Slide - SmartLab

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Transcript Slide - SmartLab

The long, interesting tail of Indie TV
Daniel Cutting, Aaron Quigley, Björn Landfeldt
CTSB Workshop, Pervasive 2006, 7th May 2006
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
Implicit group messaging
April 28, 2006 Slide 2
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
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April 28, 2006 Slide 3
Indie TV
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April 28, 2006 Slide 4
Dissemination via “implicit groups”.
• Explicit groups
• Viewers named
• Pre-defined by creator
or viewers need to join
• Kim, Julie
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April 28, 2006 Slide 5
• Implicit groups
• Viewers described
• Creator defines “on the
fly”, viewers don’t need
to join
• Drama & Thriller
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…
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April 28, 2006 Slide 6
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
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April 28, 2006 Slide 7
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}
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April 28, 2006 Slide 8
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
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April 28, 2006 Slide 9
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
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April 28, 2006 Slide 10
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
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April 28, 2006 Slide 11
Distributed index.
• Every peer registers
at a rendezvous point
(RP) for each of its
attributes
• Every registration
includes IP address
and all attributes
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April 28, 2006 Slide 12
Distributed index.
• To CAST, select one
term from target
• Route CAST to its RP
• RP finds all matches
and unicasts to each
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April 28, 2006 Slide 13
Evaluation.
• New implementation’s
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)
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April 28, 2006 Slide 14
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
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April 28, 2006 Slide 15
Questions?
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April 28, 2006 Slide 16