• Title/Summary/Keyword: P2P 오버레이 네트워크

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A Study on the Group Routing Algorithm in DHT-based Peer-to-Peer System (DHT 기반 P2P 시스템을 위한 그룹 라우팅 알고리즘에 관한 연구)

  • Park, Yong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.12
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    • pp.111-120
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    • 2012
  • As the P2P System is a distributed system that shares resources of nodes that participate in the system, all the nodes serve as a role of server and client. Currently, although systematic, structured P2P systems such as Chord, Pastry, and Tapestry were suggested based on the distributed hash table, these systems are limited to $log_2N$ for performance efficiency. For this enhanced performance efficiency limited, the article herein suggests group routing algorithm. The suggested algorithm is a node-to-group routing algorithm which divides circular address space into groups and uses a concept of pointer representing each group, which is an algorithm where routing is performed based on pointer. To evaluate algorithm performance, a comparative analysis was conducted on average hops, routing table size, and delayed transmission for chord and routing, a signature algorithm in P2P systems. Therefore, enhanced performance is verified for comparative items from the simulation results.

Cloud Assisted P2P Live Video Streaming over DHT Overlay Network (DHT 오버레이 네트워크에서 클라우드 보조의 P2P 라이브 비디오 스트리밍)

  • Lim, Pheng-Un;Choi, Chang-Yeol;Choi, Hwang-Kyu
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.66 no.1
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    • pp.89-99
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    • 2017
  • Many works have attempted to solve the scalability, the availability, and the low-latency problems of peer-to-peer (P2P) live video streaming; yet, the problems still remain. While tree-based systems are vulnerable to churn, the mesh-based systems suffer from high delay and overhead. The DHT-aided chunk-driven overlay (DCO) [1] tried to tackle these problems by using the distributed hash table (DHT), which structures into a mesh-based overlay to efficiently share the video segment. However, DCO fully depends on the capacity of the users' device which is small and unstable, i.e., the users' device may leave and join the network anytime, and the video server's bandwidth can be insufficient when the number of users joining the network suddenly increases. Therefore, cloud assist is introduced to overcome those problems. Cloud assist can be used to enhance the availability, the low-latency, and the scalability of the system. In this paper, the DHT is used to maintain the location of the streaming segments in a distributed manner, and the cloud server is used to assist other peers when the bandwidth which required for sharing the video segment is insufficient. The simulation results show that by using the threshold and cloud assist, the availability and the low-latency of the video segments, and the scalability of the network are greatly improved.

P2P-based divisional data transmission system for live media streaming service (라이브 미디어 스트리밍 서비스를 위한 P2P기반 데이터 분할 전송 시스템)

  • Sun Choi;Heasun Byun;Meejeong Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.1348-1351
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    • 2008
  • 최근 인터넷 사용자들의 요구는 멀티미디어로 집중되고 있으며 그중 라이브 미디어 스트리밍 서비스에 대한 요구가 증가하고 있다. 라이브 서비스에서는 적절한 시간에 사용자에게 데이터가 도착하는 것이 중요하다. 따라서 라이브의 시간적절성을 충족시켜 줄 효율적이고 신속한 데이터 전달구조와 전송기법이 요구된다. 이에 본 논문에서는 트리와 메시 구조를 혼합한 하이브리드 방식으로 네트워크 자원을 효율적으로 사용하면서 빠른 데이터 전송으로 라이브의 시간적절성을 충족시킬 수 있는 데이터 분할 전송 방식의 P2P(Peer-to-Peer) 오버레이 구조를 제안한다. 제안하는 ToG(Tree of Groups)는 n개의 피어들이 메시로 그룹을 형성하고, 그렇게 형성된 그룹들이 트리를 이루는 구조이다. ToG에서 그룹 내의 각 피어들은 상위그룹의 피어 한 개와 부모-자식으로 연결되어 있어서 그룹 사이에 여러 개의 연결이 존재하게 된다. 따라서 그룹 내에서 어느 한 피어가 그룹을 빠져 나가더라도 상위그룹과의 여러 연결에 의해서 서비스 지속성을 보장 할 수 있다. ToG는 그룹단위로 트리가 형성되기 때문에 피어의 개수가 같을 때 피어단위로 트리를 형성하는 구조보다 트리의 깊이가 줄어든다. 그에 따라 말단에 있는 피어들에게까지 빠른 시간에 데이터가 전달 될 수 있다. ToG의 데이터 전달은 소스로부터 세그먼트가 일정한 값 n으로 나뉘어져 각 피어들에게 전달된다. 세그먼트 조각은 소스로부터 나뉘어져 전송 될 때 책임적으로 전달해야할 피어와 전달 순서가 정해져있고, 데이터 전송 스케줄링을 위한 버퍼 맵 교환은 필요하지 않다.

Building Low Delay Application Layer Multicasting Trees for Streaming Services (스트리밍 서비스를 위한 적은 지연의 응용계층 멀티캐스트 트리 구축)

  • Kim, Jong-Gyung
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.20-26
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    • 2008
  • The quality of stream remaking is decided the load of a server and Jitter through the traffic of the transmission path between end to end. In order to improve these problems in this paper, I propose tree construction method of low-delay-level-multicast. In this case which the network congestion will be occurred by streaming quality, I also propose the technique which dynamically changes the transmission path. This technique first constructs the overlay structure for relaxing the overload of server. Secondly, in order to decrease Jitter of client, it makes upload bandwidth and low latency balanced. In the evaluation of the performance, this paper showed better enhancement of about $15%{\sim}24%$ than P2CAST[4] in the simulation about node average join count, average bandwidth, service request refusal ratio, RTT measurement of nodes, and node average join count by defect ratio.

Fast Join Mechanism that considers the switching of the tree in Overlay Multicast (오버레이 멀티캐스팅에서 트리의 스위칭을 고려한 빠른 멤버 가입 방안에 관한 연구)

  • Cho, Sung-Yean;Rho, Kyung-Taeg;Park, Myong-Soon
    • The KIPS Transactions:PartC
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    • v.10C no.5
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    • pp.625-634
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    • 2003
  • More than a decade after its initial proposal, deployment of IP Multicast has been limited due to the problem of traffic control in multicast routing, multicast address allocation in global internet, reliable multicast transport techniques etc. Lately, according to increase of multicast application service such as internet broadcast, real time security information service etc., overlay multicast is developed as a new internet multicast technology. In this paper, we describe an overlay multicast protocol and propose fast join mechanism that considers switching of the tree. To find a potential parent, an existing search algorithm descends the tree from the root by one level at a time, and it causes long joining latency. Also, it is try to select the nearest node as a potential parent. However, it can't select the nearest node by the degree limit of the node. As a result, the generated tree has low efficiency. To reduce long joining latency and improve the efficiency of the tree, we propose searching two levels of the tree at a time. This method forwards joining request message to own children node. So, at ordinary times, there is no overhead to keep the tree. But the joining request came, the increasing number of searching messages will reduce a long joining latency. Also searching more nodes will be helpful to construct more efficient trees. In order to evaluate the performance of our fast join mechanism, we measure the metrics such as the search latency and the number of searched node and the number of switching by the number of members and degree limit. The simulation results show that the performance of our mechanism is superior to that of the existing mechanism.