Sökning: "peer-to-peer overlay"

Visar resultat 1 - 5 av 22 avhandlingar innehållade orden peer-to-peer overlay.

  1. 1. Design and Implementation of Centrally-Coordinated Peer-to-Peer Live-streaming

    Författare :Roberto Roverso; Seif Haridi; Sameh El-Ansary; Jim Dowling; Peter Van Roy; KTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; NATURVETENSKAP; NATURAL SCIENCES; peer-to-peer; live-streaming; nat traversal; Electrical engineering; Elektroteknik; Computer engineering; Datorteknik; SRA - ICT; SRA - Informations- och kommunikationsteknik;

    Sammanfattning : In this thesis, we explore the use of a centrally-coordinated peer-to-peer overlay as a possible solution to the live streaming problem. Our contribution lies in showing that such approach is indeed feasible given that a number of key challenges are met. LÄS MER

  2. 2. A System, Tools and Algorithms for Adaptive HTTP-live Streaming on Peer-to-peer Overlays

    Författare :Roberto Roverso; Seif Haridi; Jim Dowling; Alberto Montresor; KTH; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; peer-to-peer; distributed caching; nat traversal; congestion control; adaptive HTTP streaming; live streaming; SRA - ICT; SRA - Informations- och kommunikationsteknik;

    Sammanfattning : In recent years, adaptive HTTP streaming protocols have become the de facto standard in the industry for the distribution of live and video-on-demand content over the Internet. In this thesis, we solve the problem of distributing adaptive HTTP live video streams to a large number of viewers using peer-to-peer (P2P) overlays. LÄS MER

  3. 3. Live Streaming Performance of Peer-to-Peer Systems

    Författare :Ilias Chatzidrossos; György Dán; Renato Lo Cigno; KTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY;

    Sammanfattning : In peer-to-peer (P2P) live streaming systems peers organize themselves in an overlay and contributewith their resources to help diffuse live content to all peers in a timely manner. The performanceof such systems is usually characterized by the delay-loss curve, which quantifies theplayback delay required for achieving a certain streaming quality, expressed as the chunk missingratio at the peers. LÄS MER

  4. 4. Enabling Internet-Scale Publish/Subscribe In Overlay Networks

    Författare :Fatemeh Rahimian; Seif Haridi; Šarunas Girdzijauskas; Márk Jelasity; KTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; NATURVETENSKAP; NATURAL SCIENCES; Publish Subscribe; Content Distribution; Peer-To-Peer Overlay Network; SRA - ICT; SRA - Informations- och kommunikationsteknik;

    Sammanfattning : As the amount of data in todays Internet is growing larger, users are exposedto too much information, which becomes increasingly more difficult tocomprehend. Publish/subscribe systems leverage this problem by providingloosely-coupled communications between producers and consumers of data ina network. Data consumers, i.e. LÄS MER

  5. 5. Distributed Immersive Participation : Realising Multi-Criteria Context-Centric Relationships on an Internet of Things

    Författare :Jamie Walters; Theo Kanter; Roch Glitho; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; pervasive computing; ubiquitous computing; mediasense; context; context awareness; context centric; peer-to-peer; immersive participation; multi-criteria context; context proximity; context distance; evolving context; context-aware query languages; publish.subscribe; distributed context awareness; sensor information; context information; context models; context relationships; context relations; Computer and Systems Sciences; data- och systemvetenskap;

    Sammanfattning : Advances in Internet-of-Things integrate sensors and actuators in everyday items or even people transforming our society at an accelerated pace. This occurs in areas such as agriculture, logistics, transport, healthcare, and smart cities and has created new ways to interact with and experience entertainment, (serious) games, education, etc. LÄS MER