400 research outputs found
Simulation and data analysis of peer-to-peer traffic for live video streaming
Evaluating and testing changes or configurations to peer-to-peer systems or even understanding their behaviour can be complicated. One approach is to simulate a large peer-to-peer system and visualise the results. In this master's thesis a study is performed to understand how an actual implementation of a hybrid peer-to-peer live video streaming system behaves and performs under different scenarios. The behaviour and performance of a hybrid live video streaming system consisting of an unstructured mesh-pull-based P2P network and a classic content delivery network solution is studied by simulating the system with different scenarios such as flash crowds and flash disconnects. The simulation system includes a network model taking latency and bandwidth into consideration. As expected the mesh-based system performed well under user churn. Although the system consisted of approximately 80% free-riders the utilisation of the content distribution network was reduced by 95% on average. The data analysis was successful in improving the system's overall performance. Furthermore, the visualisations and data analysis were used to understand the system's behaviour
Strategies of collaboration in multi-channel P2P VoD streaming
As compared to live peer-to-peer (P2P) streaming, modern P2P video-on-demand (VoD) systems have brought much larger volumes of videos and more interactive controls to the Internet users. Nevertheless, the larger number of available videos and the flexibility of allowing users to jump back and forth in a video, have led to much fewer numbers of concurrent peers watching at a similar pace, that reduces the chance for collaborative chunk supply among peers and thus significantly increases the server bandwidth cost [1]. Towards the ultimate goal of maximizing peer resource utilization, in this paper, we design effective strategies for both cross-channel and intra-channel collaborations in multi-channel P2P VoD systems, such that individual peer's resources, including download/upload bandwidths and the cache capacity, are effectively utilized to maximize the streaming qualities in all the channels. In particular, each peer actively and strategically determines the supply-and-demand imbalance in different channels, as well as that among different chunks within each video, makes use of its surplus download capacity to fetch chunks with the most need, and then serves those chunks using its idle upload bandwidth, all without impairing its own streaming quality. Our extensive trace-driven simulations show the effectiveness of our strategies in reducing the server cost while guaranteeing high streaming qualities in the entire system, even during extreme scenarios such as unexpected flash crowds. ©2010 IEEE.published_or_final_versionThe IEEE Conference and Exhibition on Global Telecommunications (GLOBECOM 2010), Miami, FL., 6-10 December 2010. In Proceedings of GLOBECOM, 2010, p. 1-
CloudMedia: When cloud on demand meets video on demand
Internet-based cloud computing is a new computing paradigm aiming to provide agile and scalable resource access in a utility-like fashion. Other than being an ideal platform for computation-intensive tasks, clouds are believed to be also suitable to support large-scale applications with periods of flash crowds by providing elastic amounts of bandwidth and other resources on the fly. The fundamental question is how to configure the cloud utility to meet the highly dynamic demands of such applications at a modest cost. In this paper, we address this practical issue with solid theoretical analysis and efficient algorithm design using Video on Demand (VoD) as the example application. Having intensive bandwidth and storage demands in real time, VoD applications are purportedly ideal candidates to be supported on a cloud platform, where the on-demand resource supply of the cloud meets the dynamic demands of the VoD applications. We introduce a queueing network based model to characterize the viewing behaviors of users in a multichannel VoD application, and derive the server capacities needed to support smooth playback in the channels for two popular streaming models: client-server and P2P. We then propose a dynamic cloud resource provisioning algorithm which, using the derived capacities and instantaneous network statistics as inputs, can effectively support VoD streaming with low cloud utilization cost. Our analysis and algorithm design are verified and extensively evaluated using large-scale experiments under dynamic realistic settings on a home-built cloud platform. © 2011 IEEE.published_or_final_versionThe 31st International Conference on Distributed Computing Systems (ICDCS 2011), Minneapolis, MN., 20-24 June 2011. In Proceedings of 31st ICDCS, 2011, p. 268-27
Distributed Optimization of P2P Media Delivery Overlays
Media streaming over the Internet is becoming increasingly popular. Currently, most media is delivered using global content-delivery networks, providing a scalable and robust client-server model. However, content delivery infrastructures are expensive. One approach to reduce the cost of media delivery is to use peer-to-peer (P2P) overlay networks, where nodes share responsibility for delivering the media to one another.
The main challenges in P2P media streaming using overlay networks include: (i) nodes should receive the stream with respect to certain timing constraints, (ii) the overlay should adapt to the changes in the network, e.g., varying bandwidth capacity and join/failure of nodes, (iii) nodes should be intentivized to contribute and share their resources, and (iv) nodes should be able to establish connectivity to the other nodes behind NATs. In this work, we meet these requirements by presenting P2P solutions for live media streaming, as well as proposing a distributed NAT traversal solution.
First of all, we introduce a distributed market model to construct an approximately minimal height multiple-tree streaming overlay for content delivery, in gradienTv. In this system, we assume all the nodes are cooperative and execute the protocol. However, in reality, there may exist some opportunistic nodes, free-riders, that take advantage of the system, without contributing to content distribution. To overcome this problem, we extend our market model in Sepidar to be effective in deterring free-riders. However, gradienTv and Sepidar are tree-based solutions, which are fragile in high churn and failure scenarios. We present a solution to this problem in GLive that provides a more robust overlay by replacing the tree structure with a mesh. We show in simulation, that the mesh-based overlay outperforms the multiple-tree overlay.
Moreover, we compare the performance of all our systems with the state-of-the-art NewCoolstreaming, and observe that they provide better playback continuity and lower playback latency than that of NewCoolstreaming under a variety of experimental scenarios.
Although our distributed market model can be run against a random sample of nodes, we improve its convergence time by executing it against a sample of nodes taken from the Gradient overlay. The Gradient overlay organizes nodes in a topology using a local utility value at each node, such that
nodes are ordered in descending utility values away from a core of the highest utility nodes. The evaluations show that the streaming overlays converge faster when our market model works on top of the Gradient overlay.
We use a gossip-based peer sampling service in our streaming systems to provide each node with a small list of live nodes. However, in the Internet, where a high percentage of nodes are behind NATs, existing gossiping protocols break down. To solve this problem, we present Gozar, a NAT-friendly 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. We compare Gozar with the state-of-the-art NAT-friendly gossip-based peer sampling service, Nylon, and show that only Gozar supports one-hop NAT traversal, and its overhead is roughly half of Nylon’s
Dynamic Resource Management in Clouds: A Probabilistic Approach
Dynamic resource management has become an active area of research in the
Cloud Computing paradigm. Cost of resources varies significantly depending on
configuration for using them. Hence efficient management of resources is of
prime interest to both Cloud Providers and Cloud Users. In this work we suggest
a probabilistic resource provisioning approach that can be exploited as the
input of a dynamic resource management scheme. Using a Video on Demand use case
to justify our claims, we propose an analytical model inspired from standard
models developed for epidemiology spreading, to represent sudden and intense
workload variations. We show that the resulting model verifies a Large
Deviation Principle that statistically characterizes extreme rare events, such
as the ones produced by "buzz/flash crowd effects" that may cause workload
overflow in the VoD context. This analysis provides valuable insight on
expectable abnormal behaviors of systems. We exploit the information obtained
using the Large Deviation Principle for the proposed Video on Demand use-case
for defining policies (Service Level Agreements). We believe these policies for
elastic resource provisioning and usage may be of some interest to all
stakeholders in the emerging context of cloud networkingComment: IEICE Transactions on Communications (2012). arXiv admin note:
substantial text overlap with arXiv:1209.515
Partitioning and Offloading for IoT and Video Streaming Applications that Utilize Computing Resources at the Network Edge
The Internet of Things (IoT) is a concept in which physical objects embedded with sensors, actuators, and network connectivity can communicate and react to their surroundings. IoT applications connect physical objects for the purpose of decision making by sensing and analysing generated data from the embedded sensors in physical objects. IoT applications are growing rapidly as sensors become less expensive. Sensors generate large amounts of data that may meaningless unless the data is used to derive knowledge with in a certain period of time. Stream processing paradigm is used by IoT to provide requirements of IoT applications. In a stream processing paradigm, unlike traditional data bases, data is not stored but rather processed as it is generated. To transfer generated data from distributed data sources to a processing center such as cloud may not allow for real-time processing due to the network delay. Another high-demand application is live streaming of video. The performance of live video stream systems is inferior when there is a sudden large demand in the number of users. This thesis addresses some of the limitations of current architectures for video streaming systems and IoT applications based on the use of nearby computing resources (e.g., cloudlet, fog).
First, we addressed the degrading performance in video stream systems when a flash crowd occurs. The performance of video streaming systems is affected by flash crowd and degrade the quality of service for subscribers to the content delivery system. A flash crowd happens when there is a sudden large increase in the number of users. Therefore, flash crowds increase network traffic for any particular server. The main challenge is to make sure that the video streaming system has sufficient capacity to handle the occurrence of flash crowds.
Second, we address the limitation of current architectures for running mobile applications by introducing a dynamic partitioning and offloading of a mobile application. Mobile devices have limited resources including short battery life, storage capacity and processor performance. This limits the applications that can run on it. Mobile applications can be partitioned so that some of the application runs on a cloud. This works well for applications with relatively little data to be transferred and that do not have a high level of interaction with the user. Challenges with applications that have large amounts of data to be transferred and have a high level interactiveness is the high latency incurred by the network and packet loss of the wireless network. A mobile application can be partitioned so that part of it runs on a nearby computing resource e.g., fog node or cloudlet. This thesis presents a framework that introduces fine-grained offloading approach and support for runtime and dynamic partitioning of an application.
Third, we present a solution for placement of stream operators over distributed fog nodes for live processing of data streams from geographically distributed data sources. This placement of stream operators takes place in such a way that it supports applications with a high volume of data that require real-time (or near real-time) analysis To this end, this thesis proposed a set of algorithms for placement of stream operators among fog nodes
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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
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