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Nowadays, peer‐to‐peer network plays a significant role in data transfer and communication. The past few years have witnessed considerable growth in this area because of its inherent advantages. Peer‐to‐peer live streaming has a significant impact on video transmission over the Internet. Major factors that influence the performance of P2P live streaming are overlay construction and scheduling strategies. Although, a large number of scheduling schemes are developed but none of them is comprehensive enough to provide solutions to live streaming issues. These suffer from substantial delay and low video quality at the receiver side. In this paper, a new start‐up–based selection procedure and slack time–based scheduling scheme is proposed. The start‐up selection procedure defines the start‐up buffer location for new peer, and the scheduling scheme selects both the chunk and peers. The proposed scheduling scheme uses both push and pull priority–based strategies. The simulation results of the proposed approach demonstrates significant improvement in both the network performance and video quality at the receiver side. It is observed that playback delay, startup delay, and end‐to‐end delay in the network are reduced and quality of the video at receiver side is improved as the distortion and frame loss ratio is decreased.  相似文献   

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When thousands of new peers seek to join the peer‐to‐peer (P2P) system within a very short time (i.e., the so‐called flash crowd event), most of the peers suffer a long startup delay as a result of peer over‐competition. Accordingly, recent studies have proposed a slot‐based user access control (UAC) mechanism, which periodically admits a certain number of new peers to the system, and a user batch join (UBJ) mechanism, which preconstructs the new peers into a fixed‐size tree structure before peer join process. However, in the UAC mechanism, it is difficult to determine the optimal time slot length; while in the UBJ mechanism, it is difficult to determine the optimal tree size. Accordingly, the present study proposes a structured access control (SAC) mechanism, in which the new‐arriving peers are preconstructed to a flexible multilayer structure to overcome the limitation of a fixed‐size tree structure, and the number of peers in each layer of the structure is determined based on a consideration of the remaining upload bandwidth of the P2P system. Based on the assumption of a heterogeneous upload bandwidth capability of the peers, an analytical model is derived to describe the growth behavior of a P2P system with access control. It is shown that the simulation results for the growth rate of a P2P system based on the SAC mechanism are in good agreement with those obtained from the analytical model. In addition, the simulation results show that the SAC mechanism outperforms the UAC and UBJ mechanisms in terms of a more rapid system growth and a shorter average startup delay. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

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This work describes a novel live video streaming system for P2P networks, referred to as P2broadcast. The video streaming service has bandwidth requirements to guarantee presentation quality. Therefore, a scalable strategy to quickly find a path from a media server to a client with abundant bandwidth is very important. A common approach in the literature is the bandwidth first (BF) scheme, which allows a newcomer to adopt a BF tree traversal scheme to find its parent peer on the P2P overlay tree to retrieve the media content. The BF scheme is likely to build a deep overlay tree, resulting in long start‐up latency as the number of peers on the overlay tree grows. P2broadcast reduces start‐up latency by organizing peers into hierarchical clusters and making the overlay tree become a ‘short‐and‐wide’ tree. The hierarchical clustering structure enables a newcomer to find its parent peer among the set of peers that are more likely to provide large available bandwidth only. Limiting the set of potential parent peers not only reduces start‐up latency but also improves the system availability. Additionally, unlike the BF scheme that only concerns available bandwidth, P2broadcast utilizes a cost function to evaluate the appropriateness of a potential parent peer. The cost function considers the depth of the newcomer on the overlay tree, making the overlay tree become a short‐and‐wide tree. In addition to start‐up latency reduction, the short‐and‐wide tree feature also alleviates the service interruption probability due to the leaving or failure of a peer. Our simulation results show that P2broadcast greatly outperforms the BF scheme in terms of system availability, and achieves around 66% savings in start‐up latency and 10% decrement in service interruption probability. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

5.
Among the most well‐established live media distribution technologies is content delivery network (CDN), which improves user‐perceived quality of service by delivering content from proxy servers deployed at the Internet's edge. In recent years, CDN providers started to tap into their subscribers' peer‐to‐peer (P2P) capacity to alleviate their server costs. Under the inherent peer dynamics, a major challenge of these hybrid CDN‐P2P systems is to provide efficient failure recovery with good quality of service guarantees at a reduced server cost. In this work we propose a cost‐effective failover solution named CDNPatch to address the aforementioned problem. CDNPatch enables peers to periodically precompute a few backup content suppliers by efficient information exchange and maintenance algorithms, and leverages auxiliary CDN servers and an economic server provisioning algorithm to reduce the chance of playback interruption occurring to peers. Our simulation results show that CDNPatch can mask the impact of peer dynamics of 3 real P2P systems, namely, SOPCast, PPStream, and PPTV, with 100 % failure recovery success rate and a failure recovery time less than 1 second at a cost of small P2P communication overhead of less than 1 kilobits per second, while using only 10%, 21%, and 51%, respectively, of the pure CDN scheme's server consumption.  相似文献   

6.
GaMe‐PLive is a game theoretical framework for peer‐to‐peer live video streaming. Prevention of free‐riding and minimization of loss rate in video data transmission are the important objectives of the proposed framework. GaMe‐PLive is also extremely evasive about overhead of extra control messages exchange. At first, a static game with complete information between peers is described, which models the peer's interactive decision process for acceptance/rejection of a video chunk request. All peers repeatedly play this game during video playback periodically. Afterwards, the proposed game is analyzed to obtain a Nash equilibrium, which determines a peer's best strategic response for participation in the video chunk distribution. It will be proved that by applying some simple and feasible conditions, the desired objectives can be reached. The experimental results reveal that the proposed system has been successful in detecting free‐riders with negligible false negative and false positive rate. Also, tolerable loss chunk percentage has been satisfied in all performed tests. Besides, an interesting social norm emerges in GaMe‐PLive: Less participation leads to more missing chunks. GaMe‐PLive will be proven to be quite resistant against cheating peers. The proposed framework displays high performance even if there is not a video server with high upload bandwidth. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

7.
介绍了一种基于多描述编码的P2P视频点播系统,着重分析了运行在该系统下的终端的架构,各功能模块的功能设计以及媒体处理中的关键技术.  相似文献   

8.
杨国燕  韩雪梅 《信息技术》2008,32(5):152-155
主要讨论了一种基于P2P网络的流媒体直播的相关技术,研究设计了一个支持大量用户同时在线的直播系统方案,能够充分利用客户端资源,减轻服务器负载,并实现较好的视频直播效果,该系统采用了P2P传输技术,系统的可扩展性和稳定性都明显优于传统流媒体视频传输系统.  相似文献   

9.
Video traffic offloading through the helper peers can significantly alleviate the server workload and enhance users' quality of experience. In this paper, the complex interactions of a number of helpers seeking to trade their bandwidth surplus in a peer‐to‐peer market are studied using non‐cooperative game theory and double auction. In particular, a non‐cooperative game is formulated among the helpers in which each helper can make a decision on the maximum amount of upload bandwidth surplus that it is willing to sell so as to maximize its utility function that reflects the tradeoff between the benefits from bandwidth sharing and its associated costs. Then, the price governing the bandwidth trading market between the helpers and peers is determined via a truthful double auction mechanism. To solve the game, an algorithm based on the best response dynamics is proposed using which helpers can reach a Nash equilibrium point. Simulation results exhibit that the proposed algorithm achieves significant performance improvements in terms of utility per selling helpers. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

10.
In order to gain insight into the relationship between the failure probability and the spectrum efficiency,both failure probability (FP) and load balancing (LB) were attempted to minimize in flexible bandwidth optical networks.An optimized FP-LB algorithm was developed to reduce failure probability and to improve the spectrum efficiency,and a traditional algorithm was further introduced for comparison in flexible bandwidth optical networks.Simulation results show that the optimized FP-LB algorithm reduces 69.8% blocking probability,45.3% spectrum occupancy rate,and 41.9% average failure probability compared to the traditional algorithm.Obviously,the optimized FP-LB algorithm achieves the joint optimization of both failure probability and load balancing.  相似文献   

11.
P2P网络非对称DHT方法及负载均衡技术研究   总被引:2,自引:0,他引:2  
研究了适应异构网络环境的非对称结构化对等网的构造和优化算法。提出包括稳定性、带宽、延迟等参数的综合临近测度作为选择临近邻居的尺度;设计基于这种测度的邻居选择算法和路由算法;引入一种流量控制机制避免部分节点过载。通过仿真实验验证了算法的有效性,结果表明新算法的平均路径长度(跳数)缩短为基本Chord协议的50%以下;延迟缩短为65%;同时可以有效地控制胖节点的过载。  相似文献   

12.
The universal mobile telecommunications system (UMTS) and long term evolution (LTE)/LTE‐advanced specifications have been proposed to offer high data rate for the forwarding link under high‐mobility wireless communications. The keys include supporting multi‐modes of various coding schemes (e.g., VSF‐OFCDM, OFDM, OFDMA), multiple‐input multiple‐output, relay networks, and so on. To balance loads among different communication interfaces is one of the most important issues that should be addressed for achieving efficient radio resource allocations. In a shared packet service, the 3GPP UMTS adopts the VSF‐OFCDM interface to allocate orthogonal codes of an OVSF code tree in two‐dimension (2D) spreading at the time and frequency domains. However, it easily leads to high packet loss rate and high bandwidth waste rate, because it does not consider interference and the adaptive modulation and coding scheme simultaneously. Conversely, although the LTE/LTE‐advanced interface offers a high data rate, it suffers from unbalanced loads and moderate reward. This paper thus proposes an adaptive radio resource allocation for balancing loads between the UMTS and LTE/LTE‐advanced interfaces according to various interference and mobility environments. In addition, an adaptive multi‐code allocation is proposed for the UMTS to minimize the bandwidth waste rate while guaranteeing quality of service. Numerical results indicate that the proposed approach outperforms other approaches in fractional reward loss and system utilization. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

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