3,587 research outputs found

    GLive: The Gradient overlay as a market maker for mesh-based P2P live streaming

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    Peer-to-Peer (P2P) live video streaming over the Internet is becoming increasingly popular, but it is still plagued by problems of high playback latency and intermittent playback streams. This paper presents GLive, a distributed market-based solution that builds a mesh overlay for P2P live streaming. The mesh overlay is constructed such that (i) nodes with increasing upload bandwidth are located closer to the media source, and (ii) nodes with similar upload bandwidth become neighbours. We introduce a market-based approach that matches nodes willing and able to share the stream with one another. However, market-based approaches converge slowly on random overlay networks, and we improve the rate of convergence by adapting our market-based algorithm to exploit the clustering of nodes with similar upload bandwidths in our mesh overlay. We address the problem of free-riding through nodes preferentially uploading more of the stream to the best uploaders. We compare GLive with our previous tree-based streaming protocol, Sepidar, and NewCoolstreaming in simulation, and our results show significantly improved playback continuity and playback latency

    On game theoretic peer selection for resilient peer-to-peer media streaming

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    Peer-to-peer (P2P) media streaming quickly emerges as an important application over the Internet. A plethora of approaches have been suggested and implemented to support P2P media streaming. In our study, we first classified existing approaches and studied their characteristics by looking at three important quantities: number of upstream peers (parents), number of downstream peers (children), and average number of links per peer. In existing approaches, peers are assigned with a fixed number of parents without regard to their contributions, measured by the amount of outgoing bandwidths. Obviously, this is an undesirable arrangement as it leads to highly inefficient use of the P2P links. This observation motivates us to model the peer selection process as a cooperative game among peers. This results in a novel peer selection protocol such that the number of upstream peers of a peer is related to its outgoing bandwidth. Specifically, peers with larger outgoing bandwidth are given more parents, which make them less vulnerable to peer dynamics. Simulation results show that the proposed protocol improves delivery ratio using similar number of links per peer, comparing with existing approaches under a wide range of system parameters. © 2009 IEEE.published_or_final_versio

    Network coding meets multimedia: a review

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    While every network node only relays messages in a traditional communication system, the recent network coding (NC) paradigm proposes to implement simple in-network processing with packet combinations in the nodes. NC extends the concept of "encoding" a message beyond source coding (for compression) and channel coding (for protection against errors and losses). It has been shown to increase network throughput compared to traditional networks implementation, to reduce delay and to provide robustness to transmission errors and network dynamics. These features are so appealing for multimedia applications that they have spurred a large research effort towards the development of multimedia-specific NC techniques. This paper reviews the recent work in NC for multimedia applications and focuses on the techniques that fill the gap between NC theory and practical applications. It outlines the benefits of NC and presents the open challenges in this area. The paper initially focuses on multimedia-specific aspects of network coding, in particular delay, in-network error control, and mediaspecific error control. These aspects permit to handle varying network conditions as well as client heterogeneity, which are critical to the design and deployment of multimedia systems. After introducing these general concepts, the paper reviews in detail two applications that lend themselves naturally to NC via the cooperation and broadcast models, namely peer-to-peer multimedia streaming and wireless networkin

    Distributed Optimization of P2P Media Delivery Overlays

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    Media streaming over the Internet is becoming increasingly popular. Currently, most media is delivered using global content-delivery networks, providing a scalable and robust client-server model. However, content delivery infrastructures are expensive. One approach to reduce the cost of media delivery is to use peer-to-peer (P2P) overlay networks, where nodes share responsibility for delivering the media to one another. The main challenges in P2P media streaming using overlay networks include: (i) nodes should receive the stream with respect to certain timing constraints, (ii) the overlay should adapt to the changes in the network, e.g., varying bandwidth capacity and join/failure of nodes, (iii) nodes should be intentivized to contribute and share their resources, and (iv) nodes should be able to establish connectivity to the other nodes behind NATs. In this work, we meet these requirements by presenting P2P solutions for live media streaming, as well as proposing a distributed NAT traversal solution. First of all, we introduce a distributed market model to construct an approximately minimal height multiple-tree streaming overlay for content delivery, in gradienTv. In this system, we assume all the nodes are cooperative and execute the protocol. However, in reality, there may exist some opportunistic nodes, free-riders, that take advantage of the system, without contributing to content distribution. To overcome this problem, we extend our market model in Sepidar to be effective in deterring free-riders. However, gradienTv and Sepidar are tree-based solutions, which are fragile in high churn and failure scenarios. We present a solution to this problem in GLive that provides a more robust overlay by replacing the tree structure with a mesh. We show in simulation, that the mesh-based overlay outperforms the multiple-tree overlay. Moreover, we compare the performance of all our systems with the state-of-the-art NewCoolstreaming, and observe that they provide better playback continuity and lower playback latency than that of NewCoolstreaming under a variety of experimental scenarios. Although our distributed market model can be run against a random sample of nodes, we improve its convergence time by executing it against a sample of nodes taken from the Gradient overlay. The Gradient overlay organizes nodes in a topology using a local utility value at each node, such that nodes are ordered in descending utility values away from a core of the highest utility nodes. The evaluations show that the streaming overlays converge faster when our market model works on top of the Gradient overlay. We use a gossip-based peer sampling service in our streaming systems to provide each node with a small list of live nodes. However, in the Internet, where a high percentage of nodes are behind NATs, existing gossiping protocols break down. To solve this problem, we present Gozar, a NAT-friendly gossip-based peer sampling service that: (i) provides uniform random samples in the presence of NATs, and (ii) enables direct connectivity to sampled nodes using a fully distributed NAT traversal service. We compare Gozar with the state-of-the-art NAT-friendly gossip-based peer sampling service, Nylon, and show that only Gozar supports one-hop NAT traversal, and its overhead is roughly half of Nylon’s

    RODMRP - resilient on demand multicast routing protocol

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    ODMRP (On-Demand Multicast Routing Protocol) [6] [8] [2] is a popular multicast protocol for wireless ad hoc networks. The strengths of ODMRP are simplicity, high packet delivery ratio, and non-dependency on a specific unicast protocol. ODMRP floods a route request over the entire network to select a set of forwarding nodes for packet delivery. However, a single forwarding path is vulnerable to node failures, which are common due to the dynamic nature of mobile ad hoc networks. Furthermore, a set of misbehaving or malicious nodes can create network partitions and mount Denial-of-Service (DoS) attacks. This thesis proposes a ODMRP-based wireless multicast protocol named RODMRP that offers more reliable forwarding paths in face of node and network failures. A subset of the nodes that are not on forwarding paths rebroadcast received packets to nodes in their neighborhoods to overcome perceived node failures. This rebroadcasting creates redundant forwarding paths to circumvent failed areas in the network. Each node makes this forwarding decision probabilistically. Our simulation results indicate that RODMRP improves packet delivery ratio with minimal overheads, while retaining the original strengths of ODMRP

    Performance study of video streaming in commercial UMTS network

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    This paper studies the performance of a real-time application in a live Universal Mobile Telecommunication System (UMTS) network. In the study, special user equipment (UE) capable of collecting performance parameters such as throughput and bit error rate (BER) was used. Two scenarios are considered in this paper: typical scenario when soft handover (SHO) is enabled and an extreme scenario when a situation of cell edge is created by forcing the terminal to strictly connect to one cell. The experiment results show various aspects of practical implementations and protocols which are currently used in live UMTS network. In the typical scenario, when a code with a large spreading factor (SF) is in use, the required signal-to-noise ratio target (SIRT) is low. In the cell edge case, a code with high SF of 32 is used in a poor radio condition. There results are consistent with the relevant theory. © 2008 IEEE

    Live Streaming in P2P and Hybrid P2P-Cloud Environments for the Open Internet

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    Peer-to-Peer (P2P) live media streaming is an emerging technology that reduces the barrier to stream live events over the Internet. However, providing a high quality media stream using P2P overlay networks is challenging and gives raise to a number of issues: (i) how to guarantee quality of the service (QoS) in the presence of dynamism, (ii) how to incentivize nodes to participate in media distribution, (iii) how to avoid bottlenecks in the overlay, and (iv) how to deal with nodes that reside behind Network Address Translators gateways (NATs). In this thesis, we answer the above research questions in form of new algorithms and systems. First of all, we address problems (i) and (ii) by presenting our P2P live media streaming solutions: Sepidar, which is a multiple-tree overlay, and GLive, which is a mesh overlay. In both models, nodes with higher upload bandwidth are positioned closer to the media source. This structure reduces the playback latency and increases the playback continuity at nodes, and also incentivizes the nodes to provide more upload bandwidth. We use a reputation model to improve participating nodes in media distribution in Sepidar and GLive. In both systems, nodes audit the behaviour of their directly connected nodes by getting feedback from other nodes. Nodes who upload more of the stream get a relatively higher reputation, and proportionally higher quality streams. To construct our streaming overlay, we present a distributed market model inspired by Bertsekas auction algorithm, although our model does not rely on a central server with global knowledge. In our model, each node has only partial information about the system. Nodes acquire knowledge of the system by sampling nodes using the Gradient overlay, where it facilitates the discovery of nodes with similar upload bandwidth. We address the bottlenecks problem, problem (iii), by presenting CLive that satisïŹes real-time constraints on delay between the generation of the stream and its actual delivery to users. We resolve this problem by borrowing some resources (helpers) from the cloud, upon need. In our approach, helpers are added on demand to the overlay, to increase the amount of total available bandwidth, thus increasing the probability of receiving the video on time. As the use of cloud resources costs money, we model the problem as the minimization of the economical cost, provided that a set of constraints on QoS is satisïŹed. Finally, we solve the NAT problem, problem (iv), by presenting two NAT-aware peer sampling services (PSS): Gozar and Croupier. Traditional gossip-based PSS breaks down, where a high percentage of nodes are behind NATs. We overcome this problem in Gozar using one-hop relaying to communicate with the nodes behind NATs. Croupier similarly implements a gossip-based PSS, but without the use of relaying

    GRIDKIT: Pluggable overlay networks for Grid computing

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    A `second generation' approach to the provision of Grid middleware is now emerging which is built on service-oriented architecture and web services standards and technologies. However, advanced Grid applications have significant demands that are not addressed by present-day web services platforms. As one prime example, current platforms do not support the rich diversity of communication `interaction types' that are demanded by advanced applications (e.g. publish-subscribe, media streaming, peer-to-peer interaction). In the paper we describe the Gridkit middleware which augments the basic service-oriented architecture to address this particular deficiency. We particularly focus on the communications infrastructure support required to support multiple interaction types in a unified, principled and extensible manner-which we present in terms of the novel concept of pluggable overlay networks

    Detection of encrypted traffic generated by peer-to-peer live streaming applications using deep packet inspection

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    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 tĂ©cnicas de ofuscação directamente no protocolo. Nesta dissertação, foi realizada uma investigação para identificar fluxos de trĂĄfego 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 mĂ©todo proposto nesta dissertação recorre Ă  tĂ©cnica de Inspecção Profunda de Pacotes (DPI), e por isso, foi necessĂĄrio 21nalisar o conteĂșdo dos pacotes a fim de encontrar padrĂ”es 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 trĂĄfego. ApĂłs descobrir que a aplicação Livestation deixou de funcionar com P2P, apenas as duas regras criadas atĂ© esse momento foram usadas. Quanto Ă  aplicação TVUPlayer, foram criadas vĂĄrias regras a partir do trĂĄfego gerado por ela mesma e que tiveram uma boa taxa de precisĂŁo. VĂĄrias regras foram tambĂ©m criadas para a aplicação GoalBit em que foram usados quatro cenĂĄrios: com e sem encriptação usando a opção de transmissĂŁo tracker, e com e sem encriptação usando a opção de transmissĂŁo sem necessidade de tracker (aqui foi usado o protocolo Kademlia). O mĂ©todo 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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