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Multimedia delivery in the future internet
The term “Networked Media” implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizens’ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications “on the move”, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
Taxonomy of P2P Applications
Peer-to-peer (p2p) networks have gained immense popularity in recent years and the number of services they provide continuously rises. Where p2p-networks were formerly known as file-sharing networks, p2p is now also used for services like VoIP and IPTV. With so many different p2p applications and services the need for a taxonomy framework rises. This paper describes the available p2p applications grouped by the services they provide. A taxonomy framework is proposed to classify old and recent p2p applications based on their characteristics
The state of peer-to-peer network simulators
Networking research often relies on simulation in order to test and evaluate new ideas. An important requirement of this process is that results must be reproducible so that other researchers can replicate, validate and extend existing work. We look at the landscape of simulators for research in peer-to-peer (P2P) networks by conducting a survey of a combined total of over 280 papers from before and after 2007 (the year of the last survey in this area), and comment on the large quantity of research using bespoke, closed-source simulators. We propose a set of criteria that P2P simulators should meet, and poll the P2P research community for their agreement. We aim to drive the community towards performing their experiments on simulators that allow for others to validate their results
CliqueStream: an efficient and fault-resilient live streaming network on a clustered peer-to-peer overlay
Several overlay-based live multimedia streaming platforms have been proposed
in the recent peer-to-peer streaming literature. In most of the cases, the
overlay neighbors are chosen randomly for robustness of the overlay. However,
this causes nodes that are distant in terms of proximity in the underlying
physical network to become neighbors, and thus data travels unnecessary
distances before reaching the destination. For efficiency of bulk data
transmission like multimedia streaming, the overlay neighborhood should
resemble the proximity in the underlying network. In this paper, we exploit the
proximity and redundancy properties of a recently proposed clique-based
clustered overlay network, named eQuus, to build efficient as well as robust
overlays for multimedia stream dissemination. To combine the efficiency of
content pushing over tree structured overlays and the robustness of data-driven
mesh overlays, higher capacity stable nodes are organized in tree structure to
carry the long haul traffic and less stable nodes with intermittent presence
are organized in localized meshes. The overlay construction and fault-recovery
procedures are explained in details. Simulation study demonstrates the good
locality properties of the platform. The outage time and control overhead
induced by the failure recovery mechanism are minimal as demonstrated by the
analysis.Comment: 10 page
AngelCast: cloud-based peer-assisted live streaming using optimized multi-tree construction
Increasingly, commercial content providers (CPs) offer streaming solutions using peer-to-peer (P2P) architectures, which promises significant scalabil- ity by leveraging clients’ upstream capacity. A major limitation of P2P live streaming is that playout rates are constrained by clients’ upstream capac- ities – typically much lower than downstream capacities – which limit the quality of the delivered stream. To leverage P2P architectures without sacri- ficing quality, CPs must commit additional resources to complement clients’ resources. In this work, we propose a cloud-based service AngelCast that enables CPs to complement P2P streaming. By subscribing to AngelCast, a CP is able to deploy extra resources (angel), on-demand from the cloud, to maintain a desirable stream quality. Angels do not download the whole stream, nor are they in possession of it. Rather, angels only relay the minimal fraction of the stream necessary to achieve the desired quality. We provide a lower bound on the minimum angel capacity needed to maintain a desired client bit-rate, and develop a fluid model construction to achieve it. Realizing the limitations of the fluid model construction, we design a practical multi- tree construction that captures the spirit of the optimal construction, and avoids its limitations. We present a prototype implementation of AngelCast, along with experimental results confirming the feasibility of our service.Supported in part by NSF awards #0720604, #0735974, #0820138, #0952145, #1012798 #1012798 #1430145 #1414119. (0720604 - NSF; 0735974 - NSF; 0820138 - NSF; 0952145 - NSF; 1012798 - NSF; 1430145 - NSF; 1414119 - NSF
A Survey on Adaptive Multimedia Streaming
Internet was primarily designed for one to one applications like electronic mail, reliable file transfer etc. However, the technological growth in both hardware and software industry have written in unprecedented success story of the growth of Internet and have paved the paths of modern digital evolution. In today’s world, the internet has become the way of life and has penetrated in its every domain. It is nearly impossible to list the applications which make use of internet in this era however, all these applications are data intensive and data may be textual, audio or visual requiring improved techniques to deal with these. Multimedia applications are one of them and have witnessed unprecedented growth in last few years. A predominance of that is by virtue of different video streaming applications in daily life like games, education, entertainment, security etc. Due to the huge demand of multimedia applications, heterogeneity of demands and limited resource availability there is a dire need of adaptive multimedia streaming. This chapter provides the detail discussion over different adaptive multimedia streaming mechanism over peer to peer network
Video-on-Demand over Internet: a survey of existing systems and solutions
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
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