Abstract-YouTube has become the most successful Internet website providing a new generation of short video sharing service since its establishment in early 2005. YouTube has a great impact on Internet traffic nowadays, yet itself is suffering from a severe problem of scalability. Therefore, understanding the characteristics of YouTube and similar sites is essential to network traffic engineering and to their sustainable development.To this end, we have crawled the YouTube site for four months, collecting more than 3 million YouTube videos' data. In this paper, we present a systematic and in-depth measurement study on the statistics of YouTube videos. We have found that YouTube videos have noticeably different statistics compared to traditional streaming videos, ranging from length and access pattern, to their growth trend and active life span. We investigate the social networking in YouTube videos, as this is a key driving force toward its success. In particular, we find that the links to related videos generated by uploaders' choices have clear small-world characteristics. This indicates that the videos have strong correlations with each other, and creates opportunities for developing novel techniques to enhance the service quality.
Abstract-Wireless sensor networks (WSNs) have been applied to many applications since emerging. Among them, one of the most important applications is Sensor Data Collections, where sensed data are collected at all or some of the sensor nodes and forwarded to a central base station for further processing. In this paper, we present a survey on recent advances in this research area. We first highlight the special features of sensor data collection in WSNs, by comparing with both wired sensor data collection network and other WSN applications. With these features in mind, we then discuss the issues and prior solutions on the utilizations of WSNs for sensor data collection. Based on different focuses of previous research works, we describe the basic taxonomy and propose to break down the networked wireless sensor data collection into three major stages, namely, the deployment stage, the control message dissemination stage and the data delivery stage. In each stage, we then discuss the issues and challenges, followed by a review and comparison of the previously proposed approaches and solutions, striving to identify the research and development trend behind them. In addition, we further discuss the correlations among the three stages and outline possible directions for the future research of the networked wireless sensor data collection.
16 0890-8044/13/$25.00 © 2013 IEEE hrough the utilization of elastic resources and widely deployed data centers, cloud computing has provided countless new opportunities for both new and existing applications. Existing applications, from file sharing and document synchronization to media streaming, have experienced a great leap forward in terms of system efficiency and usability through leveraging cloud computing platforms. Many of these advances have come from exploring the cloud's massive resources with computational offloading and reducing user access latencies with strategically placed cloud data centers. Recently, advances in cloud technology have expanded to allow offloading not only of traditional computation but also of such more complex tasks as high-definition 3D rendering, which turns the idea of cloud gaming into a reality. Cloud gaming, in its simplest form, renders an interactive gaming application remotely in the cloud and streams the scenes as a video sequence back to the player over the Internet. A cloud gaming player interacts with the application through a thin client, which is responsible for displaying the video from the cloud rendering server as well as collecting the player's commands and sending the interactions back to the cloud. Figure 1 shows a high-level architectural view of such a cloud gaming system with thin clients and cloud-based rendering.Onlive [1] and Gaikai [2] are two industrial pioneers of cloud gaming, both having seen success with multimillionuser bases. The recent $380 millon purchase of Gaikai by Sony [3], an industrial giant in digital entertainment and consumer electronics, shows that cloud gaming is beginning to move into the mainstream. From the perspective of industry, cloud gaming can bring immense benefits by expanding the user base to the vast number of less powerful devices that support thin clients only, particularly smartphones and tablets. As an example, the recommended system configuration for Battlefield 3, a highly popular first-person shooter game, is a quad-core CPU, 4 Gbytes RAM, 20 Gbytes storage space, and a graphics card with at least 1 Gbyte RAM (e.g., NVIDIA GEFORCE GTX 560 or ATI RADEON 6950), which already costs more than $500. The newest tablets (e.g., Apple's iPad with Retina display and Google's Nexus 10) cannot even meet the minimum system requirements that need a dual-core CPU over 2.4 GHz, 2 Gbytes RAM, and a graphics card with 512 Mbytes RAM, not to mention smartphones of which the hardware is limited by their smaller size and thermal control. Furthermore, mobile terminals have different hardware/software architecture from PCs (e.g., ARM rather than x86 for CPU), lower memory frequency and bandwidth, power limitations, and distinct operating systems. As such, the traditional console game model is not feasible for such devices, which in turn become targets for Gaikai and Onlive. Cloud gaming also reduces customer support costs since the computational hardware is now under the cloud gaming provider's full control, and offers better digital...
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