2,673 research outputs found

    Caching Games between Content Providers and Internet Service Providers

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    International audienceWe consider a scenario where an Internet Service Provider (ISP) serves users that choose digital content among M Content Providers (CP). In the status quo, these users pay both access fees to the ISP and content fees to each chosen CP; however, neither the ISP nor the CPs share their profit. We revisit this model by introducing a different business model where the ISP and the CP may have motivation to collaborate in the framework of caching. The key idea is that the ISP deploys a cache for a CP provided that they share both the deployment cost and the additional profit that arises due to caching. Under the prism of coalitional games, our contributions include the application of the Shap-ley value for a fair splitting of the profit, the stability analysis of the coalition and the derivation of closed-form formulas for the optimal caching policy. Our model captures not only the case of non-overlapping contents among the CPs, but also the more challenging case of overlapping contents; for the latter case, a non-cooperative game among the CPs is introduced and analyzed to capture the negative externality on the demand of a particular CP when caches for other CPs are deployed

    Peering Strategic Game Models for Interdependent ISPs in Content Centric Internet

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    Emergent content-oriented networks prompt Internet service providers (ISPs) to evolve and take major responsibility for content delivery. Numerous content items and varying content popularities motivate interdependence between peering ISPs to elaborate their content caching and sharing strategies. In this paper, we propose the concept of peering for content exchange between interdependent ISPs in content centric Internet to minimize content delivery cost by a proper peering strategy. We model four peering strategic games to formulate four types of peering relationships between ISPs who are characterized by varying degrees of cooperative willingness from egoism to altruism and interconnected as profit-individuals or profit-coalition. Simulation results show the price of anarchy (PoA) and communication cost in the four games to validate that ISPs should decide their peering strategies by balancing intradomain content demand and interdomain peering relations for an optimal cost of content delivery

    Value Creation in a QoE Environment

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    User behavior of multimedia services currently undergoes strong changes. This is reflected in several recent trends, e.g. the increase of rich media content consumption, preferences for more individual and personalized services and the higher sensitivity of end users for quality issues. These changes will eventually lead to strong changes in network traffic characteristics: rising congestion in peak times and less availability of bandwidth for the individual user. As a result, the quality as perceived by the end-user will decrease if network operators and service providers do not anticipate the required changes for the network. Measurable network requirements such as available video and speech quality, security and reliability are addressed by technologies that are commonly summed up in the Quality of Service (QoS) concept. However, the end-users' perception of quality is only reflected in the wider concept of Quality of Experience (QoE). This takes the measurable network requirements into account as well as customer needs, wants and preferences. For the implementation of QoE technologies several network components need to be added or changed resulting in high capital expenditures. Yet, it is not clear if these costs can be compensated with efficiency increases. Thus, new revenue streams for the network operator are necessary to incentivize investments in QoE technologies. In this paper we address four new value creation models that can serve as basis for more elaborated business models for network operators and other actors. We show how interest in QoE of the user, the content provider, the service provider and the advertiser induces new revenue streams. These models are embedded in five possible future QoE scenarios that reveal regulation, end user quality sensibility and end-to-end support as major issues for the future. --Business Models,Quality of Experience (QoE),Quality of Service (QoS),Value Creation

    Game Theoretic Approaches to Massive Data Processing in Wireless Networks

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    Wireless communication networks are becoming highly virtualized with two-layer hierarchies, in which controllers at the upper layer with tasks to achieve can ask a large number of agents at the lower layer to help realize computation, storage, and transmission functions. Through offloading data processing to the agents, the controllers can accomplish otherwise prohibitive big data processing. Incentive mechanisms are needed for the agents to perform the controllers' tasks in order to satisfy the corresponding objectives of controllers and agents. In this article, a hierarchical game framework with fast convergence and scalability is proposed to meet the demand for real-time processing for such situations. Possible future research directions in this emerging area are also discussed

    Media-Rich Input Application Liability

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    Until recently, media-rich online interactions were mostly unidirectional: multimedia content was delivered by the service provider to the user. Input from the user came almost exclusively in the form of text. Even when searching the Internet for images or audio, a user typically entered text into a search engine. In addition, search engines indexed multimedia content by analyzing not the content itself but the text surrounding it. This is rapidly changing. With the rise of multimedia-capable smartphones and wireless broadband, applications that allow users to search using non-textual inputs are quickly becoming popular. These applications go much further than simply allowing content to be uploaded and shared, which is already common to Web 2.0 applications; they actually respond to the user based on the input media.[...] These applications represent a new and growing category that I term media-rich input applications (MRIAs).[...] There are three unique attributes of MRIAs that differentiate them from legacy web behavior and therefore require new analysis. First, unlike legacy search applications in which the service provider makes a copy and presents it to the user, MRIA behavior requires the user to make a copy and present it to the service provider. Thus, the image of the book cover in the previous example is digitized by the user and sent to Google; it is not copied by Google and sent to the user in response to a search. Second, the copied content is not necessarily from the Internet; in our example it is from a physical book. Third, some of these technologies create derivative works in a way that simple web searching and indexing does not. This Essay examines how these unique features of MRIAs interact with current copyright doctrine and how the lack of protection for users may discourage innovation by developers of this new and exciting technology. This Essay also proposes a new user safe harbor that balances the interests of users in using MRIAs with the interests of copyright owners in protecting their exclusive rights
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