44 research outputs found

    Interactivity And User-heterogeneity In On Demand Broadcast Video

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    Video-On-Demand (VOD) has appeared as an important technology for many multimedia applications such as news on demand, digital libraries, home entertainment, and distance learning. In its simplest form, delivery of a video stream requires a dedicated channel for each video session. This scheme is very expensive and non-scalable. To preserve server bandwidth, many users can share a channel using multicast. Two types of multicast have been considered. In a non-periodic multicast setting, users make video requests to the server; and it serves them according to some scheduling policy. In a periodic broadcast environment, the server does not wait for service requests. It broadcasts a video cyclically, e.g., a new stream of the same video is started every t seconds. Although, this type of approach does not guarantee true VOD, the worst service latency experienced by any client is less than t seconds. A distinct advantage of this approach is that it can serve a very large community of users using minimal server bandwidth. In VOD System it is desirable to provide the user with the video-cassette-recorder-like (VCR) capabilities such as fast-forwarding a video or jumping to a specific frame. This issue in the broadcast framework is addressed, where each video and its interactive version are broadcast repeatedly on the network. Existing techniques rely on data prefetching as the mechanism to provide this functionality. This approach provides limited usability since the prefetching rate cannot keep up with typical fast-forward speeds. In the same environment, end users might have access to different bandwidth capabilities at different times. Current periodic broadcast schemes, do not take advantage of high-bandwidth capabilities, nor do they adapt to the low-bandwidth limitation of the receivers. A heterogeneous technique is presented that can adapt to a range of receiving bandwidth capability. Given a server bandwidth and a range of different client bandwidths, users employing the proposed technique will choose either to use their full reception bandwidth capability and therefore accessing the video at a very short time, or using part or enough reception bandwidth at the expense of a longer access latency

    Providing VCR Functionality in VOD Servers

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    Resource-sharing techniques are widely used by VOD servers. Stream merging is one of the most efficient resource-sharing techniques. ERMT is able to achieve merge trees with the closest cost of optimal merge tree. Full VCR support has become a “must have” feature for VOD services. This researcher proposed an algorithm to enable VCR support on ERMT. Furthermore, client local buffer and fixed-interval periodical multicasting were also deployed by the algorithm to improve the stream-client ratio. After thorough runs of simulations and numerous comparisons to BEP, the highly efficient resource- sharing technique, the proposed algorithm with client local buffer utilization and fixed- interval multicasting showed better performance in all simulations. The biggest discovery is that the best-performer is modified ERMT with client local buffer support for VCR without fixed-interval multicasting. Another discovery is that bigger client buffer size hurts the performance of ERMT

    Best-Effort Patching for Multicast True VoD Service

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    A multicast Video-on-Demand (VoD) system allows clients to share a server stream by batching their requests, and hence, improves channel utilization. However, it is very difficult to equip such a VoD system with full support for interactive VCR functions which are important to a growing number of Internet applications. In order to eliminate service (admission) latency, patching was proposed to enable an existing multicast session to dynamically add new clients, and requests can be served without delay if patching channels are available. A true VoD (TVoD) service should support not only zero-delay client admission but also continuous VCR-like interactivity. However, the conventional patching is only suitable for admission control. We propose a new patching scheme, called Best-Effort Patching (BEP), that offers a TVoD service in terms of both request admission and VCR interactivity. Moreover, by using a novel dynamic merging algorithm, BEP significantly improves the efficiency of TVoD interactivity, especially for popular videos. We also model and evaluate the efficiency of the dynamic merging algorithm. It is shown that BEP outperforms the conventional TVoD interaction protocols.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/47328/1/11042_2005_Article_6851.pd

    Network architecture in a large-scale fully interactive VOD system based on hybrid multicast-unicast streaming.

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    Chan Kwun-chung.Thesis (M.Phil.)--Chinese University of Hong Kong, 2001.Includes bibliographical references (leaves 71-73).Abstracts in English and Chinese.摘芁 --- p.IIABSTRACT --- p.IIIACKNOWLEDGEMENT --- p.VTABLE OF CONTENTS --- p.VILIST OF FIGURES --- p.XLIST OF SYMBOLS --- p.XIIChapter 1. --- INTRODUCTION --- p.1Chapter 1.1 --- Contributions --- p.3Chapter 1.2 --- Organization of the Thesis --- p.4Chapter 1.3 --- Publications --- p.5Chapter 2. --- RELATED WORKS --- p.6Chapter 2.1 --- Previous VOD System --- p.7Chapter 2.1.1 --- Service Model --- p.7Chapter 2.1.1.1 --- Unicast VOD --- p.7Chapter 2.1.1.2 --- Multicast VOD --- p.8Chapter 2.1.2 --- Architecture --- p.9Chapter 2.1.2.1 --- Centralized Architecture --- p.9Chapter 2.1.2.2 --- Distributed Architecture --- p.10Chapter 2.1.3 --- Interactive Function --- p.11Chapter 2.1.3.1 --- Limited Interactive Function --- p.11Chapter 2.1.3.2 --- Unlimited Interactive Function --- p.11Chapter 2.1.4 --- Split and Merge Operation --- p.12Chapter 2.1.4.1 --- SAM Scheme (Split and Merge) --- p.12Chapter 2.1.4.2 --- SRMDRU Scheme (Single Rate Multicast Double Rate Unicast) --- p.14Chapter 2.2 --- Previous Caching Algorithm --- p.15Chapter 2.2.1 --- LFU (Least Frequently Used) --- p.15Chapter 2.2.2 --- LRU (Least Recently Used) --- p.15Chapter 2.2.3 --- Media Stream Caching --- p.15Chapter 3. --- DESIGN OFA NOVEL VOD SYSTEM --- p.17Chapter 3.1 --- System Architecture --- p.18Chapter 3.1.1 --- Multicast Video Server Cluster (MVSC) --- p.19Chapter 3.1.2 --- Unicast Video Server Cluster (UVSC) --- p.20Chapter 3.1.3 --- Multicast Backbone Network (MBN) --- p.20Chapter 3.1.4 --- Local Distribution Network (LDN) --- p.21Chapter 3.1.5 --- Distributed Interactive Server (DIS) --- p.21Chapter 3.1.6 --- Distributed Proxy Server (DPS) --- p.22Chapter 3.1.7 --- Client Station (CS) --- p.22Chapter 3.2 --- Batched Multicast Transmission --- p.24Chapter 3.3 --- Split and Merge Operation --- p.26Chapter 3.4 --- Interactive Function --- p.31Chapter 3.4.1 --- Pause --- p.31Chapter 3.4.2 --- Slow Motion --- p.35Chapter 3.4.3 --- Various Speed Fast Forward / Fast Rewind (FF/REW) --- p.37Chapter 3.4.4 --- Jump Forward/Jump Backward (JF/JB) --- p.42Chapter 3.5 --- Performance Analysis --- p.46Chapter 3.5.1 --- Model --- p.46Chapter 3.5.2 --- System Parameters --- p.49Chapter 3.5.3 --- Results --- p.49Chapter 4. --- DESIGN OF A VIDEO PROXY SYSTEM --- p.57Chapter 4.1 --- Video Proxy System --- p.58Chapter 4.1.1 --- Priority Function --- p.59Chapter 4.1.2 --- Two-Stage Replacement Policy --- p.60Chapter 4.1.3 --- Caching Policy --- p.61Chapter 4.2 --- Performance Evaluation --- p.63Chapter 4.2.1 --- Simulation Environment --- p.63Chapter 4.2.2 --- Performance Metric --- p.64Chapter 4.2.3 --- Results --- p.64Chapter 5. --- CONCLUSION --- p.69BIBLIOGRAPHY --- p.7

    Linux-Box: DVB and VoD streaming over local area networks

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    Aquest treball tracta sobre un projecte comĂș anomenat Linux-Box portat a terme per diferents persones al departament de Telecomunicacions (IET) de la Universitat de Pisa. Linux-Box Ă©s un sistema dotat amb targetes TDT (DVB-T) i de televisiĂł per satĂšl·lit (DVB-S) que permet transmetre aquests senyals fins a un Ă mbit domĂšstic. MĂ©s endavant podria ser utilitzat en Ă mbits privats com les cases de clients o en institucions pĂșbliques com escoles, universitats, biblioteques i tambĂ© seria possible en Ă mbits empresarials. El projecte estĂ  dividit en 4 apartats: 1. Ubuntu 6.06 LTS. Explica perquĂš s’utilitza Ubuntu en el projecte. A mĂ©s tambĂ© s’explica de forma breu que Ă©s Linux i les distribucions mĂ©s utilitzades. 2. Multimedia Network Protocols: s’expliquen els diferents protocols desde la capa de xarxa fins la capa d’aplicaciĂł que s’utilitzen en el projecte Linux-Box. Aquests protocols sĂłn utilitzats tant en streaming, com en anunciaciĂł, unicast/multicast, encapsulat de vĂ­deo i codecs. Els diversos temes tractats aquĂ­ es fan amb el propĂČsit de comparar i no nomĂ©s com a recerca teĂČrica. A la fi es veuen els programes utilitzats en el projecte per analitzar el trĂ fic de la xarxa. 3. Linux-Box: s’explica el funcionament i els objectius globals del projecte. Es dedica un sub-apartat a “VideoLan - VLC” part important a nivell de sofware. MĂ©s endavant es parla de les caracterĂ­stiques de la Linux-Box de forma acurada: streaming de VoD i senyals de TV i s’analitzen els problemes coneguts i les seves solucions proposades. A la fi s’enumeren els llenguatges de programaciĂł utilitzats al projecte i en quina part s’utilitzen. Observarem que Ă©s una aplicaciĂł on diversos llenguatges de programaciĂł estan contĂ­nuament solapats. 4. Developed Part: es posa en prĂ ctica la teoria estudiada a la resta del treball. EstĂ  dividida en 4 seccions: Desenvolupar una aplicaciĂł en codi C per convertir la llista de Canals (tant terrestre com de satĂšl·lit) en format XML. Una secciĂł dedicada al streaming de Canals de TV a la pĂ gina web principal. Un anĂ lisis profund dels paquets creats per la Linux-Box i la seva activitat a la xarxa. Finalment s’analitzen els diferents scripts i les seves configuracions. Alguns sĂłn Ăștils per a un futur desenvolupament i d’altres s’utilitzen en seccions prĂšvies. 5. Conclusions: contĂ© les conclusions i lĂ­nies futures. El projecte compta amb diverses opcions que encara poden ser implementades i estudiades. AquĂ­ exposem les nostres interpretacions i possibles lĂ­nies futures d’estudi

    Linux-Box: DVB and VoD streaming over local area networks

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    Aquest treball tracta sobre un projecte comĂș anomenat Linux-Box portat a terme per diferents persones al departament de Telecomunicacions (IET) de la Universitat de Pisa. Linux-Box Ă©s un sistema dotat amb targetes TDT (DVB-T) i de televisiĂł per satĂšl·lit (DVB-S) que permet transmetre aquests senyals fins a un Ă mbit domĂšstic. MĂ©s endavant podria ser utilitzat en Ă mbits privats com les cases de clients o en institucions pĂșbliques com escoles, universitats, biblioteques i tambĂ© seria possible en Ă mbits empresarials. El projecte estĂ  dividit en 4 apartats: 1. Ubuntu 6.06 LTS. Explica perquĂš s’utilitza Ubuntu en el projecte. A mĂ©s tambĂ© s’explica de forma breu que Ă©s Linux i les distribucions mĂ©s utilitzades. 2. Multimedia Network Protocols: s’expliquen els diferents protocols desde la capa de xarxa fins la capa d’aplicaciĂł que s’utilitzen en el projecte Linux-Box. Aquests protocols sĂłn utilitzats tant en streaming, com en anunciaciĂł, unicast/multicast, encapsulat de vĂ­deo i codecs. Els diversos temes tractats aquĂ­ es fan amb el propĂČsit de comparar i no nomĂ©s com a recerca teĂČrica. A la fi es veuen els programes utilitzats en el projecte per analitzar el trĂ fic de la xarxa. 3. Linux-Box: s’explica el funcionament i els objectius globals del projecte. Es dedica un sub-apartat a “VideoLan - VLC” part important a nivell de sofware. MĂ©s endavant es parla de les caracterĂ­stiques de la Linux-Box de forma acurada: streaming de VoD i senyals de TV i s’analitzen els problemes coneguts i les seves solucions proposades. A la fi s’enumeren els llenguatges de programaciĂł utilitzats al projecte i en quina part s’utilitzen. Observarem que Ă©s una aplicaciĂł on diversos llenguatges de programaciĂł estan contĂ­nuament solapats. 4. Developed Part: es posa en prĂ ctica la teoria estudiada a la resta del treball. EstĂ  dividida en 4 seccions:  Desenvolupar una aplicaciĂł en codi C per convertir la llista de Canals (tant terrestre com de satĂšl·lit) en format XML.  Una secciĂł dedicada al streaming de Canals de TV a la pĂ gina web principal.  Un anĂ lisis profund dels paquets creats per la Linux-Box i la seva activitat a la xarxa.  Finalment s’analitzen els diferents scripts i les seves configuracions. Alguns sĂłn Ăștils per a un futur desenvolupament i d’altres s’utilitzen en seccions prĂšvies. 5. Conclusions: contĂ© les conclusions i lĂ­nies futures. El projecte compta amb diverses opcions que encara poden ser implementades i estudiades. AquĂ­ exposem les nostres interpretacions i possibles lĂ­nies futures d’estudi

    VR-LAB: A Distributed Multi-User Environment for Educational Purposes and Presentations

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    In the last three years our research was focused on a new distributed multi-user environment. Finally, all components were integrated in a system called the VR-Lab, which will be described on the following pages. The VR-Lab provides Hard- and Software for a distributed presentation system. Elements which are often used in environments called Computer Supported Cooperative Work (CSCW). In contrast to other projects the VR-Lab integrates a distributed system in a common environment of a lecture room and does not generate a virtual conference room in a computer system. Thus, allowing inexperienced persons to use the VR-LAB and benefit from the multimedia tools in their common environment. To build the VR-LAB we developed a lot of hard- and software and integrated it into a lecture room to perform distributed presentations, conferences or teaching. Additionally other software components were developed to be connected to the VR-LAB, control its components, or distribute content between VR-LAB installations. Beside standard software for video and audio transmission, we developed and integrated a distributed 3D-VRML-Browser to present three dimensional content to a distributed audience. One of the interesting features of this browser is the object oriented distributed scene graph. By coupling a high-speed rendering system with a database we could distribute objects to other participants. So the semantic properties of any geometrical or control object can be kept and used by the remote participant. Because of the high compression achieved by the transport of objects instead of triangles a lot of bandwidth could be saved. Also each participant could select a display quality appropriate to its hardware.Diese Arbeit beschreibt ein integriertes Virtual-Reality System, das VR Lab. Das System besteht aus verschiedenen Hard- und Softwarekomponenten die eine verteiltevirtuelle Multi-User Umgebung darstellen die vor allem im Bereich verteilter PrĂ€sentationen verwendet werden kann. Im Gegensatz zu anderen Systemen dieser Art, die oft im Bereich des Computer Supported Cooperative Work (CSCW) eingesetzt werden dient unser System nicht dazu eine PrĂ€sentationsumgebung im Computer nachzubilden sondern eine reele Umgebung zu schaffen in der verteilte PrĂ€sentationen durchgefĂŒhrt werden können. Dies soll vor allem ungeĂŒbten Personen die Arbeit mit verteilten Umgebungen erleichtern. Dazu wurden verschiedene Hard- und Softwarekomponenten entwickelt. Darunter der verteilte 3D Browser MRT-VR, der es ermöglicht 3D Daten an verschiedenen Stellen gleichzeitig zu visualisieren. MRT-VR zeichnet sich insbesondere dadurch aus, daß die 3D Objekte nicht als Polygondaten transportiert werden, sonderen als Objekte und so deren Objekteigenschaften beibehalten werden. Dies spart nicht nur sehr viel Bandbreite bei der Übertragung sondern ermöglicht auch Darstellungen in unterschiedlichen QualitĂ€tsstufen auf den unterschiedlichen Zielrechnern der Teilnehmer. Ein weiterer Teil der Arbeit beschreibt die Entwicklung einer preiswerten imersiven 3D Umgebung um die 3D Daten in ansprechender QualitĂ€t zu visualisieren. Alle Komponenten wurden in einer gemeinsamen Umgebung, dem VR-Lab, integriert und mt Steuerungskomponenten versehen

    A Scalable Solution For Interactive Video Streaming

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    This dissertation presents an overall solution for interactive Near Video On Demand (NVOD) systems, where limited server and network resources prevent the system from servicing all customers’ requests. The interactive nature of recent workloads complicates matters further. Interactive requests require additional resources to be handled. This dissertation analyzes the system performance under a realistic workload using different stream merging techniques and scheduling policies. It considers a wide range of system parameters and studies their impact on the waiting and blocking metrics. In order to improve waiting customers experience, we propose a new scheduling policy for waiting customers that is fairer and delivers a descent performance. Blocking is a major issue in interactive NVOD systems and we propose a few techniques to minimize it. In particular, we study the maximum Interactive Stream (I-Stream) length (Threshold) that should be allowed in order to prevent a few requests from using the expensive I-Streams for a prolonged period of time, which starves other requests from a chance of using this valuable resource. Using a reasonable I-Stream threshold proves very effective in improving blocking metrics. Moreover, we introduce an I-Stream provisioning policy to dynamically shift resources based on the system requirements at the time. The proposed policy proves to be highly effective in improving the overall system performance. To account for both average waiting time and average blocking time, we introduce a new metric (Aggregate Delay) . We study the client-side cache management policy. We utilize the customer’s cache to service most interactive requests, which reduces the load on the server. We propose three purging algorithms to clear data when the cache gets full. Purge Oldest removes the oldest data in the cache, whereas Purge Furthest clears the furthest data from the client’s playback point. In contrast, Adaptive Purge tries to avoid purging any data that includes the customer’s playback point or the playback point of any stream that is being listened to by the client. Additionally, we study the impact of the purge block, which is the least amount of data to be cleared, on the system performance. Finally, we study the effect of bookmarking on the system performance. A video segment that is searched and watched repeatedly is called a hotspot and is pointed to by a bookmark. We introduce three enhancements to effectively support bookmarking. Specifically, we propose a new purging algorithm to avoid purging hotspot data if it is already cached. On top of that, we fetch hotspot data for customers not listening to any stream. Furthermore, we reserve multicast channels to fetch hotspot data
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