共查询到20条相似文献,搜索用时 15 毫秒
1.
Large scale video streaming over the Internet requires a large amount of resources such as server I/O bandwidth and network
bandwidth. A number of video delivery techniques can be used to lower these requirements. Periodic broadcast by a central
server combined with proxy caching offers a significant reduction of the aggregate network and server I/O bandwidth usage.
However, the resources available to a single server are still limited. In this paper we propose a system with multiple geographically distributed servers. The problem of multiple servers for periodic broadcast is quite different from the problem of object location for multiple
web servers. Multiple servers offer increased amount of resources and service availability and may potentially allow a further
reduction of network bandwidth usage. On the other hand, the benefit of periodic broadcast mostly comes from high demand videos.
With multiple servers holding a video, the demand of the video at each server is reduced. Therefore, it is a challenge to
use multiple servers efficiently. We first analyze the dependence of the resource requirements on the number and locations
of the servers. Based on the character of the function describing such a dependence, we formulate and solve the problem of
video location and delivery, in a way that minimizes resource usage. We explore a trade-off between network and I/O bandwidth
requirements. We evaluate our proposed solutions through a number of tests.
相似文献
2.
A video streaming proxy server needs to handle hundreds of simultaneous connections between media servers and clients. Inside,
every video arrived at the server and delivered from it follows a specific arrival and delivery schedule. While arrival schedules
compete for incoming network bandwidth, delivery schedules compete for outgoing network bandwidth. As a result, a proxy server
has to provide sufficient buffer and disk cache for storage, together with memory space, disk space and disk bandwidth. In
order to optimize the throughput, a proxy server has to govern the usage of these resources. In this paper, we first analyze
the property of a traditional smoothing algorithm and a video staging algorithm. Then we develop, based on the smoothing algorithm,
a video staging algorithm for video streaming proxy servers. This algorithm allows us to devise an arrival schedule based
on the delivery schedule. Under this arrival and delivery schedule pair, we can achieve a better resource utilization rate
gracefully between different parameter sets. It is also interesting to note that the usage of the resources such as network
bandwidth, disk bandwidth and memory space becomes interchangeable. It provides the basis for inter-resource scheduling to
further improve the throughput of a video streaming proxy server system.
相似文献
3.
Periodic broadcast is a cost-effective solution for large-scale distribution of popular videos. Regardless of the number of
video requests, this strategy guarantees a constant worst service latency to all clients, making it possible to serve a large
community with a minimal amount of broadcast bandwidth. Although many efficient periodic broadcast techniques have been proposed,
most of them impose rigid requirements on client receiving bandwidth. They either demand clients to have the same bandwidth
as the video server, or limit them to receive no more than two video streams at any one time. In our previous work, we addressed
this problem with a Client-Centric Approach (CCA). This scheme takes into consideration both server broadcast bandwidth and client receiving bandwidth and allows clients
to use all their receiving capability for prefetching broadcast data. As a result, given a fixed broadcast bandwidth, a shorter
broadcast period can be achieved with an improved client communication capability. In this paper, we present an enhanced version
of CCA to further leverage client bandwidth for more efficient video broadcast. The new scheme reduces the broadcast latency
up to 50% as compared to CCA. We prove the correctness of this new technique and provide an analytical evaluation to show
its performance advantage as compared with some existing techniques.
相似文献
4.
In this paper, we study the bandwidth allocation problem for serving video requests in a mobile real-time video player system.
One of the main issues to maintain the quality of services (QoS) in mobile video playback is to ensure sufficient number of
video frames available at the client side while a video is being played. However, due to the limited bandwidth of a mobile
network and variable workload streaming video, this is not easy to achieve in practice. In addition, the communication link
between mobile clients and a video server is subject to frequent errors and temporary disconnection. In this paper, we propose
to use the notion of buffered bandwidth in addition to the network bandwidth to support real-time playback of videos at mobile clients. Based on this, we designed
a bandwidth allocation scheme called Cooperative Pre-Fetching (CP) in which the amount of bandwidth to be allocated to serve a video request depends on the current buffer level of the
video at the client relative to the target buffer level of the client. In determining the target buffer level, we consider
the errors in communication to the client as well as the other clients who are concurrently served by the system. The buffered
video frames at the clients are then used to minimize the impact of error in communications on the overall QoS of video playbacks
in the whole system.
相似文献
5.
Providing video on demand (VoD) service over the Internet in a scalable way is a challenging problem. In this paper, we propose
P2Cast—an architecture that uses a peer-to-peer approach to cooperatively stream video using patching techniques, while only relying on unicast connections among peers. We address the following two key technical issues in P2Cast:
(1) constructing an application overlay appropriate for streaming; and (2) providing continuous stream playback (without glitches)
in the face of disruption from an early departing client. Our simulation experiments show that P2Cast can serve many more
clients than traditional client-server unicast service, and that it generally out-performs multicast-based patching if clients
can cache more than 10% of a stream’s initial portion. We handle disruptions by delaying the start of playback and applying
the shifted forwarding technique. The threshold in P2Cast, i.e., the length of time during which arriving clients form a single
session, can serve as a “knob” to adjust the balance between the scalability and the clients’ viewing quality.
相似文献
6.
This work investigates the modeling of aggregate available bandwidth in multi-sender network applications. Unlike the well-established
client–server model, where there is only one server sending the requested data, the available bandwidth of multiple senders
when combined together does exhibit consistent properties and thus can be modeled and estimated. Through extensive experiments
conducted in the Internet this work proposed to model the aggregate available bandwidth using a normal distribution and then
illustrates its application through a hybrid download-streaming algorithm and a playback-adaptive streaming algorithm for
video delivery under different bandwidth availability scenarios. This new multi-source bandwidth model opens a new way to
provide probabilistic performance guarantee in best-effort networks such as the Internet, and is particularly suitable for
the emerging peer-to-peer applications, where having multiple sources is the norm rather than the exception.
相似文献
7.
Video-over-IP applications have recently attracted a large number of users on the Internet. Traditional client-server based
video streaming solutions incur expensive bandwidth provision cost on the server. Peer-to-Peer (P2P) networking is a new paradigm
to build distributed network applications. Recently, several P2P streaming systems have been deployed to provide live and
on-demand video streaming services on the Internet at low server cost. In this paper, we provide a survey on the existing
P2P solutions for live and on-demand video streaming. Representative P2P streaming systems, including tree, multi-tree and
mesh based systems are introduced. We describe the challenges and solutions of providing live and on-demand video streaming
in P2P environment. Open research issues on P2P video streaming are also discussed.
相似文献
8.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
9.
Mobile ad hoc networks without centralized infrastructure change their topology rapidly because of node mobility, making multimedia
applications difficult to run across wireless networks. Moreover, video transmission over ad hoc networks causes frequent
transmission loss of video packets owing to end-to-end transmission with a number of wireless links, and requires essential
bandwidth and restricted delay to provide quality-guaranteed display. This paper presents an architecture supporting transmission
of multiple video streams in ad hoc networks by establishing multiple routing paths to provide extra video coding and transport
schemes. This study also proposes an on-demand multicast routing protocol to transport layered video streams. The multicast
routing protocol transmits layered video streaming based on a weight criterion, which is derived according to the number of
receivers, delay and expiration time of a route. A simulation is performed herein to indicate the viability and performance
of the proposed approach. The simulation results demonstrate that the proposed transport scheme is more effective than other
video transport schemes with single or multiple paths.
相似文献
10.
This paper studies the steady-state queue length process of the MAP/G/1 queue under the dyadic control of the D-policy and multiple server vacations. We derive the probability generating function of the queue length and the mean queue
length. We then present computational experiences and compare the MAP queue with the Poisson queue.
相似文献
11.
Assumptions are frequently made during requirements analysis of a system about the trustworthiness of its various components
(including human components). These trust assumptions, whether implicit or explicit, affect the scope of the analysis, derivation
of security requirements, and in some cases how functionality is realized. This paper presents trust assumptions in the context
of analysis of security requirements. A running example shows how trust assumptions can be used by a requirements engineer
to help define and limit the scope of analysis and to document the decisions made during the process. The paper concludes
with a case study examining the impact of trust assumptions on software that uses the secure electronic transaction specification.
相似文献
12.
In this paper, an adaptive framework for video streaming over the Internet is presented. The framework is a joint design of
packet scheduling and rate control with optimal bandwidth resource allocation. The transmission rate is dynamically adjusted
to obtain maximal utilization of the client buffer and minimal allocation of the bandwidth. Under the constraint of the transmission
rate, a prioritized packet scheduling is designed to provide a better visual quality of video frames. The packet scheduling
is a refined bandwidth allocation which takes into account of varying importance of the different packets in a compressed
video stream. Moreover, the proposed approach is scalable with increasing multimedia flows in the distributed Internet environment.
Comparisons are made with the most current streaming approaches to evaluate the performance of the framework using the H.264
video codec. The extensive simulation results show that the average Peak Signal to Noise Ratio (PSNR) increases in our proposed
approach. It provides a better quality of the decoded frames, and the quality of the decoded frames changes more smoothly.
The achieved video quality among different users also has a lower fluctuation, which indicates a fair sharing of network resources.
相似文献
13.
Applying video smoothing techniques to real-time video transmission can significantly reduce the peak rate and rate variability
of compressed video streams. Moreover, statistical multiplexing of the smoothed traffic can substantially improve network
utilization. In this paper we propose a new smoothing scheme, which exploits statistical multiplexing gain that can be obtained
after smoothing of individual video streams. We present a new bandwidth allocation algorithm that allows for responsive interactivity.
The local re-smoothing algorithm is carried out using an iterative process. In the proposed scheme the smoothed video streams
are divided into fixed intervals and then a new transmission schedule for each interval is calculated. The problem of applying
an optimal transmission schedule for aggregated smoothing video streams is shown to be NP-hard problem. Partitioning the whole
stream into sections enables parallel processing of the smoothing algorithm in real-time before transmission. This approach
allows partial transmission of the multiplexed stream while smoothing other intervals. The simulation results show a significant
reduction in peak rate and rate variability of the aggregated stream, compared to the non-smoothing case. Therefore the proposed
scheme allows us to increase the number of simultanusally-served video streams.
相似文献
14.
An important research issue in video streaming is how to efficiently utilize the network resources to provide clients instant
access to multiple video objects. Caching strategy and transmission scheme are the two essential points inside the video streaming
framework. Recent research efforts on them are not sufficient due to their inflexible support for scalable encoded video streams
and heterogeneous requests from clients. In this paper, we propose an optimized caching strategy (OCS) and a scalable transmission
scheme (STS) for scalable coded video streaming. By exploring the characteristics of video streaming workload and system design
objectives, OCS and STS work efficiently to minimize both network bandwidth cost and user access latency. Firstly, we analyze
the caching problem for the proxy-assisted video streaming system and derive a maneuverable caching scenario. Secondly, we
develop an efficient transmission scheme for scalable coded videos. Thirdly, we formulate a multi-objective optimization model
with closed-form expressions to obtain the optimized caching strategy. Finally, with designed algorithms, an excellent compromise
between two competing objectives (minimizing the bandwidth cost and the access latency) is achieved. We start our evaluation
by studying the optimized caching strategy for a single video object. Then we apply the strategy to multiple video objects
and illustrate the tradeoff between the optimization objectives. Our evaluation results show that compared with other caching
strategies, the proposed optimized scalable caching strategy can achieve a significant reduction in bandwidth cost with even
a small proxy cache size. Meanwhile, the best performance (in terms of bandwidth cost) is obtained together with the proposed
scalable batch-patching transmission scheme.
相似文献
15.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
相似文献
16.
In the paper, we try to find a method that can service more users in a video-on-demand (VoD) system, based on MPEG-4 object
streams. The characteristics of object segmentation made on MPEG-4 videos can be utilized to reduce re-transmission of the
same objects, and then the saved bandwidth can be used to service more users. However, some thresholds must be analyzed first
to maintain the acceptable quality of services (QoS) requested by users, when reducing unnecessary object transmission on
one side. Thus, according to the defined thresholds, we propose a dynamically adjusting algorithm to coordinate the object
streams between the server and clients. The server not only allocates network bandwidth, but also adjusts ever-allocated QoS
appropriately using a degrading and upgrading strategy, based on the current network status. Lastly, through the simulation,
we found that our method has better performance than the other three methods owing to its flexibility to the network status.
相似文献
17.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
相似文献
19.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
相似文献
20.
This viewpoint argues that the introduction of most computer-based system to an organization transforms the organization and
changes the work patterns of the system’s users in the organization. These changes interact with the users’ values and beliefs
and trigger emotional responses which are sometimes directed against the software system and its proponents. A requirements
engineer must be aware of these emotions.
相似文献
|