Browsing by Author "Simon, Gwendal"
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Item Open Access The community network game project: Enriching online gamers experience with user generated content.(IARIA, 2010-11) Ahmad, Shakeel; Bouras, Christos; Hamzaoui, Raouf; Papazois, Andreas; Perelman, Erez; Shani, Alex; Simon, Gwendal; Tsichritzis, GeorgeOne of the most attractive features of Massively Multiplayer Online Games (MMOGs) is the possibility for users to interact with a large number of other users in a variety of collaborative and competitive situations. Gamers within an MMOG become members of active communities with common interests and shared adventures. The EU-funded Community Network Game (CNG) project will provide MMOG players new tools for the generation, distribution, and insertion of user generated content (UGC) without changing the game code and without adding new processing or network loads to the MMOG central servers. The UGC considered by the CNG project includes 3D objects and graphics as well as video. We present the objectives of the project, focusing on its main scientific and technological contributions.Item Metadata only Community tools for massively multiplayer online games(2011-11) Ahmad, Shakeel; Bouras, Christos; Hamzaoui, Raouf; Liu, Jiayi; Papazois, Andreas; Perelman, Erez; Shani, Alex; Simon, Gwendal; Tsichritzis, GeorgeOne of the most attractive features of Massively Multiplayer Online Games (MMOGs) is the possibility for users to interact with a large number of other users in a variety of collaborative and competitive situations. Gamers within an MMOG typically become members of active communities with mutual interests, shared adventures, and common objectives. We present the EU funded Community Network Game (CNG) project. The CNG project provides tools to enhance collaborative activities between online gamers and offers new tools for the generation, distribution and insertion of user-generated content in MMOGs. CNG allows the addition of new engaging community services without changing the game code and without adding new processing or network loads to the MMOG central servers. The user-generated content considered by the CNG project includes 3D objects and graphics, as well as screen-captured live video of the game, which is shared using peer-to-peer technology. We survey the state of the art in all areas related to the project and present its concept, objectives, and innovations.Item Metadata only Evaluating P2P Live Streaming Systems: the CNG Case(2011-08) Ahmad, Shakeel; Bouras, Christos; Buyukkaya, Eliya; Hamzaoui, Raouf; Kapoulas, Vaggelis; Papazois, Andreas; Shani, Alex; Simon, GwendalMany peer-to-peer (P2P) systems have been proposed for the provision of scalable live video streaming services over the Internet. While the literature contains surveys of the architectures of these systems, there is a lack of work on methodologies for their evaluation. We identify the main issues in the evaluation of P2P live streaming systems and use the Community Network Game (CNG) project as an example to illustrate them. The evaluation of the P2P system consists of two phases: a laboratory one using the ns-2 network simulator and an online field test with Massively Multiplayer Online Games (MMOG) players.Item Open Access Peer-to-peer live streaming for massively multiplayer online games(IEEE, 2012-09) Ahmad, Shakeel; Bouras, Christos; Buyukkaya, Eliya; Hamzaoui, Raouf; Papazois, Andreas; Shani, Alex; Simon, Gwendal; Zhou, FenOne of the most attractive features of Massively Multiplayer Online Games (MMOGs) is the possibility for users to interact with a large number of other users in a variety of collaborative and competitive situations. Gamers within an MMOG typically become members of active communities with mutual interests, shared adventures, and common objectives. This demonstration presents a peer-to-peer live video system that enables MMOG players to stream screen-captured video of their game. Players can use the system to show their skills, share experience with friends, or coordinate missions in strategy games.Item Open Access Peer-to-Peer Live Video Streaming with Rateless Codes for Massively Multiplayer Online Games(Springer US, 2016-08-19) Ahmad, Shakeel; Bouras, Christos; Buyukkaya, Eliya; Dawood, Muneeb; Hamzaoui, Raouf; Kapoulas, Vaggelis; Papazois, Andreas; Simon, GwendalWe present a multi-level multi-overlay hybrid peer-to-peer live video system that enables players of Massively Multiplayer Online Games to simultaneously stream the video of their game and watch the game videos of other players. Each live video bitstream is encoded with rateless codes and multiple trees are used to transmit the encoded symbols. Trees are constructed dynamically with the aim to minimize the transmission rate at the source while maximizing the number of served peers and guaranteeing on-time delivery and reliability. ns-2 simulations and real measurements on the Internet show competitive performance in terms of start-up delay, playback lag, rejection rate, used bandwidth, continuity index, and video quality.Item Metadata only Resource allocation in underprovisioned multioverlay live video sharing services(ACM, 2012-12-10) Ahmad, Shakeel; Buyukkaya, Eliya; Hamzaoui, Raouf; Simon, Gwendal; Liu, JiayiIn a multioverlay live video sharing service consisting of multiple independent peer-to-peer live video streaming systems, a user can simultaneously watch multiple live video streams. A major challenge for such services is the interoverlay bandwidth competition problem, which is to find an upload bandwidth allocation between the overlays each peer has subscribed to. So far, no solution has been proposed in the literature for the important case where the overall system is underprovisioned, that is, when peers do not have enough upload bandwidth to ensure a distribution of videos at full quality. We show that an allocation of upload resources that minimizes the wastage of resources (i.e., minimizes the upload bandwidth allocated to overprovisioned overlays) can be computed in polynomial time. Then we present a generic model that allows the design of different strategies for the management of the resource deficit in underprovisioned systems. Finally, we provide relevant simulation results to demonstrate the gains in video quality resulting from the implementation of our solutions.Item Metadata only Resource allocation in underprovisioned multioverlay peer-to-peer live video sharing services(Springer US, 2014-04) Liu, Jiayi; Ahmad, Shakeel; Buyukkaya, Eliya; Hamzaoui, Raouf; Simon, GwendalMultioverlay peer-to-peer live video streaming systems face the problem of finding a suitable peer upload bandwidth allocation among concurrent overlays. So far, no efficient solution has been proposed for the important case where the overall system is underprovisioned, that is, when peers do not have enough upload bandwidth to ensure video distribution at full quality. We design various objective functions for this upload bandwidth allocation problem and show how optimal solutions can be computed using a bipartite flow network. Simulation results show that our solutions improve on existing algorithms in terms of video quality.