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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
P2P IPTV Measurement: A Comparison Study
With the success of P2P file sharing, new emerging P2P applications arise on
the Internet for streaming content like voice (VoIP) or live video (IPTV).
Nowadays, there are lots of works measuring P2P file sharing or P2P telephony
systems, but there is still no comprehensive study about P2P IPTV, whereas it
should be massively used in the future. During the last FIFA world cup, we
measured network traffic generated by P2P IPTV applications like PPlive,
PPstream, TVants and Sopcast. In this paper we analyze some of our results
during the same games for the applications. We focus on traffic statistics and
churn of peers within these P2P networks. Our objectives are threefold: we
point out the traffic generated to understand the impact they will have on the
network, we try to infer the mechanisms of such applications and highlight
differences, and we give some insights about the users' behavior.Comment: 10 page
Multiple-Tree Push-based Overlay Streaming
Multiple-Tree Overlay Streaming has attracted a great amount of attention
from researchers in the past years. Multiple-tree streaming is a promising
alternative to single-tree streaming in terms of node dynamics and load
balancing, among others, which in turn addresses the perceived video quality by
the streaming user on node dynamics or when heterogeneous nodes join the
network. This article presents a comprehensive survey of the different
aproaches and techniques used in this research area. In this paper we identify
node-disjointness as the property most approaches aim to achieve. We also
present an alternative technique which does not try to achieve this but does
local optimizations aiming global optimizations. Thus, we identify this
property as not being absolute necessary for creating robust and heterogeneous
multi-tree overlays. We identify two main design goals: robustness and support
for heterogeneity, and classify existing approaches into these categories as
their main focus
QoE in Pull Based P2P-TV Systems: Overlay Topology Design Tradeoff
AbstractâThis paper presents a systematic performance anal-ysis of pull P2P video streaming systems for live applications, providing guidelines for the design of the overlay topology and the chunk scheduling algorithm. The contribution of the paper is threefold: 1) we propose a realistic simulative model of the system that represents the effects of access bandwidth heterogeneity, latencies, peculiar characteristics of the video, while still guaranteeing good scalability properties; 2) we propose a new latency/bandwidth-aware overlay topology design strategy that improves application layer performance while reducing the underlying transport network stress; 3) we investigate the impact of chunk scheduling algorithms that explicitly exploit properties of encoded video. Results show that our proposal jointly improves the actual Quality of Experience of users and reduces the cost the transport network has to support. I
Three scenarios for TV in 2015
By offering three visions of the future of television through 2015, this article aims to highlight some of the socio-economic changes that the television sector may experience in the long term. It highlights the structuring impact that PVR could have on the sector, as well as the upheavals that may arise from a new paradigm of internet TV. It also highlights the options now open to TV channel operators wishing to set up a mobile TV service and the threats facing mobile telecommunications operators in the development of this market as a result.television; forecast; media usages
A Comprehensive Analysis of Swarming-based Live Streaming to Leverage Client Heterogeneity
Due to missing IP multicast support on an Internet scale, over-the-top media
streams are delivered with the help of overlays as used by content delivery
networks and their peer-to-peer (P2P) extensions. In this context,
mesh/pull-based swarming plays an important role either as pure streaming
approach or in combination with tree/push mechanisms. However, the impact of
realistic client populations with heterogeneous resources is not yet fully
understood. In this technical report, we contribute to closing this gap by
mathematically analysing the most basic scheduling mechanisms latest deadline
first (LDF) and earliest deadline first (EDF) in a continuous time Markov chain
framework and combining them into a simple, yet powerful, mixed strategy to
leverage inherent differences in client resources. The main contributions are
twofold: (1) a mathematical framework for swarming on random graphs is proposed
with a focus on LDF and EDF strategies in heterogeneous scenarios; (2) a mixed
strategy, named SchedMix, is proposed that leverages peer heterogeneity. The
proposed strategy, SchedMix is shown to outperform the other two strategies
using different abstractions: a mean-field theoretic analysis of buffer
probabilities, simulations of a stochastic model on random graphs, and a
full-stack implementation of a P2P streaming system.Comment: Technical report and supplementary material to
http://ieeexplore.ieee.org/document/7497234
Detection of encrypted traffic generated by peer-to-peer live streaming applications using deep packet inspection
The number of applications using the peer-to-peer (P2P) networking paradigm and their popularity has substantially grown over the last decade. They evolved from the le-sharing applications to media streaming ones. Nowadays these applications commonly encrypt the communication contents or employ protocol obfuscation techniques. In this dissertation, it was conducted an investigation to identify encrypted traf c ows generated by three of the most popular P2P live streaming applications: TVUPlayer, Livestation and GoalBit. For this work, a test-bed that could simulate a near real scenario was created, and traf c was captured from a great variety of applications. The method proposed resort to Deep Packet Inspection (DPI), so we needed
to analyse the payload of the packets in order to nd repeated patterns, that later were used to create a set of SNORT rules that can be used to detect key network packets generated by these applications. The method was evaluated experimentally on the test-bed created for that purpose, being shown that its accuracy is of 97% for GoalBit.A popularidade e o nĂșmero de aplicaçÔes que usam o paradigma de redes par-a-par (P2P)
tĂȘm crescido substancialmente na Ășltima dĂ©cada. Estas aplicaçÔes deixaram de serem usadas
simplesmente para partilha de ficheiros e sĂŁo agora usadas tambĂ©m para distribuir conteĂșdo
multimĂ©dia. Hoje em dia, estas aplicaçÔes tĂȘm meios de cifrar o conteĂșdo da comunicação
ou empregar técnicas de ofuscação directamente no protocolo. Nesta dissertação, foi realizada
uma investigação para identificar fluxos de tråfego encriptados, que foram gerados por
trĂȘs aplicaçÔes populares de distribuição de conteĂșdo multimĂ©dia em redes P2P: TVUPlayer,
Livestation e GoalBit. Para este trabalho, foi criada uma plataforma de testes que pretendia
simular um cenĂĄrio quase real, e o trĂĄfego que foi capturado, continha uma grande variedade
de aplicaçÔes. O método proposto nesta dissertação recorre à técnica de Inspecção Profunda
de Pacotes (DPI), e por isso, foi necessĂĄrio 21nalisar o conteĂșdo dos pacotes a fim de encontrar
padrÔes que se repetissem, e que iriam mais tarde ser usados para criar um conjunto de regras
SNORT para detecção de pacotes chave· na rede, gerados por estas aplicaçÔes, afim de se
poder correctamente classificar os fluxos de tråfego. Após descobrir que a aplicação Livestation
deixou de funcionar com P2P, apenas as duas regras criadas até esse momento foram usadas.
Quanto à aplicação TVUPlayer, foram criadas vårias regras a partir do tråfego gerado por ela
mesma e que tiveram uma boa taxa de precisão. Vårias regras foram também criadas para
a aplicação GoalBit em que foram usados quatro cenårios: com e sem encriptação usando a
opção de transmissão tracker, e com e sem encriptação usando a opção de transmissão sem
necessidade de tracker (aqui foi usado o protocolo Kademlia). O método foi avaliado experimentalmente
na plataforma de testes criada para o efeito, sendo demonstrado que a precisĂŁo
do conjunto de regras para a aplicação GoallBit Ă© de 97%.Fundação para a CiĂȘncia e a Tecnologia (FCT
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