3,025 research outputs found

    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. RĂ©sumĂ© La vidĂ©o Ă  la demande est un service oĂč des films sont fournis Ă  distance aux utilisateurs avec u

    Ad-hoc Stream Adaptive Protocol

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    With the growing market of smart-phones, sophisticated applications that do extensive computation are common on mobile platform; and with consumers’ high expectation of technologies to stay connected on the go, academic researchers and industries have been making efforts to find ways to stream multimedia contents to mobile devices. However, the restricted wireless channel bandwidth, unstable nature of wireless channels, and unpredictable nature of mobility, has been the major road block for wireless streaming advance forward. In this paper, various recent studies on mobility and P2P system proposal are explained and analyzed, and propose a new design based on existing P2P systems, aimed to solve the wireless and mobility issues

    QoE in Pull Based P2P-TV Systems: Overlay Topology Design Tradeoff

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    Abstract—This paper presents a systematic performance anal-ysis of pull P2P video streaming systems for live applications, providing guidelines for the design of the overlay topology and the chunk scheduling algorithm. The contribution of the paper is threefold: 1) we propose a realistic simulative model of the system that represents the effects of access bandwidth heterogeneity, latencies, peculiar characteristics of the video, while still guaranteeing good scalability properties; 2) we propose a new latency/bandwidth-aware overlay topology design strategy that improves application layer performance while reducing the underlying transport network stress; 3) we investigate the impact of chunk scheduling algorithms that explicitly exploit properties of encoded video. Results show that our proposal jointly improves the actual Quality of Experience of users and reduces the cost the transport network has to support. I

    AngelCast: cloud-based peer-assisted live streaming using optimized multi-tree construction

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    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

    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

    rStream: Resilient and Optimal Peer-to-Peer Streaming with Rateless Codes

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