The mathematics of finite fields and sequences seems to be a long way from everyday life, but it happens in the background every time we use a computer and without it, an explanation of modern error correction cannot be given.
Following the myriad of transitions in media production and distribution, is a combination of new technologies that create media and ones that support the consumption of media. Since the creation of media is mostly intended for the audience, the technologies needed to create the media are pretty important even while
Here we look at one of the first practical error-correcting codes to find wide usage. Richard Hamming worked with early computers and became frustrated when errors made them crash. The rest is history.
While I am not one to wax nostalgic, the last decade was a pretty exciting one in media technology. HD-SDI came into its own in the early aught (00) years, mobile and wireless media, OTT and streaming all became mainstream. IP and file based media production was introduced and standardized (SMPTE
Computer game apps read compressed artificial world descriptions from a disk file. This artificial world is regenerated by the CPU and loaded into the GPU where it is displayed to the gamer. The gamer’s actions are fed back to the GPU which dynamically modifies the artificial world it displays.
Errors are handled in real channels by a combination of techniques and it is the overall result that matters. This means that different media and channels can have completely different approaches to the problem, yet still deliver reliable data.