2,331 research outputs found
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
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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
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
Agent based infrastructure for real-time applications
In this paper we propose a new infrastructure for real-time applications. As a preliminary, we describe basic characteristics of the most popular real-time services like VoIP, videoconferencing, live media streaming, and network multiplayer games. We focus on the end-to-end latency, bandwidth and efficient transmission methods. Next, we present our project concepts, infrastructure model, details of implementation and our testing environment which was designed for testing many aspects of real-time services. The system combines mechanisms for ensuring best possible connection quality (QoS), load balance of servers in infrastructure and gives control over the packet routing decisions. Additionally, provided security mechanisms make it a good choice even in the environment where a high security level is required. The system is based on the Peer-to-Peer (P2P) model and data between users is routed over an overlay network, consisting of all participating peers as network nodes. This overlay can by used for application level multicast or live media stream. In the logging process each user is assigned to a specific node (based on his geographic location and nodes load). Because nodes are participating in data transmission, we have control over the data flow route. It is possible to specify the desired route, so, regardless of the external routing protocol, we can avoid paths that are susceptible to eavesdropping. Another feature of the presented system is usage of agents. Each agent acts within the single node. Its main task is to constantly control the quality of transmission. It analyzes such parameters like link bandwidth use, number of lost packets, time interval between each packet etc. The information collected by the agents from all nodes allows to build a dynamic routing table. Every node uses the Dijkstra's algorithm to find the best at the moment route to all other nodes. The routes are constantly modified as a consequence of changes found by agents or updates sent by other nodes. In VoD services agents also analyze popularity of streamed media, which helps build intelligent video cache. To ensure greater security and high reliability of the system, we have provided a reputation mechanism. It is used during bringing up to date the information about possible routes and their quality, given by other nodes. Owing to this solution nodes and routes which are more reliable get higher priority
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