181 research outputs found

    Topology Optimization in Hybrid Tree/Mesh-based Peer-to-Peer Streaming System

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    Peer-to-Peer (P2P) video streaming is the fastest growing application of the Internet. One of the main challenge is to provide a high quality of service through the dynamic behavior of the network because a peer may join or leave anytime. Currently, P2P streaming network exist two types of users: streaming users - who use mobile devices with 3G/4G connection expect to watch the live video immediately and storage users - who use PC with wired Internet will download and then watch the video later. We realized that the streaming users may stop watching live video after a while if they find the video is out of their interest. Users leaving causes dynamic and affect the data delivery. On the other hand, the storage users that are downloading the video do not have the concern of interest and playback quality, until they start to watch the video. Hence, the storage users are relatively more stable than streaming users. This paper, we investigate the strategies on the topology construction and maintenance of P2P streaming systems with storage users are closer to the broadcaster than streaming users. And also we apply our idea on hybrid push-pull protocol that combines the benefits of pull and push mechanisms for live video delivery to provide better video streaming qualit

    Video-on-Demand over Internet: a survey of existing systems and solutions

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    Video-on-Demand is a service where movies are delivered to distributed users with low delay and free interactivity. The traditional client/server architecture experiences scalability issues to provide video streaming services, so there have been many proposals of systems, mostly based on a peer-to-peer or on a hybrid server/peer-to-peer solution, to solve this issue. This work presents a survey of the currently existing or proposed systems and solutions, based upon a subset of representative systems, and defines selection criteria allowing to classify these systems. These criteria are based on common questions such as, for example, is it video-on-demand or live streaming, is the architecture based on content delivery network, peer-to-peer or both, is the delivery overlay tree-based or mesh-based, is the system push-based or pull-based, single-stream or multi-streams, does it use data coding, and how do the clients choose their peers. Representative systems are briefly described to give a summarized overview of the proposed solutions, and four ones are analyzed in details. Finally, it is attempted to evaluate the most promising solutions for future experiments. Résumé La vidéo à la demande est un service où des films sont fournis à distance aux utilisateurs avec u

    QoS monitoring in real-time streaming overlays based on lock-free data structures

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    AbstractPeer-to-peer streaming is a well-known technology for the large-scale distribution of real-time audio/video contents. Delay requirements are very strict in interactive real-time scenarios (such as synchronous distance learning), where playback lag should be of the order of seconds. Playback continuity is another key aspect in these cases: in presence of peer churning and network congestion, a peer-to-peer overlay should quickly rearrange connections among receiving nodes to avoid freezing phenomena that may compromise audio/video understanding. For this reason, we designed a QoS monitoring algorithm that quickly detects broken or congested links: each receiving node is able to independently decide whether it should switch to a secondary sending node, called "fallback node". The architecture takes advantage of a multithreaded design based on lock-free data structures, which improve the performance by avoiding synchronization among threads. We will show the good responsiveness of the proposed approach on machines with different computational capabilities: measured times prove both departures of nodes and QoS degradations are promptly detected and clients can quickly restore a stream reception. According to PSNR and SSIM, two well-known full-reference video quality metrics, QoE remains acceptable on receiving nodes of our resilient overlay also in presence of swap procedures

    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

    LayeredCast -A Hybrid Peer-to-Peer Live Layered Video Streaming Protocol

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    Abstract-Peer-to-Peer overlay networks are an attractive foundation for video streaming. However, live Peer-to-Peer media streaming systems face many challenges such as bandwidth heterogeneity, node churn, and selfish nodes. Although many tree based and mesh based streaming protocols have been proposed, each has its own drawbacks such as unreliability and unfairness in tree based and long startup delay and complex scheduling in mesh based protocols. In this paper, we propose a new video streaming protocol called LayeredCast main features of which are: 1) Hybrid: Drawbacks of the simple approaches are compensated using a hybrid of mesh and tree overlays. 2) Layered Video: Provides an adaptive scheme to enhance the video quality using a layered video codec for heterogeneous clients. 3) QoS: LayeredCast scheduling aims at moving complexity of Multi-Service network core to the network clients application layer, thus providing better QoS over simple regular networks. LayeredCast's tree network pushes the base layer to all peers while the enhancement layers and missing base layer segments are pulled over a mesh network by peers with extra bandwidth using a new data-driven scheduling scheme. We have evaluated the performance of LayeredCast on an innovative simulation framework. Simulation results verify better performance of LayeredCast in term of decodable video frames over CoolStreaming, especially when network resources are limited

    Contributions to the Resilience of Peer-To-Peer Video Streaming against Denial-of-Service Attacks

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    Um die ständig wachsenden Anforderungen zur Übertragung von Live Video Streams im Internet zu erfüllen werden kosteneffektive und resourceneffiziente Lösungen benötigt. Eine adäquate Lösung bietet die Peer-to-Peer (P2P) Streaming Architektur an, welche bereits heute in unterschiedlichsten Systemen zum Einsatz kommt. Solche Systeme erfordern von der Streaming Quelle nur moderate Bandbreiten, da die Nutzer (bzw. Peers) ihre eigene Bandbreite zur Verbreitung des Streams einbringen. Dazu werden die Peers oberhalb der Internetarchitektur zu einem Overlay verbunden. Das geplante Verlassen, sowie der ungewollte Absturz von Peers (genannt Churn) kann das Overlay schädigen und den Empfang einiger Peers unterbrechen. Weitaus kritischer sind Angriffe auf die Verfügbarkeit des Systems indem relevante Knoten des Overlays von Angreifern attackiert werden, um die Verteilung des Streams gezielt zu stören. Um Overlays zu konstruieren, die robust gegenüber Churn sind, nutzen so genannte pull-basierte P2P Streaming Systeme eine Mesh Topologie um jeden Peer über mehrere Pfade mit der Quelle zu verbinden. Peers fordern regelmäßig Teile des Videos, sog. Chunks, von ihren Partnern im Overlay an. Selbst wenn einige Partner plötzlich nicht mehr im System verfügbar sind kann ein Peer alle Chunks von den verbleibenden Nachbarn beziehen. Um dies zu ermöglichen tauschen Peers regelmäßig sog. Buffer Maps aus. Diese kleinen Pakete enthalten Informationen über die Verfügbarkeit von Chunks im Puffer eines Peers. Um dadurch entstehende Latenzen und den zusätzlichen Mehraufwand zu reduzieren wurden hybride Systeme entwickelt. Ein solches System beginnt pull-basiert und formt mit der Zeit einen Baum aus einer kleinen Untermenge aller Peers um Chunks ohne explizite Anfrage weiterzuleiten. Unglücklicherweise sind sowohl pull-basierte, als auch hybride Systeme anfällig gegenüber Denial-of-Service Angriffen (DoS). Insbesondere fehlen Maßnahmen zur Abschwächung von DoS Angriffen auf die Partner der Quelle. Die genannten Angriffe werden weiterhin dadurch erleichtert, dass die Identität der Quelle-nahen Knoten akkurat aus den ausgetauschten Buffer Maps extrahiert werden kann. Hybride Systeme sind außerdem anfällig für Angriffe auf den zugrundeliegenden Baum. Aufgrund der schwerwiegenden Auswirkungen von DoS Angriffen auf pull-basierte, sowie hybride Systeme stellen wir drei Gegenmaßnahmen vor. Zuerst entwickeln wir das Striping Schema zur Abschwächung von DoS Angriffen auf die Partner der Quelle. Hierbei werden Peers dazu angeregt ihre Chunk-Anfragen an unterschiedliche Partner zu senden. Als zweites entwickeln wir das SWAP Schema, welches Peers dazu bringt proaktiv ihre Partner zu wechseln um Angreifer daran zu hindern die Quellenahe zu identifizieren. Als drittes entwickeln wir RBCS, einen widerstandsfähigen Baum zur Abschwächung von DoS Angriffen auf hybride Systeme. Da bisher kein Simulator für die faire Evaluation von P2P-basierten Live Video Streaming Algorithmen verfügbar war, entwickeln wir OSSim, ein generalisiertes Simulations-Framework für P2P-basiertes Video Streaming. Des weiteren entwickeln wir etliche Angreifermodelle sowie neuartige Resilienzmetriken on OSSim. Ausgiebige Simulationsstudien zeigen, dass die entwickelten Schemata signifikant die Widerstandsfähigkeit von pull-basierten und hybriden Systemen gegenüber Churn und DoS Angriffen erhöhen.The constantly growing demand to watch live videos over the Internet requires streaming systems to be cost-effective and resource-efficient. The Peer-to-Peer (P2P) streaming architecture has been a viable solution with various deployed systems to date. The system only requires a modest amount of bandwidth from the streaming source, since users (or peers) contribute their bandwidth to disseminate video streams. To enable this, the system interconnects peers into an overlay. However, churn–meaning the leaving and failing of peers–can break the overlay, making peers unable to receive the stream. More severely, an adversary aiming to sabotage the system can attack relevant nodes on the overlay, disrupting the stream delivery. To construct an overlay robust to churn, pull-based P2P streaming systems use a mesh topology to provide each peer with multiple paths to the source. Peers regularly request video chunks from their partners in the overlay. Therefore, even if some partners are suddenly absent, due to churn, a peer still can request chunks from its remaining partners. To enable this, peers periodically exchange buffer maps, small packets containing the availability information of peers’ video buffers. To reduce latency and overhead caused by the periodic buffer map exchange and chunk requests, hybrid systems have been proposed. A hybrid system bootstraps from a pull-based one and gradually forms a tree backbone consisting of a small subset of peers to deliver chunks without requests. Unfortunately, both pull-based and hybrid systems lack measures to mitigate Denial-of-Service (DoS) attacks on head nodes (or the source’s partners). More critically, they can be identified accurately by inferring exchanged buffer maps. Furthermore, hybrid systems are vulnerable to DoS attacks on their backbones. Since DoS attacks can badly affect both pull-based and hybrid systems, we introduce three countermeasures. First, we develop the striping scheme to mitigate DoS attacks targeting head nodes. The scheme enforces peers to diversify their chunk requests. Second, to prevent attackers from identifying head nodes, we develop the SWAP scheme, which enforces peers to proactively change their partners. Third, we develop RBCS, a resilient backbone, to mitigate DoS attacks on hybrid systems. Since a simulator for a fair evaluation is unavailable so far, we develop OSSim, a general-purpose simulation framework for P2P video streaming. Furthermore, we develop several attacker models and novel resilience metrics in OSSim. Extensive simulation studies show that the developed schemes significantly improve the resilient of pull-based and hybrid systems to both churn and DoS attacks

    SoK: Distributed Computing in ICN

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    Information-Centric Networking (ICN), with its data-oriented operation and generally more powerful forwarding layer, provides an attractive platform for distributed computing. This paper provides a systematic overview and categorization of different distributed computing approaches in ICN encompassing fundamental design principles, frameworks and orchestration, protocols, enablers, and applications. We discuss current pain points in legacy distributed computing, attractive ICN features, and how different systems use them. This paper also provides a discussion of potential future work for distributed computing in ICN.Comment: 10 pages, 3 figures, 1 table. Accepted by ACM ICN 202
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