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The long, interesting tail of Indie TV

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The long, interesting tail of Indie TV. Daniel Cutting, Aaron Quigley, Bj rn Landfeldt ... Each peer described by interests, e.g. 'Drama', 'Sci-Fi' ... – PowerPoint PPT presentation

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Title: The long, interesting tail of Indie TV


1
The long, interesting tail of Indie TV
  • Daniel Cutting, Aaron Quigley, Björn Landfeldt
  • CTSB Workshop, Pervasive 2006, 7th May 2006

2
Indie TV
  • Producing video content is now easy and cheap
  • More publishers and more niche content
  • Already specialised TV channels on the web
    appealing to niche audiences
  • Sail.tv, Democracy TV, YUKS TV
  • Logical conclusion is a tailored channel for each
    viewer based specifically on their interests

3
Indie TV
  • Indie TV has 3 components, Creators, the
    Disseminator, and Blenders
  • Content is produced by creators who describe its
    audience in terms of interests
  • E.g. a dramatic thriller is destined for an
    audience interested in drama and thrillers
  • The Disseminator delivers the content to this
    audience
  • The Blenders combine content as it arrives for
    playback
  • We focused on the dissemination aspect only

4
Indie TV
5
Dissemination via implicit groups.
  • Explicit groups
  • Viewers named
  • Pre-defined by creator or viewers need to join
  • Kim, Julie
  • Implicit groups
  • Viewers described
  • Creator defines on the fly, viewers dont need
    to join
  • Drama Thriller

6
Implicit group messaging.
  • Multicast messages from any source to any
    implicit group at any time in a P2P network
  • Each peer described by interests, e.g. Drama,
    Sci-Fi
  • Implicit groups are specified as logical
    expressions of attributes, e.g. Drama AND
    Thriller
  • System delivers messages from creators to all
    viewers matching target expressions
  • Iterative design process
  • Theoretical, implementation, simulation,
    theoretical

7
Initial theoretical model.
  • A fully distributed, structured overlay network
  • Peers maintain a logical Cartesian surface (like
    CAN)
  • Each peer owns part of the surface and knows
    neighbours
  • Peers geometrically ROUTE to locations by passing
    from neighbour to neighbour

8
Initial theoretical model.
  • Peers locations on the surface determined by
    their attributes

Benoit Action, Thriller
Kim Drama, Sci-Fi, Thriller
Julie Drama, Thriller, Romance, Action
9
Initial theoretical model.
  • Can calculate all regions on the surface where
    the matching viewers must exist
  • Multicast content from creators to the regions
    matching the audience description

10
Initial implementation.
  • OMNeT/INET simulation of a real network
  • The simulation raised some concerns we had not
    considered in the initial design
  • The overlay hop between peers on the surface
    resulted in many IP hops at the network layer
    which led to extremely long end-to-end delays
  • The design was adequate for large/medium implicit
    groups but required too much overhead for small
    groups

11
Revised theoretical model.
  • The simulation led us to revise the model taking
    these problems into account
  • To counter the latency problem, we stored
    pointers to the peers on the surface, rather than
    locate the peers there themselves
  • This allowed us to have peers that were
    physically close to be close on the surface,
    regardless of their attributes
  • To counter the group size problem, we introduced
    a hybrid approach
  • Smaller groups used a distributed index to find
    members
  • Initial model retained for large groups

12
Distributed index.
  • Every peer registers at a rendezvous point (RP)
    for each of its attributes
  • Every registration includes IP address and all
    attributes

13
Distributed index.
  • To CAST, select one term from target
  • Route CAST to its RP
  • RP finds all matches and unicasts to each

14
Evaluation.
  • New implementations performance was vastly
    better
  • Delay was greatly reduced and within required
    limits
  • Overall network peer and link stress was also
    reduced, especially when delivering content to
    small or empty groups (load was now proportional
    to group size)

15
Conclusion.
  • We had an elegant theoretical model to begin with
  • But, abstracted details of the system too much
  • A structured overlay network has to be based upon
    physical computer network with peers, routers,
    fast and slow network links
  • The possibility of highly variable group sizes
    had been similarly neglected
  • Implementing the simulation brought these
    problems to the fore and allowed a quick revision
    of the theoretical model

16
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