471 research outputs found

    Network coding meets multimedia: a review

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    While every network node only relays messages in a traditional communication system, the recent network coding (NC) paradigm proposes to implement simple in-network processing with packet combinations in the nodes. NC extends the concept of "encoding" a message beyond source coding (for compression) and channel coding (for protection against errors and losses). It has been shown to increase network throughput compared to traditional networks implementation, to reduce delay and to provide robustness to transmission errors and network dynamics. These features are so appealing for multimedia applications that they have spurred a large research effort towards the development of multimedia-specific NC techniques. This paper reviews the recent work in NC for multimedia applications and focuses on the techniques that fill the gap between NC theory and practical applications. It outlines the benefits of NC and presents the open challenges in this area. The paper initially focuses on multimedia-specific aspects of network coding, in particular delay, in-network error control, and mediaspecific error control. These aspects permit to handle varying network conditions as well as client heterogeneity, which are critical to the design and deployment of multimedia systems. After introducing these general concepts, the paper reviews in detail two applications that lend themselves naturally to NC via the cooperation and broadcast models, namely peer-to-peer multimedia streaming and wireless networkin

    A Framework For Efficient Data Distribution In Peer-to-peer Networks.

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    Peer to Peer (P2P) models are based on user altruism, wherein a user shares its content with other users in the pool and it also has an interest in the content of the other nodes. Most P2P systems in their current form are not fair in terms of the content served by a peer and the service obtained from swarm. Most systems suffer from free rider\u27s problem where many high uplink capacity peers contribute much more than they should while many others get a free ride for downloading the content. This leaves high capacity nodes with very little or no motivation to contribute. Many times such resourceful nodes exit the swarm or don\u27t even participate. The whole scenario is unfavorable and disappointing for P2P networks in general, where participation is a must and a very important feature. As the number of users increases in the swarm, the swarm becomes robust and scalable. Other important issues in the present day P2P system are below optimal Quality of Service (QoS) in terms of download time, end-to-end latency and jitter rate, uplink utilization, excessive cross ISP traffic, security and cheating threats etc. These current day problems in P2P networks serve as a motivation for present work. To this end, we present an efficient data distribution framework in Peer-to-Peer (P2P) networks for media streaming and file sharing domain. The experiments with our model, an alliance based peering scheme for media streaming, show that such a scheme distributes data to the swarm members in a near-optimal way. Alliances are small groups of nodes that share data and other vital information for symbiotic association. We show that alliance formation is a loosely coupled and an effective way to organize the peers and our model maps to a small world network, which form efficient overlay structures and are robust to network perturbations such as churn. We present a comparative simulation based study of our model with CoolStreaming/DONet (a popular model) and present a quantitative performance evaluation. Simulation results show that our model scales well under varying workloads and conditions, delivers near optimal levels of QoS, reduces cross ISP traffic considerably and for most cases, performs at par or even better than Cool-Streaming/DONet. In the next phase of our work, we focussed on BitTorrent P2P model as it the most widely used file sharing protocol. Many studies in academia and industry have shown that though BitTorrent scales very well but is far from optimal in terms of fairness to end users, download time and uplink utilization. Furthermore, random peering and data distribution in such model lead to suboptimal performance. Lately, new breed of BitTorrent clients like BitTyrant have shown successful strategic attacks against BitTorrent. Strategic peers configure the BitTorrent client software such that for very less or no contribution, they can obtain good download speeds. Such strategic nodes exploit the altruism in the swarm and consume resources at the expense of other honest nodes and create an unfair swarm. More unfairness is generated in the swarm with the presence of heterogeneous bandwidth nodes. We investigate and propose a new token-based anti-strategic policy that could be used in BitTorrent to minimize the free-riding by strategic clients. We also proposed other policies against strategic attacks that include using a smart tracker that denies the request of strategic clients for peer listmultiple times, and black listing the non-behaving nodes that do not follow the protocol policies. These policies help to stop the strategic behavior of peers to a large extent and improve overall system performance. We also quantify and validate the benefits of using bandwidth peer matching policy. Our simulations results show that with the above proposed changes, uplink utilization and mean download time in BitTorrent network improves considerably. It leaves strategic clients with little or no incentive to behave greedily. This reduces free riding and creates fairer swarm with very little computational overhead. Finally, we show that our model is self healing model where user behavior changes from selfish to altruistic in the presence of the aforementioned policies

    Characterization of Band Codes for Pollution-Resilient Peer-to-Peer Video Streaming

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    We provide a comprehensive characterization of band codes (BC) as a resilient-by-design solution to pollution attacks in network coding (NC)-based peer-to-peer live video streaming. Consider one malicious node injecting bogus coded packets into the network: the recombinations at the nodes generate an avalanche of novel coded bogus packets. Therefore, the malicious node can cripple the communication by injecting into the network only a handful of polluted packets. Pollution attacks are typically addressed by identifying and isolating the malicious nodes from the network. Pollution detection is, however, not straightforward in NC as the nodes exchange coded packets. Similarly, malicious nodes identification is complicated by the ambiguity between malicious nodes and nodes that have involuntarily relayed polluted packets. This paper addresses pollution attacks through a radically different approach which relies on BCs. BCs are a family of rateless codes originally designed for controlling the NC decoding complexity in mobile applications. Here, we exploit BCs for the totally different purpose of recombining the packets at the nodes so to avoid that the pollution propagates by adaptively adjusting the coding parameters. Our streaming experiments show that BCs curb the propagation of the pollution and restore the quality of the distributed video stream

    Detection of encrypted traffic generated by peer-to-peer live streaming applications using deep packet inspection

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    The number of applications using the peer-to-peer (P2P) networking paradigm and their popularity has substantially grown over the last decade. They evolved from the le-sharing applications to media streaming ones. Nowadays these applications commonly encrypt the communication contents or employ protocol obfuscation techniques. In this dissertation, it was conducted an investigation to identify encrypted traf c ows generated by three of the most popular P2P live streaming applications: TVUPlayer, Livestation and GoalBit. For this work, a test-bed that could simulate a near real scenario was created, and traf c was captured from a great variety of applications. The method proposed resort to Deep Packet Inspection (DPI), so we needed to analyse the payload of the packets in order to nd repeated patterns, that later were used to create a set of SNORT rules that can be used to detect key network packets generated by these applications. The method was evaluated experimentally on the test-bed created for that purpose, being shown that its accuracy is of 97% for GoalBit.A popularidade e o número de aplicações que usam o paradigma de redes par-a-par (P2P) têm crescido substancialmente na última década. Estas aplicações deixaram de serem usadas simplesmente para partilha de ficheiros e são agora usadas também para distribuir conteúdo multimédia. Hoje em dia, estas aplicações têm meios de cifrar o conteúdo da comunicação ou empregar técnicas de ofuscação directamente no protocolo. Nesta dissertação, foi realizada uma investigação para identificar fluxos de tráfego encriptados, que foram gerados por três aplicações populares de distribuição de conteúdo multimédia em redes P2P: TVUPlayer, Livestation e GoalBit. Para este trabalho, foi criada uma plataforma de testes que pretendia simular um cenário quase real, e o tráfego que foi capturado, continha uma grande variedade de aplicações. O método proposto nesta dissertação recorre à técnica de Inspecção Profunda de Pacotes (DPI), e por isso, foi necessário 21nalisar o conteúdo dos pacotes a fim de encontrar padrões que se repetissem, e que iriam mais tarde ser usados para criar um conjunto de regras SNORT para detecção de pacotes chave· na rede, gerados por estas aplicações, afim de se poder correctamente classificar os fluxos de tráfego. Após descobrir que a aplicação Livestation deixou de funcionar com P2P, apenas as duas regras criadas até esse momento foram usadas. Quanto à aplicação TVUPlayer, foram criadas várias regras a partir do tráfego gerado por ela mesma e que tiveram uma boa taxa de precisão. Várias regras foram também criadas para a aplicação GoalBit em que foram usados quatro cenários: com e sem encriptação usando a opção de transmissão tracker, e com e sem encriptação usando a opção de transmissão sem necessidade de tracker (aqui foi usado o protocolo Kademlia). O método foi avaliado experimentalmente na plataforma de testes criada para o efeito, sendo demonstrado que a precisão do conjunto de regras para a aplicação GoallBit é de 97%.Fundação para a Ciência e a Tecnologia (FCT

    Recent Trends in Communication Networks

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    In recent years there has been many developments in communication technology. This has greatly enhanced the computing power of small handheld resource-constrained mobile devices. Different generations of communication technology have evolved. This had led to new research for communication of large volumes of data in different transmission media and the design of different communication protocols. Another direction of research concerns the secure and error-free communication between the sender and receiver despite the risk of the presence of an eavesdropper. For the communication requirement of a huge amount of multimedia streaming data, a lot of research has been carried out in the design of proper overlay networks. The book addresses new research techniques that have evolved to handle these challenges

    Applications of Repeated Games in Wireless Networks: A Survey

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    A repeated game is an effective tool to model interactions and conflicts for players aiming to achieve their objectives in a long-term basis. Contrary to static noncooperative games that model an interaction among players in only one period, in repeated games, interactions of players repeat for multiple periods; and thus the players become aware of other players' past behaviors and their future benefits, and will adapt their behavior accordingly. In wireless networks, conflicts among wireless nodes can lead to selfish behaviors, resulting in poor network performances and detrimental individual payoffs. In this paper, we survey the applications of repeated games in different wireless networks. The main goal is to demonstrate the use of repeated games to encourage wireless nodes to cooperate, thereby improving network performances and avoiding network disruption due to selfish behaviors. Furthermore, various problems in wireless networks and variations of repeated game models together with the corresponding solutions are discussed in this survey. Finally, we outline some open issues and future research directions.Comment: 32 pages, 15 figures, 5 tables, 168 reference
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