Abstract:In multi-user networked virtual environments such as Second Life, 3D streaming techniques have been used to progressively download and render 3D objects and terrain, so that a full download or prior installation is not necessary. As existing client-server architectures may not scale easily, 3D streaming based on peer-to-peer (P2P) delivery is recently proposed to allow users to acquire 3D content from other users instead of the server. However, discovering the peers who possess relevant data and have enough ba… Show more
“…Different supplying partner protocols and schemes [4], [10], [12] were developed and can be found in the literature aiming to discover the suitable peer that possesses the relevant data. Each protocol has different effects on the system performance.…”
Section: Related Workmentioning
confidence: 99%
“…However, this approach may suffer from latency and invalid requests if the selected supplying partner is new. Moreover, Cavagna et al's approach [6] may cause the request contention problem [12]. Royan et al [5] improved Cavagna et al's solution [6] by addressing the invalid requests issue.…”
Section: Related Workmentioning
confidence: 99%
“…However, this approach causes latency, message overhead and requests contention since the source is randomly chosen [12]. Sung et al [12] proposed a source selection strategy where nodes periodically exchange updates about their incremental content and where requesters select their source based on a multi-level area of interest (AOI). All of the beforehand mentioned techniques proposed 3D streaming supplying partner strategies for wired P2P networks.…”
Section: Related Workmentioning
confidence: 99%
“…All of the beforehand mentioned techniques proposed 3D streaming supplying partner strategies for wired P2P networks. These techniques [5], [6], [12] are based on a single supplying partner.…”
Due to the rapid improvements of wireless technologies and mobile devices'capabilities, we are witnessing an important growth in applications using thin mobile devices. Augmented reality took advantage of the enhancement of thin mobile devices, which led to the emergence of Mobile Augmented Reality (MAR). Given that thin mobile devices can not have the entire virtual environment (VE) stored locally, multimedia streaming has been designed and is widely used nowadays in MAR. Most of the MAR systems apply the conventional client-server approach, that may suffer from delay and congestion, which affects the system performance. P2P-based multimedia streaming is considered, therefore, an alternative approach. Although mobile P2P based video streaming received a great deal of attention, mobile P2P based 3D streaming was not the choice of designed systems, mainly due to the limited mobile device's capabilities. Moreover, the main challenge that needs to be taken care of when designing mobile P2P based 3D streaming systems, is the selection of a supplying partner. A few studies have proposed supplying partner protocols for mobile P2P-based 3D streaming. However, they did not take into account the device's energy that is considered an important constraint when dealing with 3D streaming. In this paper, we propose an efficient energy-aware supplying partner protocol for mobile P2P networks based 3D streaming. A new load estimator is defined that takes into consideration two factors: the node's remaining energy and its number of served requests. We therefore propose the integration of an energy-aware criterion into the supplying partner selection in order to reduce the generation of overloaded nodes, and their energy dissipation. We then report on the performance evaluation we have obtained to evaluate our protocol using an extensive set of simulation experiments.
“…Different supplying partner protocols and schemes [4], [10], [12] were developed and can be found in the literature aiming to discover the suitable peer that possesses the relevant data. Each protocol has different effects on the system performance.…”
Section: Related Workmentioning
confidence: 99%
“…However, this approach may suffer from latency and invalid requests if the selected supplying partner is new. Moreover, Cavagna et al's approach [6] may cause the request contention problem [12]. Royan et al [5] improved Cavagna et al's solution [6] by addressing the invalid requests issue.…”
Section: Related Workmentioning
confidence: 99%
“…However, this approach causes latency, message overhead and requests contention since the source is randomly chosen [12]. Sung et al [12] proposed a source selection strategy where nodes periodically exchange updates about their incremental content and where requesters select their source based on a multi-level area of interest (AOI). All of the beforehand mentioned techniques proposed 3D streaming supplying partner strategies for wired P2P networks.…”
Section: Related Workmentioning
confidence: 99%
“…All of the beforehand mentioned techniques proposed 3D streaming supplying partner strategies for wired P2P networks. These techniques [5], [6], [12] are based on a single supplying partner.…”
Due to the rapid improvements of wireless technologies and mobile devices'capabilities, we are witnessing an important growth in applications using thin mobile devices. Augmented reality took advantage of the enhancement of thin mobile devices, which led to the emergence of Mobile Augmented Reality (MAR). Given that thin mobile devices can not have the entire virtual environment (VE) stored locally, multimedia streaming has been designed and is widely used nowadays in MAR. Most of the MAR systems apply the conventional client-server approach, that may suffer from delay and congestion, which affects the system performance. P2P-based multimedia streaming is considered, therefore, an alternative approach. Although mobile P2P based video streaming received a great deal of attention, mobile P2P based 3D streaming was not the choice of designed systems, mainly due to the limited mobile device's capabilities. Moreover, the main challenge that needs to be taken care of when designing mobile P2P based 3D streaming systems, is the selection of a supplying partner. A few studies have proposed supplying partner protocols for mobile P2P-based 3D streaming. However, they did not take into account the device's energy that is considered an important constraint when dealing with 3D streaming. In this paper, we propose an efficient energy-aware supplying partner protocol for mobile P2P networks based 3D streaming. A new load estimator is defined that takes into consideration two factors: the node's remaining energy and its number of served requests. We therefore propose the integration of an energy-aware criterion into the supplying partner selection in order to reduce the generation of overloaded nodes, and their energy dissipation. We then report on the performance evaluation we have obtained to evaluate our protocol using an extensive set of simulation experiments.
“…However, to generate digital signature for each piece is not practical because public key cryptosystem consumes a lot of computation power. Some efficient stream signing mechanisms [8], [12] are proposed to avoid generating digital signature for each piece. Below in this subsection, we introduce a protocol proposed in [8] using hash chains to achieve very low computation cost.…”
In this paper, we present an authentication scheme for group-based peer-to-peer 3D streaming that takes advantage of secure group communication to reduce computation overheads of authentication. Users of the same interest first form a group, and one of the users is then elected to be the trusted leader, who is to download 3D contents, to verify their authenticity and integrity, and to send group members a checksum value for each 3D content piece via group secure channels. By the encrypted checksum values, a group member can authenticate 3D contents downloaded from any source. Since checksum is cheap to compute, much computation is saved. We have evaluated the computation saving of the proposed scheme for the case of progressive meshes based on the hash chain signature 3D streaming authentication scheme. We have also evaluated the rendering quality when embedding hash chain signatures into the least significant bits (LSBs) of the mesh data to make the signatures imperceptible.
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