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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
2 P2P or Not 2 P2P?
In the hope of stimulating discussion, we present a heuristic decision tree
that designers can use to judge the likely suitability of a P2P architecture
for their applications. It is based on the characteristics of a wide range of
P2P systems from the literature, both proposed and deployed.Comment: 6 pages, 1 figur
Experimentation with MANETs of Smartphones
Mobile AdHoc NETworks (MANETs) have been identified as a key emerging
technology for scenarios in which IEEE 802.11 or cellular communications are
either infeasible, inefficient, or cost-ineffective. Smartphones are the most
adequate network nodes in many of these scenarios, but it is not
straightforward to build a network with them. We extensively survey existing
possibilities to build applications on top of ad-hoc smartphone networks for
experimentation purposes, and introduce a taxonomy to classify them. We present
AdHocDroid, an Android package that creates an IP-level MANET of (rooted)
Android smartphones, and make it publicly available to the community.
AdHocDroid supports standard TCP/IP applications, providing real smartphone
IEEE 802.11 MANET and the capability to easily change the routing protocol. We
tested our framework on several smartphones and a laptop. We validate the MANET
running off-the-shelf applications, and reporting on experimental performance
evaluation, including network metrics and battery discharge rate.Comment: 6 pages, 7 figures, 1 tabl
A comparison study for two fuzzy-based systems: improving reliability and security of JXTA-overlay P2P platform
This is a copy of the author's final draft version of an article published in the journal Soft computing.The reliability of peers is very important for safe communication in peer-to-peer (P2P) systems. The reliability of a peer can be evaluated based on the reputation and interactions with other peers to provide different services. However, for deciding the peer reliability there are needed many parameters, which make the problem NP-hard. In this paper, we present two fuzzy-based systems (called FBRS1 and FBRS2) to improve the reliability of JXTA-overlay P2P platform. In FBRS1, we considered three input parameters: number of interactions (NI), security (S), packet loss (PL) to decide the peer reliability (PR). In FBRS2, we considered four input parameters: NI, S, PL and local score to decide the PR. We compare the proposed systems by computer simulations. Comparing the complexity of FBRS1 and FBRS2, the FBRS2 is more complex than FBRS1. However, it also considers the local score, which makes it more reliable than FBRS1.Peer ReviewedPostprint (author's final draft
Evaluating Load Balancing in Peer-to-Peer Resource Sharing Algorithms for Wireless Mesh Networks
Wireless mesh networks are a promising area for the deployment of new wireless communication and networking technologies. In this paper, we address the problem of enabling effective peer-to-peer resource sharing in this type of networks. In particular, we consider the well-known Chord protocol for resource sharing in wired networks and the recently proposed MeshChord specialization for wireless mesh networks, and compare their performance under various network settings for what concerns total generated traffic and load balancing. Both iterative and recursive key lookup implementation in Chord/MeshChord are considered in our extensive performance evaluation. The results confirm superiority of MeshChord with respect to Chord, and show that recursive key lookup is to be preferred when considering communication overhead, while similar degree of load unbalancing is observed. However, recursive lookup implementation reduces the efficacy of MeshChord cross-layer design with respect to the original Chord algorithm. MeshChord has also the advantage of reducing load unbalancing with respect to Chord, although a moderate degree of load unbalancing is still observed, leaving room for further improvement of the MeshChord design
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