951 resultados para cooperative content distribution


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The demand of video contents has rapidly increased in the past years as a result of the wide deployment of IPTV and the variety of services offered by the network operators. One of the services that has especially become attractive to the customers is real-time video on demand (VoD) because it offers an immediate streaming of a large variety of video contents. The price that the operators have to pay for this convenience is the increased traffic in the networks, which are becoming more congested due to the higher demand for VoD contents and the increased quality of the videos. As a solution, in this paper we propose a hierarchical network system for VoD content delivery in managed networks, which implements redistribution algorithm and a redirection strategy for optimal content distribution within the network core and optimal streaming to the clients. The system monitors the state of the network and the behavior of the users to estimate the demand for the content items and to take the right decision on the appropriate number of replicas and their best positions in the network. The system's objectives are to distribute replicas of the content items in the network in a way that the most demanded contents will have replicas closer to the clients so that it will optimize the network utilization and will improve the users' experience. It also balances the load between the servers concentrating the traffic to the edges of the network.

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The main problem to study vertical drainage from the moisture distribution, on a vertisol profile, is searching for suitable methods using these procedures. Our aim was to design a digital image processing methodology and its analysis to characterize the moisture content distribution of a vertisol profile. In this research, twelve soil pits were excavated on a ba re Mazic Pellic Vertisols ix of them in May 13/2011 and the rest in May 19 /2011 after a moderate rainfall event. Digital RGB images were taken from each vertisol pit using a Kodak? camera selecting a size of 1600x945 pixels. Each soil image was processed to homogenized brightness and then a spatial filter with several window sizes was applied to select the optimum one. The RGB image obtained were divided in each matrix color selecting the best thresholds for each one, maximum and minimum, to be applied and get a digital binary pattern. This one was analyzed by estimating two fractal scaling exponents box counting dimension D BC) and interface fractal dimension (D) In addition, three pre-fractal scaling coefficients were determinate at maximum resolution: total number of boxes intercepting the foreground pattern (A), fractal lacunarity (?1) and Shannon entropy S1). For all the images processed the spatial filter 9x9 was the optimum based on entropy, cluster and histogram criteria. Thresholds for each color were selected based on bimodal histograms.

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El autor de este proyecto es miembro reciente de la asociación SoloBoulder, dedicada a la modalidad de escalada boulder, noticias y actualidad, contenido multimedia, promoción de un equipo de escaladores y defensa de valores medioambientales en la montaña. El principal canal de distribución de contenidos es una página web existente previa a este proyecto. La asociación ha detectado una escasez y mala calidad de recursos en internet en cuanto a guías de zonas donde poder practicar el boulder. Tal circunstancia impulsa la iniciativa de este proyecto fin de carrera. El objetivo general es el desarrollo de una nueva aplicación que proporcione a los usuarios a nivel mundial una guía interactiva de boulder y otros puntos de interés, una red social que permita la creación cooperativa y orgánica de contenido, y servicios web para el consumo de la información desde otras plataformas u organizaciones. El nuevo software desarrollado es independiente de la página web de SoloBoulder previa. No obstante, ambas partes se integran bajo el mismo domino web y aspecto. La nueva aplicación ofrece a escaladores y turistas un servicio informativo e interactivo de calidad, con el que se espera aumentar el número de visitas en todo el sitio web y poder ampliar la difusión de valores medioambientales, diversificar las zonas de boulder y regular las masificadas, favorecer el deporte y brindar al escalador una oportunidad de autopromoción personal. Una gran motivación para el autor también es el proceso de investigación y formación en tecnologías, patrones arquitecturales de diseño y metodologías de trabajo adaptadas a las tendencias actuales en la ingeniería de software, con especial curiosidad hacia el mundo web. A este respecto podemos destacar: metodología de trabajo en proyectos, análisis de proyectos, arquitecturas de software, diseño de software, bases de datos, programación y buenas prácticas, seguridad, interfaz gráfica web, diseño gráfico, Web Performance Optimization, Search Engine Optimization, etc. En resumen, este proyecto constituye un aprendizaje y puesta en práctica de diversos conocimientos adquiridos durante la ejecución del mismo, así como afianzamiento de materias estudiadas en la carrera. Además, el producto desarrollado ofrece un servicio de calidad a los usuarios y favorece el deporte y la autopromoción del escalador. ABSTRACT. The author of this Project is recent member of the association SoloBoulder, dedicated to a rock climbing discipline called bouldering, news, multimedia content, promotion of a team of climbers and defense of environmental values in the mountain. The main content distribution channel is a web page existing previous to this project. The association has detected scarcity and bad quality of resources on the internet about guides of bouldering areas. This circumstance motivates the initiative of this project. The general objective is the development of a new application which provides a worldwide, interactive bouldering guide, including other points of interest, a social network which allows the cooperative and organic creation of content, and web services for consumption of information from other platforms or organizations. The new software developed is independent of the previous SoloBoulder web page. However, both parts are integrated under the same domain and appearance. The new application offers to climbers and tourists a quality informative and interactive service, with which we hope to increase the number of visits in the whole web site and be able to expand the dissemination of environmental values, diversify boulder areas and regulate the overcrowded ones, encourage sport and offer to the climber an opportunity of self-promotion. A strong motivation for the author is also the process of investigation and education in technologies, architectural design patterns and working methodologies adapted to the actual trends in software engineering, with special curiosity about the web world. In this regard we could highlight: project working methodologies, project analysis, software architectures, software design, data bases, programming and good practices, security, graphic web interface, graphic design, Web Performance Optimization, Search Engine Optimization, etc. To sum up, this project constitutes learning and practice of diverse knowledge acquired during its execution, as well as consolidation of subjects studied in the degree. In addition, the product developed offers a quality service to the users and favors the sport and the selfpromotion of the climber.

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In the new social media context, it is gradually more common to say that each party can itself be considered a media content provider, firms included (through their brand pages). This tendency is reflected in a rising professional field called “content marketing”. This study incorporates the perspective of small and medium-sized enterprises (SMEs) into the scope of social media (SM) as a marketing communications and media content distribution system. In an exploratory content analysis of 20 official SM brand pages with 1281 analyzed posts the authors study how SMEs respond to the advent of a new paradigm of marketing communications with special attention to their usage of media-specific contents. SM impels companies to eventually rethink the traditional one-way communication flow of their marketing messages and to incorporate a new, two-way communication into their marketing strategy, where (their engaged and involved) users can create, modify, share and discuss content related to the firm’s activity. This study’s preliminary results show that diffusing content generally acts for SMEs as a facilitator to involve fans by offering a thematized space for them to manifest themselves in company-related topics. Therefore, content adds to the firms’ possibilities of brand positioning by offering a reflection of fans’ company- and contentrelated behavior, which is a supplementary source of information.

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With multimedia dominating the digital contents, Device-To-Device (D2D) communication has been proposed as a promising data offloading solution in the big data area. As the quality of experience (QoE) is a major determining factor in the success of new multimedia applications, we propose a QoEdriven cooperative content dissemination (QeCS) scheme in this work. Specifically, all users predict the QoE of the potential connections characterized by the mean opinion score (MOS), and send the results to the content provider (CP). Then CP formulates a weighted directed graph according to the network topology and MOS of each potential connection. In order to stimulate cooperation among the users, the content dissemination mechanism is designed through seeking 1-factor of the weighted directed graph with the maximum weight thus achieving maximum total user MOS. Additionally, a debt mechanism is adopted to combat the cheat attacks. Furthermore, we extend the proposed QeCS scheme by considering a constrained condition to the optimization problem for fairness improvement. Extensive simulation results demonstrate that the proposed QeCS scheme achieves both efficiency and fairness especially in large scale and density networks.

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The functional properties of cartilaginous tissues are determined predominantly by the content, distribution, and organization of proteoglycan and collagen in the extracellular matrix. Extracellular matrix accumulates in tissue-engineered cartilage constructs by metabolism and transport of matrix molecules, processes that are modulated by physical and chemical factors. Constructs incubated under free-swelling conditions with freely permeable or highly permeable membranes exhibit symmetric surface regions of soft tissue. The variation in tissue properties with depth from the surfaces suggests the hypothesis that the transport processes mediated by the boundary conditions govern the distribution of proteoglycan in such constructs. A continuum model (DiMicco and Sah in Transport Porus Med 50:57-73, 2003) was extended to test the effects of membrane permeability and perfusion on proteoglycan accumulation in tissue-engineered cartilage. The concentrations of soluble, bound, and degraded proteoglycan were analyzed as functions of time, space, and non-dimensional parameters for several experimental configurations. The results of the model suggest that the boundary condition at the membrane surface and the rate of perfusion, described by non-dimensional parameters, are important determinants of the pattern of proteoglycan accumulation. With perfusion, the proteoglycan profile is skewed, and decreases or increases in magnitude depending on the level of flow-based stimulation. Utilization of a semi-permeable membrane with or without unidirectional flow may lead to tissues with depth-increasing proteoglycan content, resembling native articular cartilage.

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In November 2010, tension between Internet infrastructure companies boiled over in a dispute between content distribution network (CDN) Level 3 and Internet service provider (ISP) Comcast. Level 3, a distribution partner of Netflix, accused Comcast of violating the principles of net neutrality when the ISP increased distribution fees for carrying high bandwidth services. Comcast justified its actions by stating that the price increase was standard practice and argued Level 3 was trying to avoid paying its fair share. The dispute exemplifies the growing concern over the rising costs of streaming media services. The companies facing these inflated infrastructure costs are CDNs (Level 3, Equinix, Limelight, Akamai, and Voxel), companies that host streaming media content on server farms and distribute the content to a variety of carriers, and ISPs (Comcast, Time Warner, Cox, and AT&T), the cable and phone companies that provide “last mile” service to paying customers. Both CDNs and ISPs are lobbying government regulators to keep their costs at a minimum. The outcome of these disputes will influence the cost, quality, and legal status of streaming media.

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Content delivery networks (CDNs) are an essential component of modern website infrastructures: edge servers located closer to users cache content, increasing robustness and capacity while decreasing latency. However, this situation becomes complicated for HTTPS content that is to be delivered using the Transport Layer Security (TLS) protocol: the edge server must be able to carry out TLS handshakes for the cached domain. Most commercial CDNs require that the domain owner give their certificate's private key to the CDN's edge server or abandon caching of HTTPS content entirely. We examine the security and performance of a recently commercialized delegation technique in which the domain owner retains possession of their private key and splits the TLS state machine geographically with the edge server using a private key proxy service. This allows the domain owner to limit the amount of trust given to the edge server while maintaining the benefits of CDN caching. On the performance front, we find that latency is slightly worse compared to the insecure approach, but still significantly better than the domain owner serving the content directly. On the security front, we enumerate the security goals for TLS handshake proxying and identify a subtle difference between the security of RSA key transport and signed-Diffie--Hellman in TLS handshake proxying; we also discuss timing side channel resistance of the key server and the effect of TLS session resumption.

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For any construction activity in expansive soils, determination of swelling pressure/heave is an essential step. Though many attempts have been made to develop laboratory procedures by using the laboratory one-dimensional oedometer to determine swelling pressure of expansive soils, they are reported to yield varying results. The main reason for these variations could be heterogeneous moisture distribution of the sample over its thickness. To overcome this variation the experimental procedure should be such that the soil gets fully saturated. Attempts were made to introduce vertical sand drains in addition to the top and bottom drains. In this study five and nine vertical sand drains were introduced to experimentally find out the variations in the swell and swelling pressure. The variations in the moisture content at middle, top, and bottom of the sample in the oedometer test are also reported. It is found that swell-load method is better as compared to zero-swell method. Further, five number of vertical sand drains are found to be sufficient to obtain uniform moisture content distribution.

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Hoje em dia, distribuições de grandes volumes de dados por redes TCP/IP corporativas trazem problemas como a alta utilização da rede e de servidores, longos períodos para conclusão e maior sensibilidade a falhas na infraestrutura de rede. Estes problemas podem ser reduzidos com utilização de redes par-a-par (P2P). O objetivo desta dissertação é analisar o desempenho do protocolo BitTorrent padrão em redes corporativas e também realizar a análise após uma modificação no comportamento padrão do protocolo BitTorrent. Nesta modificação, o rastreador identifica o endereço IP do par que está solicitando a lista de endereços IP do enxame e envia somente aqueles pertencentes à mesma rede local e ao semeador original, com o objetivo de reduzir o tráfego em redes de longa distância. Em cenários corporativos típicos, as simulações mostraram que a alteração é capaz de reduzir o consumo médio de banda e o tempo médio dos downloads, quando comparados ao BitTorrent padrão, além de conferir maior robustez à distribuição em casos de falhas em enlaces de longa distância. As simulações mostraram também que em ambientes mais complexos, com muitos clientes, e onde a restrição de banda em enlaces de longa distância provoca congestionamento e descartes, o desempenho do protocolo BitTorrent padrão pode ser semelhante a uma distribuição em arquitetura cliente-servidor. Neste último caso, a modificação proposta mostrou resultados consistentes de melhoria do desempenho da distribuição.

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随着Internet技术的飞速发展,流媒体分发技术取得了长足的进步,同时,日益增加的用户、视频数据和流媒体交互式需求,也给大规模流媒体分发服务带来了新的挑战。另外一方面,随着宽带无线接入技术发展的日新月异,如何有效利用多种接入方式为用户提供更高质量的流媒体服务是当前通信技术领域迫切需要解决的问题。本文对基于应用层支持交互式的P2P流媒体分发技术及基于传输层支持Multihoming的SCTP流媒体传输技术进行了相关研究,主要贡献和创新点如下: 第一、提出了一种支持随机访问的协作式P2P流媒体分发方案。该方案采用平衡二叉树将媒体对象进行分布式分段预取缓存,用于媒体流快速定位,利用缓存重叠机制构建非结构化网络,用于节点间常规媒体流分发。分别设计了媒体预取算法及邻居节点搜索算法,给出了节点失效恢复策略及支持随机访问的协作过程。仿真试验结果表明,在随机访问及网络波动过程中,该方案能够提供高平滑质量的P2P媒体流服务。 第二、提出了一种基于数据驱动及分布式存储的P2P VoD解决方案。该方案融合了平衡多叉树与基于数据驱动的随机图网络两种拓扑。利用gossip算法构建和维护随机图网络中的邻居节点关系,采用数据驱动机制进行邻居节点间媒体流的分发,进一步降低了源服务器的负载。设计了一种基于平衡多叉树的分布式预取缓存算法,提高了随机访问的搜索效率。仿真试验结果和分析表明,两种网络拓扑的协作机制有效地解决了P2P VoD中视频传输及交互式操作问题。 第三、设计和实现了一种基于Trace驱动及SCTP的MPEG-4视频传输评估平台Evalvid-SCTP。Evalvid-SCTP提供了在仿真环境下SCTP流媒体实时传输及视频质量评估的解决方案。在Multihoming环境下,Evalvid-SCTP可以有效地分析SCTP在不同网络条件和负载下的流媒体传输行为特征和传输质量。 第四、提出了SCTP流媒体单路径传输最佳协议参数配置策略及多路径并行传输策略。评估了在单路径传输机制下快速重传策略、超时重传策略、路径故障检测门限值设置,三者配合时在多种网络条件下的流媒体传输性能,并综合以上各种发现提出了在不同的路径条件下应该采取的重传路径选择策略以及路径故障检测门限值设置方案。评估了在多路径并行传输下融合SCTP部分可靠特性的流媒体传输性能,提出了针对流媒体传输,多路径并行传输应采取的策略。

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This paper proposes a novel protocol which uses the Internet Domain Name System (DNS) to partition Web clients into disjoint sets, each of which is associated with a single DNS server. We define an L-DNS cluster to be a grouping of Web Clients that use the same Local DNS server to resolve Internet host names. We identify such clusters in real-time using data obtained from a Web Server in conjunction with that server's Authoritative DNS―both instrumented with an implementation of our clustering algorithm. Using these clusters, we perform measurements from four distinct Internet locations. Our results show that L-DNS clustering enables a better estimation of proximity of a Web Client to a Web Server than previously proposed techniques. Thus, in a Content Distribution Network, a DNS-based scheme that redirects a request from a web client to one of many servers based on the client's name server coordinates (e.g., hops/latency/loss-rates between the client and servers) would perform better with our algorithm.

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Accurate measurement of network bandwidth is crucial for flexible Internet applications and protocols which actively manage and dynamically adapt to changing utilization of network resources. These applications must do so to perform tasks such as distributing and delivering high-bandwidth media, scheduling service requests and performing admission control. Extensive work has focused on two approaches to measuring bandwidth: measuring it hop-by-hop, and measuring it end-to-end along a path. Unfortunately, best-practice techniques for the former are inefficient and techniques for the latter are only able to observe bottlenecks visible at end-to-end scope. In this paper, we develop and simulate end-to-end probing methods which can measure bottleneck bandwidth along arbitrary, targeted subpaths of a path in the network, including subpaths shared by a set of flows. As another important contribution, we describe a number of practical applications which we foresee as standing to benefit from solutions to this problem, especially in emerging, flexible network architectures such as overlay networks, ad-hoc networks, peer-to-peer architectures and massively accessed content servers.

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Overlay networks have been used for adding and enhancing functionality to the end-users without requiring modifications in the Internet core mechanisms. Overlay networks have been used for a variety of popular applications including routing, file sharing, content distribution, and server deployment. Previous work has focused on devising practical neighbor selection heuristics under the assumption that users conform to a specific wiring protocol. This is not a valid assumption in highly decentralized systems like overlay networks. Overlay users may act selfishly and deviate from the default wiring protocols by utilizing knowledge they have about the network when selecting neighbors to improve the performance they receive from the overlay. This thesis goes against the conventional thinking that overlay users conform to a specific protocol. The contributions of this thesis are threefold. It provides a systematic evaluation of the design space of selfish neighbor selection strategies in real overlays, evaluates the performance of overlay networks that consist of users that select their neighbors selfishly, and examines the implications of selfish neighbor and server selection to overlay protocol design and service provisioning respectively. This thesis develops a game-theoretic framework that provides a unified approach to modeling Selfish Neighbor Selection (SNS) wiring procedures on behalf of selfish users. The model is general, and takes into consideration costs reflecting network latency and user preference profiles, the inherent directionality in overlay maintenance protocols, and connectivity constraints imposed on the system designer. Within this framework the notion of user’s "best response" wiring strategy is formalized as a k-median problem on asymmetric distance and is used to obtain overlay structures in which no node can re-wire to improve the performance it receives from the overlay. Evaluation results presented in this thesis indicate that selfish users can reap substantial performance benefits when connecting to overlay networks composed of non-selfish users. In addition, in overlays that are dominated by selfish users, the resulting stable wirings are optimized to such great extent that even non-selfish newcomers can extract near-optimal performance through naïve wiring strategies. To capitalize on the performance advantages of optimal neighbor selection strategies and the emergent global wirings that result, this thesis presents EGOIST: an SNS-inspired overlay network creation and maintenance routing system. Through an extensive measurement study on the deployed prototype, results presented in this thesis show that EGOIST’s neighbor selection primitives outperform existing heuristics on a variety of performance metrics, including delay, available bandwidth, and node utilization. Moreover, these results demonstrate that EGOIST is competitive with an optimal but unscalable full-mesh approach, remains highly effective under significant churn, is robust to cheating, and incurs minimal overheads. This thesis also studies selfish neighbor selection strategies for swarming applications. The main focus is on n-way broadcast applications where each of n overlay user wants to push its own distinct file to all other destinations as well as download their respective data files. Results presented in this thesis demonstrate that the performance of our swarming protocol for n-way broadcast on top of overlays of selfish users is far superior than the performance on top of existing overlays. In the context of service provisioning, this thesis examines the use of distributed approaches that enable a provider to determine the number and location of servers for optimal delivery of content or services to its selfish end-users. To leverage recent advances in virtualization technologies, this thesis develops and evaluates a distributed protocol to migrate servers based on end-users demand and only on local topological knowledge. Results under a range of network topologies and workloads suggest that the performance of the distributed deployment is comparable to that of the optimal but unscalable centralized deployment.