P2P Streaming applications on Mobile Phones problems are mostly about:
Mobile phones having less power compared to PCs, because of this, problems that user can face in streaming is more than streaming in PCs. P2P Streaming usage of CPU is high and mostly mobile phones cannot handle this issue, So for P2P Streaming user need to have the latest phone to avoid any issue about CPU usage. Also the storage can be the problem for mobile phones, because of limitation in storage.
P2P video streaming takes about 2 to 4 Mbps per user, so the bandwidth play an important role in P2P streaming. The limitation of bandwidth can limit the P2P streaming for users. P2P streaming needs stable internet, sometimes mobile phones doesn’t have stable internet, because of the signal of their operator, the cellular data can face lagging, delay or even disconnection over the streaming. But this issue can be fixed when a user connects to Wi-Fi and stream throw Wi-Fi.
In order to create the best experience for content owners and users, there are many things to consider when comparing P2P solutions. As solutions vary in effectiveness and capability, the following questions will help user assess if a given solution is right for user:
1- How does the client manage the shared resources of the end-user machine and network?
2- What is the size and performance of the client application?
3- What different use cases does it support?
4- Has the technology been validated in the field?
Project scope & limitation
In this paper, we talked about P2P Streaming Applications on Mobile Phones and also the problem that users may face and the solution of the problems to solve the issue easier and make this technology easy to use for users. Although I did research about P2P streaming before and now.
P2P networking and streaming is a very promising model to construct various distributed applications. Compare to conventional approaches, the main benefit of P2P streaming is that each peer contributes its own resources to the streaming session. Security has significant impact on P2P based streaming applications. Media streaming is inherently more prone to attacks as it is very difficult to monitor the participating peers in the overlay. The network consists of thousands of nodes, not all can be trusted. Security forms one of the most critical issues in a streaming system.
Research Goals & Objectives
A usable client application must be well combined into the comprehensive end-user experience. This means the application is polite to other running applications, is polite to other users on the shared network, and doesn’t delay with the content owners branded experience. A useable client does not present a heavy interface that disrupts the brand of the content owner. As a CDN typically operates invisibly in the background, content owners should assume peer-based systems to behave the same way. The key metric for any answer is client distribution, which is the number of clients already installed and in use. Large client distributions are a good measure of the underlying technology, but in addition to the absolute number, it’s important to consider the geographic distribution of those clients as well.
The open and anonymous nature of P2P network makes it an ideal medium for attackers to spread malicious content. As a result, widespread and unrestricted deployment of P2P systems exposed a number of security vulnerabilities. In a P2P environment the collaboration of all peers is very important for the correct functioning of the system. Every peer is soaking up network bandwidth. If too many users access the same network resource, the network bandwidth may be used up, resulting in a denial of service. A malicious node would continuously issue queries with high TimeTo-Live (TTL) values on the network, thus generating huge amount of network traffic rendering the network unusable by other honest peers. The peer who offers a resource may go offline while other fellow peers are downloading from it. A malicious peer may just simply route a query to a non-existent peer or an unreliable peer with long latency.