共查询到20条相似文献,搜索用时 15 毫秒
1.
Kunwar Pal Mahesh Chandra Govil Mushtaq Ahmed 《International Journal of Communication Systems》2018,31(2)
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
2.
基于对等网(P2P)技术的视频流媒体系统以其较低的服务器开销和良好的可扩展性被广泛应用。但由于在这类系统中普遍存在节点的资源及视频播放位置的异构性,使得节点负载不均衡的问题极易发生,进而严重影响到节点的视频播放质量。该文重点研究面向节点负载均衡的节点带宽请求分配策略,将服务请求节点竞争服务提供节点带宽的行为建模为一个非协作博弈,通过寻求该博弈问题的Nash均衡解的方法确定优化的带宽请求分配(GBRA)策略。通过和典型的带宽请求分配策略进行实验对比,数值结果表明该文提出的GBRA 策略能有效改善P2P流媒体网络节点负载不均的问题并降低节点获取所需视频数据的平均延迟。
相似文献3.
In Peer-to-Peer (P2P) streaming systems, video data may be lost since peers can join and leave the overlay network randomly, thereby deteriorating the video playback quality. In this paper we propose a new hybrid mesh and Distributed Hash Table (DHT) based P2P streaming system, called HQMedia, to provide high playback quality to users by maintaining high data dissemination resilience with a low overhead. In HQMedia, peers are classified into Super Peers (SP) and Common Peers (CP) according to their online time. SPs and CPs form a mesh structure, while SPs alone form a new Streaming DHT (SDHT) structure. In this hybrid architecture, we propose a joint sched-uling and compensation mechanism. If any frames cannot be obtained during the scheduling phase, an SDHT-based compensation mechanism is invoked for retrieving the missing frames near the playback point. We evaluate the performance of HQMedia by both theoretical analysis and intensive simulation experiments on large-scale networks to demonstrate the ef-fectiveness and scalability of the proposed system. Numerical results show that HQMedia significantly outperforms existing mesh-based and treebased P2P live streaming systems by improving playback quality with only less than 1% extra maintenance overhead. 相似文献
4.
DENG Guang-qing WEI Ting CHEN Chang-jia ZHU Wei WANG Bin WU Deng-rong .School of Electronic Information Engineering Beijing Jiaotong University Beijing China 《中国邮电高校学报(英文版)》2011,18(6):78-88
In a peer-to-peer(P2P) live streaming system,each peer uses greedy strategy to download chunks as many as possible so as to assure smooth playback and promote the chunk propagation.However,diversity of video playback rate,heterogeneity of peer downlink bandwidth and no prefetching limitation determine that greedy strategy is not the best strategy for P2P video-on-demand(VoD) system though this strategy performs well in P2P live system.To reasonably assign upload bandwidth among peers,we first present a stochastic model to relate expected downloading speed(EDS) with buffered data amount(BDA,the amount of data has been fetched in buffer,however has not been played yet by the peer),video playback rate and fluency(the probability of no interruption in a viewing process).On the base of this model,we design an equal fluency bandwidth assigning algorithm(EFBAA).In this algorithm,requesting peers compute EDS according to several local parameters(such as BDA,video playback rate and fluency) dynamically and independently and send the EDS to neighbor peers together with buffer map.Then the neighbor peer proportionally partitions and assigns its upload bandwidth to requesting peers according to their EDS.Extensive simulations demonstrate that EFBAA outperforms greedy strategy in terms of server load and startup latency. 相似文献
5.
Video streaming over peer-to-peer (P2P) networks is a promising approach for scalable IPTV and online games. Distributing high-quality videos among users who employ numerous channels in multi-channel P2P live streaming systems, however, still suffers from many challenges arisen from the network size and dynamicity, channel resource imbalance, and bandwidth limitations. Other challenges also exist, including instability of peers, the peers’ low participation, large startup and playback delays, low quality of received video, and resource insufficiency in unpopular channels. In this paper, ReDePoly, with some levels of distributed intelligence, is proposed to reduce the bootstrapping delay and to increase the service quality. The key idea is to substitute agents with bootstrapping peers in the channels to model user behaviors and to share the aggregated knowledge among the agents to disseminate the learned models. Accordingly, the agents dynamically predict the behavior of participating peers to pre-assign them to the predicted channels and to parallelize the threads related to viewing behavior and channel switching. In case of congested channels, the new agents are distilled to mitigate the agent responsibilities. Simulation results show that the proposed approach outperforms the other existing methods regarding the channel switching delay, recovery delay, and quality of service. 相似文献
6.
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
7.
8.
Yiu W.-P.K. Xing Jin Chan S.-H.G. 《Selected Areas in Communications, IEEE Journal on》2007,25(9):1717-1731
Provisioning random access functions in peer-to-peer on-demand video streaming is challenging, due to not only the asynchronous user interactivity but also the unpredictability of group dynamics. In this paper, we propose VMesh, a distributed peer-to-peer video-on-demand (VoD) streaming scheme which efficiently supports random seeking functionality. In VMesh, videos are divided into segments and stored at peers' local storage in a distributed manner. An overlay mesh is built upon peers to support random forward/backward seek, pause and restart during playback. Our scheme takes advantage of the large aggregate storage capacity of peers to improve the segment supply so as to support efficient interactive commands in a scalable manner. Unlike previous work based on "cache-and-relay" mechanism, in our scheme, user interactivity such as random seeking performed by a peer does not break the connections between it and its children, and hence our scheme achieves better playback continuity. Through simulation, we show that our system achieves low startup and seeking latency under random user interactivity and peer join/leave which is a crucial requirement in an interactive VoD system. 相似文献
9.
Modeling and application of moderate prefetching strategy based on video slicing for P2P VoD systems
DENG Guang-qing WEI Ting CHEN Chang-jia ZHU Wei WANG Bin WU Deng-rong 《中国邮电高校学报(英文版)》2012,19(2):57-66
In peer-to-peer (P2P) video-on-demand (VoD) streaming systems,each peer contributes a fixed amount of hard disk storage (usually 2 GB) to store viewed videos and then uploads them to other requesting p... 相似文献
10.
IPTV over P2P streaming networks: the mesh-pull approach 总被引:2,自引:0,他引:2
IPTV, an emerging Internet application, would revolutionize the entertainment and media industries; however, IPTV also has the potential to overwhelm the Internet backbone and access networks with traffic. To date, IPTV over P2P streaming networks has advanced significantly using two different approaches: tree-push versus mesh-pull. In particular, the mesh-pull streaming approach has achieved a number of successful commercial deployments. In this article, we examine the current progress in the research and development of mesh-pull P2P streaming systems. We provide an overview of the general mesh-pull streaming architecture and review various challenges, design issues, and interesting research problems in this approach. We discuss the construction costs for providing an IPTV service with service guarantees. We outline a measurement technique for monitoring the video playback quality of mesh-pull streaming systems. We emphasize that the future P2P IPTV systems should be designed to meet the expectations of users for quality-of-experience. We also identify a few other important issues for IPTV over P2P streaming networks, including the traffic pressure on ISPs, various security concerns, and the necessity to re-examine the most appropriate P2P architecture. Insights obtained in this study will be valuable for the development and deployment of future P2P IPTV systems. 相似文献
11.
Naeem Ramzan Hyunggon Park Ebroul Izquierdo 《Signal Processing: Image Communication》2012,27(5):401-411
A robust real-time video communication service over the Internet in a distributed manner is an important challenge, as it influences not only the current Internet structure but also the future Internet evolution. In this context, Peer-to-Peer (P2P) networks are playing an imperative position for providing efficient video transmission over the Internet. Recently, several P2P video transmission systems have been proposed for live video streaming services or video-on-demand services over the Internet. In this paper, we describe and discuss existing video streaming systems over P2P. Efficient (delay tolerant and intolerant) data sharing mechanisms in P2P and current video coding trends are elaborated in detail. Moreover, video streaming solutions (live and on-demand) over P2P from the perspective of tree-based and mesh-based systems are explained. Finally, the conclusion is drawn with key challenges and open issues related to video streaming over P2P. 相似文献
12.
Video data location plays a key role for Peer-to-Peer (P2P) live streaming applications. In this paper, we propose a new one-hop Distributed Hash Table (DHT) lookup framework called Streaming-DHT (SDHT) to provide efficient video data location service. By adopting an enhanced events dissemination mechanism-EDRA+ , the accuracy of routing table at peers can be guaranteed. More importantly, in order to enhance the performance of video data lookup operation without incurring extra overhead, we design a so-called Distributed Index Mapping and Management Mechanism (DIMM) for SDHT. Both analytical modeling and intensive simulation experiments are conducted to demonstrate the effectiveness of SDHT framework. Numerical results show that almost 90% requested video data can be retrieved within one second in SDHT based systems, and SDHT needs only 26% average bandwidth consumption when compared with similar one-hop DHT solutions such as D1HT. This indicates that SDHT framework is an appropriate data lookup solution for time-sensitive network applications such as P2P live streaming. 相似文献
13.
Jin-Feng Zhang Jian-Wei Niu Rong-Gang Wang Yuan Dong Hai-La Wang 《Journal of Signal Processing Systems》2010,59(3):335-345
Three factors, including churn of peers, high transmission delay, and high bandwidth heterogeneity, jointly bring forward
great challenges to video streaming over P2P networks. In this paper, the multi-tree approach is leveraged to construct an
overlay with resilience to churn and low transmission delay. For such a multi-tree structured overlay, a server-aided adaptive
video streaming scheme is proposed to cope with the bandwidth heterogeneity. During streaming process, video data are collaboratively
forwarded to the same receiver by multiple peers based on side information and network condition, as well as the distributed
bitstream is dynamically switched among multiple available versions in a rate-distortion optimized way by the streaming server.
Simulation results show that the proposed scheme achieves great gain in overall perceived quality over simple heuristic schemes. 相似文献
14.
In this paper, we propose an estimation method that estimates the throughput of upcoming video segments based on variations in the network throughput observed during the download of previous video segments. Then, we propose a rate-adaptive algorithm for Hypertext Transfer Protocol (HTTP) streaming. The proposed algorithm selects the quality of the video based on the estimated throughput and playback buffer occupancy. The proposed method selects high-quality video segments, while minimizing video quality changes and the risk of playback interruption, improving user’s experience. We evaluate the algorithm for single- and multi-user environments and demonstrate that it performs remarkably well under varying network conditions. Furthermore, we determine that it efficiently utilizes network resources to achieve a high video rate; competing HTTP clients achieve equitable video rates. We also confirm that variations in the playback buffer size and segment duration do not affect the performance of the proposed algorithm. 相似文献
15.
Chen Wei Su Sen Yang Fangchun Shuang Kai State Key Laboratory of Networking Switching Technology Beijing University of Posts Telecommunications Beijing China 《中国通信》2010,7(2):42-52
Pull-based P2P live streaming is a promising solution for the large scale streaming systems, like PPStream, PPlive, due to its high scalability, low cost and high resilience. However, they usually suffer from bad delay performance. In this paper, we seek to improve the delay performance under ensuring video display quality stemming from chunk scheduling. And so we model Pull-based chunk scheduling problem as a multi-objective optimization problem to minimize the video delay and maximize video display qualit... 相似文献
16.
Shijie Jia Changqiao Xu Athanasios V. Vasilakos Jianfeng Guan Hongke Zhang Gabriel-Miro Muntean 《Wireless Networks》2014,20(5):1185-1202
Mobile peer-to-peer (MP2P) has emerged as a state-of-the-art technology for video resource sharing in mobile ad-hoc networks (MANETs), building on the advantages of P2P data exchange and providing a feasible solution for large-scale deployment of media streaming services. Fast search for video resources and low maintenance overhead of overlay networks to support the mobility of nodes are key factors in MP2P video on demand solutions. In this paper, we propose a novel reliability-oriented ant colony optimization (ACO)-based MP2P solution to support interactivity for video streaming in MANETs (RACOM). RACOM makes use of highly innovative algorithms such as the peer status-aware mechanism and peer-centric overlay maintenance mechanism to support high-efficiency video resource sharing. The peer status-aware mechanism includes the user reliability measure model which is used to identify the peers having reliable playback status in order to find stable potential resource suppliers and a new ACO-based prediction model of playback behavior which provides the accurate prediction of playback content in the future to ensure the smooth experience and optimize the distribution of resources. In order to balance the fast supplier discovery and low maintenance overhead, RACOM makes use of peer-centric overlay maintenance mechanism composed of the time window-based detection strategy and encounter-based synchronization strategy to reduce the maintenance overhead of reliable peers, obtain quasi real-time status of peers and support the mobility of mobile nodes. Simulation results show how RACOM achieves higher hit ratio, lower seek delay, lower server stress, lower peer load and less overlay maintenance overhead in comparison with another state of the art solution. 相似文献
17.
3D video distribution over P2P networks has been thought as a promising way for 3D video entering home. The convergence of scalable 3D video coding and P2P streaming can provide diverse 3D experiences for heterogeneous clients with high distribution efficiencies. However, the conventional chunk segmentation and scheduling algorithms originally aiming at the non-scalable 2D video streaming are not very efficient for scalable 3D video streaming over P2P networks due to the particular data characteristics of scalable 3D video. Based on this motivation, this paper first presents a playback length changeable 3D video chunk segmentation (PLC3DCS) algorithm to provide different error resilience strengths to video and depth as well as layers with different importance levels in the 3D video transmission. Then, a hybrid-priority based chunk scheduling (HPS) algorithm is proposed to be tied in with the proposed chunk segmentation algorithm to further promote the overall 3D video P2P streaming performance. The simulation results show that the proposed PLC3DCS algorithm with the corresponding HPS can increase the success delivery rates of chunks with more important levels, and further improve the user’s quality of 3D experience. 相似文献
18.
Mostafa M. Fouda Zubair Md. Fadlullah Mohsen Guizani Nei Kato 《Mobile Networks and Applications》2012,17(5):594-603
The concept of the ??future Internet?? has evolved amongst researchers recently to relieve the tremendous pressure on the current Internet infrastructure to support the heterogeneous networking technologies, mobile devices, increased population of users, and also the high user requirements for real-time services and applications. Peer-to-Peer (P2P) Video on Demand (VoD) streaming technologies are expected to be a key technology in the future Internet. Because the existing P2P streaming techniques are attributed to a number of shortcomings, P2P VoD schemes need to be adequately redesigned for the future Internet. In this paper, we propose a scheme to effectively provide VoD by using P2P-based mesh overlay networks that may be suitable for the future Internet. Our scheme selects the most appropriate peers by exploiting domain-based localization and congestion awareness strategies. Through simulations, our proposed scheme is demonstrated to have scalability and capability of reducing the startup delay and total link cost, while maintaining high playback rate. The results are encouraging and show the importance of redesigning P2P VoD services in future Internet. 相似文献
19.
Hamidreza Mahini Mehdi Dehghan Amir Masoud Rahmani 《International Journal of Communication Systems》2016,29(6):1187-1203
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
20.
The quality of experience (QoE) of video streaming is degraded by playback interruptions, which can be mitigated by the playout buffers of end users. To analyze the impact of playout buffer dynamics on the QoE of wireless adaptive hypertext transfer protocol (HTTP) progressive video, we model the playout buffer as a G/D/1 queue with an arbitrary packet arrival rate and deterministic service time. Because all video packets within a block must be available in the playout buffer before that block is decoded, playback interruption can occur even when the playout buffer is non-empty. We analyze the queue length evolution of the playout buffer using diffusion approximation. Closed-form expressions for user-perceived video quality are derived in terms of the buffering delay, playback duration, and interruption probability for an infinite buffer size, the packet loss probability and re-buffering probability for a finite buffer size. Simulation results verify our theoretical analysis and reveal that the impact of playout buffer dynamics on QoE is content dependent, which can contribute to the design of QoE-driven wireless adaptive HTTP progressive video management. 相似文献