TITRE Adaptive Packet Video Streaming Over IP Networks - LaBRI
TITRE Adaptive Packet Video Streaming Over IP Networks - LaBRI
TITRE Adaptive Packet Video Streaming Over IP Networks - LaBRI
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
expensive, fixed delivery and reception installations and high transmission costs in term of<br />
bandwidth consumption. It allows full two-way audio and video communication between several<br />
users.<br />
3.1.3.1.3 Peer-to-peer <strong>Video</strong> <strong>Streaming</strong><br />
The main concept of peer-to-peer computing is that each peer is client and server at the same<br />
time. In this context, the multimedia content playing by the user is shared among peers. Peer-topeer<br />
sharing uses the ‘open-after-downloading’ mode, while peer-to-peer video streaming uses the<br />
‘play-while-downloading’ mode. One of the advantages of peer-to-peer video streaming is that<br />
peers have direct connection to other peers avoiding communication via mediating servers.<br />
Significant research effort has addressed the problem of efficiently streaming multimedia, both<br />
live and on demand using peer-to-peer video streaming. We can found systems like SpreadIt [5] for<br />
streaming live media and CoopNet [6], [7] for both live and on-demand streaming. Both systems<br />
build distribution trees using application-layer multicast while relying on cooperating peers. <strong>Video</strong><br />
delivering can be in a multicast [8], [9] model or on demand as presented in [10] and [11]. Peer to<br />
peer layered video is also experienced in the work presented in [12].<br />
3.1.4 Interactive vs. Non Interactive <strong>Video</strong> Applications<br />
Interactive applications have real-time data delivery constraints. The data sent has a timebounded<br />
usefulness, after this time the received data is useless. In Figure 3-3 we give a brief<br />
classification of packet video applications based on delay and loss requirements over packet<br />
switching network according to the ITU-T recommendation G.1010 [13]. This presents the<br />
classification of performance requirements. In this Figure, various applications can be mapped onto<br />
axes of packet loss and one-way delay. The size and shape of the boxes provide a general indication<br />
of the limit of delay and information loss tolerable for each application class. We can found these<br />
classes of applications.<br />
• Interactive video applications. They need a few milliseconds of transfer delay such as<br />
conversational voice and video, interactive games, etc.<br />
• Responsive video applications. Typically, these applications response in few second,<br />
so that human does not wait for a long time, such as voice and video messaging,<br />
transactions, Web, etc.<br />
• Timely video application. The transfer delay can be about some second, such as<br />
streaming audio and video.<br />
• Non-critical video application. The transfer delay is not a critical for those<br />
applications, such as audio and video download service.<br />
From loss point of view, we can find two types of applications:<br />
• Error sensitive video applications such as highly compressed video.<br />
• Error insensitive video applications such as non-compressed video.<br />
34