• Title/Summary/Keyword: P2P architecture

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An Architecture of ISP-based P2P IPTV Services and Its Characteristics (계층 구조형 ISP 기반 P2P IPTV 서비스 구조 및 특성)

  • Sung, Moo-Kyung;Han, Chi-Moon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.4B
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    • pp.659-669
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    • 2010
  • The P2P IPTV will create a new paradigm for the Internet services. However, it cannot guarantee the reliability of their server and QoS because of using common Internet users(peers) for SIP server or relay server, though the infrastructural cost is low. This paper proposes the ISP-based P2P IPTV architecture which can solute the limitations of conventional P2P-based IPTV. In this model, ISP can build P2P overlay network with ISP servers and directly manage each server needed for session connection. So, the servers have higher performance and better reliability than previous one. Besides, robustness is improved because each sever is set by P2P overlay network. To evaluate the characteristics of the ISP-based P2P IPTV architecture, we simulate it for some parameters which are end-to-end streaming delay time, connection delay time and traffic amount. We compared the proposed architecture with the conventional P2P architecture about video service and confirmed that the performance of ISP-based P2P IPTV is better than conventional P2P based IPTV.

A CDN-P2P Hybrid Architecture with Location/Content Awareness for Live Streaming Services

  • Nguyen, Kim-Thinh;Kim, Young-Han
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.11
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    • pp.2143-2159
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    • 2011
  • The hybrid architecture of content delivery networks (CDN) and peer-to-peer overlay networks (P2P) is a promising technology enables effective real-time streaming services. It complements the advantages of quality control and reliability in a CDN, and the scalability of a P2P system. With real-time streaming services, however, high connection setup and media delivery latency are becoming the critical issues in deploying the CDN-P2P system. These issues result from biased peer selection without location awareness or content awareness, and can lead to significant service disruption. To reduce service disruption latency, we propose a group-based CDN-P2P hybrid architecture (iCDN-P2P) with a location/content-aware selection of peers. Specifically, a SuperPeer network makes a location-aware peer selection by employing a content addressable network (CAN) to distribute channel information. It also manages peers with content awareness, forming a group of peers with the same channel as the sub-overlay. Through a performance evaluation, we show that the proposed architecture outperforms the original CDN-P2P hybrid architecture in terms of connection setup delay and media delivery time.

A Mobile P2P Streaming Architecture for Efficient Handover (효율적인 핸드오버를 위한 모바일 P2P 스트리밍 구조)

  • Kim, Sang-Jin;Kim, Eun-Sam;Hwang, Ho-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.2
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    • pp.95-103
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    • 2012
  • In this paper, we propose an efficient mobile P2P streaming architecture to minimize playback jitters in P2P overlay networks based on wired/wireless networks even though mobile peers experience the handover. In this architecture, mobile peers receive data in a push manner to maximize the data receiving speed before and after the handover. In addition, they can maintain the buffering above a specific level through handover prediction and re-selection of neighbor peers. By simulation experiments, we show that our proposed architecture can improve the performance significantly when the handover occurs compared to the existing mesh structure.

Roof Greening applied a Sallow Green Roof Module System Out of Management - Focused on the Effects on the Growth of Plants by Difference of Soil Mixture Ratio - (식생모듈박스를 이용한 저토심 무관리형 옥상녹화 - 토양 배합비가 식물생육에 미치는 영향을 중심으로 -)

  • Kang, Tai-Ho;Zhao, Hong-Xia;Li, Hong;Kang, Sung-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.3
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    • pp.91-98
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    • 2012
  • The objective of this study was to analyze the effects on the growth of Sedum species by different soil in shallow green roof module system, and to find the best soil mixture. The experiment used a module system, 7cm soil depth, five types of soil mixture ratio, and it was carried out on 7th Hoar rooftop in December of 2010. The growth status of the plant showed the most superior of the P5C7P2V1, next P10C1P2V1 and P1P1V1, P1 and C1 showed very poor growth. This result showed that the soil mixture ratio (P5C7P2V1) in green roof module system with minimum management can contribute to the proliferation of rooftop greening in urban settings.

A Scalable Hybrid P2P MMOG Cloud Architecture for Load Management in a Region (영역내 부하 관리를 위한 확장적 하이브리드 P2P MMOG 클라우드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.83-91
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    • 2022
  • This paper proposes a scalable hybrid P2P(peer-to-peer) cloud architecture for MMOGs(massively multiplayer online games) which includes load management schemes for each region. A game world is divided into several game regions and each game region is serviced by at least one peer(player) in this MMOG cloud environment. The load must be managed regionally to support smooth interactions among them even in the presence of a high concentration of players in a specific region. In the proposed architecture where an efficient and effective provisioning of resources is realized, it is suitable for players to interact with cloud servers effectively and it avoids bottlenecks of the current client-server MMOG architecture. This architecture also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players. Simulation results show that the proposed hybrid P2P cloud architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

An Architecture of the P2P based e-Business Platform for Multimedia Content Distribution (멀티미디어 컨텐트 유통 e-Business를 위한 P2P 플랫폼의 구조)

  • Cho, Dai-Yon;Lee, Kyoung-Jun
    • Journal of Information Technology Services
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    • v.2 no.2
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    • pp.53-62
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    • 2003
  • Current P2P (Peer-to-Peer) applications have the limited functions such as file search and transfer between peers and have the limitations such as trust problem on search results, copyright problem, and profitable business model problem. For a P2P application to be used as a business platform for the distribution of various multimedia contents, this paper proposes an extended P2P application architecture and its prototype system including distributed collaborative filtering, automated price negotiation system, and payment mechanism.

Design and Implementation of Internet Broadcasting System based on P2P Architecture (P2P 구조에 기반한 인터넷 방송 시스템 설계 및 구현)

  • Woo, Moon-Sup;Kim, Nam-Yun;Hwang, Ki-Tae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.12B
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    • pp.758-766
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    • 2007
  • IStreaming services with a client-server architecture have scalability problem because a server cannot accomodate clients more than its processing capability. This paper introduces a case study for implementing H.264 streaming system based on P2P architecture in order to provide scalable and stable broadcast streaming services over the internet. The prototype system called OmniCast264 consists of the H.264 encoding server, the streaming server, the proxy server, and peer nodes. The proxy server dynamically manages placement of the peer nodes on the P2P network. Omnicast264 has the concepts of distributed streaming loads, real-time playback, error-robustness and modularity. Thus, it can provide large-scale broadcast streaming services. Finally, we have built P2P streaming systems with 12 PCs connected serially or in parallel. The experiment shows that OmniCast264 can provide real-time playback.

An Active Enactment Architecture for Enterprise Workflow Grid (액티브 엔터프라이즈 워크플로우 그리드 아키텍처)

  • Paik, Su-Ki
    • Journal of Information Technology Services
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    • v.7 no.4
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    • pp.167-178
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    • 2008
  • This paper addresses the issue of workflow on Grid and P2P, and proposes a layered workflow architecture and its related workflow models that are used for not only distributing workflows' information onto Grid or P2P resources but also scheduling the enactment of workflows. Especially, the most critical rationale of this paper is on the fact that the nature of Grid computing environment is fitted very well into building a platform for the maximally parallel and very large scale workflows that are frequently found in very large scale enterprises. The layered architecture proposed in this paper, which we call Enterprise Workflow Grid Architecture, is targeting on maximizing the usability of computing facilities in the enterprise as well as the scalability of its underlined workflow management system in coping with massively parallel and very large scale workflow applications.

A Hybrid Cloud-P2P Architecture for Scalable Massively Multiplayer Online Games (확장가능한 대규모 멀티플레이어 온라인 게임을 위한 클라우드와 P2P 하이브리드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.73-81
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    • 2020
  • Today's massively multiplayer online games(MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. The increase in the number of players in MMOGs has led to some issues with the demand of server which generates a significant increase in costs for the game industry and impacts to the quality of service offered to players. In dealing with a considerable scale of MMOGs, we propose a cloud computing and peer-to-peer(P2P) hybrid architecture in this paper. Given the two nearly independent functionalities of P2P and cloud architectures, we consider the possibility of fusing these two concepts and researching the application of the resultant amalgamation in MMOGs. With an efficient and effective provisioning of resources and mapping of load, the proposed hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud while exploiting the capacity of the peers. The simulation results show that MMOGs based on the proposed hybrid architecture have better performance and lower traffic received compared with MMOGs based on traditional client-server system.

Cooperative Video Streaming and Active Node Buffer Management Technique in Hybrid CDN/P2P Architecture

  • Lee, Jun Pyo
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.11-19
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    • 2019
  • Recently, hybrid CDN/P2P video streaming architecture is specially designed and deployed to achieve the scalability of P2P networks and the desired low delay and high throughput of CDNs. In this paper, we propose a cooperative video streaming and active node buffer management technique in hybrid CDN/P2P architecture. The key idea of this streaming strategy is to minimize network latency such as jitter and packet loss and to maximize the QoS(quality of service) by effectively and efficiently utilizing the information sharing of file location in CDN's proxy server which is an end node located close to a user and P2P network. Through simulation, we show that the proposed cooperative video streaming and active node buffer management technique based on CDN and P2P network improves the performance of realtime video streaming compared to previous methods.