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TITRE Adaptive Packet Video Streaming Over IP Networks - LaBRI

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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 />

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