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1.
To distribute video and audio data in real-time streaming mode, two different technologies – Content Distribution Network (CDN) and Peer-to-Peer (P2P) – have been proposed. However, both technologies have their own limitations: CDN servers are expensive to deploy and maintain, and consequently incur a cost for media providers and/or clients for server capacity reservation. On the other hand, a P2P-based architecture requires sufficient number of seed supplying peers to jumpstart the distribution process. Compared with a CDN server, a peer usually offers much lower out-bound streaming rate and hence multiple peers must jointly stream a media data to a requesting peer. Furthermore, it is not clear how to determine how much a peer should contribute back to the system after receiving the media data, in order to sustain the overall media distribution capacity.In this paper, we propose and analyze a novel hybrid architecture that integrates both CDN- and P2P-based streaming media distribution. The architecture is highly cost-effective: it significantly lowers the cost of CDN capacity reservation, without compromising the media quality delivered. In particular, we propose and compare different limited contribution policies for peers that request a media data, so that the streaming capacity of each peer can be exploited on a fair and limited basis. We present: (1) in-depth analysis of the proposed architecture under different contribution policies, and (2) extensive simulation results which validate the analysis. Our analytical and simulation results form a rigorous basis for the planning and dimensioning of the hybrid architecture.  相似文献   

2.
直播服务器一般性框架体系设计   总被引:1,自引:0,他引:1  
李争明  张佐 《计算机应用》2005,25(2):262-264
基于流媒体服务器设计框架,结合直播服务器本身的功能、特性,并综合考虑波动的网络环境对其的影响,给出一种适用于直播服务器的一般性的实现框架。在这个实现框架中直播服务器由四个功能模块组成:速率控制模块、差错控制模块、质量自适应模块以及缓冲区控制模块。这四个功能模块各自完成特定的功能,并相互协作以使直播服务器系统作为整体提供适应性的视频传输服务。对各功能模块之间的协作和互动关系作了详细的阐述。提出的框架体系可以根据应用需求进行灵活配置以得到适当的实现形式,对开发直播系统具有参考价值。  相似文献   

3.
To provide interactive operations such as random seeking for peer-to-peer on demand video streaming is a challenge. In this paper, a vEB-tree (van Emde Boas tree)-based architecture is proposed for interactive VoD services in peer-to-peer networks. The proposed architecture divides a video into many segments that are distributed among participating peers. In this architecture, it includes a vEB-tree-based topology, searching procedures for demand segments, and a segment distribution scheme. It not only efficiently provides interactive operations but also reduces control messages. Additionally, each peer stores segments based on the proposed segment distribution scheme to reduce server stress. Experimental results demonstrate that the proposed architecture outperforms other competing architectures in terms of jump latency, server stress, and cost of maintaining searching topology.  相似文献   

4.
We propose a deterministic fluid model to understand the trade‐offs in the design of peer‐assisted video‐on‐demand (VoD) services. There are three entities in this model: peers (or end users), seeders (altruistic users that own one or several complete video items), and cache servers that store and forward videos with a limited capacity. Peers join the network, download one or multiple concurrent video streams (possibly different video items), and abort the system when they wish. Peers are assumed to cooperate in a BitTorrent‐based fashion, governed by tit‐for‐tat and fair availability. The issue is to minimize the expected downloading times, choosing the set of video items that should be stored in each cache server. We first prove that the deterministic model is globally stable, and find closed expressions for the expected waiting times. Then, we introduce a combinatorial optimization problem (COP), whose nature is similar to the multiknapsack problem (where the items are videos, and knapsacks are related with the storage of cache servers). The problem turns out to be NP‐complete. Therefore, we heuristically address the problem following a GRASP (greedy randomized adaptive search procedure) methodology. Finally, we simulate the new caching methodology with real‐life traces taken from YouTube logs. The results suggest that the peer‐to‐peer philosophy is both stable and cost‐effective for on‐demand streaming purposes.  相似文献   

5.
Multimedia Tools and Applications - In peer to peer (P2P) video streaming systems, peers in network assist to forward the data to other peers without the interference of central servers. Video on...  相似文献   

6.
结合CDN与P2P技术的混合流媒体系统研究   总被引:16,自引:3,他引:13  
对基于CDN和P2P的流媒体系统进行了分析对比,指出了它们各自的优缺点,并根据因特网的结构特点,给出了一种结合这两种技术的混合流媒体系统的设计方案,提出了客户机端的内容缓存替换问题并给出了一种替换算法,对客户机离线的随机性与频繁性问题,文中给出了一种新的失效服务节点的快速替换查找策略。  相似文献   

7.
李彦  陈卓 《计算机应用》2012,32(4):938-942
现有用户生产内容(UGC)类视频系统通常采用C/S架构设计,导致了视频服务器极大的带宽压力。提出一种采用对等网(P2P)的在线短视频查找策略——FastSearch,其目的是利用视频资源之间的关联关系进行视频资源定位,以显著提高点播节点之间的视频分享效率并降低对视频服务器的带宽需求。实验表明FastSearch具备良好的视频数据源节点查找能力,集成了该查找策略的短视频系统能有效减少对视频服务器的带宽消耗。  相似文献   

8.
We are witnessing the unprecedented popularity of User-Generated-Content (UGC) on the Internet. While YouTube hosts pre-recorded video clips, in near future, we expect to see the emergence of User-Generated Live Video, for which any user can create its own temporary live video channel from a webcam or a hand-held wireless device. Hosting a large number of UG live channels on commercial servers can be very expensive. Server-based solutions also involve various economic, copyright and content control issues between users and the companies hosting their content. In this paper, leveraging on the recent success of P2P video streaming, we study the strategies for end users to directly broadcast their own live channels to a large number of audiences without resorting to any server support. The key challenge is that end users are normally bandwidth constrained and can barely send out one complete video stream to the rest of the world. Existing P2P streaming solutions cannot maintain a high level of user Quality-of-Experience (QoE) with such a highly constrained video source. We propose a novel Layered P2P Streaming (LPS) architecture, to address this challenge. LPS introduces playback delay differentiation and constructs virtual servers out of peers to boost end users’ capability of driving large-scale video streaming. Through detailed packet-level simulations and PlanetLab experiments, we show that LPS enables a source with upload bandwidth slightly higher than the video streaming rate to stream video to tens of thousands of peers with premium quality of experience.  相似文献   

9.
Current commercial live video streaming systems are based either on a typical client–server (cloud) or on a peer-to-peer (P2P) architecture. The former architecture is preferred for stability and QoS, provided that the system is not stretched beyond its bandwidth capacity, while the latter is scalable with small bandwidth and management cost. In this paper, we propose a P2P live streaming architecture in which by adapting dynamically the playback rate we guarantee that peers receive the stream even in cases where the total upload bandwidth changes very abruptly. In order to achieve this we develop a scalable mechanism that by probing only a small subset of peers monitors dynamically the total available bandwidth resources and a playback rate control mechanism that dynamically adapts playback rate to the aforementioned resources. We model analytically the relationship between the playback rate and the available bandwidth resources by using difference equations and in this way we are able to apply a control theoretical approach. We also quantify monitoring inaccuracies and dynamic bandwidth changes and we calculate dynamically, as a function of these, the maximum playback rate for which the proposed system able to guarantee the uninterrupted and complete distribution of the stream. Finally, we evaluate the control strategy and the theoretical model in a packet level simulator of a complete P2P live streaming system that we designed in OPNET Modeler. Our evaluation results show the uninterrupted and complete stream delivery (every peer receives more than 99 % of video blocks in every scenario) even in very adverse bandwidth changes.  相似文献   

10.
11.
12.
Existing live video streaming systems can be classified as server (cloud) based or as peer-to-peer (P2P). The client–server approach promises stability and (Quality of Service) QoS by incurring expensive bandwidth provision cost on the server. On the other hand, P2P architecture is scalable with low bandwidth and maintenance cost. Here we propose a cloud assisted P2P live streaming architecture which is scalable and stable. In order to achieve this we have developed: (i) a scalable gossip protocol that monitors dynamically the total available bandwidth resources of the participating peers, (ii) a control strategy that dynamically allocates the bandwidth that is required.The first step towards this direction is to create a theoretical model that captures the dynamic relationship between the total bandwidth surplus/deficit and peers’ bandwidth utilization in order to be able to apply a control theoretical approach. Moreover, we quantify the impact of monitoring inaccuracies and peers’ dynamic bandwidth changes and we calculate analytically, as a function of them, the minimum amount of bandwidth overprovision that ensures the undisturbed distribution of the stream. System is evaluated through a detailed simulator of a complete P2P live streaming system and testified the uninterrupted and complete stream delivery even in very adverse bandwidth changes.  相似文献   

13.
Loopback: exploiting collaborative caches for large-scale streaming   总被引:1,自引:0,他引:1  
In this paper, we propose a Loopback approach in a two-level streaming architecture to exploit collaborative client/proxy buffers for improving the quality and efficiency of large-scale streaming applications. At the upper level we use a content delivery network (CDN) to deliver video from a central server to proxy servers. At the lower level a proxy server delivers video with the help of collaborative client caches. In particular, a proxy server and its clients in a local domain cache different portions of a video and form delivery loops. In each loop, a single video stream originates at the proxy, passes through a number of clients, and finally is passed back to the proxy. As a result, with limited bandwidth and storage space contributed by collaborative clients, we are able to significantly reduce the required network bandwidth, I/O bandwidth, and cache space of a proxy. Furthermore, we develop a local repair scheme to address the client failure issue for enhancing service quality and eliminating most required repairing load at the central server. For popular videos, our local repair scheme is able to handle most of single-client failures without service disruption and retransmissions from the central server. Our analysis and simulations have shown the effectiveness of the proposed scheme.  相似文献   

14.
陈卓  李彦 《计算机工程》2012,38(3):273-275
现有在线短视频分享策略通常采用C/S架构,给视频服务器带来较大的带宽压力。为此,提出一种采用点对点方式的在线短视频分享系统IShare,该系统结合用户点播偏好和视频文件之间的社会网络特性实现视频分享。IShare主要包括基于点播兴趣的节点分簇和视频数据源节点的查找2个核心技术。实验结果表明,IShare具备较好的视频数据源节点查找能力,可降低视频服务器带宽资源消耗。  相似文献   

15.
In large-scale peer-to-peer (P2P) video-on-demand (VoD) streaming applications, a fundamental challenge is to quickly locate new supplying peers whenever a VCR command is issued, in order to achieve smooth viewing experiences. For many existing commercial systems which use tracker servers for neighbor discovery, the increasing scale of P2P VoD systems has overloaded the dedicated servers to the point where they cannot accurately identify the suppliers with the desired content and bandwidth. To avoid overloading the servers and achieve instant neighbor discovery over the self-organizing P2P overlay, we design a novel method of organizing peers watching a video. The method features a light-weight indexing architecture to support efficient streaming and fast neighbor discovery at the same time. InstantLeap separates the neighbors at each peer into a streaming neighbor list and a shortcut neighbor list, for streaming and neighbor discovery respectively, which are maintained loosely but effectively based on random neighbor list exchanges. Our analysis shows that InstantLeap achieves an O(1) neighbor discovery efficiency upon any playback “leap” across the media stream in streaming overlays of any size, and low messaging costs for overlay maintenance upon peer join, departure, and VCR operations. We also verify our design with large-scale simulation studies of dynamic P2P VoD systems based on real-world settings.  相似文献   

16.
为优化流媒体视频点播系统中客户端对数据的缓存调度,使整个系统的播放质量与资源利用率趋向最优,提出一种Tracker引导的缓存调度方法,Tracker收集缓存服务器的负载信息和网络中的数据请求信息,采用基于流行度的预测方法推测下一阶段网络中需要的副本数,以此为根据对客户端缓存建议请求予以响应.客户端以Tracker的建议和自身在邻域网络内感知到的副本数为依据,使用兼顾全局和局部利益的决策算法进行视频数据的缓存操作.模拟结果表明,Tracker引导的缓存调度方法能够有效的保证网络中客户端节点的播放质量,并在一定程度上降低缓存服务器的负担,使整个系统的缓存调度趋向最优.  相似文献   

17.
In this paper we propose an adaptive P2P video streaming framework to address the challenges due to bandwidth heterogeneity and peer churn on the Internet. This adaptive streaming framework consists of two major components, source rate adaptation and adaptive overlay topology formation, to maximize the video quality and fully utilize the overall peer upload capacity. In the source rate adaptation, the video server adapts the video source rate automatically based on the local measurement of peers’ download rates, so that the P2P network is not overloaded beyond its bandwidth capacity and peers are able to achieve smooth video playback. To combat bandwidth heterogeneity, we propose to construct a desirable link-level homogeneous overlay topology using a Markov chain Monte Carlo method, so that peers achieve an equal per-connection upload/download bandwidth. In this link-level homogeneous network, video flows do not encounter any bottlenecks along the delivery paths, and peers achieve high download rates to ensure smooth video playback. We also design a fully distributed algorithm to implement the dual mechanisms of the adaptive topology formation and the source rate maximization. To evaluate the performance of our streaming framework, we conduct both mathematical analysis and extensive simulations. The simulation results confirm our analysis and show that the proposed distributed algorithm is able to maximize the video playback quality with fast convergence.  相似文献   

18.
陈卓  冯钢  陆毅 《计算机科学》2012,39(5):69-74
基于Peer-to-Peer(P2P)技术的流媒体应用具有部署效率高及可扩展性好等突出优势。而采用分层视频编码技术的P2P流媒体系统把原视频流分解为多个视频层数据进行分发,让节点能够选择与自己带宽资源相匹配的视频质量,使其很好地适应节点的异构性。但是各分层视频数据传输的路径存在较大差异,使重叠网构建策略面临更大的挑战。因此定义了基于分层视频编码技术环境下的P2P流媒体重叠网络构建问题,并证明该问题是一个NP难问题。提出了一种构建重叠网的集中启发式算法,同时还提出了一种基于视频组(Streaming Group)的分布式重叠网络构建策略。通过大规模网络仿真实验验证了基于该分布式重叠网构建策略的分层流媒体系统具备低服务器带宽占用、高数据获取率等优点。  相似文献   

19.
The Proactive network Provider Participation for the P2P (P4P) architecture deploys central servers, which perceives network status and provides peering suggestions to P2P systems in order to achieve better network resource utilization while supporting best possible application performance. However, P4P alone may not be able to make appropriate peering suggestions for live multimedia streaming since it does not include mechanisms to reflect some of the parameters that are important to the QoS of live multimedia streaming such as upload bandwidth and stability of a peer as a stream deliverer. Furthermore, peer synchronization and parent replacement in the middle of a session, which are critical issues to the QoS of live multimedia streaming, are also left as the matters to be dealt with by the P2P systems alone. Most of the existing data-driven P2P systems leverage periodic information exchanges among neighboring peers in order to cope with these problems, which may incur long delay and high control overhead. In this paper, we proposed P4P-integrated data-driven P2P system for live multimedia streaming service. The proposed system includes not only the peering suggestion mechanism appropriate for live multimedia streaming but also the peer synchronization and parent replacement mechanisms, which exploit the centralized P4P framework and do not require periodic control information exchanges. We implemented the system in NS-2 simulator and compared its performance to the P4P and existing data-driven P2P systems. The results from experiments show that the proposed system enhances QoS compared to the existing data-driven P2P systems while maintaining the same level of network efficiency of the original P4P.  相似文献   

20.
随着互联网的日益发展,人们对流媒体的需求不断提高,对视频服务器提出了更高的要求。P2P视频点播系统中传统的缓存替换策略无法获得很好的用户体验。针对此问题,本文对传统的缓存算法FIFO进行改进,提出基于关联规则的FIFO替换算法(FIFO-AR)。为了进一步提升缓存替换算法的性能,提出一种新的基于关联规则的缓存替换算法(CRA-AR)。根据用户的播放记录和视频段的流行度,并结合关联规则,从而得到待缓存的视频段。实验结果表明,FIFO-AR和CRA-AR相比于传统的缓存替换算法,具有较高的命中率和较少的响应时间。  相似文献   

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