As the various architectures and protocol have been implemented a true VoD system has great demand in the global users. The traditional VoD system does not provide the needs and demands of the global users. The major problem in the traditional VoD system is serving of video stream among clients is duplicated and streamed to the different clients, which consumes more server bandwidth and the client uplink bandwidth is not utilized and the performance of the system degrades. Our objective in this paper is to send one server stream sufficient to serve the many clients without duplicating the server stream. Hence we have proposed a protocol and algorithm that chains the proxy servers and subscribed clients utilize client’s uplink bandwidth such that the load on the server is reduced. We have also proved that less rejection ratio of the clients and better utilization of the buffer and bandwidth for the entire VoD system.
Optimal Streaming Protocol for VoD Using Clients' Residual BandwidthIDES Editor
A true VoD system has tremendous demand in the
market. The existing VoD system does not cater the needs
and demands of the market. The major problem in the VoD
system is serving of clients with expected QoS is difficult. In
this paper, we proposed a protocol and algorithm that
chains the proxy servers and subscribed clients. Our
objective is to send one server stream and this stream should
be served to N asynchronous clients. The server bandwidth
is scarcity and on the client uplink bandwidth is
underutilized. In this protocol, we are using client’s residual
bandwidth such that the load on the server bandwidth is
reduced. We have proved that optimal utilization of the
buffer and bandwidth for the entire VoD system and also
less rejection ratio of the clients.
The main problem is to avoid the complexity of retrieving the video content without streaming problem in multi network clients. The proposed work is to improve Collaboration among streaming contents on server resources in order to improve the network performance. Implementing network collaboration on a content delivery scenario, with a strong reduction of data transferred via servers. Audio and video files are transmitted in blocks to clients through the peer using the Network Coding Equivalent Content Distribution scheme. The objective of the system is to tolerate out-of-order arrival of blocks in the stream and is resilient to transmission losses of an arbitrary number of intermediate blocks, without affecting the verifiability of remaining blocks in the stream. To formulate the joint rate control and packet scheduling problem as an integer program where the objective is to minimize a cost function of the expected video distortion. Suggestions of cost functions are proposed in order to provide service differentiation and address fairness among users.
Enrich multi-channel P2P VoD streaming based on dynamic replication strategyIJAAS Team
Peer-to-Peer Video-on-Demand (VoD) is a favorable solution which compromises thousands of videos to millions of users with completeinteractive video watching stream. Most of the profitable P2P streaming groupsPPLive, PPStream and UUSee have announced a multichannel P2P VoD system that approvals user to view extra one channel at a time. The present multiple channel P2P VoD system resonant a video at a low streaming rate due to the channel resource inequity and channel churn. In order to growth the streaming capacity, this paper highlights completely different effective helpers created resource balancing scheme that actively recognizes the supply-and-demand inequity in multiple channels. Moreover, peers in an extra channel help its unused bandwidth resources to peers in a shortage channel that minimizes the server bandwidth consumption. To provide a desired replication ratio for optimal caching, it develops a dynamic replication strategy that optimally tunes the number of replicas based on dynamic popularity in a distributed and dynamic routine. This work accurately forecasts the varying popularity over time using Auto-Regressive Integrated Moving Average (ARIMA) model, an effective time-series forecasting technique that supports dynamic environment. Experimental assessment displays that the offered dynamic replication strategy which should achieves high streaming capacity under reduced server workload when associated to existing replication algorithms.
This paper proposes a new Hybrid Adaptive Mobile Streaming (HAMS) method for efficient video streaming on mobile devices using cloud services. HAMS uses Scalable Video Coding (SVC) to encode video files into base and enhancement layers. It first progressively downloads base layers, then adaptively streams enhancement layers to avoid video freezing while providing high video quality. An experiment compares HAMS to existing methods and finds HAMS achieves zero video freezes for up to three users, shorter freeze times, and better average video quality. The paper concludes HAMS is an effective method for mobile video streaming without freezing issues or reduced quality.
What happens when adaptive video streaming players compete in time-varying ba...Eswar Publications
Competition among adaptive video streaming players severely diminishes user-QoE. When players compete at a bottleneck link many do not obtain adequate resources. This imbalance eventually causes ill effects such as screen flickering and video stalling. There have been many attempts in recent years to overcome some of these problems. However, added to the competition at the bottleneck link there is also the possibility of varying network bandwidth which can make the situation even worse. This work focuses on such a situation. It evaluates current heuristic adaptive video players at a bottleneck link with time-varying bandwidth conditions. Experimental setup includes the TAPAS player and emulated network conditions. The results show PANDA outperforms FESTIVE, ELASTIC and the Conventional players.
(Paper) MTcast: Robust and Efficient P2P-based Video Delivery for Heterogeneo...Naoki Shibata
In this paper, we propose a new video delivery method called MTcast (Multiple Transcode based video multicast) which achieves efficient simultaneous video delivery to multiple users with different quality requirements by relying on user nodes to transcode and forward video to other user nodes. In MTcast, each user specifies a quality requirement for a video consisting of bitrate, picture size and frame rate based on the user’s environmental resource limitation. All users can receive video with the specified quality (or near this quality) along a single delivery tree. The main characteristics of MTcast are in its scalability, high user satisfaction degree in received video quality, short startup latency and robustness against node failure. Through simulations, we have confirmed that MTcast can achieve much higher user satisfaction degree and robustness against node failure than the layered multicast method.
Live multimedia streaming and video on demand issues and challengeseSAT Journals
Live streaming and video on demand face challenges in providing quality service over the internet. The key issues are quality of service due to network instability and degraded performance when serving large numbers of users. While peer-to-peer architectures can help solve issues of limited server resources, they introduce challenges such as ensuring sufficient upload bandwidth from peers and maintaining stable connectivity. Additional issues include firewalls and internet service provider throttling impacting streaming quality, and challenges in peer discovery and storage overhead in peer-to-peer video on demand systems. Addressing these architectural and performance issues is important for providing the best experience of streaming and video on demand services.
Optimal Streaming Protocol for VoD Using Clients' Residual BandwidthIDES Editor
A true VoD system has tremendous demand in the
market. The existing VoD system does not cater the needs
and demands of the market. The major problem in the VoD
system is serving of clients with expected QoS is difficult. In
this paper, we proposed a protocol and algorithm that
chains the proxy servers and subscribed clients. Our
objective is to send one server stream and this stream should
be served to N asynchronous clients. The server bandwidth
is scarcity and on the client uplink bandwidth is
underutilized. In this protocol, we are using client’s residual
bandwidth such that the load on the server bandwidth is
reduced. We have proved that optimal utilization of the
buffer and bandwidth for the entire VoD system and also
less rejection ratio of the clients.
The main problem is to avoid the complexity of retrieving the video content without streaming problem in multi network clients. The proposed work is to improve Collaboration among streaming contents on server resources in order to improve the network performance. Implementing network collaboration on a content delivery scenario, with a strong reduction of data transferred via servers. Audio and video files are transmitted in blocks to clients through the peer using the Network Coding Equivalent Content Distribution scheme. The objective of the system is to tolerate out-of-order arrival of blocks in the stream and is resilient to transmission losses of an arbitrary number of intermediate blocks, without affecting the verifiability of remaining blocks in the stream. To formulate the joint rate control and packet scheduling problem as an integer program where the objective is to minimize a cost function of the expected video distortion. Suggestions of cost functions are proposed in order to provide service differentiation and address fairness among users.
Enrich multi-channel P2P VoD streaming based on dynamic replication strategyIJAAS Team
Peer-to-Peer Video-on-Demand (VoD) is a favorable solution which compromises thousands of videos to millions of users with completeinteractive video watching stream. Most of the profitable P2P streaming groupsPPLive, PPStream and UUSee have announced a multichannel P2P VoD system that approvals user to view extra one channel at a time. The present multiple channel P2P VoD system resonant a video at a low streaming rate due to the channel resource inequity and channel churn. In order to growth the streaming capacity, this paper highlights completely different effective helpers created resource balancing scheme that actively recognizes the supply-and-demand inequity in multiple channels. Moreover, peers in an extra channel help its unused bandwidth resources to peers in a shortage channel that minimizes the server bandwidth consumption. To provide a desired replication ratio for optimal caching, it develops a dynamic replication strategy that optimally tunes the number of replicas based on dynamic popularity in a distributed and dynamic routine. This work accurately forecasts the varying popularity over time using Auto-Regressive Integrated Moving Average (ARIMA) model, an effective time-series forecasting technique that supports dynamic environment. Experimental assessment displays that the offered dynamic replication strategy which should achieves high streaming capacity under reduced server workload when associated to existing replication algorithms.
This paper proposes a new Hybrid Adaptive Mobile Streaming (HAMS) method for efficient video streaming on mobile devices using cloud services. HAMS uses Scalable Video Coding (SVC) to encode video files into base and enhancement layers. It first progressively downloads base layers, then adaptively streams enhancement layers to avoid video freezing while providing high video quality. An experiment compares HAMS to existing methods and finds HAMS achieves zero video freezes for up to three users, shorter freeze times, and better average video quality. The paper concludes HAMS is an effective method for mobile video streaming without freezing issues or reduced quality.
What happens when adaptive video streaming players compete in time-varying ba...Eswar Publications
Competition among adaptive video streaming players severely diminishes user-QoE. When players compete at a bottleneck link many do not obtain adequate resources. This imbalance eventually causes ill effects such as screen flickering and video stalling. There have been many attempts in recent years to overcome some of these problems. However, added to the competition at the bottleneck link there is also the possibility of varying network bandwidth which can make the situation even worse. This work focuses on such a situation. It evaluates current heuristic adaptive video players at a bottleneck link with time-varying bandwidth conditions. Experimental setup includes the TAPAS player and emulated network conditions. The results show PANDA outperforms FESTIVE, ELASTIC and the Conventional players.
(Paper) MTcast: Robust and Efficient P2P-based Video Delivery for Heterogeneo...Naoki Shibata
In this paper, we propose a new video delivery method called MTcast (Multiple Transcode based video multicast) which achieves efficient simultaneous video delivery to multiple users with different quality requirements by relying on user nodes to transcode and forward video to other user nodes. In MTcast, each user specifies a quality requirement for a video consisting of bitrate, picture size and frame rate based on the user’s environmental resource limitation. All users can receive video with the specified quality (or near this quality) along a single delivery tree. The main characteristics of MTcast are in its scalability, high user satisfaction degree in received video quality, short startup latency and robustness against node failure. Through simulations, we have confirmed that MTcast can achieve much higher user satisfaction degree and robustness against node failure than the layered multicast method.
Live multimedia streaming and video on demand issues and challengeseSAT Journals
Live streaming and video on demand face challenges in providing quality service over the internet. The key issues are quality of service due to network instability and degraded performance when serving large numbers of users. While peer-to-peer architectures can help solve issues of limited server resources, they introduce challenges such as ensuring sufficient upload bandwidth from peers and maintaining stable connectivity. Additional issues include firewalls and internet service provider throttling impacting streaming quality, and challenges in peer discovery and storage overhead in peer-to-peer video on demand systems. Addressing these architectural and performance issues is important for providing the best experience of streaming and video on demand services.
A review over multimedia and how to share multimedia data between clients and servers.
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Mpls vpn using vrf virtual routing and forwardingIJARIIT
Multi-Protocol Label Switching (MPLS) which was introduced by Internet Engineering Task Force (IETF) is
usually used in communication networks which started attracting all the internet service provider(ISP) networks with its
brilliant and excellent features that provide quality of services (QOS)and guarantees to traffic which carries data from one
network to another network directly through labels.
Virtual Private Network (VPN) is one of the highly useful MPLS applications which allow a service provider or a large enterprise
network to offer network Layer VPN services that guarantee and carries traffic securely and privately from customer’s one to
another through the service provider’s network. To support multiple customers that Customers Request for secure, reliable,
private and ultrafast connections over the internet MPLS VPN standards include the concept of a virtual router. This feature
called a VRF table. VRF or Virtual Routing and Forwarding technology that permit a router to have various routing table or
multiple VPN at the same time that they are located in the same router but they are independent and also the VRF feature in
VPN now allows different customers to use same IP addresses connected to the same ISP. A VRF exists inside a single MPLS
router and typically routers need at least one VRF for each customer attached to that particular router.
The document discusses quality of service (QoS) in multimedia communication networks, including QoS parameters and classes, deterministic and predictive QoS parameters, guaranteed and best effort QoS, QoS-aware service models, scheduling and policing mechanisms like priority scheduling and weighted fair queueing, and QoS architectures like Integrated Services and Differentiated Services.
This paper proposes an adaptive energy management policy for wireless video streaming between a battery-powered client and server. It models the energy consumption of the server and client based on factors like CPU frequency, transmission power, and channel bandwidth. The paper formulates an optimization problem to assign optimal energy to each video frame. This maximizes system lifetime while meeting a minimum video quality requirement. Experimental results show the proposed policy increases overall system lifetime by 20% on average.
This document proposes a distributed video-on-demand (DVoD) system using a grid-based architecture. The key components are a media splitter, scheduler, and streaming servers distributed across grid nodes. The media is split into parts and distributed to nodes for storage. When a client requests a video, the scheduler coordinates streaming the split parts from multiple nodes to the client. This distributed approach aims to address issues like load balancing, scalability, and fault tolerance in a cost-effective manner compared to centralized systems. Related work on distributed streaming, peer-to-peer architectures, and adaptive encoding is also discussed.
PEER-TO-PEER LIVE STREAMING AND VIDEO ON DEMAND DESIGN ISSUES AND ITS CHALLEN...ijp2p
This document discusses the design issues and challenges of peer-to-peer live streaming and video on demand systems. It describes tree-based and mesh-based approaches for live streaming and how they have been adapted for video on demand. Key challenges discussed include maintaining streaming topology as peers join and leave, supporting asynchronous playback, and ensuring sequential block delivery for continuous playback.
This document summarizes recent research on video streaming over Bluetooth networks. It discusses three key areas: intermediate protocols, quality of service (QoS) control, and media compression. For intermediate protocols, it evaluates streaming via HCI, L2CAP, and IP layers and their tradeoffs. For QoS control, it describes how error control mechanisms like link layer FEC, retransmission, and error concealment can improve video quality over Bluetooth. It also discusses congestion control. For media compression, it notes the importance of compression to achieve efficiency over limited Bluetooth bandwidths.
An Efficient Distributed Control Law for Load Balancing in Content Delivery N...IJMER
International Journal of Modern Engineering Research (IJMER) is Peer reviewed, online Journal. It serves as an international archival forum of scholarly research related to engineering and science education.
International Journal of Modern Engineering Research (IJMER) covers all the fields of engineering and science: Electrical Engineering, Mechanical Engineering, Civil Engineering, Chemical Engineering, Computer Engineering, Agricultural Engineering, Aerospace Engineering, Thermodynamics, Structural Engineering, Control Engineering, Robotics, Mechatronics, Fluid Mechanics, Nanotechnology, Simulators, Web-based Learning, Remote Laboratories, Engineering Design Methods, Education Research, Students' Satisfaction and Motivation, Global Projects, and Assessment…. And many more.
Optimizing Streaming Server Selection for CDN-delivered Live StreamingZhenyun Zhuang
LNCS 2012
Content Delivery Networks (CDNs) have been widely used to deliver
web contents on today’s Internet. Gaining tremendous popularity, live streaming
is also increasingly being delivered by CDNs. Compared to conventional static
or dynamic web contents, the new application type of live streaming exposes
unique characteristics that pose challenges to the underlying CDN infrastructure.
Unlike traditional web-objects fetching, which allows Edge Servers to cache contents
and thus typically only involves Edge Servers for delivering contents, live
streaming requires real-time full CDN-streaming paths that span across Ingest
Servers, Origin Servers and Edge Servers.
DNS is the standard practice for enabling dynamic assignment of servers. GeoDNS,
a specialized DNS system, provides DNS resolution by taking into account the
geographical locations of end-users and CDN servers. Though GeoDNS effectively
redirects users to nearest CDN Edge Servers, it may not be able to select
the optimal Origin Server for relaying a live stream to Edge Servers due to the
unique characteristics of live streaming. In this work, we consider the requirements
of delivering live streaming with CDN, and propose advanced design for
selecting optimal Origin Streaming Servers in order to reduce network transit
cost and increase viewers’ experience. We further propose a live-streaming specific
GeoDNS design for selecting optimal Origin Servers to serve Edge Servers.
QOS - LIQUIDSTREAM: SCALABLE MONITORING AND BANDWIDTH CONTROL IN PEER TO PEER...ijp2p
The vast majority of research in P2P live streaming systems focuses on system architectures that offer to
participating peers: high upload bandwidth utilization, low delays during the video stream diffusion,
robustness and stability under dynamic network conditions and peers behavior. On the other hand in order
to guarantee the complete and on time video distribution to every participating peer, the average upload
bandwidth of the participating peers should be always greater than the playback rate of the video stream.
Most of the approaches do not take into consideration this requirement. Thus, in this paper we propose a
very scalable monitoring mechanism of the total upload bandwidth of the participating peers, which is
dynamic, accurate and with low overhead. Moreover, by exploiting this monitoring mechanism we present
and evaluate an algorithm that allows the accurate and on time estimation of the minimal required
additional bandwidth that an external set of resources (e.g. auxiliary peers) have to contribute. In this way
we guarantee the uninterrupted the stream delivery and provide high Quality of Service (QoS) in live
streaming.
Optimized Selection of Streaming Servers with GeoDNS for CDN Delivered Live S...Zhenyun Zhuang
This document proposes a new DNS design called Sticky-DNS to optimize server selection for CDN-delivered live streaming. Sticky-DNS aims to minimize CDN transit costs while maintaining good viewer experience. Unlike traditional GeoDNS which selects the nearest origin server to an edge server, Sticky-DNS considers the full ingest-origin and origin-edge paths to potentially select a non-nearest origin server that results in lower overall transit costs. It does this by maintaining cost values for all server pairs and selecting origins to serve edges in a way that minimizes total path costs. For less popular streams, origins are chosen based on end-to-end path lengths, while for popular streams Sticky-DNS adapts to encourage reuse
Techniques of achieving google quality of serviceSatya P. Joshi
This document discusses techniques for achieving good quality of service (QoS) in computer networks. It describes factors that affect QoS like error rates, bit rate, throughput, transmission delay, reliability, and jitter. It discusses how reliability, delay, and jitter impact different applications differently. It also covers approaches like over-provisioning networks, traffic shaping using mechanisms like leaky buckets and token buckets, and using buffers to reduce disk I/O and improve performance for retrieving multimedia data.
Impact of Video Encoding Parameters on Dynamic Video TranscodingVideoguy
This document summarizes research on the impact of different video encoding parameters on dynamic video transcoding. It describes how a transcoding proxy server can dynamically change encoding parameters like frame size, quantization scale (Q-scale), and color depth in response to varying client devices, network bandwidth, and content demand. Experiments were conducted to measure how these encoding parameters affect network bandwidth usage, CPU load, and energy consumption on the transcoding server. The results provide insight into designing algorithms for dynamic transcoding control.
Peer-to-Peer streaming technology has become one of the major Internet applications as it offers the opportunity of broadcasting high quality video content to a large number of peers with low costs. It is widely accepted that with the efficient utilization of peers and server's upload capacities, peers can enjoy watching a high bit rate video with minimal end-to-end delay. In this paper, we present a practical scheduling algorithm that works in the challenging condition where no spare capacity is available, i.e., it maximally utilizes the resources and broadcasts the maximum streaming rate. Each peer contacts with only a small number of neighbours in the overlay network and autonomously subscribes to sub-streams according to a budget-model in such a way that the number of peers forwarding exactly one sub-stream will be maximized. The hop-count delay is also taken into account to construct a short depth trees. Finally, we show through simulation that peers dynamically converge to an efficient overlay structure with a short hop-count delay. Moreover, the proposed scheme gives nice features in the homogeneous case and overcomes SplitStream in all simulated scenarios.
A Distributed Control Law for Load Balancing in Content Delivery NetworksSruthi Kamal
1. The document presents a novel load balancing algorithm for content delivery networks that aims to minimize load imbalance and metric movement costs.
2. It proposes estimating system state through probability distributions of node capacities and load to help peers schedule transfers without centralized control.
3. Each peer independently manipulates partial system information and reassigns virtual servers based on the approximated system state.
This document contains slides about multimedia networking. It discusses various types of multimedia applications like stored streaming, live streaming, and interactive real-time applications. It describes protocols used for multimedia like RTP, RTCP, and RTSP. Application-level techniques for multimedia over best-effort networks are also covered, such as client-side buffering and using UDP. Finally, it provides an example of setting up an interactive Internet phone call using these protocols.
Survey paper on Virtualized cloud based IPTV Systemijceronline
International Journal of Computational Engineering Research(IJCER) is an intentional online Journal in English monthly publishing journal. This Journal publish original research work that contributes significantly to further the scientific knowledge in engineering and Technology.
This document summarizes a study on simulating video streaming in multi-hop networks. It discusses using multiple access networks to stream video from a server to clients to aggregate bandwidth. The study formulates the problem of optimizing video streaming over internet packet traces as an integer program to minimize distortion. It proposes authenticating initial video streams using signatures and fragmenting/encoding content into blocks stored across peers to improve security and efficiency of content distribution in the presence of packet loss. Simulation results show this approach can reduce downloading time and avoid data loss during multi-hop video streaming.
A NOVEL ADAPTIVE CACHING MECHANISM FOR VIDEO ON DEMAND SYSTEM OVER WIRELESS M...IJCNCJournal
Video on Demand (VOD) system over the wireless mobile network is a system that provides video services to mobile clients. The main problem with these systems is the high service delay where the mobile clients have to wait to view their favorite movie. The importance of this paper is based on finding a solution on how to reduce the delay time in the VOD system. This paper introduces a novel caching mechanism named
Proxy Server Cache mechanism to tackle the issue of service delay. This delay happens when the broadcasting phase that is related to the first segment is missed by a client from the current broadcasting channels. In this mechanism, the video’s first segment is stored on a server of a stationary proxy type. The
delayed clients will directly acquire the first segment from the proxy server instead of waiting for the following broadcasting channel pertaining to the first segment. The proposed scheme ensuresobtaining the first segment from mobile clients when they arrive. Additionally, the performance of the proposed scheme is validated by applying the VOD system, which can involve the balancing mechanism to retain particular requests through to the local proxy server to provide a fair dissemination for these requests. The obtained result confirms that the proposed scheme reduces the time delay of the system in comparison with the best existing schemes. The results of the average time delay in the Proxy-Cache scheme is 179.2505
milliseconds when 10 clients arrive each minute (Client/minute), the average time delay is 140 milliseconds when the video lengths are 30, 60 and 90. Meanwhile, the failure probability for obtaining the first segment of the video remains zero when the number of arrived requests is set to2, 4, 6, 8 and 10.
This document proposes a new retrieval strategy called CoRe for peer-to-peer video-on-demand systems. CoRe aims to minimize response time and maximize throughput. It does this by selecting multiple serving peers to collaboratively service each request based on factors like distance and available resources. The document outlines limitations of existing strategies, describes the CoRe algorithm in detail, and presents experimental results showing CoRe performs better than the Least Load First algorithm, especially under heavy workloads.
A review over multimedia and how to share multimedia data between clients and servers.
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Mpls vpn using vrf virtual routing and forwardingIJARIIT
Multi-Protocol Label Switching (MPLS) which was introduced by Internet Engineering Task Force (IETF) is
usually used in communication networks which started attracting all the internet service provider(ISP) networks with its
brilliant and excellent features that provide quality of services (QOS)and guarantees to traffic which carries data from one
network to another network directly through labels.
Virtual Private Network (VPN) is one of the highly useful MPLS applications which allow a service provider or a large enterprise
network to offer network Layer VPN services that guarantee and carries traffic securely and privately from customer’s one to
another through the service provider’s network. To support multiple customers that Customers Request for secure, reliable,
private and ultrafast connections over the internet MPLS VPN standards include the concept of a virtual router. This feature
called a VRF table. VRF or Virtual Routing and Forwarding technology that permit a router to have various routing table or
multiple VPN at the same time that they are located in the same router but they are independent and also the VRF feature in
VPN now allows different customers to use same IP addresses connected to the same ISP. A VRF exists inside a single MPLS
router and typically routers need at least one VRF for each customer attached to that particular router.
The document discusses quality of service (QoS) in multimedia communication networks, including QoS parameters and classes, deterministic and predictive QoS parameters, guaranteed and best effort QoS, QoS-aware service models, scheduling and policing mechanisms like priority scheduling and weighted fair queueing, and QoS architectures like Integrated Services and Differentiated Services.
This paper proposes an adaptive energy management policy for wireless video streaming between a battery-powered client and server. It models the energy consumption of the server and client based on factors like CPU frequency, transmission power, and channel bandwidth. The paper formulates an optimization problem to assign optimal energy to each video frame. This maximizes system lifetime while meeting a minimum video quality requirement. Experimental results show the proposed policy increases overall system lifetime by 20% on average.
This document proposes a distributed video-on-demand (DVoD) system using a grid-based architecture. The key components are a media splitter, scheduler, and streaming servers distributed across grid nodes. The media is split into parts and distributed to nodes for storage. When a client requests a video, the scheduler coordinates streaming the split parts from multiple nodes to the client. This distributed approach aims to address issues like load balancing, scalability, and fault tolerance in a cost-effective manner compared to centralized systems. Related work on distributed streaming, peer-to-peer architectures, and adaptive encoding is also discussed.
PEER-TO-PEER LIVE STREAMING AND VIDEO ON DEMAND DESIGN ISSUES AND ITS CHALLEN...ijp2p
This document discusses the design issues and challenges of peer-to-peer live streaming and video on demand systems. It describes tree-based and mesh-based approaches for live streaming and how they have been adapted for video on demand. Key challenges discussed include maintaining streaming topology as peers join and leave, supporting asynchronous playback, and ensuring sequential block delivery for continuous playback.
This document summarizes recent research on video streaming over Bluetooth networks. It discusses three key areas: intermediate protocols, quality of service (QoS) control, and media compression. For intermediate protocols, it evaluates streaming via HCI, L2CAP, and IP layers and their tradeoffs. For QoS control, it describes how error control mechanisms like link layer FEC, retransmission, and error concealment can improve video quality over Bluetooth. It also discusses congestion control. For media compression, it notes the importance of compression to achieve efficiency over limited Bluetooth bandwidths.
An Efficient Distributed Control Law for Load Balancing in Content Delivery N...IJMER
International Journal of Modern Engineering Research (IJMER) is Peer reviewed, online Journal. It serves as an international archival forum of scholarly research related to engineering and science education.
International Journal of Modern Engineering Research (IJMER) covers all the fields of engineering and science: Electrical Engineering, Mechanical Engineering, Civil Engineering, Chemical Engineering, Computer Engineering, Agricultural Engineering, Aerospace Engineering, Thermodynamics, Structural Engineering, Control Engineering, Robotics, Mechatronics, Fluid Mechanics, Nanotechnology, Simulators, Web-based Learning, Remote Laboratories, Engineering Design Methods, Education Research, Students' Satisfaction and Motivation, Global Projects, and Assessment…. And many more.
Optimizing Streaming Server Selection for CDN-delivered Live StreamingZhenyun Zhuang
LNCS 2012
Content Delivery Networks (CDNs) have been widely used to deliver
web contents on today’s Internet. Gaining tremendous popularity, live streaming
is also increasingly being delivered by CDNs. Compared to conventional static
or dynamic web contents, the new application type of live streaming exposes
unique characteristics that pose challenges to the underlying CDN infrastructure.
Unlike traditional web-objects fetching, which allows Edge Servers to cache contents
and thus typically only involves Edge Servers for delivering contents, live
streaming requires real-time full CDN-streaming paths that span across Ingest
Servers, Origin Servers and Edge Servers.
DNS is the standard practice for enabling dynamic assignment of servers. GeoDNS,
a specialized DNS system, provides DNS resolution by taking into account the
geographical locations of end-users and CDN servers. Though GeoDNS effectively
redirects users to nearest CDN Edge Servers, it may not be able to select
the optimal Origin Server for relaying a live stream to Edge Servers due to the
unique characteristics of live streaming. In this work, we consider the requirements
of delivering live streaming with CDN, and propose advanced design for
selecting optimal Origin Streaming Servers in order to reduce network transit
cost and increase viewers’ experience. We further propose a live-streaming specific
GeoDNS design for selecting optimal Origin Servers to serve Edge Servers.
QOS - LIQUIDSTREAM: SCALABLE MONITORING AND BANDWIDTH CONTROL IN PEER TO PEER...ijp2p
The vast majority of research in P2P live streaming systems focuses on system architectures that offer to
participating peers: high upload bandwidth utilization, low delays during the video stream diffusion,
robustness and stability under dynamic network conditions and peers behavior. On the other hand in order
to guarantee the complete and on time video distribution to every participating peer, the average upload
bandwidth of the participating peers should be always greater than the playback rate of the video stream.
Most of the approaches do not take into consideration this requirement. Thus, in this paper we propose a
very scalable monitoring mechanism of the total upload bandwidth of the participating peers, which is
dynamic, accurate and with low overhead. Moreover, by exploiting this monitoring mechanism we present
and evaluate an algorithm that allows the accurate and on time estimation of the minimal required
additional bandwidth that an external set of resources (e.g. auxiliary peers) have to contribute. In this way
we guarantee the uninterrupted the stream delivery and provide high Quality of Service (QoS) in live
streaming.
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A NOVEL ADAPTIVE CACHING MECHANISM FOR VIDEO ON DEMAND SYSTEM OVER WIRELESS M...IJCNCJournal
Video on Demand (VOD) system over the wireless mobile network is a system that provides video services to mobile clients. The main problem with these systems is the high service delay where the mobile clients have to wait to view their favorite movie. The importance of this paper is based on finding a solution on how to reduce the delay time in the VOD system. This paper introduces a novel caching mechanism named
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delayed clients will directly acquire the first segment from the proxy server instead of waiting for the following broadcasting channel pertaining to the first segment. The proposed scheme ensuresobtaining the first segment from mobile clients when they arrive. Additionally, the performance of the proposed scheme is validated by applying the VOD system, which can involve the balancing mechanism to retain particular requests through to the local proxy server to provide a fair dissemination for these requests. The obtained result confirms that the proposed scheme reduces the time delay of the system in comparison with the best existing schemes. The results of the average time delay in the Proxy-Cache scheme is 179.2505
milliseconds when 10 clients arrive each minute (Client/minute), the average time delay is 140 milliseconds when the video lengths are 30, 60 and 90. Meanwhile, the failure probability for obtaining the first segment of the video remains zero when the number of arrived requests is set to2, 4, 6, 8 and 10.
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Using Bandwidth Aggregation to Improve the Performance of Video Quality- Adap...paperpublications3
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In this paper, we have proposed a hybrid push-pull protocol for peer-to-peer live video streaming. The
main goal of this research is to minimize the network end-to-end delay in comparison to pure mesh
networks. Hybrid protocols, in most cases, suffer from complex construction and maintenance. Therefore,
our proposed protocol uses a pure mesh topology and a single layer video coding. In summary, our pushpull protocol has two parts. The pull-based part which is done on the mesh network, and the push-based
part which consists of two phases: parent selection and tree construction. When a push procedure appears,
it is very important to prevent data redundancy. To satisfy this condition, we have introduced a parent
selection method. In this method, by parent selection based on the minimum arrival time, the most stable
node will be selected. This node has the advantage of maximizing the expected service time of the tree.
Using this method, there is no need for maintaining any extra information and topology control data.
Finally, we do performance evaluation using OMNeT++ simulator. The simulation results show that the
proposed architecture has better performance in start-up delay, end-to-end delay, and distortion than pure
mesh-based network.
A HYBRID PUSH-PULL OVERLAY NETWORK FOR PEER-TO-PEER VIDEO STREAMINGijp2p
In this paper, we have proposed a hybrid push-pull protocol for peer-to-peer live video streaming. The
main goal of this research is to minimize the network end-to-end delay in comparison to pure mesh
networks. Hybrid protocols, in most cases, suffer from complex construction and maintenance. Therefore,
our proposed protocol uses a pure mesh topology and a single layer video coding. In summary, our pushpull protocol has two parts. The pull-based part which is done on the mesh network, and the push-based
part which consists of two phases: parent selection and tree construction. When a push procedure appears,
it is very important to prevent data redundancy. To satisfy this condition, we have introduced a parent
selection method. In this method, by parent selection based on the minimum arrival time, the most stable
node will be selected. This node has the advantage of maximizing the expected service time of the tree.
Using this method, there is no need for maintaining any extra information and topology control data.
Finally, we do performance evaluation using OMNeT++ simulator. The simulation results show that the
proposed architecture has better performance in start-up delay, end-to-end delay, and distortion than pure
mesh-based network.
Optimizing cloud resources for delivering iptv services through virtualizationJPINFOTECH JAYAPRAKASH
The document discusses optimizing cloud resources for delivering IPTV services through virtualization. It proposes using a cloud computing infrastructure with virtualization to flexibly handle the combined workload of multiple services like live TV and video-on-demand. The system would intelligently time-shift selected services to take advantage of different deadlines and effectively multiplex the services. An optimization formulation is constructed to compute resource needs to support multiple services without missing any deadlines. Results from a simulator using real IPTV network traces show the approach can significantly reduce server load compared to existing systems.
Iaetsd adaptive and well-organized mobile video streaming publicIaetsd Iaetsd
The document proposes a new mobile video streaming framework called AMES-Cloud that leverages cloud computing. It has two parts: Adaptive Mobile Video Streaming (AMoV) and Efficient Communal Video Sharing (ESoV). AMoV allows each user's private agent to adaptively adjust their streaming flow based on link quality feedback. ESoV monitors social networks between users, and their agents prefetch video content. The framework aims to provide high quality mobile video streaming services by adapting to varying network conditions and enabling social video sharing through cloud resources.
Implementing a Caching Scheme for Media Streaming in a Proxy ServerAbdelrahman Hosny
In the past few years, websites have moved from being
static web pages into rich media applications that use audio,
images and videos heavily in their interaction with users. This
change has made a dramatic change in network traffics
nowadays. Organizations spend a lot of effort, time and money
to improve response time and design intermediary systems that
enhance overall user experience. Media traffic represents
about 69.9-88.8% of all traffic. Therefore, enhancing networks
to accommodate this large traffic is a major trend. Content
Distribution Networks (CDNs) are now largely deployed for a
faster delivery of media. Redundancy and caching are also
implemented to decrease response time.
In this project, we are implementing a caching scheme for
media streaming in a proxy server. Unlike CDNs, which
require huge infrastructure, our caching proxy server will be
as simple as a piece of software that is portable and can be
installed in small as well as large scales. It may be deployed in
a university network, company’s private network or on ISPs
servers. This caching scheme, specially tailored for media
streaming, will reduce traffic and enhance network efficiency
in general.
Index Terms – Proxy servers, Caching, Media streaming
In this paper, we have proposed a hybrid push-pull protocol for peer-to-peer live video streaming. The
main goal of this research is to minimize the network end-to-end delay in comparison to pure mesh
networks. Hybrid protocols, in most cases, suffer from complex construction and maintenance. Therefore,
our proposed protocol uses a pure mesh topology and a single layer video coding. In summary, our pushpull
protocol has two parts. The pull-based part which is done on the mesh network, and the push-based
part which consists of two phases: parent selection and tree construction. When a push procedure appears,
it is very important to prevent data redundancy. To satisfy this condition, we have introduced a parent
selection method. In this method, by parent selection based on the minimum arrival time, the most stable
node will be selected. This node has the advantage of maximizing the expected service time of the tree.
Using this method, there is no need for maintaining any extra information and topology control data.
Finally, we do performance evaluation using OMNeT++ simulator. The simulation results show that the
proposed architecture has better performance in start-up delay, end-to-end delay, and distortion than pure
mesh-based network.
IJERA (International journal of Engineering Research and Applications) is International online, ... peer reviewed journal. For more detail or submit your article, please visit www.ijera.com
A FRAMEWORK FOR MOBILE VIDEO STREAMING AND VIDEO SHARING IN CLOUDJournal For Research
The transmission of data has grown over years in all the streams of technology. Video and image data plays a very important position in communication around the globe. The usage of Medias over mobile devices had exploded years ago in technology. However, the usage of traditional network connecting protocols and the service providers are providing lack of quality in services. As the number of users who uses mobile phones is increasing day by day the video traffic over network is also increasing thereby causes disruption in the service which is caused by low bandwidth. Due to this disruption the wireless cannot able to satisfy the users demand for video streaming which eventually causes long buffering time. Influencing cloud computing knowledge to gain advantage over this issue we suggest two solutions. i) Mobile Video Streaming (MoV) and Social Video Sharing (SoV). MoV will create a private cloud for each mobile user which adjusts the bit rate based on return value using scalable video coding technique to improve the scalability and efficient utilization of bandwidth. SoV uses the agent to pre fetch the video data for effective sharing and to reduce the buffering time.
This document analyzes the minimum delay bounds of chunk-based peer-to-peer video streaming systems. It finds that the uploading bandwidth of peers cannot be utilized to upload video chunks until the download of that chunk is complete, setting a limit on how fast chunks can disseminate. The document derives delay bounds for homogeneous and heterogeneous networks, and proposes a "snowball streaming" algorithm that approaches the minimum delay bound by prioritizing chunk dissemination to peers with the most bandwidth. Simulations show this algorithm achieves closer-to-optimal delays than static multi-tree streaming solutions.
The International Journal of Engineering & Science is aimed at providing a platform for researchers, engineers, scientists, or educators to publish their original research results, to exchange new ideas, to disseminate information in innovative designs, engineering experiences and technological skills. It is also the Journal's objective to promote engineering and technology education. All papers submitted to the Journal will be blind peer-reviewed. Only original articles will be published.
The papers for publication in The International Journal of Engineering& Science are selected through rigorous peer reviews to ensure originality, timeliness, relevance, and readability.
The document discusses using software-defined networking (SDN) to improve quality of experience (QoE) for video streaming applications. It presents three research scenarios:
1) An SDN testbed that routes YouTube video traffic to minimize buffering times and maintain high video quality. Application-aware path selection achieved full bandwidth utilization while keeping buffer levels high.
2) A GENI testbed provides a scalable live video streaming service between university campuses. It demonstrated stable 1080p video transmission with minimal bandwidth usage.
3) An SDN solution for multi-party video conferencing that constructs multicast trees. It achieved higher average video rates and lower delays compared to traditional MCU-based approaches.
MODELLING AND PREFORMANCE ANALYSIS FOR VIDEO ON DEMAND PRIOR STORING SERVER ijwmn
The document proposes a new architecture for video-on-demand (VoD) in 4G LTE networks that includes prior storage servers in each eNodeB base station. The prior storage server is divided into two levels - Prior Storage 1 and Prior Storage 2 - to store video content segments based on their popularity and utility. A partial prior storage strategy is used to avoid replacing popular video content with unpopular content. The performance of the proposed LTE network architecture is modeled and analyzed using RT-PEPA (Real-Time Performance Evaluation Process Algebra) and simulation results show improvements in quality of service parameters like packet loss, delay, and jitter.
A Real-Time Adaptive Algorithm for Video Streaming over Multiple Wireless Acc...Priti Kana
This document proposes an adaptive algorithm for streaming video over multiple wireless networks using reinforcement learning. It formulates the video streaming process as a Markov Decision Process to optimize quality of service factors like startup latency, playback quality, and cost. The algorithm selects the optimal wireless network in real-time to improve video quality while reducing costs. An implementation on Android demonstrated the algorithm outperforms existing adaptation methods.
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Chapter wise All Notes of First year Basic Civil Engineering
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Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
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Chaining Algorithm and Protocol for Peer-to-Peer Streaming Video on Demand System
1. International Journal of Wireless & Mobile Networks (IJWMN) Vol. 3, No. 6, December 2011
DOI : 10.5121/ijwmn.2011.3611 141
Chaining Algorithm and Protocol for
Peer-to-Peer StreamingVideo on Demand
System
Hareesh.K1
and Manjaiah D.H2
1
Research Scholar, Jawaharlal Nehru Technological University, Anantapur, A.P, India
mail_hareeshk@yahoo.com
2
Professor and Chairman, Department of CS, Mangalore University, Mangalore, India.
ylm321@yahoo.co.in
ABSTRACT
As the various architectures and protocol have been implemented a true VoD system has great demand
in the global users. The traditional VoD system does not provide the needs and demands of the global
users. The major problem in the traditional VoD system is serving of video stream among clients is
duplicated and streamed to the different clients, which consumes more server bandwidth and the client
uplink bandwidth is not utilized and the performance of the system degrades. Our objective in this paper
is to send one server stream sufficient to serve the many clients without duplicating the server stream.
Hence we have proposed a protocol and algorithm that chains the proxy servers and subscribed clients
utilize client’s uplink bandwidth such that the load on the server is reduced. We have also proved that
less rejection ratio of the clients and better utilization of the buffer and bandwidth for the entire VoD
system.
KEYWORDS
Video-on-Demand (VoD), video, Chaining, Segment, Buffer, Bandwidth.
1. INTRODUCTION
The internet is a global system, which serves the billions of global users today across
worldwide. The users are access the vast range of information resources, services and new
features from it. The most traditional communications such as telephone, music, film and
television are redefined by the internet and provide new features and services include voice
over Internet protocol (voIP) and IPTV. IPTV[1][2] is a new system provides lot of features
and multimedia services likes Live TV, Video on demand(VoD) and interactive TV etc.,
reliably and secure in quality content distribution over IP based networks than traditional cable
television fails to provide features such as high definition video quality and VCR
functionalities. Another important aspect that makes IPTV so popular and better than traditional
cable television is Video on Demand (VoD) system. The applications involves, streaming video
files from a multimedia server to the client systems that is large number of users on an
individual basis [3][4][5]. This process involves streaming of videos requested by the clients in
particular to them. In regular cable TV certain kind of customized viewing option is absent as
the client received the requested video. The client requests for a scrupulous video on a multi
media server and once the request is received by the multimedia server, which is process the
request and served to the requested client. Through VoD, the video can be viewed as it is being
downloaded from the server. In real work loads, high degrees of interactive operations were
2. International Journal of Wireless & Mobile Networks (IJWMN) Vol. 3, No. 6, December 2011
142
observed [6]. Along with this the VCR functionalities provide an extra edge over conventional
television, letting the user decide when and how to watch the video.
The implementation of VoD requires a server with high bandwidth network framework which
has sufficient storage capacity to store video files on the VoD network. One of the main
requirements of a VoD network which uses IPTV generally uses High definition TV videos and
hence servers need to have large storage capacities to store the video files. Using MPEG[7]
standards the bandwidth required is 2133 Mbps. To keep up such a high bandwidth this requires
a high bandwidth VoD network. This makes the service costly and not viable to implement
from the client’s side. To conquer these drawbacks the VoD network is implemented in three
stages.
Stage I has the media server with a fiber optic communication channel having in the
range of 2 Gbps bandwidth.
Stage II consists of cluster of proxy servers which are connected to the Media server
at one side and group of clients on other side. The connection on the media server
side is a fiber optic communication channel and that on the client side is a low
bandwidth network that provides a bandwidth in the range of 2 Mbps.
• Stage III consists of a group of clients that are served by the proxy server and in turn
served by the media server.
Initially, suppose if a client makes a request for a video to the media server then the server
downloads the entire video data file to nearest proxy server of the requested client. This proxy
server in turn requests to the server for scrupulous movie then server will streamed the movie
data file to the proxy server and then streamed to the requested client.
When a client is requested a movie to the server that is previously being streamed to some client,
again by the other client request for the same movie file thereby streaming the same movie to
another clients that uses twice the bandwidth for the same movie file. The server bandwidth is of
great importance in the VoD network and the streaming of the same movie twice which is not an
optimal utilization of the server bandwidth. On the other hand client’s side uplink bandwidth is
not utilized. To overcome these draw backs we have provide a protocol for the better utilization
of client’s uplink bandwidth for streaming of the movies and hence reducing the load on the
server which is our main objective of this paper.
2. RELATED WORK
The VOD streaming has attracted significant attention on many researchers from past decade;
some of the previous works are as follows. There have been two kinds of works in this regard.
They are: Building of Streaming servers Protocol and architecture related works.
Here, we are proposing an algorithm and protocol; our work will focus more on Protocol and
Architecture related works. There have been quite a few innovative techniques and protocols
proposed in this field. In prefix caching [8] concentrates more on the storage problems related
to proxy servers, but in our work, when a client makes a request to the proxy server. It checks
in the current movie list of the proxy server. If the movie is available then it streams from the
proxy server to the requested client, otherwise the movie is downloaded from the media server
to the proxy server and then the movie is streamed to the requested client. In the present days
where memory is cheap and easily available the impact of prefix caching is very less and the
proxy server which are used having more storage space.
In optimized content distributed delivery [9] method a single multimedia file is split into a
several parts and transmits in parts from the various different servers to the requested clients.
Effectively this is like many clients are served by the various different servers. The drawback of
these systems is that, the server bandwidth is costlier and very expensive to maintain the
3. International Journal of Wireless & Mobile Networks (IJWMN) Vol. 3, No. 6, December 2011
143
multiple servers. In our work, the proxy server has classes of clients based on the client’s
resources and scarce uplink and downlink bandwidth with limited buffer. These proxy servers
are connected to the main media server through T1/E1 link. Each client acts as a server and has
sufficient resource to store the video stream as well as forward the buffer to the nearer clients
using its uplink bandwidth. By this way, more number of clients is chained for single server
stream and which is less expensive inturn reduce the server bandwidth.
In hybrid model [10] uses many clients called peers-lend or supply their resources to the
network and serve these resources to their peers. This model efficiently uses all the network
resources and provides very good services but the major drawback is that, the protocol
requires the services among all the peers in a network and hence the service becomes not
reliable and the model is too difficult to implement. In our work, the optimal utilization of the
server bandwidth is proposed using protocol and implemented using Chaining algorithm. Hence
the protocol requires services of each and every peer and the service become more reliable.
To further improve the proxy or server load resources, in [11] proposed a client-side cache
scheme called earthworm. In this scheme, the client not only playbacks the movie but also
forwards the stream to another client with adequate buffering delay. This is called as basic
chaining. Further, this can be combined with batching period, which is called as extended
chaining [12] in both the schemes, it uses backward buffering. Therefore, when client buffer
overflows, then the chain has to be broken and a new server stream is required. To address this
problem, an adaptive chaining [13] scheme is used. This achieves double the performance of
the above-mentioned chaining schemes, in which both forward and backward client buffers are
used for streaming the movies. However, the combined length of the forward and backward
buffers of the client is less than length of the video segment. Hence, to extend the chaining as
much as possible, an optimal chaining [14] is proposed in which the buffer of the remaining
clients is exploited. This is achieved by patching stream during playback of the first few video
segments. The major drawback of this scheme is over-utilization of the bandwidth without
client request. The buffer of the neighboring clients is exploited by assigning the segments. Due
to this, tremendous transfer of same data occurs in the network, which will degrade the overall
performance of the network. In our architecture, we combine the non-scaled proxy server based
architecture and decentralized P2P overlay network which reduces the overall cost of the
system and improve the system performance.
3. SYSTEM ARCHITECTURE
The system network is the combination of proxy based architecture and peer to peer network
based system as shown in Figure 1.The network architecture consists of a media Server, a
cluster or region we find Proxy servers and many clients are connected through proxy server
to the media server. Each Proxy server in a cluster act as a regional server which serves number
of clients that is available in a particular region. One of the aspects of having proxy servers is
that the probability of more than one client requesting the same movie in a given region.
Figure 1: Network architecture
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Since, if the movie is more popular, the probability of clients requesting the same movie will
increase. Hence, quite obvious that number of clients requesting for popular movie will be
greater in number. Thus if the Server satisfies each and every request for the same movie, the
server bandwidth is not optimally utilized. In order to avoid this problem, these popular movies
will be stored in the regional Proxy server buffer and streamed as and when the client requests
for it. Since the popularity of each movie is depends on the region based, each proxy server
buffer contains the movies which are popular in a given region and the movies can be streamed
directly to the requested clients. The popularity is based on the number of hits that occur for a
particular movie. The movies are stored dynamically in the proxy server based on the
popularity, that if the popularity of a particular movie will decrease, the movie is
automatically deleted from the proxy buffer and in turn provide to some other more popular
movie. The above mentioned parameters comprise the essential requirements for the proposed
protocol.
Whenever a movie is requested by a client, instead of being served by the server or the proxy
server, the request is redirected to another client who already contains the same video blocks in
its buffer; this process is called Chaining. This reduces the load on the proxy and the media
server. Hence the performance of the system increases and better utilization of the server uplink
bandwidth is implemented using Chaining algorithm.
3.1 Proposed Protocol
In this section describes how the protocol and algorithm is implemented. Whenever a client
requests for a new Movie Id to the request handler, it checks the user details, and passes
that request to media server. Media server checks existence of requested movie in its buffer.
If the requested movie exists then the media server communicates with chaining handler to
precede the serving operation. In the absence of movie in its buffer, chaining handler initiates
proxy navigation module or cache module in order to get requested movie. The chaining
handler checks active and passive list of clients and intimates client details that stores
same movie (within its region) to requested client, and thereby initiates chaining operation. In
case of absence of requested movie in both active and passive list of clients, proxy
server starts streaming operation of requested movie to requesting client.
Proxy server executes given algorithm, upon receiving a movie request from a client.
First proxy checks requested movie in its active list of clients. Then proxy server checks for
requested movie in its passive list of clients In case of absence of requested movie file, proxy
server initiates searching operation in its nearest proxies The proxy server executes pop
check procedure to check popularity of given movie falls below the threshold values. Proxy
server compares popularity, timestamp values to find out the existence of given movie in client
video buffer. If popularity of a movie increases, automatically the life time of that movie in
client video buffer also increases. In the absence of movie in client video buffer, proxy server
starts streaming operation of movie. A client system, after receiving a chaining request from
proxy server, executes given client chaining algorithm, as specified below.
3.2 Algorithm
The algorithms that are required to implement the above protocol are as follows:
CHAINING ALGORITHM
Nomenclature:
C= {C1, C2, C3, C4…..Cm}, Active clients P= {P1, P2, P3, P4……..Pn}, Active Proxies
Ci →Client address
Pi →Proxy address
Bi →Buffer size used in client Ci
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b= {(µ1, ϑ1), (µ2, ϑ2)… (µi, ϑi)}, b is a list containing µi and ϑi
Where µi is Movie Id, ϑi is popularity.
D {i, j} →Distance between Client Ci and Cj
µ→ Movie Id (Request Id)
ηi→ Uplink of client Ci
R = { r1, r2, r3……rk}, A list containing current streaming request.
Вi→ Proxy Pi‘s current Bandwidth
β→Maximum allowable buffer size of proxy P Sr→ Requested segment
Si→ Segment number i
Q→A circular queue in client holding received segments
Proxy Server
Upon receiving request from client Ci
1 if µ in R then
2 find j such that (cost*i+ → D {i, j}/ ηi) < D {i, p} / Bi, where rj→µ
3 if ∃ some j such that Cj є C
4 chain client Ci to Cj
5 ϑ i → ϑi+1, where ri→ µ
6 else
7 if µ in b then
8 initiate new stream ri to client Ci,
R=R U {ri}
9 ϑi → ϑi+1, where ri→ µ
10 else
11 send request rk→ µ to server
12 receive segments from server
13 if maxsize{b} > β
14 replace (µk, ϑk) in b with (µl, ϑl)
Where ϑk< ϑj ∀ j
Client
Send a request ri to proxy Pj
Upon receiving SIG_READY from Pj
1 Receive segment So from Pi,Q= Q U {So}
2 cptr=0,i=0
3 if Bi < size(Si)
4 Q= Q - {Sin}
5 Q= Q U {Si}
6 cptr →cptr+1
Upon receiving SIG_CHAINTO
7 If Sr in Q
8 stream the segments Sr to Sn
9 else
10 reject
If both the clients belong to same region, and requested movie exists in client video
buffer then chaining operation starts. If both the clients belong to different region, chaining
not possible message is given to proxy server. In the absence of requested movie file in client
video buffer, chaining request is rejected. If the movie is not available in the proxy server or not
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available in any of the serving client, then the initial portion of the video blocks are directly
streamed from the main server and the later portion of the video blocks are first downloaded
and buffered in the proxy server and then streamed from the proxy server to the requested
client. Perceptive behind this idea is all the customers and services providers are profited by
better utilization uplink bandwidth and the system resources.
4. SIMULATION AND RESULTS
The following are the assumptions made in the simulation model: It consists of a single
server, 5 proxy servers and 80 clients. The server had 20 movies each of size 4.9 MB. The
proxy buffer was large enough to hold 50% of the data on the server that is effectively10
movies. The server to proxy bandwidth is 2 Gbps and the proxy to client bandwidth is 2Mbps.
The uplink bandwidth of the client is 256kbps.
The graph shown in Figure 3 is the combined graph of “Number of clients’ v/s Time” and the
“Number of streams v/s Time”.
Figure 3: Number of clients and Number of Streams v/s time
We can observe that as the time increases the number of clients will also increase. But as the
number clients increases we can observe that the number of streams increases initially and then
decreases gradually. This is because the proxy or the server serves the clients only till all the
popular movies have been cached in at least one place. Later on the movies are chained from
these places.
The graph in Figure 4 shows the number of requests /streams with respect to time. In this case
the requested movie is very popular and hence with time the number of requests for the movie
is increased. We can observe that as the number of requests increases, the number of active
chains also increases.
Figure 4: Number of streams v/s time
Initially the movie is present in very few clients, who are scattered in different locations.
Hence the more number of active chains have to be created in order to serve the requests. But
as the requests are served, the number of clients that have the movie will grow. Once more
clients possess the movie, the number of active chains gradually decreases. The same as with
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the streams allocated for the movie in the server as shown in the graph. But the number of
streams is always less than the number of active chains (as seen in the graph, the number of
streams is always below the number of active chains) because of the chaining. The chaining
reduces the number of streams from the server and hence the server bandwidth is conserved.
Figure 5: Rejection ratio with time
The graph in Figure 5 shows Rejection Ratio with respect to time. The rejection ratio is defined
as the ratio of the number of rejected requests to the number of active chains. It represents the
fact that the client requests are rejected even though there is a possibility of chaining. This
happens because even though the chaining is possible the cost of chaining exceeds the actual
cost of streaming. The ratio is around 0.9 initially since the number of clients possessing the
movie is small and scattered. But as the number of clients that possess the movie increase the
rejection ratio comes rapidly as shown in the graph. We can observe that the bandwidth initially
increases with time and then peaks at a point and then reduces gradually to some constant
value.
Initially the numbers of requests that arrive have to be served by the server itself because the
number of clients that possess the movie is small, as shown in the previous graph of the
rejection ratio.
Figure 6: Bandwidth utilization with time
But once the chaining process is activated the bandwidth used of the server is reduced and
hence the burden on the server is reduced to a great extent.
Figure 7: Buffer utilization
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The buffer utilization graph shown in Figure 7 shows the client buffer utilized. Without
chaining we can observe that the buffer utilization is erratic and decreases drastically with time.
But with chaining we can observe that the buffer utilization is initially high and then reaches the
peak and then falls down gradually. The peak represents the peak of the chaining process.
After the completion of the chaining and the after the movie has been fully watched by the
client the buffer utilization falls; this is the dip in the graph.
5. CONCLUSION
The Chaining reduces the overall system bandwidth and buffer utilization. In this paper we
studied the existing architecture such as content delivery network; proxy based approach and
peer to peer overlay networks, which suffers from the low performance by over utilization of
bandwidth and buffer for the same movie. To improve the performance, we studied basic,
extended, adaptive and optimal chaining schemes. The drawback of these schemes is the
utilization of bandwidth is not efficient hence in this paper we have proposed a protocol and
algorithm for better streaming of video streams through chaining process to the requested client
using the client uplink bandwidth. Through simulation we have proved the advantages of using
this protocol in the real world environment. The protocol uses the clients' uplink bandwidth, the
server bandwidth is optimized and also the client’s uplink bandwidth that was previously
under used is well utilized.
We intend to build on the current system and make some improvements to make the rejection
ratio even lesser as future enhancements. This will include procedures that will consider the
popularity and the cost of streaming, in order to dynamically maintain the movies in the proxy
and the servers. The algorithms used in this protocol are not equipped to handle fault tolerance.
In case the connection between any two clients, which are involved in a chain, breaks, our
algorithm does not provide a mechanism to overcome the drawback.
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Authors
Short Biography
Hareesh K1
is a Research Scholar, Jawaharlal Nehru Technological University,
Anantapur, A.P, India. He received his BE in Computer Science and
Engineering from Bangalore University and MTech in Computer Science and
Engineering from Visvesvaraya Technological University, Belgaum, India. His
area of interest includes Computer communication network, web Technology,
mobile ad hoc networks, multimedia applications, database management systems,
Internet technologies and quality of service. His current research includes P2P
Video-on-Demand systems.
Manjaiah D.H.2
is a Professor and Chairman in the Department of Computer
Sciences, Mangalore University, Mangalore, India. He received his Ph.D degree
from University of Mangalore, M.Tech from NITK, Surathkal and B.E. from
Mysore University, India. He has more than 15 years extensive academic, Industry
and Research experience. He has authored more than 50 research papers in
International / National reputed journals and conferences. His current research
focuses on protocol validation and verification, network performance and analysis,
Advanced Computer Networking, Mobile / Wireless Communication, Wireless
Sensor Networks, Operations Research, E-commerce, Internet Technology and
Web Programming.