335 research outputs found

    Multiview real-time media distribution for next generation networks

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    With the massive deployment of broadband access to the end-users, the continuous improvement of the hardware capabilities of end devices and better video compression techniques, acceptable conditions have been met to unleash over-the-top bandwidth demanding and time-stringent P2P applications, such as multiview real-time media distribution. Such applications enable the transmission of multiple views of the same scene, providing consumers with a more immersive visual experience. This article proposes an architecture to distribute multiview real-time media content using a hybrid DVB-T2, client-server and P2P paradigms, supported by an also novel QoS solution. The approach minimizes packet delay, interar- rival jitter, inter-ISP traffic and traffic at the ISP core network, which are some of the main drawbacks of P2P networks, whilst still meeting stringent QoS demands. The proposed architecture uses DVB-T2 to distribute a self-contained and fully decodable base-layer video signal, assumed to be always available to the end-user, and an IP network to distribute in parallel - with increased delay - additional IP video streams. The result is a decoded video quality that adapts to individual end-user conditions and maxi- mizes viewing experience. To achieve its target goal this architecture: defines new services for the ISP’s services network and new roles for the ISP core, edge and border routers; makes use of pure IP mul- ticast transmission at the ISP’s core network, greatly minimizing bandwidth consumption; constructs a geographically contained P2P network that uses P2P application-level multicast trees to assist the dis- tribution of the IP video streams at the ISP access networks, greatly reducing inter-ISP traffic, and; de- scribes a novel QoS control architecture that takes advantage of the Internet resource over-provisioning techniques to meet stringent QoS demands in a scalable manner. The proposed architecture has been im- plemented in both real test bed implementation and ns-2 simulations. Results have shown a highly scal- able P2P overlay construction algorithm, with very fast computation of application-level multicast trees (in the order of milliseconds), and efficient reaction to peer-churn with no perceptually annoying impair- ments noticed. Furthermore, enormous bandwidth savings are achieved at the ISP core network, which considerable lower management and investment costs in infrastructure. The QoS based results have also shown that the proposed approach effectively deploys a fast and scalable resource and admission control mechanism, considerably lowering signalling events using a per-class over-provisioning approach thus preventing per-flow QoS reservation signalling messages. Moreover, it is aware of network link resources in real-time and supports for service differentiation and network convergence by guaranteeing that each admitted traffic flow receives the contracted QoS. Finally, the proposed architecture for Multiview Real- Time Media Distribution for Next Generation Networks, as a component for a large project demonstrator, has been evaluated by an independent panel of experts following ITU recommendations, obtaining an excellent evaluation as computed by Mean Opinion Score.info:eu-repo/semantics/publishedVersio

    Multiple Multicast Trees for media distribution

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    Dissertação apresentada à Escola Superior de Tecnologia do Instituto Politécnico de Castelo Branco e Instituto de Telecomunicações para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Desenvolvimento de Software e Sistemas Interativos, realizada sob a orientação científica do Professor adjunto Doutor Osvaldo Santos, do Instituto Politécnico de Castelo Branco.Com a implementação massiva dos acessos de banda larga nos utilizadores, e com o aumento da capacidade dos dispositivos, o paradigma de rede P2P tem vindo a ganhar consistência e terreno comparativamente à típica tecnologia cliente-servidor. Na maioria dos países modernos as ligações à Internet têm capacidade suficiente para libertar as capacidades que o P2P pode oferecer em aplicações como, video-on-demand ou televisão em tempo real. É sabido que o uso de sistemas baseados em P2P para distribuir conteúdos sensíveis a atrasos pode levantar questões técnicas associadas à instabilidade do sistema causado pela entrada e saída de clientes. Neste relatório é proposto uma plataforma para distribuir conteúdos 3D, sensíveis a atrasos, utilizando um sistema híbrido cliente servidor e P2P hibrido. A plataforma proposta utiliza ao nível da aplicação P2P tecnologia do tipo múltiplas árvores na rede de acesso, delegando as típicas ações de servidor aos super-peers que estão distribuídos geograficamente. Esta proposta utiliza uma nova arquitetura de controlo para tirar proveito dos recursos da Internet para alimentar as técnicas de QoS rigorosas de forma escalável. Os resultados são baseados em testes efetuados em laboratório e mostram uma rápida reação nos clientes.Abstract: With the massive deployment of broadband access to the end-users and the improved hardware capabilities of end devices, peer-to-peer (P2P) networking paradigm is consistently gaining terrain over the typical client-server approach. In most of the modern countries, today’s Internet connectivity has sufficient conditions to unleash P2P applications such as video-on-demand or real-time television. It is known that the use of P2P based systems to distribute delay sensitive applications raises technical problems mainly associated with the system’s instability caused by the peer churn effect. In this report, we propose a framework to distribute delay sensitive 3D video content using a hybrid client-server and P2P approach. The proposed framework uses P2P application-level multicast trees at the access networks, delegating typical server operations at super-peers who are domain and geographically distributed. The approach uses a new control architecture to take advantage of the Internet to meet stringent QoS demands in a scalable manner. Results based on real testbed implementation show quick reaction at peer level

    A P2P Platform for real-time multicast video streaming leveraging on scalable multiple descriptions to cope with bandwidth fluctuations

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    In the immediate future video distribution applications will increase their diffusion thanks tothe ever-increasing user capabilities and improvements in the Internet access speed and performance.The target of this paper is to propose a content delivery system for real-time streaming services based ona peer-to-peer approach that exploits multicast overlay organization of the peers to address thechallenges due to bandwidth heterogeneity. To improve reliability and flexibility, video is coded using ascalable multiple description approach that allows delivery of sub-streams over multiple trees andallows rate adaptation along the trees as the available bandwidth changes. Moreover, we have deployeda new algorithm for tree-based topology management of the overlay network. In fact, tree based overlaynetworks better perform in terms of end-to-end delay and ordered delivery of video flow packets withrespect to mesh based ones. We also show with a case study that the proposed system works better thansimilar systems using only either multicast or multiple trees

    Peer-to-peer interactive 3D media dissemination in networked virtual environments

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    Ph.DDOCTOR OF PHILOSOPH

    Framework for Content Distribution over Wireless LANs

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    Wireless LAN (also called as Wi-Fi) is dominantly considered as the most pervasive technology for Intent access. Due to the low-cost of chipsets and support for high data rates, Wi-Fi has become a universal solution for ever-increasing application space which includes, video streaming, content delivery, emergency communication, vehicular communication and Internet-of-Things (IoT). Wireless LAN technology is defined by the IEEE 802.11 standard. The 802.11 standard has been amended several times over the last two decades, to incorporate the requirement of future applications. The 802.11 based Wi-Fi networks are infrastructure networks in which devices communicate through an access point. However, in 2010, Wi-Fi Alliance has released a specification to standardize direct communication in Wi-Fi networks. The technology is called Wi-Fi Direct. Wi-Fi Direct after 9 years of its release is still used for very basic services (connectivity, file transfer etc.), despite the potential to support a wide range of applications. The reason behind the limited inception of Wi-Fi Direct is some inherent shortcomings that limit its performance in dense networks. These include the issues related to topology design, such as non-optimal group formation, Group Owner selection problem, clustering in dense networks and coping with device mobility in dynamic networks. Furthermore, Wi-Fi networks also face challenges to meet the growing number of Wi Fi users. The next generation of Wi-Fi networks is characterized as ultra-dense networks where the topology changes frequently which directly affects the network performance. The dynamic nature of such networks challenges the operators to design and make optimum planifications. In this dissertation, we propose solutions to the aforementioned problems. We contributed to the existing Wi-Fi Direct technology by enhancing the group formation process. The proposed group formation scheme is backwards-compatible and incorporates role selection based on the device's capabilities to improve network performance. Optimum clustering scheme using mixed integer programming is proposed to design efficient topologies in fixed dense networks, which improves network throughput and reduces packet loss ratio. A novel architecture using Unmanned Aeriel Vehicles (UAVs) in Wi-Fi Direct networks is proposed for dynamic networks. In ultra-dense, highly dynamic topologies, we propose cognitive networks using machine-learning algorithms to predict the network changes ahead of time and self-configuring the network

    QoS monitoring in real-time streaming overlays based on lock-free data structures

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    AbstractPeer-to-peer streaming is a well-known technology for the large-scale distribution of real-time audio/video contents. Delay requirements are very strict in interactive real-time scenarios (such as synchronous distance learning), where playback lag should be of the order of seconds. Playback continuity is another key aspect in these cases: in presence of peer churning and network congestion, a peer-to-peer overlay should quickly rearrange connections among receiving nodes to avoid freezing phenomena that may compromise audio/video understanding. For this reason, we designed a QoS monitoring algorithm that quickly detects broken or congested links: each receiving node is able to independently decide whether it should switch to a secondary sending node, called "fallback node". The architecture takes advantage of a multithreaded design based on lock-free data structures, which improve the performance by avoiding synchronization among threads. We will show the good responsiveness of the proposed approach on machines with different computational capabilities: measured times prove both departures of nodes and QoS degradations are promptly detected and clients can quickly restore a stream reception. According to PSNR and SSIM, two well-known full-reference video quality metrics, QoE remains acceptable on receiving nodes of our resilient overlay also in presence of swap procedures

    Genet: A Quickly Scalable Fat-Tree Overlay for Personal Volunteer Computing using WebRTC

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    WebRTC enables browsers to exchange data directly but the number of possible concurrent connections to a single source is limited. We overcome the limitation by organizing participants in a fat-tree overlay: when the maximum number of connections of a tree node is reached, the new participants connect to the node's children. Our design quickly scales when a large number of participants join in a short amount of time, by relying on a novel scheme that only requires local information to route connection messages: the destination is derived from the hash value of the combined identifiers of the message's source and of the node that is holding the message. The scheme provides deterministic routing of a sequence of connection messages from a single source and probabilistic balancing of newer connections among the leaves. We show that this design puts at least 83% of nodes at the same depth as a deterministic algorithm, can connect a thousand browser windows in 21-55 seconds in a local network, and can be deployed for volunteer computing to tap into 320 cores in less than 30 seconds on a local network to increase the total throughput on the Collatz application by two orders of magnitude compared to a single core

    Distributing streaming media content using cooperative networking

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    Solving key design issues for massively multiplayer online games on peer-to-peer architectures

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    Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale on the Internet and are predominantly implemented by Client/Server architectures. While such a classical approach to distributed system design offers many benefits, it suffers from significant technical and commercial drawbacks, primarily reliability and scalability costs. This realisation has sparked recent research interest in adapting MMOGs to Peer-to-Peer (P2P) architectures. This thesis identifies six key design issues to be addressed by P2P MMOGs, namely interest management, event dissemination, task sharing, state persistency, cheating mitigation, and incentive mechanisms. Design alternatives for each issue are systematically compared, and their interrelationships discussed. How well representative P2P MMOG architectures fulfil the design criteria is also evaluated. It is argued that although P2P MMOG architectures are developing rapidly, their support for task sharing and incentive mechanisms still need to be improved. The design of a novel framework for P2P MMOGs, Mediator, is presented. It employs a self-organising super-peer network over a P2P overlay infrastructure, and addresses the six design issues in an integrated system. The Mediator framework is extensible, as it supports flexible policy plug-ins and can accommodate the introduction of new superpeer roles. Key components of this framework have been implemented and evaluated with a simulated P2P MMOG. As the Mediator framework relies on super-peers for computational and administrative tasks, membership management is crucial, e.g. to allow the system to recover from super-peer failures. A new technology for this, namely Membership-Aware Multicast with Bushiness Optimisation (MAMBO), has been designed, implemented and evaluated. It reuses the communication structure of a tree-based application-level multicast to track group membership efficiently. Evaluation of a demonstration application shows i that MAMBO is able to quickly detect and handle peers joining and leaving. Compared to a conventional supervision architecture, MAMBO is more scalable, and yet incurs less communication overheads. Besides MMOGs, MAMBO is suitable for other P2P applications, such as collaborative computing and multimedia streaming. This thesis also presents the design, implementation and evaluation of a novel task mapping infrastructure for heterogeneous P2P environments, Deadline-Driven Auctions (DDA). DDA is primarily designed to support NPC host allocation in P2P MMOGs, and specifically in the Mediator framework. However, it can also support the sharing of computational and interactive tasks with various deadlines in general P2P applications. Experimental and analytical results demonstrate that DDA efficiently allocates computing resources for large numbers of real-time NPC tasks in a simulated P2P MMOG with approximately 1000 players. Furthermore, DDA supports gaming interactivity by keeping the communication latency among NPC hosts and ordinary players low. It also supports flexible matchmaking policies, and can motivate application participants to contribute resources to the system
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