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Multimedia delivery in the future internet
The term âNetworked Mediaâ 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 citizensâ 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 âon the moveâ, 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
Development of Campus Video-Conference System Based on Peer-To-Peer Architecture
Peer to Peer (P2P) systems inherently have high scalability, robustness and fault tolerance because there is no centralized server and the network self-organizes itself. This is achieved at the cost of higher latency for locating the resources of interest in the P2P overlay network. This paper describes the design and implementation of campus video conference system based on P2P architecture that was tested within premises of Ladoke Akintola University of Technology, Ogbomoso, Nigeria. The proposed Campus video conference system is made up of five modules which are the media stream engine, the conferencing control protocol, transmission module, TCP/UDP module and the user interface module. The media stream engine is responsible for audio/video capture and playback, the conferencing control protocol defines a set of conventions governing the structure and behavior of communication messages, the transmission module consists of a peer and a distribution network constituting of the peers also the delivery and exchange of streaming data while the audio manager and video manager use TCP/UDP to broadcast to other peer. The proposed system will offer smooth video conferencing with low delay and seldom and short freezes. It is believed that this videoconference system will bring video telephony to a new level of quality and will lead to a new trend in everyday communications in the university community
Cloud Computing - Architecture and Applications
In the era of Internet of Things and with the explosive worldwide growth of
electronic data volume, and associated need of processing, analysis, and
storage of such humongous volume of data, it has now become mandatory to
exploit the power of massively parallel architecture for fast computation.
Cloud computing provides a cheap source of such computing framework for large
volume of data for real-time applications. It is, therefore, not surprising to
see that cloud computing has become a buzzword in the computing fraternity over
the last decade. This book presents some critical applications in cloud
frameworks along with some innovation design of algorithms and architecture for
deployment in cloud environment. It is a valuable source of knowledge for
researchers, engineers, practitioners, and graduate and doctoral students
working in the field of cloud computing. It will also be useful for faculty
members of graduate schools and universities.Comment: Edited Volume published by Intech Publishers, Croatia, June 2017. 138
pages. ISBN 978-953-51-3244-8, Print ISBN 978-953-51-3243-1. Link:
https://www.intechopen.com/books/cloud-computing-architecture-and-application
Robust P2P Live Streaming
Projecte fet en col.laboraciĂł amb la FundaciĂł i2CATThe provisioning of robust real-time communication services (voice, video, etc.) or media contents through the Internet in a distributed manner is an important challenge,
which will strongly influence in current and future Internet evolution. Aware of this, we
are developing a project named Trilogy leaded by the i2CAT Foundation, which has as
main pillar the study, development and evaluation of Peer-to-Peer (P2P) Live
streaming architectures for the distribution of high-quality media contents. In this
context, this work concretely covers media coding aspects and proposes the use of
Multiple Description Coding (MDC) as a flexible solution for providing robust and
scalable live streaming over P2P networks. This work describes current state of the art
in media coding techniques and P2P streaming architectures, presents the
implemented prototype as well as its simulation and validation results
Systems Applications of Social Networks
The aim of this article is to provide an understanding of social networks as
a useful addition to the standard tool-box of techniques used by system
designers. To this end, we give examples of how data about social links have
been collected and used in di erent application contexts. We develop a broad
taxonomy-based overview of common properties of social networks, review how
they might be used in di erent applications, and point out potential pitfalls
where appropriate. We propose a framework, distinguishing between two main
types of social network-based user selection-personalised user selection which
identi es target users who may be relevant for a given source node, using the
social network around the source as a context, and generic user selection or
group delimitation, which lters for a set of users who satisfy a set of
application requirements based on their social properties. Using this
framework, we survey applications of social networks in three typical kinds of
application scenarios: recommender systems, content-sharing systems (e.g., P2P
or video streaming), and systems which defend against users who abuse the
system (e.g., spam or sybil attacks). In each case, we discuss potential
directions for future research that involve using social network properties.Comment: Will appear in ACM computing Survey
The use of hypermedia to increase the productivity of software development teams
Rapid progress in low-cost commercial PC-class multimedia workstation technology will potentially have a dramatic impact on the productivity of distributed work groups of 50-100 software developers. Hypermedia/multimedia involves the seamless integration in a graphical user interface (GUI) of a wide variety of data structures, including high-resolution graphics, maps, images, voice, and full-motion video. Hypermedia will normally require the manipulation of large dynamic files for which relational data base technology and SQL servers are essential. Basic machine architecture, special-purpose video boards, video equipment, optical memory, software needed for animation, network technology, and the anticipated increase in productivity that will result for the introduction of hypermedia technology are covered. It is suggested that the cost of the hardware and software to support an individual multimedia workstation will be on the order of $10,000
Dataspace: A Reconfigurable Hybrid Reality Environment for Collaborative Information Analysis
Immersive environments have gradually become standard for visualizing and
analyzing large or complex datasets that would otherwise be cumbersome, if not
impossible, to explore through smaller scale computing devices. However, this
type of workspace often proves to possess limitations in terms of interaction,
flexibility, cost and scalability.
In this paper we introduce a novel immersive environment called Dataspace,
which features a new combination of heterogeneous technologies and methods of
interaction towards creating a better team workspace. Dataspace provides 15
high-resolution displays that can be dynamically reconfigured in space through
robotic arms, a central table where information can be projected, and a unique
integration with augmented reality (AR) and virtual reality (VR) headsets and
other mobile devices. In particular, we contribute novel interaction
methodologies to couple the physical environment with AR and VR technologies,
enabling visualization of complex types of data and mitigating the scalability
issues of existing immersive environments.
We demonstrate through four use cases how this environment can be effectively
used across different domains and reconfigured based on user requirements.
Finally, we compare Dataspace with existing technologies, summarizing the
trade-offs that should be considered when attempting to build better
collaborative workspaces for the future.Comment: IEEE VR 201
Run-time Support for Real-Time Multimedia in the Cloud
REACTION 2013. 2nd International Workshop on Real-time and distributed computing in emerging applications. December 3rd, 2013, Vancouver, Canada.This paper summarizes key research findings in
the area of real-time performance and predictabil-
ity of multimedia applications in cloud infrastruc-
tures, namely: outcomes of the IRMOS European
Project, addressing predictability of standard vir-
tualized infrastructures; Osprey, an Operating Sys-
tem with a novel design suitable for a multitude of
heterogeneous workloads including real-time soft-
ware; MediaCloud, a novel run-time architecture
for offering on-demand multimedia processing facil-
ities with unprecedented dynamism and flexibility
in resource management.
The paper highlights key research challenges ad-
dressed by these projects and shortly presents ad-
ditional questions lying ahead in this area
Security, Privacy, and Access Control in Information-Centric Networking: A Survey
Information-Centric Networking (ICN) is a new networking paradigm, which
replaces the widely used host-centric networking paradigm in communication
networks (e.g., Internet, mobile ad hoc networks) with an information-centric
paradigm, which prioritizes the delivery of named content, oblivious of the
contents origin. Content and client security are more intrinsic in the ICN
paradigm versus the current host centric paradigm where they have been
instrumented as an after thought. By design, the ICN paradigm inherently
supports several security and privacy features, such as provenance and identity
privacy, which are still not effectively available in the host-centric
paradigm. However, given its nascency, the ICN paradigm has several open
security and privacy concerns, some that existed in the old paradigm, and some
new and unique. In this article, we survey the existing literature in security
and privacy research sub-space in ICN. More specifically, we explore three
broad areas: security threats, privacy risks, and access control enforcement
mechanisms.
We present the underlying principle of the existing works, discuss the
drawbacks of the proposed approaches, and explore potential future research
directions. In the broad area of security, we review attack scenarios, such as
denial of service, cache pollution, and content poisoning. In the broad area of
privacy, we discuss user privacy and anonymity, name and signature privacy, and
content privacy. ICN's feature of ubiquitous caching introduces a major
challenge for access control enforcement that requires special attention. In
this broad area, we review existing access control mechanisms including
encryption-based, attribute-based, session-based, and proxy re-encryption-based
access control schemes. We conclude the survey with lessons learned and scope
for future work.Comment: 36 pages, 17 figure
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