RFC archival document series.
2. Terminology
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.
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2.1. Distinguishing between Interactive and Live Streaming Use Cases
The MOQ charter [MOQ-charter] lists three use cases as being in scope
of the MOQ protocol
use cases including live streaming, gaming, and media conferencing
but does not include (directly or by reference) a definition of "live
streaming" or "interactive" (a term that has been used to describe
gaming and media conferencing, as distinct from "live streaming").
It seems useful to describe these two terms, as classes of use cases,
before we describe individual use cases in more detail.
MOQ participants have discussed making this distinction based on
quantitative measures such as latency, but since MOQ use cases can
include an arbitrary number of relays, we offer a distinction that is
based on how users experience that distinction. If two users are
able to interact in the way that seems interactive, as described in
the proposed definitions, the use case is interactive; if two users
are unable to interact in that way, the use case is live streaming.
We propose these definitions:
*Interactive*: a use case with coupled bidirectional media flows
Interactive use cases have bidirectional media flows sufficiently
coupled with each other, that media from one sender can cause the
receiver to reply by sending its own media back to the original
sender.
For instance, a speaker in a conferencing application might make a
statement, and then ask, "but what do you folks think?" If one of
the listeners is able to answer in a timeframe that seems natural,
without without waiting for the current speaker to explicitly "hand
over" control of the conversation, this would qualify as
"Interactive".
*Live Streaming*: a use case with unidirectional media flows, or
uncoupled bidirectional flows
Live Streaming use cases allow consumers of media to "watch
together", without having a sense that one consumer is experiencing
the media before another consumer. This does not require the
delivery of live media to be strictly synchronized between media
consumers, but only that from the viewpoint of individual consumers,
media delivery *appears to be* synchronized.
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It is common for live streaming use cases to send media in one
direction, and "something else" in the other direction - for
instance, a video receiver might be returning requests that the
sender change the media encoding or media rate in use, or reorgient a
camera. This type of feedback doesn't qualify as "bidirectional
media".
If two sender/receivers are each sending media to the other, but
what's being carried in one direction has no relationship with what's
being carried in the other direction, this would not qualify as
"Interactive".
*Note: these descriptions are a starting point. Feedback and
pushback are both welcomed.*
3. Use Cases Informing This Proposal
Our goal in this section is to understand the range of use cases that
are in scope for "Media Over QUIC" [MOQ-charter].
For each use case in this section, we also describe
* the number of senders or receiver in a given session transmitting
distinct streams,
* whether a session has bi-directional flows of media from senders
and receivers, which may also include timely non-media such as
haptics or timed events.
It is likely that we should add other characteristics, as we come to
understand them.
3.1. Interactive Media
The use cases described in this section have one particular attribute
in common - the target the lowest possible latency as can be achieved
at the trade off of data loss and complexity. For example,
* It may make sense to use FEC [RFC6363] and codec-level packet loss
concealment [RFC6716], rather than selectively retransmitting only
lost packets. These mechanisms use more bytes, but do not require
multiple round trips in order to recover from packet loss.
* It's generally infeasible to use congestion control schemes like
BBR [I-D.draft-cardwell-iccrg-bbr-congestion-control] in many
deployments, since BBR has probing mechanisms that rely on
temporarily inducing delay, but these mechanisms can then amortize
the consequences of induced delay over multiple RTTs.
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This may help to explain why interactive use cases have typically
relied on protocols such as RTP [RFC3550], which provide low-level
control of packetization and transmission, with addtional support for
retransmission as an optional extension.
3.1.1. Gaming
+=====================+============+
| Attribute | Value |
+=====================+============+
| *Senders/Receivers* | One to One |
+---------------------+------------+
| *Bi-directional* | Yes |
+---------------------+------------+
Table 1
In this use case the computation for running a video game (single or
multiplayer) is performed externally on a hosted service, with user
inputs from input devices sent to the server, and media, usually
video and audio of gameplay returned. This may also include the
client receiving other types of signaling, such as triggers for
haptic feedback, as well as the client sending media such as
microphone audio for in-game chat with other players. Latency may be
considerably important in this use case as updates to video occur in
response user input, with certain genres of games having high
requirements in responsiveness and/or a high frequency of user input.
3.1.2. Remote Desktop
+=====================+=============+
| Attribute | Value |
+=====================+=============+
| *Senders/Receivers* | One to Many |
+---------------------+-------------+
| *Bi-directional* | Yes |
+---------------------+-------------+
Table 2
Similar to the gaming use case in many requirements, but where a user
wishes to observe or control the graphical user interface of another
computer through local user interfaces. Latency requirements with
this use case are marginally different than the gaming use case as
greater input latency may be more tolerated by users. This use case
may also include a need to support signalling and/or transmitting of
files or devices connected to the user's computer.
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3.1.3. Video Conferencing/Telephony
+=====================+==============+
| Attribute | Value |
+=====================+==============+
| *Senders/Receivers* | Many to Many |
+---------------------+--------------+
| *Bi-directional* | Yes |
+---------------------+--------------+
Table 3
Where media is both sent and received; This may include audio from
both microphone(s) and/or cameras, or may include "screen sharing" or
inclusion of other content such as slide, document, or video
presentation. This may be done as client/server, or peer to peer
with a many to many relationship of both senders and receivers. The
target for latency may be as large as 200ms or more for some media
types such as audio, but other media types in this use case have much
more stringent latency targets.
3.2. Hybrid Interactive and Live Media
For the video conferencing/telephony use case, there can be
additional scenarios where the audience greatly outnumbers the
concurrent active participants, but any member of the audience could
participate. As this has a much larger total number of participants
- as many as Live Media Streaming Section 3.3.3, but with the bi-
directionality of conferencing, this should be considered a "hybrid".
There can be additional functionality as well that overlap between
the two, such as "live rewind", or recording abilities.
Another consideration is the limits of "human bandwidth" - as the
number of sources are included into a given session increase, the
amount of media that can usefully understood by a single person
diminishes. To put it more simply - too many people talking at once
is much more difficult to understand than one person speaking at a
time, and this varies on the audience and circumstance. Subsequently
this will define some limitations in the number of potential
concurrent or semi-concurrent, bidirectional communications that
occur.
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3.3. Live Media
The use cases in this section like those in Section 3.1 do set some
expectations to minimise high and/or highly variable latency, however
their key difference is that are seldom bi-directional as their basis
is on mass-consumption of media or the contribution of it into a
platform to syndicate, or distribute. Latency is less noticeable
over loss, and may be more accepting of having slightly more latency
to increase guarantee of delivery.
3.3.1. Live Media Ingest
+=====================+============+
| Attribute | Value |
+=====================+============+
| *Senders/Receivers* | One to One |
+---------------------+------------+
| *Bi-directional* | No |
+---------------------+------------+
Table 4
Where media is received from a source for onwards handling into a
distribution platform. The media may comprise of multiple audio and/
or video sources. Bitrates may either be static or set dynamically
by signaling of connection information (bandwidth, latency) based on
data sent by the receiver, and the media may go through additional
steps of transcoding or transformation before being distributed.
3.3.2. Live Media Syndication
+=====================+============+
| Attribute | Value |
+=====================+============+
| *Senders/Receivers* | One to One |
+---------------------+------------+
| *Bi-directional* | No |
+---------------------+------------+
Table 5
Where media is sent onwards to another platform for further
distribution and not directly used for presentation to an audience,
however may be monitored by operational systems and/or people. The
media may be compressed down to a bitrate lower than source, but
larger than final distribution output. Streams may be redundant with
failover mechanisms in place.
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3.3.3. Live Media Streaming
+=====================+=============+
| Attribute | Value |
+=====================+=============+
| *Senders/Receivers* | One to Many |
+---------------------+-------------+
| *Bi-directional* | No |
+---------------------+-------------+
Table 6
Where media is received from a live broadcast or stream either as a
broadcast with fixed duration or as ongoing 24/7 output. The number
of receivers may vary depending on the type of content; breaking news
events may see sharp, sudden spikes, whereas sporting and
entertainment events may see a more gradual ramp up with a higher
sustained peak with some changes based on match breaks or interludes.
Such broadcasts may comprise of multiple audio or video outputs with
different codecs or bitrates, and may also include other types of
media essence such as subtitles or timing signalling information
(e.g. markers to indicate change of behaviour in client such as
advertisement breaks). The use of "live rewind" where a window of
media between the live edge and trailing edge can be made available
for clients to playback, either because the local player falls behind
edge or because the viewer wishes to play back from a point in the
past.
4. Requirements for Protocol Work
Our goal in this section is to understand the requirements that
result from the use cases described in Section 3.
4.1. Notes to the Reader
* Note: the intention for the requirements in this document is that
they are useful for MOQ working group participants, to recognize
constraints, and useful for readers outside the MOQ working group
to understand the high-level functionality of the MOQ protocol, as
they consider implementation and deployment of systems that rely
on the MOQ protocol.
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4.2. Specific Protocol Considerations
In order to support the various topologies and patterns of media
flows with the protocol, the protocol MUST support both sending and
receiving of media streams, as separate actions or concurrently in a
given connection.
4.2.1. Delivery Assurance vs. Delay
Different use cases have varying requirements with respect to the
tradeoffs associated in having guarantee of delivery vs delay - in
some (such as telephony) it may be acceptable to drop some or all of
the media as a result of changes in network connectivity, throughput,
or congestion whereas in other scenarios all media must arrive at the
receiving end even if delayed. There SHOULD be support for some
means for a connection to signal which media may be abandoned, and
behaviours of both senders receivers defined when delay or loss
occurs. Where multiple variants of media are sent, this SHOULD be
done so in a way that provides pipelining so each media stream may be
processed in parallel.
4.2.2. Support Webtransport/Raw QUIC as media transport
There should be a degree of decoupling from the underlying transport
protocols and MoQ itself despite the "Q" in the name, in particular
to provide future agility and prevent any potential ossification
being tied to specific version(s) of dependant protocols.
Many of the use cases will be deployed in contexts where web browsers
are the common application runtime; thus the use of existing
protocols and APIs is desireable for implementations. Support for
WebTransport [I-D.draft-ietf-webtrans-overview] will be defined,
although implementations or deployments running outside browsers will
not need to use WebTransport, thus support for the protocol running
directly atop QUIC should be provided.
Considerations should be made clear with respect to modes where
WebTransport "falls back" to using HTTP/2 or other future non-QUIC
based protocol.
4.2.3. Media Negotiation & Agility
All entities which directly process media will have support for a
variety of media codecs, both codecs which exist now and codecs that
will be defined in the future. Consequently the protocol will
provide the capability for sender and receiver to negotiate which
media codecs will be used in a given session.
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The protocol SHOULD remain codec agnostic as much as possible, and
should allow for new media formats and codecs to be supported without
change in specification.
The working group should consider if a minimum, suggestive set of
codecs should be supported for the purposes of interop, however this
SHOULD avoid being strict to simplify use cases and deployments that
don't require certain capability e.g. telephony which may not require
video codecs.
4.3. Media Data Model
As the protocol will handle many different types of media,
classifications, and variations when all entities describe the media
a model should be defined which represents this, with a clear
addressing scheme. This should factor in at least, but not limited
to allow future types:
Media Types Video, audio, subtitles, ancillary data
Classifications Codec, language, layers
Variations For each stream, the resolution(s), bitrate(s). Each
variant should be uniquely identifiable and addressable.
Considerations should be made to addressing of individual audio/video
frames as opposed to groups, in addition to how the model
incorporates signalling of prioritisation, media dependency, and
cacheability to all entities.
4.4. Publishing Media
Many of the use cases have bi-directional flows of media, with
clients both sending and receiving media concurrently, thus the
protocol should have a unified approach in connection negotiation and
signalling to send and received media both at the start and ongoing
in the lifetime of a session including describing when flow of media
is unsupported (e.g. a live media server signalling it does not
support receiving from a given client).
In the initiation of a session both client and server must perform
negotiation in order to agree upon a variety of details before media
can move in any direction:
* Is the client authenticated and subsequently authorised to
initiate a connection?
* What media is available, and for each what are the parameters such
as codec, bitrate, and resolution etc?
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* Can media move bi-directionally, or is it unidirectional only?
4.5. Naming and Addressing Media Resources
As multiple streams of media may be available for concurrent sending
such as multiple camera views or audio tracks, a means of both
identifying the technical properties of each resource (codec,
bitrate, etc) as well as a useful identification for playback should
be part of the protocol. A base level of optional metadata e.g. the
known language of an audio track or name of participant's camera
should be supported, but further extended metadata of the contents of
the media or its ontology should not be supported.
4.5.1. Scoped to an Origin/Domain, Application specific.
4.5.2. Allows subscribing or requesting for the data matching the name
by the consumers
4.6. Packaging Media
Packaging of media describes how raw media will be encapsulated.
There are at a high level two approaches to this:
* Within the protocol itself, where the protocol defines the
ancillary data required to decode each media type the protocol
supports.
* A common encapsulation format such as there are advantages to
using an existing generic media packaging format (such as CMAF
[CMAF] or other ISOBMFF [ISOBMFF] subsets) which define a generic
method for all media and handles ancillary decode information.
The working group must agree on which approach should be taken to the
packaging of media, taking into consideration the various technical
trade offs that each approach provides.
* If the working group decides to describe media encapsulation as
part of the MOQ protocol, this will require a new version of the
MOQ protocol in order to signal the receiver that a new media
encapsulation format may be present.
* If the working group decides to use a common encapsulation format,
the mechanisms within the protocol SHOULD allow for new
encapsulation formats to be used. Without encapsulation agility,
adding or changing the way media is encapsulated will also require
a new version of the MOQ protocol, to signal the receiver that a
new media encapsulation format may be present.
MOQ protocol specifications will provide details on the supported
media encapsulation(s).
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4.7. Media Consumption
Receivers SHOULD be able to as part of negotiation of a session
Section 4.2.3 specify which media to receive, not just with respect
to the media format and codec, but also the varient thereof such as
resolution or bitrate.
4.8. Relays, Caches, and other MOQ Network Elements
4.8.1. Pull & Push
To enable use cases where receivers may wish to address a particular
time of media in addition to having the most recently produced media
available, both "pull" and "push" of media SHOULD be supported, with
consideration that producers and intermediates SHOULD also signal
what media is available (commonly referred to as a "DVR window").
Behaviours around cache durations for each MoQ entity should be
defined.
4.9. Security
4.9.1. Authentication & Authorisation
Whilst QUIC and conversely TLS supports the ability for mutual
authentication through client and server presenting certificates and
performing validation, this is infeasible in many use cases where
provisioning of client TLS certificates is unsupported or infeasible.
Thus, support for a primitive method of authentication between MoQ
entities SHOULD be included to authenticate entities between one
another, noting that implementations and deployments should determine
which authorisation model if any is applicable.
4.9.2. Media Encryption
End-to-end security describes the use of encryption of the media
stream(s) to provide confidentiality in the presence of unauthorized
intermediates or observers and prevent or restrict ability to decrypt
the media without authorization. Generally, there are three aspects
of end-to-end media security:
* Digital Rights Management, which refers to the authorization of
receivers to decode a media stream.
* Sender-to-Receiver Media Security, which refers to the ability of
media senders and receivers to transfer media while protected from
authorized intermediates and observers, and
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* Node-to-node Media Security, which refers to security when
authorized intermediaries are needed to transform media into a
form acceptable to authorized receivers. For example, this might
refer to a video transcoder between the media sender and receiver.
**Note: "Node-to-node" refers to a path segment connecting two MOQ
nodes, that makes up part of the end-to-end path between the MOQ
sender and ultimate MOQ receiver.
Support for encrypted media SHOULD be available in the protocol to
support the above use cases, with key exchange and decryption
authorisation handled externally. The protocol SHOULD provide
metadata for entities which process media to perform key exchange and
decrypt.
5. IANA Considerations
This document makes no requests of IANA.
6. Security Considerations
As this document is intended to guide discussion and consensus, it
introduces no security considerations of its own.
7. References
7.1. 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>.
[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>.
7.2. Informative References
[CMAF] "Information technology — Multimedia application format
(MPEG-A) — Part 19: Common media application format (CMAF)
for segmented media", 2020.
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[I-D.draft-cardwell-iccrg-bbr-congestion-control]
Cardwell, N., Cheng, Y., Yeganeh, S. H., Swett, I., and V.
Jacobson, "BBR Congestion Control", Work in Progress,
Internet-Draft, draft-cardwell-iccrg-bbr-congestion-
control-02, 7 March 2022,
<https://datatracker.ietf.org/doc/html/draft-cardwell-
iccrg-bbr-congestion-control-02>.
[I-D.draft-ietf-webtrans-overview]
Vasiliev, V., "The WebTransport Protocol Framework", Work
in Progress, Internet-Draft, draft-ietf-webtrans-overview-
05, 24 January 2023,
<https://datatracker.ietf.org/doc/html/draft-ietf-
webtrans-overview-05>.
[I-D.draft-jennings-moq-quicr-arch]
Jennings, C. F. and S. Nandakumar, "QuicR - Media Delivery
Protocol over QUIC", Work in Progress, Internet-Draft,
draft-jennings-moq-quicr-arch-01, 11 July 2022,
<https://datatracker.ietf.org/doc/html/draft-jennings-moq-
quicr-arch-01>.
[I-D.draft-jennings-moq-quicr-proto]
Jennings, C. F., Nandakumar, S., and C. Huitema, "QuicR -
Media Delivery Protocol over QUIC", Work in Progress,
Internet-Draft, draft-jennings-moq-quicr-proto-01, 11 July
2022, <https://datatracker.ietf.org/doc/html/draft-
jennings-moq-quicr-proto-01>.
[I-D.draft-kpugin-rush]
Pugin, K., Frindell, A., Ferret, J. C., and J. Weissman,
"RUSH - Reliable (unreliable) streaming protocol", Work in
Progress, Internet-Draft, draft-kpugin-rush-02, 10 May
2023, <https://datatracker.ietf.org/doc/html/draft-kpugin-
rush-02>.
[I-D.draft-lcurley-warp]
Curley, L., Pugin, K., Nandakumar, S., and V. Vasiliev,
"Warp - Live Media Transport over QUIC", Work in Progress,
Internet-Draft, draft-lcurley-warp-04, 13 March 2023,
<https://datatracker.ietf.org/doc/html/draft-lcurley-warp-
04>.
[IESG-sdwg]
"Support Documents in IETF Working Groups", November 2016,
<https://www.ietf.org/about/groups/iesg/statements/
support-documents/>.
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Internet-Draft MoQ Use Cases and Requirements May 2023
[ISOBMFF] "Information Technology - Coding Of Audio-Visual Objects -
Part 12: ISO Base Media File Format", 2022.
[MOQ-charter]
"Media Over QUIC (moq)", September 2022,
<https://datatracker.ietf.org/wg/moq/about/>.
[Prog-MOQ] "Progressing MOQ", October 2022,
<https://datatracker.ietf.org/meeting/interim-2022-moq-
01/materials/slides-interim-2022-moq-01-sessa-moq-use-
cases-and-requirements-individual-draft-working-group-
draft-00>.
[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>.
[RFC6363] Watson, M., Begen, A., and V. Roca, "Forward Error
Correction (FEC) Framework", RFC 6363,
DOI 10.17487/RFC6363, October 2011,
<https://www.rfc-editor.org/rfc/rfc6363>.
[RFC6716] Valin, JM., Vos, K., and T. Terriberry, "Definition of the
Opus Audio Codec", RFC 6716, DOI 10.17487/RFC6716,
September 2012, <https://www.rfc-editor.org/rfc/rfc6716>.
[RFC9000] Iyengar, J., Ed. and M. Thomson, Ed., "QUIC: A UDP-Based
Multiplexed and Secure Transport", RFC 9000,
DOI 10.17487/RFC9000, May 2021,
<https://www.rfc-editor.org/rfc/rfc9000>.
[WebTrans-charter]
"WebTransport (webtrans)", March 2021,
<https://datatracker.ietf.org/wg/webtrans/about/>.
Appendix A. Acknowledgements
The authors would like to thank several authors of individual drafts
that fed into the "Media Over QUIC" charter process:
* Kirill Pugin, Alan Frindell, Jordi Cenzano, and Jake Weissman
([I-D.draft-kpugin-rush],
* Luke Curley ([I-D.draft-lcurley-warp]), and
* Cullen Jennings and Suhas Nandakumar
([I-D.draft-jennings-moq-quicr-arch]), together with Christian
Huitema ([I-D.draft-jennings-moq-quicr-proto]).
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We would also like to thank Suhas Nandakumar for his presentation,
"Progressing MOQ" [Prog-MOQ], at the October 2022 MOQ virtual interim
meeting. We used his outline as a starting point for the
Requirements section (Section 4).
We would also like to thank Cullen Jennings for suggesting that we
distinguish between interactive and live streaming use cases based on
the users' perception, rather than quantitative measurements. In
addition we would also like to thank Lucas Pardue, Alan Frindell, and
Bernard Aboba for their reviews of the document.
James Gruessing would also like to thank Francesco Illy and Nicholas
Book for their part in providing the needed motivation.
Authors' Addresses
James Gruessing
Nederlandse Publieke Omroep
Netherlands
Email: james.ietf@gmail.com
Spencer Dawkins
Tencent America LLC
United States of America
Email: spencerdawkins.ietf@gmail.com
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