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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
Taxonomy of P2P Applications
Peer-to-peer (p2p) networks have gained immense popularity in recent years and the number of services they provide continuously rises. Where p2p-networks were formerly known as file-sharing networks, p2p is now also used for services like VoIP and IPTV. With so many different p2p applications and services the need for a taxonomy framework rises. This paper describes the available p2p applications grouped by the services they provide. A taxonomy framework is proposed to classify old and recent p2p applications based on their characteristics
The state of peer-to-peer network simulators
Networking research often relies on simulation in order to test and evaluate new ideas. An important requirement of this process is that results must be reproducible so that other researchers can replicate, validate and extend existing work. We look at the landscape of simulators for research in peer-to-peer (P2P) networks by conducting a survey of a combined total of over 280 papers from before and after 2007 (the year of the last survey in this area), and comment on the large quantity of research using bespoke, closed-source simulators. We propose a set of criteria that P2P simulators should meet, and poll the P2P research community for their agreement. We aim to drive the community towards performing their experiments on simulators that allow for others to validate their results
Modeling and Evaluation of Multisource Streaming Strategies in P2P VoD Systems
In recent years, multimedia content distribution has largely been moved to the Internet, inducing broadcasters, operators and service providers to upgrade with large expenses their infrastructures. In this context, streaming solutions that rely on user devices such as set-top boxes (STBs) to offload dedicated streaming servers are particularly appropriate. In these systems, contents are usually replicated and scattered over the network established by STBs placed at users' home, and the video-on-demand (VoD) service is provisioned through streaming sessions established among neighboring STBs following a Peer-to-Peer fashion. Up to now the majority of research works have focused on the design and optimization of content replicas mechanisms to minimize server costs. The optimization of replicas mechanisms has been typically performed either considering very crude system performance indicators or analyzing asymptotic behavior. In this work, instead, we propose an analytical model that complements previous works providing fairly accurate predictions of system performance (i.e., blocking probability). Our model turns out to be a highly scalable, flexible, and extensible tool that may be helpful both for designers and developers to efficiently predict the effect of system design choices in large scale STB-VoD system
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
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