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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
Content-access QoS in peer-to-peer networks using a fast MDS erasure code
This paper describes an enhancement of content access Quality of Service in peer to peer (P2P) networks. The main idea is to use an erasure code to distribute the information over the peers. This distribution increases the users’ choice on disseminated encoded data and therefore statistically enhances the overall throughput of the transfer. A performance evaluation based on an original model using the results of a measurement campaign of sequential and parallel downloads in a real P2P network over Internet is presented. Based on a bandwidth distribution, statistical content-access QoS are guaranteed in function of both the content replication level in the network and the file dissemination strategies. A simple application in the context of media streaming is proposed. Finally, the constraints on the erasure code related to the proposed system are analysed and a new fast MDS erasure code is proposed, implemented and evaluated
Resilient availability and bandwidth-aware multipath provisioning for media transfer over the internet (Best Paper Award)
Traditional routing in the Internet is best-effort. Path differentiation including multipath routing is a promising technique to be used for meeting QoS requirements of media intensive applications. Since different paths have different characteristics in terms of latency, availability and bandwidth, they offer flexibility in QoS and congestion control. Additionally protection techniques can be used to enhance the reliability of the network.
This paper studies the problem of how to optimally find paths ensuring maximal bandwidth and resiliency of media transfer over the network. In particular, we propose two algorithms to reserve network paths with minimal new resources while increasing the availability of the paths and enabling congestion control. The first algorithm is based on Integer Linear Programming which minimizes the cost of the paths and the used resources. The second one is a heuristic-based algorithm which solves the scalability limitations of the ILP approach. The algorithms ensure resiliency against any single link failure in the network.
The experimental results indicate that using the proposed schemes the connections availability improve significantly and a more balanced load is achieved in the network compared to the shortest path-based approaches
Gozar: NAT-friendly Peer Sampling with One-Hop Distributed NAT Traversal
Gossip-based peer sampling protocols have been widely used as a building block for many large-scale distributed applications. However, Network Address Translation gateways (NATs) cause most existing gossiping protocols to break down, as nodes cannot establish direct connections to nodes behind NATs (private nodes). In addition, most of the existing NAT traversal algorithms for establishing connectivity to private nodes rely on third party servers running at a well-known, public IP addresses. In this paper, we present Gozar, a gossip-based peer sampling service that: (i) provides uniform random samples in the presence of NATs, and (ii) enables direct connectivity to sampled nodes using a fully distributed NAT traversal service, where connection messages require only a single
hop to connect to private nodes. We show in simulation that Gozar preserves the randomness properties of a gossip-based peer sampling service. We show the robustness of Gozar when a large fraction of nodes reside behind NATs and also in
catastrophic failure scenarios. For example, if 80% of nodes are behind NATs, and 80% of the nodes fail, more than 92% of the remaining nodes stay connected. In addition, we compare Gozar with existing NAT-friendly gossip-based peer sampling services, Nylon and ARRG. We show that Gozar is the only system that supports one-hop NAT traversal, and its overhead is roughly half of Nylon’s
Peer-to-Peer File Sharing WebApp: Enhancing Data Security and Privacy through Peer-to-Peer File Transfer in a Web Application
Peer-to-peer (P2P) networking has emerged as a promising technology that enables distributed systems to operate in a decentralized manner. P2P networks are based on a model where each node in the network can act as both a client and a server, thereby enabling data and resource sharing without relying on centralized servers. The P2P model has gained considerable attention in recent years due to its potential to provide a scalable, fault-tolerant, and resilient architecture for various applications such as file sharing, content distribution, and social networks.In recent years, researchers have also proposed hybrid architectures that combine the benefits of both structured and unstructured P2P networks. For example, the Distributed Hash Table (DHT) is a popular hybrid architecture that provides efficient lookup and search algorithms while maintaining the flexibility and adaptability of the unstructured network.To demonstrate the feasibility of P2P systems, several prototypes have been developed, such as the BitTorrent file-sharing protocol and the Skype voice-over-IP (VoIP) service. These prototypes have demonstrated the potential of P2P systems for large-scale applications and have paved the way for the development of new P2P-based systems
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