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1.
A video streaming proxy server needs to handle hundreds of simultaneous connections between media servers and clients. Inside,
every video arrived at the server and delivered from it follows a specific arrival and delivery schedule. While arrival schedules
compete for incoming network bandwidth, delivery schedules compete for outgoing network bandwidth. As a result, a proxy server
has to provide sufficient buffer and disk cache for storage, together with memory space, disk space and disk bandwidth. In
order to optimize the throughput, a proxy server has to govern the usage of these resources. In this paper, we first analyze
the property of a traditional smoothing algorithm and a video staging algorithm. Then we develop, based on the smoothing algorithm,
a video staging algorithm for video streaming proxy servers. This algorithm allows us to devise an arrival schedule based
on the delivery schedule. Under this arrival and delivery schedule pair, we can achieve a better resource utilization rate
gracefully between different parameter sets. It is also interesting to note that the usage of the resources such as network
bandwidth, disk bandwidth and memory space becomes interchangeable. It provides the basis for inter-resource scheduling to
further improve the throughput of a video streaming proxy server system.
相似文献
Daniel P. K. LunEmail: |
2.
Periodic broadcast is a cost-effective solution for large-scale distribution of popular videos. Regardless of the number of
video requests, this strategy guarantees a constant worst service latency to all clients, making it possible to serve a large
community with a minimal amount of broadcast bandwidth. Although many efficient periodic broadcast techniques have been proposed,
most of them impose rigid requirements on client receiving bandwidth. They either demand clients to have the same bandwidth
as the video server, or limit them to receive no more than two video streams at any one time. In our previous work, we addressed
this problem with a Client-Centric Approach (CCA). This scheme takes into consideration both server broadcast bandwidth and client receiving bandwidth and allows clients
to use all their receiving capability for prefetching broadcast data. As a result, given a fixed broadcast bandwidth, a shorter
broadcast period can be achieved with an improved client communication capability. In this paper, we present an enhanced version
of CCA to further leverage client bandwidth for more efficient video broadcast. The new scheme reduces the broadcast latency
up to 50% as compared to CCA. We prove the correctness of this new technique and provide an analytical evaluation to show
its performance advantage as compared with some existing techniques.
相似文献
Johnny WongEmail: |
3.
This work investigates the modeling of aggregate available bandwidth in multi-sender network applications. Unlike the well-established
client–server model, where there is only one server sending the requested data, the available bandwidth of multiple senders
when combined together does exhibit consistent properties and thus can be modeled and estimated. Through extensive experiments
conducted in the Internet this work proposed to model the aggregate available bandwidth using a normal distribution and then
illustrates its application through a hybrid download-streaming algorithm and a playback-adaptive streaming algorithm for
video delivery under different bandwidth availability scenarios. This new multi-source bandwidth model opens a new way to
provide probabilistic performance guarantee in best-effort networks such as the Internet, and is particularly suitable for
the emerging peer-to-peer applications, where having multiple sources is the norm rather than the exception.
相似文献
Jack Y. B. LeeEmail: |
4.
Service replication is an effective way to address resource requirements and resource availability problem. Dynamic service
selection enables clients to choose a server offering the best performance. Proper server selection is especially important
for video streaming over the Internet due to its high bandwidth requirements. However, given the length of a typical video
transmission, the server priorly selected may no longer be an optimal one for the duration of the entire transmission. More
importantly, a server may fail during the transmission of a video. In this paper we examine the possibility of switching to
another server during an on-going transmission for Periodic Broadcast schemes. Due to the timing requirements typical for
Periodic Broadcast the server switch may cause playback disruptions. We analyze the magnitude of the problem and propose an
easy to implement solution. We define the criteria, additional to the bandwidth availability for example, according to which
a new server should be selected. The client is also required to delay its playback by the amount of time bounded by the server
transmission offset. In addition, we propose an alternative method to ensure uninterrupted playback that relies on proxy caching.
Simulation results show that our approach can significantly reduce the likelihood of playback disruptions.
相似文献
David H. C. DuEmail: |
5.
A survey on peer-to-peer video streaming systems 总被引:3,自引:1,他引:2
Video-over-IP applications have recently attracted a large number of users on the Internet. Traditional client-server based
video streaming solutions incur expensive bandwidth provision cost on the server. Peer-to-Peer (P2P) networking is a new paradigm
to build distributed network applications. Recently, several P2P streaming systems have been deployed to provide live and
on-demand video streaming services on the Internet at low server cost. In this paper, we provide a survey on the existing
P2P solutions for live and on-demand video streaming. Representative P2P streaming systems, including tree, multi-tree and
mesh based systems are introduced. We describe the challenges and solutions of providing live and on-demand video streaming
in P2P environment. Open research issues on P2P video streaming are also discussed.
相似文献
Chao LiangEmail: |
6.
Optimizing server placement in hierarchical grid environments 总被引:1,自引:1,他引:0
Chien-Min Wang Chun-Chen Hsu Pangfeng Liu Hsi-Min Chen Jan-Jan Wu 《The Journal of supercomputing》2007,42(3):267-282
In this paper, we address some problems related to server placement in Grid environments. Given a hierarchical network with
requests from clients and constraints on server capability, the minimum server placement problem attempts to place the minimum
number of servers that satisfy requests from clients. Instead of using a heuristic approach, we propose an optimal algorithm
based on dynamic programming to solve the problem. We also consider the balanced server placement problem, which tries to
place a given number of servers appropriately so that their workloads are as balanced as possible. We prove that an optimal
server placement can be achieved by combining the above algorithm with a binary search on workloads. This approach can be
further extended to deal with constrains on network capability. The simulation results clearly show the improvement in the
number of servers and the maximum workload. Furthermore, as the maximum workload is reduced, the waiting time is reduced accordingly.
相似文献
Jan-Jan WuEmail: |
7.
Improvements on dynamic adjustment mechanism in co-allocation data grid environments 总被引:3,自引:3,他引:0
Chao-Tung Yang I-Hsien Yang Kuan-Ching Li Shih-Yu Wang 《The Journal of supercomputing》2007,40(3):269-280
Several co-allocation strategies have been coupled and used to exploit rate differences among various client-server links
and to address dynamic rate fluctuations by dividing files into multiple blocks of equal sizes. However, a major obstacle,
the idle time of faster servers having to wait for the slowest server to deliver the final block, makes it important to reduce
differences in finishing time among replica servers. In this paper, we propose a dynamic co-allocation scheme, namely Recursive-Adjustment Co-Allocation scheme, to improve the performance of data transfer in Data Grids. Our approach reduces the idle time spent waiting for the
slowest server and decreases data transfer completion time.
相似文献
Shih-Yu WangEmail: |
8.
Abdulmotaleb El Saddik Abdur Rahman Souhail Abdala Bogdan Solomon 《Multimedia Tools and Applications》2008,39(3):353-377
PECOLE (Peer-to-pEer COLlaborative Environment) is a fully decentralized multimedia collaborative environment that supports
a wide range of collaborative multimedia applications, including chat, shared browsing, shared telepointer, multipoint-to-multipoint
audio/video conferencing and multilingual collaboration. PECOLE can intelligently run on very constrained resources, is highly
resilient, scalable and does not rely on dedicated servers. Instead, PECOLE is built upon a Peer-to-Peer (P2P) overlay network,
using SUN’s JXTA framework and SWT technology. In this paper, we present the architecture and implementation of PECOLE with
the performance results of the tests we conducted.
相似文献
Bogdan SolomonEmail: |
9.
An important research issue in video streaming is how to efficiently utilize the network resources to provide clients instant
access to multiple video objects. Caching strategy and transmission scheme are the two essential points inside the video streaming
framework. Recent research efforts on them are not sufficient due to their inflexible support for scalable encoded video streams
and heterogeneous requests from clients. In this paper, we propose an optimized caching strategy (OCS) and a scalable transmission
scheme (STS) for scalable coded video streaming. By exploring the characteristics of video streaming workload and system design
objectives, OCS and STS work efficiently to minimize both network bandwidth cost and user access latency. Firstly, we analyze
the caching problem for the proxy-assisted video streaming system and derive a maneuverable caching scenario. Secondly, we
develop an efficient transmission scheme for scalable coded videos. Thirdly, we formulate a multi-objective optimization model
with closed-form expressions to obtain the optimized caching strategy. Finally, with designed algorithms, an excellent compromise
between two competing objectives (minimizing the bandwidth cost and the access latency) is achieved. We start our evaluation
by studying the optimized caching strategy for a single video object. Then we apply the strategy to multiple video objects
and illustrate the tradeoff between the optimization objectives. Our evaluation results show that compared with other caching
strategies, the proposed optimized scalable caching strategy can achieve a significant reduction in bandwidth cost with even
a small proxy cache size. Meanwhile, the best performance (in terms of bandwidth cost) is obtained together with the proposed
scalable batch-patching transmission scheme.
相似文献
Kenneth OngEmail: |
10.
The computing power provided by high performance and low-cost PC-based clusters with Grid platforms are attractive and they
are equal or superior to supercomputers and mainframes. In this paper, we present implementation and design rationale of Visuel
toolkit for MPI parallel program performance measurement and analysis in cluster and grid environments. Most of performance
visualization tools available today for high-performance platforms show solely system performance data (e.g., CPU load, memory
usage, network bandwidth, server average load), and thus, being suitable for computing system activity visualization. The
Visuel (Visuel (in French language) = to visualize) toolkit is web-based interface designed to show performance activities
of all computing nodes of a distributed environment involved in the execution of MPI parallel program, such as CPU load level
and memory usage of each computing node. In addition, this toolkit is able to display comparative performance data charts
of MPI parallel applications and multiple executions under investigation. The usage of this toolkit shows that it outperforms
in easing the process of investigation of parallel applications.
相似文献
Hsun-Chang ChangEmail: |
11.
Multimedia applications often have performance requirements that make these applications computing resource intense; e.g., the number of video frames displayed to the user must be about 25 frames per second. A user hint is an indication of the interest that a user has in an application. Examples of user hints include a screen saver being invoked or covering a window with another window. In the case that the user is running video, the occurrence of these hints imply that the user is no longer viewing the video. However, the resource usage of the application has not changed. This paper describes an architecture that make use of user hints to reduce the resource consumption of an application. The emphasis is on network traffic and CPU usage. Experimental results are presented.
相似文献
Hanan LutfiyyaEmail: |
12.
In this paper, we study the bandwidth allocation problem for serving video requests in a mobile real-time video player system.
One of the main issues to maintain the quality of services (QoS) in mobile video playback is to ensure sufficient number of
video frames available at the client side while a video is being played. However, due to the limited bandwidth of a mobile
network and variable workload streaming video, this is not easy to achieve in practice. In addition, the communication link
between mobile clients and a video server is subject to frequent errors and temporary disconnection. In this paper, we propose
to use the notion of buffered bandwidth in addition to the network bandwidth to support real-time playback of videos at mobile clients. Based on this, we designed
a bandwidth allocation scheme called Cooperative Pre-Fetching (CP) in which the amount of bandwidth to be allocated to serve a video request depends on the current buffer level of the
video at the client relative to the target buffer level of the client. In determining the target buffer level, we consider
the errors in communication to the client as well as the other clients who are concurrently served by the system. The buffered
video frames at the clients are then used to minimize the impact of error in communications on the overall QoS of video playbacks
in the whole system.
相似文献
Kam-Yiu Lam (Corresponding author)Email: |
13.
Minh Tran Wallapak Tavanapong Wanida Putthividhya 《Multimedia Tools and Applications》2007,34(1):25-56
Video streaming is vital for many important applications such as distance learning, digital video libraries, and movie-on-demand.
Since video streaming requires significant server and networking resources, caching has been used to reduce the demand on
these resources. In this paper, we propose a novel collaboration scheme for video caching on overlay networks, called Overlay Caching Scheme (OCS), to further minimize service delays and loads placed on an overlay network for video streaming applications. OCS is not a
centralized nor a hierarchical collaborative scheme. Despite its design simplicity, OCS effectively uses an aggregate storage
space and capability of distributed overlay nodes to cache popular videos and serve nearby clients. Moreover, OCS is light-weight
and adaptive to clients’ locations and request patterns. We also investigate other video caching techniques for overlay networks
including both collaborative and non-collaborative ones. Compared with these techniques on topologies inspired from actual
networks, OCS offers extremely low average service delays and approximately half the server load. OCS also offers smaller
network load in most cases in our study.
相似文献
Wanida PutthividhyaEmail: |
14.
In this paper, an adaptive framework for video streaming over the Internet is presented. The framework is a joint design of
packet scheduling and rate control with optimal bandwidth resource allocation. The transmission rate is dynamically adjusted
to obtain maximal utilization of the client buffer and minimal allocation of the bandwidth. Under the constraint of the transmission
rate, a prioritized packet scheduling is designed to provide a better visual quality of video frames. The packet scheduling
is a refined bandwidth allocation which takes into account of varying importance of the different packets in a compressed
video stream. Moreover, the proposed approach is scalable with increasing multimedia flows in the distributed Internet environment.
Comparisons are made with the most current streaming approaches to evaluate the performance of the framework using the H.264
video codec. The extensive simulation results show that the average Peak Signal to Noise Ratio (PSNR) increases in our proposed
approach. It provides a better quality of the decoded frames, and the quality of the decoded frames changes more smoothly.
The achieved video quality among different users also has a lower fluctuation, which indicates a fair sharing of network resources.
相似文献
Shu-Ching ChenEmail: |
15.
Aminollah Mahabadi Hamid Sarbazi-Azad Ebrahim Khodaie Keivan Navi 《The Journal of supercomputing》2008,45(1):1-14
This paper proposes an efficient parallel algorithm for computing Lagrange interpolation on k-ary n-cube networks. This is done using the fact that a k-ary n-cube can be decomposed into n link-disjoint Hamiltonian cycles. Using these n link-disjoint cycles, we interpolate Lagrange polynomial using full bandwidth of the employed network. Communication in the
main phase of the algorithm is based on an all-to-all broadcast algorithm on the n link-disjoint Hamiltonian cycles exploiting all network channels, and thus, resulting in high-efficiency in using network
resources. A performance evaluation of the proposed algorithm reveals an optimum speedup for a typical range of system parameters
used in current state-of-the-art implementations.
相似文献
Hamid Sarbazi-AzadEmail: Email: |
16.
In the paper, we try to find a method that can service more users in a video-on-demand (VoD) system, based on MPEG-4 object
streams. The characteristics of object segmentation made on MPEG-4 videos can be utilized to reduce re-transmission of the
same objects, and then the saved bandwidth can be used to service more users. However, some thresholds must be analyzed first
to maintain the acceptable quality of services (QoS) requested by users, when reducing unnecessary object transmission on
one side. Thus, according to the defined thresholds, we propose a dynamically adjusting algorithm to coordinate the object
streams between the server and clients. The server not only allocates network bandwidth, but also adjusts ever-allocated QoS
appropriately using a degrading and upgrading strategy, based on the current network status. Lastly, through the simulation,
we found that our method has better performance than the other three methods owing to its flexibility to the network status.
相似文献
Yin-Fu HuangEmail: |
17.
Meng-Yen Hsieh Yueh-Min Huang Tzu-Chinag Chiang 《Multimedia Tools and Applications》2007,34(2):155-177
Mobile ad hoc networks without centralized infrastructure change their topology rapidly because of node mobility, making multimedia
applications difficult to run across wireless networks. Moreover, video transmission over ad hoc networks causes frequent
transmission loss of video packets owing to end-to-end transmission with a number of wireless links, and requires essential
bandwidth and restricted delay to provide quality-guaranteed display. This paper presents an architecture supporting transmission
of multiple video streams in ad hoc networks by establishing multiple routing paths to provide extra video coding and transport
schemes. This study also proposes an on-demand multicast routing protocol to transport layered video streams. The multicast
routing protocol transmits layered video streaming based on a weight criterion, which is derived according to the number of
receivers, delay and expiration time of a route. A simulation is performed herein to indicate the viability and performance
of the proposed approach. The simulation results demonstrate that the proposed transport scheme is more effective than other
video transport schemes with single or multiple paths.
相似文献
Tzu-Chinag ChiangEmail: |
18.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed.
相似文献
Timo Jokela (Corresponding author)Email: |
Jussi KoivumaaEmail: |
Jani PirkolaEmail: |
Petri SalminenEmail: |
Niina KantolaEmail: |
19.
Broadcasting scheme with low client buffers and bandwidths for video-on-demand applications 总被引:1,自引:1,他引:0
Hsiang-Fu Yu Hung-Chang Yang Yao-Tien Wang Ping-Lin Fan Chu-Yi Chien 《Multimedia Tools and Applications》2009,42(3):295-316
Efficient data broadcasting is independent of request arrivals, and is thus highly promising when transmitting popular videos.
A conventionally adopted broadcasting method is periodic broadcasting, which divides a popular video into segments, which
are then simultaneously broadcast on different data channels. Once clients want to watch the video, they download the segments
from these channels. The skyscraper broadcasting (SkB) scheme supports clients with small bandwidths. An SkB client requires
only two-channel bandwidths to receive video segments. This work proposes a reverse SkB (RSkB) scheme, which extends SkB by
reducing buffering spaces. The RSkB is mathematically shown to achieve on-time video delivery and two-channel client bandwidths.
A formula for determining the maximum number of segments buffered by an RSkB client is presented. Finally, an analysis of
RSkB reveals that its client buffer requirements are usually 25–37% lower than SkB. Extensive simulations of RSkB further
demonstrate that RSkB yields lower client buffer demand than other proposed systems.
相似文献
Hsiang-Fu YuEmail: |
20.
Efficient and robust shot change detection 总被引:6,自引:0,他引:6
In this article, we deal with the problem of shot change detection which is of primary importance when trying to segment and
abstract video sequences. Contrary to recent experiments, our aim is to elaborate a robust but very efficient (real-time even
with uncompressed data) method to deal with the remaining problems related to shot change detection: illumination changes,
context and data independency, and parameter settings. To do so, we have considered some adaptive threshold and derivative
measures in a hue-saturation colour space. We illustrate our robust and efficient method by some experiments on news and football
broadcast video sequences.
相似文献
Nicole VincentEmail: |