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An Empirical Study of Flash Crowd Dynamics in a P2P-based Live Video Streaming System Bo Li, Gabriel Y. Keung, Susu Xie,  Fangming Liu , Ye Sun, and Hao Yin   Email:  [email_address] Hong Kong University of Science & Technology Dec 2, 2008 @ IEEE GLOBECOM, New Orleans
Overview:   Internet Video Streaming   ,[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Easy to deploy Good scalability
Challenges ,[object Object],[object Object],[object Object],[object Object],Real-time constraints Performance-demanding Large-scale and extreme peer dynamics
Motivation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Focus ,[object Object],[object Object],[object Object],How to capture various effects of flash crowd in  P2P live streaming systems? What are the impacts from flash crowd on  user experience & behaviors, and system scale? What are the rationales behind them?
Outline ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Some Facts of CoolStreaming System ,[object Object],[object Object],[object Object],[object Object],400,000 Google entries (keyword: Coolstreaming) 150,000 Peak-time online user 20,000 Average online user 2,000,000 Download
CoolStreaming System Architecture ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Stream Manager Partner Manager Member Manager BM Segments
Mesh-based (Data-driven) Approaches ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Measurement Methodology ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Log & Data Collection ,[object Object],[object Object],[object Object],[object Object],[object Object]
How to capture flash crowd effects? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Short Sessions under Flash Crowd ,[object Object],[object Object],[object Object],[object Object]
Strong Correlation Between the Number of Short Sessions and Peer Joining Rate
What are the rationales behind these observations? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Approximate User Impatient Time ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
User Retry Behavior under Flash Crowd ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
System Scalability under Flash Crowd Media player ready Received sufficient  data to start playing Successfully joined The gap illustrates  “ catch up process” ,[object Object],[object Object],[object Object],[object Object]
Media Player Ready Time under different time period ,[object Object],[object Object]
Scale-Time Relationship ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],System scale ??? ,[object Object],[object Object],Amount of initial buffering
Summary ,[object Object],[object Object],[object Object],[object Object],[object Object]
Future work ,[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Expected Number of Viewers ??? Amount of  Server Provisioning  along with their joining behaviors Further, how servers are  geographically distributed
References ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Q&A Thanks !
[object Object]
Comparison with the first release ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Gossip-based Dissemination ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Multiple Sub-streams ,[object Object],[object Object],[object Object],[object Object]
Buffering ,[object Object],[object Object],[object Object],[object Object],[object Object]
Comparison with the 1 st  release (II)
Comparison with the 1 st  release (III)
Parent-children and partnership ,[object Object],[object Object]
System Dynamics
Peer Join and Adaptation ,[object Object],[object Object],[object Object],[object Object]
Peer Adaptation
Peer Adaptation in Coolstreaming ,[object Object],[object Object],[object Object],[object Object]
User Types Distribution
Contribution Index
Conceptual Overlay Topology ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Event Distributions
Media Player Ready Time under different time period
Session Distribution

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Oral Presentation

Hinweis der Redaktion

  1. Peer-assisted live video streaming is another attractive service in the Internet: 1) Take PPLive, one of the most popular peer-assisted streaming systems nowadays, as an example: at the end of 2005, it has 20 million download and 1 million; independent viewers per day [2]. According to [4], it supports over 200 ; 000 concurrent users at bit rate in the 400-800 Kbps for 2006 Spring Festival Gala on Chinese New Year on January 28, 2006. In 2007, the number of concurrent users for the most popular PPLive session raises to 1 : 5 million [3]. This corresponds to an aggregate bit rate in the vicinity of 600 Gbps, or 540 TB transferred per the 2 hour event. Actually, this type of service but with more challenges than that of file sharing: First,
  2. , either peers joining process is stretched over a longer period of time or application itself can tolerate much longer delay , the dynamic of user population during annual Spring Festival Gala on Chinese New Year
  3. In face of frequent peer churns, the maintenance of streaming tree(s) in tree-based approaches is still challenging, and the recovery of tree(s) incurs extra cost. Recently, mesh-based approaches (also referred to as data-driven approaches) have been adopted in many large-scale peer-assisted live video streaming systems, such as Coolstreaming [32], PPLive, UUSee, and etc. In contrast with tree-based approaches, mesh-based overlay designs do not construct and maintain an explicit structure for delivering data. 4) Generally, a mesh-based streaming system has a tracker to keep track of peers in the video session. 5) A peer may download/upload segments from/to multiple partners simultaneously
  4. over 20% of the users have tried 1 or 2 times in order to successfully start a video session. Hence, a flash crowd has significant impact on the initial joining phase in a P2P streaming system.
  5. it takes longer time for a newly joined peer to obtain video stream
  6. Besides the above, there are also open issues relevant to multiple channels, ISPs which is covered in my report, but not shown here due to time limit