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7: Multimedia Networking 7-1

Chapter 7: Multimedia Networking

Jim Kurose, Keith Ross: “Computer Networking: A Top-Down Approach”

3rdedition: Addison-Wesley, July 2004 4thedition: Addison-Wesley, July 2007

Slides modified (edited, reordered, reduced, extended) by Lidia Yamamoto, Univ. Basel, May 26, 2008

7: Multimedia Networking 7-2

Chapter 7: Multimedia Networking

Jim Kurose, Keith Ross: “Computer Networking: A Top-Down Approach” Slides modified (edited, reordered, reduced, extended) by

Lidia Yamamoto, Univ. Basel, June 11, 2007

(most material comes from the 3rdedition, some from other sources, plus some gif figures from the 4thedition) A note on the use of these ppt slides:

We’re making these slides freely available to all (faculty, students, readers). They’re in PowerPoint form so you can add, modify, and delete slides (including this one) and slide content to suit your needs. They obviously represent a lotof work on our part. In return for use, we only ask the following:

‰If you use these slides (e.g., in a class) in substantially unaltered form, that you mention their source (after all, we’d like people to use our book!) ‰If you post any slides in substantially unaltered form on a www site, that you note that they are adapted from (or perhaps identical to) our slides, and note our copyright of this material.

Thanks and enjoy! JFK / KWR All material copyright 1996-2008 J.F Kurose and K.W. Ross, All Rights Reserved

7: Multimedia Networking 7-3

Contents: Multimedia, QoS, CDN, P2P

ˆIntroduction Definitions Performance requirements ˆMultimedia networking Streaming • Client Buffering • RTSP Real-time Interactive • RTP/RTCP • SIP, SDP, H.323 • Mitigating delay and loss

ˆ QoS

Intserv, Diffserv

ˆ Content Distribution

Networks (CDNs)

ˆ Peer-to-Peer (P2P)

Case study: Skype

7: Multimedia Networking 7-4

Multimedia

ˆ

Media: stimulate one of our 5 senses

Sight: Text, Graphics, Images, Video Hearing: Audio

Smell? Taste? Touch?

ˆ

Multimedia strict definition: more than one medium

combined and synchronized together

Web browsing or e-mail with text + images Audio-visual communication, e.g. videoconferencing Multimedia documents

ˆ

Multimedia networking

, Internet context:

continuous

audio and/or video

(also when single medium)

Streaming: Stored or live audio/video streaming Real-timeand/or interactiveaudio/video

7: Multimedia Networking 7-5

Multimedia Networking Map

media data transmission Streaming presentation control by user presentation description

Streaming multimedia:

synchronization across media loss/delay compensation Media player Media server main direction of information flow 7: Multimedia Networking 7-6

Multimedia Networking Map

call setup agree on encoding schemes user location interactive session description

statistics on media transmission synchronization across media media data transmission loss/delay compensation Application clock information information for accounting, billing invite users

Interactive multimedia:

fixed or mobile phone networks gateway
(2)

7: Multimedia Networking 7-7

Multimedia Networking Requirements

How to transmit audio or video over the Internet?

ˆ

Network performance requirements

Parameters: delay, packet loss, bandwidth, jitter(delay variation)

File transfer, web browsing, e-mail are elastic

applications: flexible in terms of delay/bandwidth, but no loss tolerated

Multimedia applications are typically delay-sensitiveand require some minimum bandwidthbut are loss tolerant: infrequent losses cause minor glitches

ˆ

Technical challenges

Currently all packets receive equal, best effort service Except for TCP reliability (loss=0) guarantee, no other

performance guarantees are available

Scalability: one to many, many to many transmissions

7: Multimedia Networking 7-8

Multimedia Networking Requirements

File transfer E-mail Web browsing Streaming

multimedia multimediaReal-time

No loss (max loss = 0) Max loss

Max delay, jitter performance requirements TCP UDP Available transport protocols Min bandwidth

IP Network Layer: Best Effort Delivery Service elastic applications delay-sensitive, loss tolerant

?

?

?

7: Multimedia Networking 7-9

Multimedia Networking: Solutions

ˆ

Add performance guarantees to the Internet

stack

Quality of Service (QoS), e.g. Intserv, Diffserv IP Multicast

Several attempts, no real success so far

ˆ

Adaptive applications: make the best of best

effort

Streaming and (semi-)real-time support over UDP and even TCP

Application-layer solutions: CDNs, P2P, Application-layer multicast,…

Increasingly successful

7: Multimedia Networking 7-10

Contents: Multimedia, QoS, CDN, P2P

ˆIntroduction Definitions Performance requirements ˆMultimedia networking Streaming • Client Buffering • RTSP Real-time Interactive • RTP/RTCP • SIP, SDP, H.323 • Mitigating delay and loss

ˆQoS

Intserv, Diffserv

ˆContent Distribution

Networks (CDNs)

ˆPeer-to-Peer (P2P)

Case study: Skype

Streaming

Stored

Multimedia

ˆ

file transmission

ˆ

client playout begins as soon as possible

(i.e. before whole file is transmitted)

ˆ

control:

VCR or DVD-like:

pause, move

forwards, backwards,…

ˆ

time

constraint: media data should

arrive in time for playout

Media server

client

media data

control

Streaming

Live

Multimedia

ˆ

examples

Internet radio talk show Live sports event

ˆ

playout buffer instead of file transmission

store a few tens of seconds before playback: cope with jitter

ˆ

no fast-forwarding possible!

ˆ

time constraint same as stored streaming

Internet “broadcast station” client media data control

(3)

7: Multimedia Networking 7-13 constant bit rate video transmission Cu m ul at iv e da ta time variable network delay client video

reception rate videoconstant bit

playout at client client playout delay bu ffe re d vide o

Streaming Multimedia: Client Buffering

ˆ

Client-side buffering with playout delay to

compensate for network-added delay and jitter

7: Multimedia Networking 7-14

Streaming Multimedia: Client Buffering

ˆ Buffer size: b > s*d

ˆ If large buffer (~file size) possible then avg(r(t)) > s allowed ˆ Small buffer requires avg(r(t)) = s

ˆ If avg(r(t)) < s: starvation buffered video variable fill rate, r(t) constant drain rate, s playout delay: d 7: Multimedia Networking 7-15

Streaming Multimedia: UDP or TCP?

UDP

ˆserver sends at rate appropriate for client (oblivious to

network congestion !)

often send rate = encoding rate= constant rate then, fill rate = constant rate - packet loss

ˆshort playout delay (a few seconds) to compensate for jitter

ˆerror recovery if time permits

TCP

ˆsend at maximum possible rate under TCP

ˆbuffer fill rate fluctuates due to TCP congestion control ˆlarger playout delay in order to smooth TCP delivery rate ˆpopular: HTTP/TCP passes more easily through firewalls

7: Multimedia Networking 7-16

Streaming Multimedia: client rate(s)

Q:

how to handle different client receive rate

capabilities?



28.8 Kbps dialup



100 Mbps Ethernet

A:

server stores, transmits multiple copies

of video, encoded at different rates

1.5 Mbps encoding 28.8 Kbps encoding

7: Multimedia Networking 7-17

Multimedia Networking: Partial Map

media data transmission Streaming presentation control by user presentation description

Streaming multimedia:

Media player

Media server

main direction of information flow

RTSP

7: Multimedia Networking 7-18

Real Time Streaming Protocol (RTSP)

ˆIETF RFC 2326

ˆwww.rtsp.org

ˆUser control of streaming media: VCR-like

rewind, fast forward, pause, resume, repositioning, etc…

ˆClient-server application-layer protocol

request-response: requests from player to server; each request

confirmed with a response message from server ˆSyntax and operation intentionally similar to HTTP

(4)

7: Multimedia Networking 7-19

RTSP Operation

ˆ Client (browser) requests page

containing multimedia presentation ˆ Client obtains XML metafile: a

description of the multimedia presentation, which can consist of several media streams.

ˆ Link to each media stream: rtsp:// ˆ The browser invokes corresponding

media player(helper application) based on the content type of the presentation description.

ˆ Each player sets up an RTSP control

connection, and a data connection to the streaming server

ˆ RTSP: (out-of band) control protocol request-response

RTSP SETUP, PLAY, PAUSE, TEARDOWN HTTP GET SETUP PLAY media stream PAUSE TEARDOWN media player Web server media server Web browser client server presentation desc. 7: Multimedia Networking 7-20

XML Metafile Example

<title>Twister</title> <session>

<group language=en lipsync> <switch> <track type=audio e="PCMU/8000/1" src = "rtsp://audio.example.com/twister/audio.en/lofi"> <track type=audio e="DVI4/16000/2" pt="90 DVI4/8000/1" src="rtsp://audio.example.com/twister/audio.en/hifi"> </switch> <track type="video/jpeg" src="rtsp://video.example.com/twister/video"> </group> </session> 7: Multimedia Networking 7-21

RTSP Exchange Example

C: SETUP rtsp://audio.example.com/twister/audio.en/lofi RTSP/1.0 Transport: rtp/udp; compression;port=3056; mode=PLAY

S: RTSP/1.0200 1 OK Session 4231 C: PLAY rtsp://audio.example.com/twister/audio.en/lofi RTSP/1.0 Session: 4231 Range: npt=0-C: PAUSE rtsp://audio.example.com/twister/audio.en/lofi RTSP/1.0 Session: 4231 Range: npt=37 C: TEARDOWN rtsp://audio.example.com/twister/audio.en/lofi RTSP/1.0 Session: 4231 S: 200 3OK 7: Multimedia Networking 7-22

Multimedia Networking: Protocol Map

media data transmission Streaming presentation control by user presentation description

Streaming multimedia:

synchronization across media loss/delay compensation Media player Media server XML metafile RTP/UDP, TCP RTSP main direction of information flow

Contents: Multimedia, QoS, CDN, P2P

ˆIntroduction Definitions Performance requirements ˆMultimedia networking Streaming • Client Buffering • RTSP Real-time Interactive • RTP/RTCP • SIP, SDP, H.323 • Mitigating delay and loss

ˆ QoS

Intserv, Diffserv

ˆ Content Distribution

Networks (CDNs)

ˆ Peer-to-Peer (P2P)

Case study: Skype

Interactive, Real-Time Multimedia

ˆ

end-end delay requirements:



audio: < 150 msec good, < 400 msec OK

ˆ

loss tolerance:



1% to 20% depending on encoding and application

ˆ

session initialization



locate participants, agree on encoding formats, etc.

ˆ

applications:

VoIP, IP

telephony, video conference,

distributed interactive worlds

(5)

7: Multimedia Networking 7-25

Multimedia Networking: Partial Map

statistics on media transmission synchronization across media RTP/UDP media data transmission RTCP loss/delay compensation Application clock information

Interactive multimedia:

data transmission and control

7: Multimedia Networking 7-26

RTP and RTCP

ˆ

RTP (Real-Time Transport Protocol): RFC 3550

ˆ

Transport-level packet format to carry monomedia

data (video, audio, animations,…). Payload contains:

Payload type, sequence number, timestamp, source

identifier(s), media samples

ˆ

Multimedia via multiple synchronized RTP sessions

ˆ

Support for multipoint, bidirectional flows,

translators and mixers

ˆ

Generally runs over UDP: unicast or multicast

ˆ

Companion Control Protocol: RTCP:

Clock timestamp for media synchronization Periodic sender/receiver statistics

7: Multimedia Networking 7-27

RTP Header

ˆ

Payload Type

(7 bits)

: type of encoding, e.g.:

0 = PCM mu-law, 64 kbps 3 = GSM, 13 kbps 33 = MPEG2 video

ˆ

Sequence Number

(16 bits)

of RTP packet

ˆ

Timestamp

(32 bits)

: sample number

incremented by one for each sample (not real-time clock) even if source inactive

ˆ

SSRC

(32 bits)

: synchronization source identifier

ˆ

CSRC

(32 bits): contributing source id (e.g. mixing)

Seq. no. Timestamp SSRC cod.

type CSRC1 CSRC2 Samples…

7: Multimedia Networking 7-28

Multimedia Networking: Partial Map

call setup agree on encoding schemes user location interactive session description synchronization across media SDP loss/delay compensation

Application invite users SIP

Interactive multimedia:

7: Multimedia Networking 7-29

Session Initiation Protocol (SIP)

ˆ

IETF RFC 3261

ˆ

Creation and management of multimedia sessions

Establish, modify, terminate sessions Invite new participants to existing sessions Add or remove media

User location for personal mobility (name mapping and redirection)

ˆ

SIP user identity

URI = Universal Resource Identifier: location-independent, e.g. sip:[email protected], sip:[email protected]

Address, e.g. sip:[email protected]

ˆ

Multimedia session descriptions in SIP (mainly):

SDP= Session Description Protocol(RFC 2327)

7: Multimedia Networking 7-30

SIP Call Set Up: Known IP Address

ˆ Alice’s SIP invite message

contains SDP session description

 C= protocol (IPv4) & IP address.  M= media (audio), port

number (38060), preferred encoding (“RTP/AVP 0” = PCM ulaw) to receive audio ˆ Bob’s SIP “200 OK” message

contains his own SDP descr.:  IP address, port &

preferred encoding to recv. (“RTP/AVP 3” = GSM) ˆ SIP messages can be sent

over TCP or UDP; here sent over RTP/UDP. ˆ Default SIP port number is

5060. SDP

(6)

7: Multimedia Networking 7-31

SIP Call Set Up: Location- independent URI

sip:[email protected] sip:[email protected]

SIP Proxy atlanta.com

Call routing via SIP proxy servers SIP Registrar Biloxi.com Location database SIP Proxy biloxi.com

SIP Registrar: registers SIP user locations into database

SIP Proxy: informs clients about locations, routes calls

(both functions may be combined into the same machine) 2 INVITE sip:[email protected] 3 4 5 1 6 7: Multimedia Networking 7-32

SIP Call Set Up: Location- independent URI

sip:[email protected] sip:[email protected] SIP Proxy atlanta.com SIP Proxy unibas.ch SIP Registrar Biloxi.com Location database SIP Proxy biloxi.com 2 INVITE sip:[email protected] 4 5 REGISTER 3 REDIRECT unibas.ch 6 7 8 1

Call routing via SIP proxy servers

7: Multimedia Networking 7-33

Another Example

Caller [email protected] places a call to [email protected]

(1) Jim sends INVITE message to umass SIP proxy. (2) Proxy forwards request to upenn registrar server. (3) upenn server returns redirect response, indicating that it should try [email protected]

(4) umass proxy sends INVITE to eurecom registrar. (5) eurecom registrar forwards INVITE to 197.87.54.21, which is running keith’s SIP client. (6-8) SIP response sent back (9) media sent directly

between clients.

Note:also a SIP ack message, which is not shown. SIP client 217.123.56.89 SIP client 197.87.54.21 SIP proxy umass.edu SIP registrar upenn.edu SIP registrar eurecom.fr 1 2 3 4 5 6 7 8 9 Keith (now) Jim Keith (home) 7: Multimedia Networking 7-34

H.323 in a Nutshell

analogous to SIP registrar, plus accounting and billing functions

H.323 in a Nutshell

ˆ

ITU recommendation for real-time audio and video

across IP networks

ˆ

Comprehensive suite of protocols including:

Call set-up, transmission (via RTP), synchronization, gatekeepers for accounting and billing, gateways to traditional phone networks,...

ˆ

Intensive support from industry and telecom

industry (late 90’s), e.g. Microsoft NetMeeting

ˆ

SIP then gained a large momentum: simple, web

flavor, support from the IETF and Internet

community

ˆ

Today battle still not decided; other players

emerged (e.g. skype with proprietary protocols)

Multimedia Networking: Protocol Map

call setup agree on encoding schemes user location interactive session description

statistics on media transmission synchronization across media RTP/UDP media data transmission SDP RTCP loss/delay compensation Application clock information information for accounting, billing invite users SIP

Interactive multimedia:

H.323 gateway fixed or mobile phone networks
(7)

7: Multimedia Networking 7-37

Interactive, Real-Time Multimedia

Mitigating the impact of loss and delay

ˆ

Example: Internet Phone

ˆ

Mitigating delay

Adaptive playout delay adjustment

ˆ

Mitigating loss

Forward error correction (FEC) Interleaving

Loss concealment

7: Multimedia Networking 7-38

Mitigating delay: Adaptive Playout

packets time packets generated packets received loss r p p' playout schedule p' - r playout schedule p - r • First packet received at time r • First playout schedule: begins at p • Second playout schedule: begins at p’

Adjust buffer size (hence playout delay) by compressing/elongating silent periods Valid only for voice!

7: Multimedia Networking 7-39

Mitigating loss: Forward Error Correction

(FEC) with Redundant Packets

A B C R R = A xor B xor C A B C R B = A xor C xor R Lost packet Recovery: Redundant packet (inserted one every n packets)

+ : simple, valid for any media -: consumes 1/n more bandwidth -: increases playout delay

7: Multimedia Networking 7-40

Mitigating loss: Forward Error Correction

(FEC) with Redundant Streams

Redundant stream (lower quality, e.g. GSM) Nominal stream (higher quality, e.g. PCM) 7: Multimedia Networking 7-41

Mitigating loss: Interleaving

Small gaps 7: Multimedia Networking 7-42

Interleaving

ˆ

Used in GSM

ˆ

Pros:

+ : significantly improves perceived quality

+ : low overhead

+ : does not increase bandwidth usage

+ : can handle lost bursts

ˆ

Cons:

(8)

7: Multimedia Networking 7-43

Loss concealment

A B C A B C A C (silence) sent received played No concealment: A B C A B C A C packet repetition sent received played A Repetition: sent received played A B C A B C A C B’ = f(A, C) B’ Interpolation: A B’ C time decoded signal 7: Multimedia Networking 7-44

Contents: Multimedia, QoS, CDN, P2P

ˆIntroduction Definitions Performance requirements ˆMultimedia networking Streaming • Client Buffering • RTSP Real-time Interactive • RTP/RTCP • SIP, SDP, H.323 • Mitigating delay and loss

ˆQoS

Intserv, Diffserv

ˆContent Distribution

Networks (CDNs)

ˆPeer-to-Peer (P2P)

Case study: Skype

7: Multimedia Networking 7-45

Multimedia Networking Requirements

File transfer E-mail Web browsing Streaming

multimedia multimediaReal-time

No loss (max loss = 0) Max loss

Max delay, jitter performance requirements TCP UDP Available transport protocols Min bandwidth

IP Network Layer: Best Effort Delivery Service elastic applications delay-sensitive, loss tolerant

?

?

?

7: Multimedia Networking 7-46

Multimedia Quality of Service (QoS)

Multimedia applications:

network audio and video

(“continuous media”)

network provides

application with

level of

performance needed for

application to function.

QoS

Multimedia, Quality of Service

ˆ

Internet currently offers only best effort service

ˆ

QoS proposals:

IntServ: QoS guarantees possible but complex Diffserv: Loose guarantees (per class). Simpler, but still

complex to deploy in practice. ˆ

Future directions

IETF Integrated Services (Intserv)

ˆ

Per flow QoS guarantees through

resource

reservation

at all nodes along the path

call set-up signaling (RSVPprotocol, RFC 2205) traffic, QoS declaration

per-element admission control and reservation

QoS-sensitive scheduling

request/ reply

(9)

7: Multimedia Networking 7-49

IETF Differentiated Services

Main concern with Intserv:

ˆ

Scalability:

signaling, maintaining per-flow router

state difficult with large number of flows in core

routers

Diffserv approach:

ˆ

simple functions in network core, relatively

complex functions at edge routers (or hosts)

ˆ

achieved through differentiated service classes,

as opposed to per-flow resource reservation

7: Multimedia Networking 7-50

Edge router:

‰per-flowtraffic management ‰marks packets

‰diffserv packet field: IPv4: Type of Service (ToS) IPv6: Traffic Class

‰Classes:

Expedited Forwarding (EF): 5 Assured Forwarding (AF)

AF 4 AF 3 AF 2 AF 1 Best Effort: 0

Core router:

‰per classtraffic management ‰buffering and scheduling based

on diffserv field

Diffserv Architecture

scheduling

...

marking preced en ce 7: Multimedia Networking 7-51

How should the Internet evolve to better

support multimedia?

Integrated services (IntServ) philosophy:

ˆ QoS guarantees through

fine-grain end-to-end resource reservations (per flow)

ˆ Requires new, more complex

software in hosts & routers

Differentiated services (DiffServ) philosophy: ˆ Fewer changes to Internet

infrastructure

ˆ Coarse grain service levels or “classes” of service

"Laissez-faire" ˆ no major changes ˆ more bandwidth when

needed, over-provisioning

ˆ content distribution,

application-layer solutions

New architecture attempts ˆ Earlier Asynchronous Transfer Mode (ATM), MPLS Active/Programmable Networks ˆ More recent: NewArch (USA) Autonomic Communication 7: Multimedia Networking 7-52

Summary

ˆ

Many limitations of current networked multimedia

applications are due to network constraints

ˆ

Main problems with both Intserv and Diffserv

Complexity, deployment & management cost/effort Crossing legacy best-effort portions of the Internet Socio-economic barriers: who uses ≠ who pays

ˆ

Current “winner” solution is “laissez-faire” with

over-provisioning

ˆ

Research directions

Autonomic, self-organizing networks: self-deploying services, including QoS

Adaptive functionality, not only at application layer, also at transport and network layer

7: Multimedia Networking 7-53

Contents: Multimedia, QoS, CDN, P2P

ˆIntroduction Definitions Performance requirements ˆMultimedia networking Streaming • Client Buffering • RTSP Real-time Interactive • RTP/RTCP • SIP, SDP, H.323 • Mitigating delay and loss

ˆ QoS

Intserv, Diffserv

ˆ Content Distribution

Networks (CDNs)

ˆ Peer-to-Peer (P2P)

Case study: Skype

7: Multimedia Networking 7-54

Content Distribution Networks (CDNs)

ˆ

Problem: Streaming stored multimedia: large and

very popular files (e.g. video from TV broadcast)

from single origin server in real time

Bottleneck at server Delay, loss

ˆ

Not a solution:

Multicast: not everyone asks content at the same time Web caching: content pulled on demand, fresh

information (e.g. news) not cached ˆ

Solution: CDN

Content pushed in advance to servers located as close as possible to potential users

New business: CDN company

(10)

7: Multimedia Networking 7-55

CDN: Proactive Content Replication

ˆCDN company (e.g., Akamai): customers are large content providers (e.g. CNN)

ˆCDN replicates customers’

content in CDN servers.

ˆContent downloaded to CDN servers ahead of time

ˆPlacing content “close” to user

alleviates load at origin server avoids impairments (loss, delay)

of sending content over long paths ˆCDN server typically in edge/access network origin server in North America CDN distribution node CDN server in S. America CDN server in Europe CDN server in Asia 7: Multimedia Networking 7-56

An

Akamaized

Website (Wikipedia)

origin server Akamai CDN server 7: Multimedia Networking 7-57

CDN Redirection Mechanism

HTTP request for www.ocpn.com/sports/sports.html

DNS query for www.cdn.com Answer from map to determine nearest server HTTP request for www.cdn.com/www.ocpn.com/video.mpg2 1 2 3 Origin server CDNs authoritative DNS server Nearby CDN server client HTML page containing

link to www.cdn.com/www.ocpn.com/video.mpg2

1 4 2 4 3 Content Provider’s network CDN network www.ocpn.com www.cdn.com 7: Multimedia Networking 7-58

CDN: (Research) Issues

ˆContent distribution: from origin server to CDN servers IP Multicast

Application Layer Multicast (Overcast, Scattercast, Yoid) Dedicated Content Managers

ˆReplica placement: optimal placement of CDN servers

Minimum latency and overall bandwidth

ˆDiscovery: Assign clients to CDN servers: locate server that

gives best performance Min latency and load

Table (map) indicates distance (cost) from leaf ISP (range of

IP addresses) to CDN server

• Can be built based on BGP routing tables, RTT estimates, etc. Map lookup to chose CDN server with minimum distance (cost)

for an ISP

Contents: Multimedia, QoS, CDN, P2P

ˆIntroduction Definitions Performance requirements ˆMultimedia networking Streaming • Client Buffering • RTSP Real-time Interactive • RTP/RTCP • SIP, SDP, H.323 • Mitigating delay and loss

ˆ QoS

Intserv, Diffserv

ˆ Content Distribution

Networks (CDNs)

ˆ Peer-to-Peer (P2P)

Case study: Skype

Client-server architecture

Server:

content provider

always-on host

permanent IP address

server farms for scaling

Clients:

content consumer communicate with server may be intermittently

connected

may have dynamic IP

addresses

do not communicate directly

with each other

client

server client

(11)

7: Multimedia Networking 7-61

P2P architecture

ˆPeer: both content providerand

consumer

ˆMotivation: share information,

e.g. files

ˆEnd systems communicate

directly (no 3rdparty servers)

ˆDecentralized, scalable ˆIssues:

content dissemination, search

and retrieval intermittent connectivity dynamic IP addresses NAT/firewall traversal non-cooperative nodes security 7: Multimedia Networking 7-62

Hybrid

ˆCentralized index

e.g. original “Napster”

1) when peer connects, it informs central server:

IP address content, e.g. song titles 2) Alice queries index for song, index

returns Bob’s address

3) Alice requests and obtains song file from Bob directly

ˆCentralized access control

e.g. Skype: register/authenticate with central server, rest P2P (search for users, media exchange)

centralized index server peers Alice Bob 1 1 1 1 2 3 7: Multimedia Networking 7-63

P2P Case Study: Skype

login server

Supernode structure:

7: Multimedia Networking 7-64

P2P Case Study: Skype

ˆ

P2P VoIP software, encrypted calls

ˆ

NAT and firewall traversal

ˆ

Gateways to mobile/fixed phone networks

ˆ

Proprietary protocols over TCP and UDP

ˆ

Supernode structure (precursor: KaZaA)

Supernode peer must be fully reachable (not behind NAT) among other criteria: Firewall/NAT traversal via supernodes

ˆ

Media data: direct communication between peers

when possible; when not (e.g. firewall) then relay via

supernode

ˆ

Codecs in the range ~16kbps-128kbps with loss

concealment

7: Multimedia Networking 7-65

CDN+P2P Summary

ˆCDN increasingly popular

ˆCan P2P win over CDN?

Skype’s new Joost service: TV on demand

Bittorrent for sharing large files (including videos, software)

ˆLegal issues

Copyright infringement

Dissemination of offensive content, malicious programs (e.g.

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 Defines space used for presentation of media object on output device at certain point of multimedia presentation?.  Example:

Critical Data Interactive Video Voice 8-Class Model Scavenger Best Effort Streaming Video Network Control Network Management Realtime Interactive Transactional Data

Each agent can have its own STUN server, or they can be the same   ICE agents (endpoints) discover their topologies to find a path or paths. by which they

Computer Technology: Communication Architecture, Multimedia Workstation, Multimedia Operating System, Networking system, Multimedia Communication System (Application

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