171,139 research outputs found
Performance model of interactive video-on-demand systems
An interactive video-on-demand (VoD) system allows users to access video services, such as movies, electronic encyclopedia, interactive games, and educational videos from video servers on a broadband network. This paper develops a performance evaluation tool for the system design. In particular, a user activity model is developed to describe the usage of system resources, i.e., network bandwidth and video server usage, by a user as it interacts with the service. In addition, we allow batching of user requests, and the effect of such batching is captured in a batching model. Our proposed queueing model integrates both the user activity and the batching model. This model can be used to determine the requirements of network bandwidth and video server and, hence, the trade-off in communication and storage costs for different system resource configurations.published_or_final_versio
ATOM : a distributed system for video retrieval via ATM networks
The convergence of high speed networks, powerful personal computer processors and improved storage technology has led to the development of video-on-demand services to the desktop that provide interactive controls and deliver Client-selected video information on a Client-specified schedule. This dissertation presents the design of a video-on-demand system for Asynchronous Transfer Mode (ATM) networks, incorporating an optimised topology for the nodes in the system and an architecture for Quality of Service (QoS). The system is called ATOM which stands for Asynchronous Transfer Mode Objects. Real-time video playback over a network consumes large bandwidth and requires strict bounds on delay and error in order to satisfy the visual and auditory needs of the user. Streamed video is a fundamentally different type of traffic to conventional IP (Internet Protocol) data since files are viewed in real-time, not downloaded and then viewed. This streaming data must arrive at the Client decoder when needed or it loses its interactive value. Characteristics of multimedia data are investigated including the use of compression to reduce the excessive bit rates and storage requirements of digital video. The suitability of MPEG-1 for video-on-demand is presented. Having considered the bandwidth, delay and error requirements of real-time video, the next step in designing the system is to evaluate current models of video-on-demand. The distributed nature of four such models is considered, focusing on how Clients discover Servers and locate videos. This evaluation eliminates a centralized approach in which Servers have no logical or physical connection to any other Servers in the network and also introduces the concept of a selection strategy to find alternative Servers when Servers are fully loaded. During this investigation, it becomes clear that another entity (called a Broker) could provide a central repository for Server information. Clients have logical access to all videos on every Server simply by connecting to a Broker. The ATOM Model for distributed video-on-demand is then presented by way of a diagram of the topology showing the interconnection of Servers, Brokers and Clients; a description of each node in the system; a list of the connectivity rules; a description of the protocol; a description of the Server selection strategy and the protocol if a Broker fails. A sample network is provided with an example of video selection and design issues are raised and solved including how nodes discover each other, a justification for using a mesh topology for the Broker connections, how Connection Admission Control (CAC) is achieved, how customer billing is achieved and how information security is maintained. A calculation of the number of Servers and Brokers required to service a particular number of Clients is presented. The advantages of ATOM are described. The underlying distributed connectivity is abstracted away from the Client. Redundant Server/Broker connections are eliminated and the total number of connections in the system are minimized by the rule stating that Clients and Servers may only connect to one Broker at a time. This reduces the total number of Switched Virtual Circuits (SVCs) which are a performance hindrance in ATM. ATOM can be easily scaled by adding more Servers which increases the total system capacity in terms of storage and bandwidth. In order to transport video satisfactorily, a guaranteed end-to-end Quality of Service architecture must be in place. The design methodology for such an architecture is investigated starting with a review of current QoS architectures in the literature which highlights important definitions including a flow, a service contract and flow management. A flow is a single media source which traverses resource modules between Server and Client. The concept of a flow is important because it enables the identification of the areas requiring consideration when designing a QoS architecture. It is shown that ATOM adheres to the principles motivating the design of a QoS architecture, namely the Integration, Separation and Transparency principles. The issue of mapping human requirements to network QoS parameters is investigated and the action of a QoS framework is introduced, including several possible causes of QoS degradation. The design of the ATOM Quality of Service Architecture (AQOSA) is then presented. AQOSA consists of 11 modules which interact to provide end-to-end QoS guarantees for each stream. Several important results arise from the design. It is shown that intelligent choice of stored videos in respect of peak bandwidth can improve overall system capacity. The concept of disk striping over a disk array is introduced and a Data Placement Strategy is designed which eliminates disk hot spots (i.e. Overuse of some disks whilst others lie idle.) A novel parameter (the B-P Ratio) is presented which can be used by the Server to predict future bursts from each video stream. The use of Traffic Shaping to decrease the load on the network from each stream is presented. Having investigated four algorithms for rewind and fast-forward in the literature, a rewind and fast-forward algorithm is presented. The method produces a significant decrease in bandwidth, and the resultant stream is very constant, reducing the chance that the stream will add to network congestion. The C++ classes of the Server, Broker and Client are described emphasizing the interaction between classes. The use of ATOM in the Virtual Private Network and the multimedia teaching laboratory is considered. Conclusions and recommendations for future work are presented. It is concluded that digital video applications require high bandwidth, low error, low delay networks; a video-on-demand system to support large Client volumes must be distributed, not centralized; control and operation (transport) must be separated; the number of ATM Switched Virtual Circuits (SVCs) must be minimized; the increased connections caused by the Broker mesh is justified by the distributed information gain; a Quality of Service solution must address end-to-end issues. It is recommended that a web front-end for Brokers be developed; the system be tested in a wide area A TM network; the Broker protocol be tested by forcing failure of a Broker and that a proprietary file format for disk striping be implemented
Analysis and implementation of the Large Scale Video-on-Demand System
Next Generation Network (NGN) provides multimedia services over broadband
based networks, which supports high definition TV (HDTV), and DVD quality
video-on-demand content. The video services are thus seen as merging mainly
three areas such as computing, communication, and broadcasting. It has numerous
advantages and more exploration for the large-scale deployment of
video-on-demand system is still needed. This is due to its economic and design
constraints. It's need significant initial investments for full service
provision. This paper presents different estimation for the different
topologies and it require efficient planning for a VOD system network. The
methodology investigates the network bandwidth requirements of a VOD system
based on centralized servers, and distributed local proxies. Network traffic
models are developed to evaluate the VOD system's operational bandwidth
requirements for these two network architectures. This paper present an
efficient estimation of the of the bandwidth requirement for the different
architectures.Comment: 9 pages, 8 figure
Improving BitTorrent's Peer Selection For Multimedia Content On-Demand Delivery
The great efficiency achieved by the BitTorrent protocol for the distribution
of large amounts of data inspired its adoption to provide multimedia content
on-demand delivery over the Internet. As it is not designed for this purpose,
some adjustments have been proposed in order to meet the related QoS
requirements like low startup delay and smooth playback continuity.
Accordingly, this paper introduces a BitTorrent-like proposal named as
Quota-Based Peer Selection (QBPS). This proposal is mainly based on the
adaptation of the original peer-selection policy of the BitTorrent protocol.
Its validation is achieved by means of simulations and competitive analysis.
The final results show that QBPS outperforms other recent proposals of the
literature. For instance, it achieves a throughput optimization of up to 48.0%
in low-provision capacity scenarios where users are very interactive.Comment: International Journal of Computer Networks & Communications(IJCNC)
Vol.7, No.6, November 201
Analyzing Peer Selection Policies for BitTorrent Multimedia On-Demand Streaming Systems in Internet
The adaptation of the BitTorrent protocol to multimedia on-demand streaming
systems essentially lies on the modification of its two core algorithms, namely
the piece and the peer selection policies, respectively. Much more attention
has though been given to the piece selection policy. Within this context, this
article proposes three novel peer selection policies for the design of
BitTorrent-like protocols targeted at that type of systems: Select Balanced
Neighbour Policy (SBNP), Select Regular Neighbour Policy (SRNP), and Select
Optimistic Neighbour Policy (SONP). These proposals are validated through a
competitive analysis based on simulations which encompass a variety of
multimedia scenarios, defined in function of important characterization
parameters such as content type, content size, and client interactivity
profile. Service time, number of clients served and efficiency retrieving
coefficient are the performance metrics assessed in the analysis. The final
results mainly show that the novel proposals constitute scalable solutions that
may be considered for real project designs. Lastly, future work is included in
the conclusion of this paper.Comment: 19 PAGE
Satellite-enabled interactive education: scenarios and systems architectures
There are specific sectors of the economy that can benefit from satellite-based tele-education. Areas, such as maritime and agriculture, share common needs for both broadband connectivity at remote geographical areas that cannot otherwise be covered, and for innovative content for tele-education purposes. Furthermore, each area has special requirements with regard to the type of content to be delivered. In this paper we propose a set of architectural designs and case scenarios that will realise such interactive end-to-end education systems based on satellite communications. Services requirements in this setting are also identified and discussed
Faktor-faktor adaptasi logistik terbalik di sektor pembuatan
Dalam dunia yang mempunyai sumber yang terhad, proses pemulihan yang digunakan untuk bahan atau produk adalah kunci untuk menyokong populasi penduduk dalam meningkatkan penggunaan bahan. Pengurangan bahan buangan menjadi kebimbangan kepada industri negara yang berkonsepkan kitaran bahan kerana bahan buangan tersebut merupakan salah satu sumber yang menjana ekonomi industri tersebut. Proses terbalik melibatkan kos yang besar berbanding keuntungan. Perubahan dalam undang-undang untuk melindungi alam sekitar telah memberi kesan kepada ekonomi dan perkhidmatan. Kini, semakin banyak syarikat yang menggunakan proses aliran terbalik untuk pergerakan barangan dalam sistem logistik mereka. Industri pembuatan merupakan industri utama dalam penggunaan aktiviti logistik terbalik. Sistem logistik terbalik merupakan aktiviti yang membentuk proses yang berterusan untuk penggunaan semula produk sama ada digunakan semula ataupun untuk pelupusan. Pembuatan semula ditakrifkan sebagai salah satu kaedah pemulihan yang digunakan untuk produk yang rosak atau bahagian-bahagian yang boleh diperolehi semula dalam keadaan kualiti yang sama dengan produk baharu dan boleh dimasukkan ke dalam produk baharu dan akan dijual semula dalam pasaran sama dengan bahagian atau produk baharu. Aktiviti logistik terbalik sering dilaksanakan oleh pengeluar asal kerana bahan yang digunakan semula diperlukan untuk pengetahuan dalam pengeluaran tertentu. Eltayeb dan Zailani (2010) menyatakan kebanyakan pengeluar di Malaysia tidak berminat untuk menggunakan semula barangan kitar semula atau pelupusan disebabkan oleh perbelanjaan tambahan untuk mengendalikan aktiviti yang berkaitan dengan logistik terbalik
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Open-standards rich media mobile platform & rapid deployment service creation tool
This paper builds upon the work carried out by Brunel University in the field of "Fast Prototyping And Semi-automated User Interface And Application Generation for Converged Broadcast and Cellular Terminals" [1]. This work involved the development of a service creation application for interactive services on mobile devices and methodologies and tools to speed up and deskill the deployment process. This paper aims at further enhancing these tools and presents an enhanced open standards reference platform for mobile digital TV and rich media services. By using a Scalar Vector Graphics (SVG)-driven Java MIDP application (as opposed to bitmapped raster graphics-driven MHP), rich media services can be broadcast to mobile devices running various Java-supported platforms with a user interface scalable to any screen size. Moreover, the Rich Media Mobile Browser is integrated into a service creation tool, therefore enabling rapid testing and deployment of rich mobile media services.
The following sections detail the motivation behind the need for a platform which allows for rich media play-out on mobile devices, along with the rich media mobile viewing application and the tools used to create and test rich media with speed and ease
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