We consider the problem of delivering popular streaming media to a large number of asynchronous clients. We propose and evaluate a cache-and-relay end-system multicast approach, whereby a client joining a multicast session caches the stream, and if needed, relays that stream to neighboring clients which may join the multicast session at some later time. This cache-and-relay approach is fully distributed, scalable, and efficient in terms of network link cost. In this paper we analytically derive bounds on the network link cost of our cache-and-relay approach, and we evaluate its performance under assumptions of limited client bandwidth and limited client cache capacity. When client bandwidth is limited, we show that although finding an optim...
The delivery of video content is expected to gain huge momentum, fueled by the popularity of user-ge...
Due to the lack of multicast services in the Internet, applications based on single source multiple ...
Reducing initial delay of playing time, delay jitter during playing time, and network bandwidth util...
In this paper, we address the problem of efficiently streaming a set of heterogeneous videos from a ...
Abstract — In this paper, we address the problem of efficiently streaming a set of heterogeneous vid...
Internet streaming applications are affected by adverse network conditions such as high packet loss ...
In this paper, we address the problem of efficiently streaming a set of heterogeneous videos from a ...
The delivery of multimedia over the Internet is affected by adverse network conditions such as high ...
Abstract — We leverage the buffering capabilities of endsystems to achieve scalable, asynchronous de...
The delivery of video content is expected to gain huge momentum, fueled by the popularity of user-ge...
To serve asynchronous requests using multicast, two categories of techniques, stream merging and per...
Abstract—The delivery of video content is expected to gain huge momentum, fueled by the popularity o...
Traditional data caching, such as web caching, only focuses on how to boost the hit rate of requeste...
Peer-to-Peer (P2P) streaming technologies can take advantage of the upload capacity of clients, and ...
Streaming high quality videos consumes a significant amount of network resources. Researchers propos...
The delivery of video content is expected to gain huge momentum, fueled by the popularity of user-ge...
Due to the lack of multicast services in the Internet, applications based on single source multiple ...
Reducing initial delay of playing time, delay jitter during playing time, and network bandwidth util...
In this paper, we address the problem of efficiently streaming a set of heterogeneous videos from a ...
Abstract — In this paper, we address the problem of efficiently streaming a set of heterogeneous vid...
Internet streaming applications are affected by adverse network conditions such as high packet loss ...
In this paper, we address the problem of efficiently streaming a set of heterogeneous videos from a ...
The delivery of multimedia over the Internet is affected by adverse network conditions such as high ...
Abstract — We leverage the buffering capabilities of endsystems to achieve scalable, asynchronous de...
The delivery of video content is expected to gain huge momentum, fueled by the popularity of user-ge...
To serve asynchronous requests using multicast, two categories of techniques, stream merging and per...
Abstract—The delivery of video content is expected to gain huge momentum, fueled by the popularity o...
Traditional data caching, such as web caching, only focuses on how to boost the hit rate of requeste...
Peer-to-Peer (P2P) streaming technologies can take advantage of the upload capacity of clients, and ...
Streaming high quality videos consumes a significant amount of network resources. Researchers propos...
The delivery of video content is expected to gain huge momentum, fueled by the popularity of user-ge...
Due to the lack of multicast services in the Internet, applications based on single source multiple ...
Reducing initial delay of playing time, delay jitter during playing time, and network bandwidth util...