Nowadays, Cable TV operators provide their users multiple ways to watch TV content, such as Live TV and Video on Demand (VOD) services. In the last years, Catch-up TV has been introduced, allowing users to watch recent broadcast content whenever they want to. Understanding how the users interact with such services is important to develop solutions that may increase user satisfaction , user engagement and user consumption. In this paper, we characterize, for the first time, how users interact with a large European Cable TV operator that provides Live TV, Catch-up TV and VOD services. We analyzed many characteristics, such as the service usage, user engagement, program type, program genres and time periods. This characterization will help us to have a deeper understanding on how users interact with these different services, that may be used to enhance the recommendation systems of Cable TV providers.
@cite_4 presented a Live TV study for a large IPTV service that measures user holding time (i.e. the time it takes from the moment the user starting a content to the moment he starts watching a different content). When channel surfing, they found that on average users take 10 seconds to change channel and when actually viewing a content they watch it for 10 minutes on average. They also evaluated the popularity of program categories and found that it changes throughout the day. For example, kids programs have a greater share during the morning period. @cite_3 present a user study for an IPTV provider that offers both Live TV and VOD services. They also measure the user holding time. It was found that the holding time for VOD is significantly longer than Live TV. When channel surfing is discounted, Live TV and VOD present similar holding times. They measure the transition probabilities among Live TV, VOD and not watching TV, and found out that the users are equally likely to transition to any other mode.
@cite_4 @cite_3
2005829247 2046671874
IPTV services deployed nowadays often consist of both live TV and Video-on-Demand (VoD), offered by the same service provider to the same pool of users over the same managed network. Understanding user behaviors in such a setting is hence an important step for system modelling and optimization. Previous studies on user behavior on video services were on either live TV or VoD. For the first time, we conduct an in-depth large-scale behavior study for IPTV users offering simultaneously live TV and VoD choices at the same time. Our data is from the largest IPTV service provider in China, offering hundreds of live channels and hundreds of thousands of VoD files, with traces covering more than 1.9 million users over a period of 5 months. This large dataset provides us a unique opportunity to cross-compare user viewing behaviors for these services on the same platform, and sheds valuable insights on how users interact with such a simultaneous system. Our results lead to new understanding on IPTV user behaviors which have strong implications on system design. For example, we find that the average holding time for VoD is significantly longer than live TV. live TV users tend to surf more. However, if such channel surfing is discounted, the holding times of both services are not much different. While users in VoD tend to view HD longer, channel popularity for live TV is much less dependent on its video quality. In contrast to some popular assumptions on user interactivity, the transitions among live TV, VoD, and offline modes are far from a Markov model. As the distribution of the video over the Internet becomes main- stream and its consumption moves from the computer to the TV screen, user expectation for high quality is constantly increasing. In this context, it is crucial for content providers to understand if and how video quality affects user engagement and how to best invest their resources to optimize video quality. This paper is a first step towards addressing these questions. We use a unique dataset that spans different content types, including short video on demand (VoD), long VoD, and live content from popular video con- tent providers. Using client-side instrumentation, we measure quality metrics such as the join time, buffering ratio, average bitrate, rendering quality, and rate of buffering events. We quantify user engagement both at a per-video (or view) level and a per-user (or viewer) level. In particular, we find that the percentage of time spent in buffering (buffering ratio) has the largest impact on the user engagement across all types of content. However, the magnitude of this impact depends on the content type, with live content being the most impacted. For example, a 1 increase in buffering ratio can reduce user engagement by more than three minutes for a 90-minute live video event. We also see that the average bitrate plays a significantly more important role in the case of live content than VoD content. Web-based catch-up TV has revolutionised watching habits as it provides users the opportunity to watch programs at their preferred time and place, using a variety of devices. With the increasing offer of TV content, there is an emergent need for personalised recommendation solutions, which help users to select programs of interest. In this work, we study the watching patterns of users of an Australian nation-wide catch-up TV service provider and develop a suite of approaches for a catch-up recommendation scenario. We evaluate these approaches using a new large-scale dataset gathered by the Web-based catch-up portal deployed by the provider. The evaluation allows us to compare the performance of several recommenders that address the discovery of both TV programs already watched by users and new programs that users may find relevant. User generated content (UGC), now with millions of video producers and consumers, is re-shaping the way people watch video and TV. In particular, UGC sites are creating new viewing patterns and social interactions, empowering users to be more creative, and generating new business opportunities. Compared to traditional video-on-demand (VoD) systems, UGC services allow users to request videos from a potentially unlimited selection in an asynchronous fashion. To better understand the impact of UGC services, we have analyzed the world's largest UGC VoD system, YouTube, and a popular similar system in Korea, Daum Videos. In this paper, we first empirically show how UGC services are fundamentally different from traditional VoD services. We then analyze the intrinsic statistical properties of UGC popularity distributions and discuss opportunities to leverage the latent demand for niche videos (or the so-called "the Long Tail" potential), which is not reached today due to information filtering or other system scarcity distortions. Based on traces collected across multiple days, we study the popularity lifetime of UGC videos and the relationship between requests and video age. Finally, we measure the level of content aliasing and illegal content in the system and show the problems aliasing creates in ranking the video popularity accurately. The results presented in this paper are crucial to understanding UGC VoD systems and may have major commercial and technical implications for site administrators and content owners. The 2008 Beijing Olympics was an interesting event from a VoD perspective because it involved near real-time video delivery at massive scales over multiple days of a high-profile event. We present some measurement-driven insights into this event through a unique dataset obtained from ChinaCache, the largest CDN in China. The dataset is unique in three respects. First, it gives a "white-box" view into user access patterns which would otherwise be impossible. Second, since the CDN serves different content providers, it allows to compare and contrast the effects of different presentation models on end users. Third, the nature of the content itself is vastly different from traditional VoD systems in terms of the real-time and event-driven nature, which gives rise to unique effects. The dataset allows us to investigate a wide range of interesting issues: (1) how the live nature of the events causes differences in access patterns compared to traditional VoD and User-Generated Content (UGC) systems, (2) how the presentation models affect user behavior, and (3) flash-crowd phenomena. Based on these observations, we discuss implications for future live VoD systems. For half a century, television has been a dominant and pervasive mass media, driving many technological advances. Despite its widespread usage and importance to emerging applications, the ingrained TV viewing habits are not completely understood. This was primarily due to the difficulty of instrumenting monitoring devices at individual homes at a large scale. The recent boom of Internet TV (IPTV) has enabled us to monitor the user behavior and network usage of an entire network. Such analysis can provide a clearer picture of how people watch TV and how the underlying networks and systems can better adapt to future challenges. In this paper, we present the first analysis of IPTV workloads based on network traces from one of the world's largest IPTV systems. Our dataset captures the channel change activities of 250,000 households over a six month period. We characterize the properties of viewing sessions, channel popularity dynamics, geographical locality, and channel switching behaviors. We discuss implications of our findings on networks and systems, including the support needed for fast channel changes. Our data analysis of an operational IPTV system has important implications on not only existing and future IPTV systems, but also the design of the open Internet TV distribution systems such as Joost and BBC's iPlayer that distribute television on the wider Internet. User Generated Content (UGC) is re-shaping the way people watch video and TV, with millions of video producers and consumers. In particular, UGC sites are creating new viewing patterns and social interactions, empowering users to be more creative, and developing new business opportunities. To better understand the impact of UGC systems, we have analyzed YouTube, the world's largest UGC VoD system. Based on a large amount of data collected, we provide an in-depth study of YouTube and other similar UGC systems. In particular, we study the popularity life-cycle of videos, the intrinsic statistical properties of requests and their relationship with video age, and the level of content aliasing or of illegal content in the system. We also provide insights on the potential for more efficient UGC VoD systems (e.g. utilizing P2P techniques or making better use of caching). Finally, we discuss the opportunities to leverage the latent demand for niche videos that are not reached today due to information filtering effects or other system scarcity distortions. Overall, we believe that the results presented in this paper are crucial in understanding UGC systems and can provide valuable information to ISPs, site administrators, and content owners with major commercial and technical implications. In traditional television (TV) systems, users have to pay for all of the channels provided by the TV service server. However, usually, users are not interested in all of the channels, so they waste money by paying for all of the channels. For this reason, the concept of “pay-TV” has been developed. A pay-TV system allows the subscribers to pay for the specific channels they want to watch. If we consider that m users subscribe to n channels in traditional schemes for pay-TV, the time complexity will be O(mn). It is lower efficiency for user on the pay-TV system. But, in this paper, we proposed a novel authentication scheme for pay-TV systems based on Chebyshev chaotic maps, and the time complexity only needs O(m). The purpose of our scheme is focus on efficiency and security. The security and performance analyses showed that our proposed scheme satisfies the essential functionality requirements, withstands potential attacks, and is suitable for real-world practical implementation. Furthermore, the Burrows–Abadi–Needham logic model was used to prove the correctness of our proposed scheme for the mutual authentication between users and the server. Copyright © 2016 John Wiley & Sons, Ltd. Mobile personal livecast (MPL) services are emerging and have received great attention recently. Unlike traditional livecast services with commercial content providers (e.g., live TV), the live contents in MPL are crowdsourced from and consumed among geo-distributed individuals. Although there exist typical social relationships in MPL (i.e., follower-followee), different from conventional social networking services like Twitter and Facebook, which have much of a tolerance for interaction delay, the interactions in MPL must be in real-time. These unique characteristics intrigue us to investigate how the relationships (e.g., social links and geo-locations) between viewers and broadcasters influence the user behaviors, which has yet to be explored in depth. In this paper, we carry out extensive measurements of Inke, one of the most popular MPL providers, with a large-scale dataset containing 11M users. Our key findings are as follows. First, compared with traditional livecast services, the user interests shift much more frequently and the average viewing duration is considerably shorter in MPL. Second, the existence of social relationships significantly strengthens viewer stickiness---followers dedicating longer viewing time (contributing 81 of the total viewing time) and being 2x more patient when suffering poor network connectivity than non-followers. Third, most of the broadcasts in MPL are geographically local-popular (the majority of the views come from the same region of the broadcaster). Based on these critical observations, we provide insights that can enhance the MPL system design from the perspectives of efficient resource allocation and envision a future MPL framework that collaboratively utilizes the cloud and edge computing resources to improve efficiency and scalability for Inke-like services. The delivery of video content is expected to gain huge momentum, fueled by the popularity of user-generated clips, growth of VoD libraries, and wide-spread deployment of IPTV services with features such as CatchUp PauseLive TV and NPVR capabilities. The time-shifted' nature of these personalized applications defies the broadcast paradigm underlying conventional TV networks, and increases the overall bandwidth demands by orders of magnitude. Caching strategies provide an effective mechanism for mitigating these massive bandwidth requirements by replicating the most popular content closer to the network edge, rather than storing it in a central site. The reduction in the traffic load lessens the required transport capacity and capital expense, and alleviates performance bottlenecks. In the present paper, we develop light-weight cooperative cache management algorithms aimed at maximizing the traffic volume served from cache and minimizing the bandwidth cost. As a canonical scenario, we focus on a cluster of distributed caches, either connected directly or via a parent node, and formulate the content placement problem as a linear program in order to benchmark the globally optimal performance. Under certain symmetry assumptions, the optimal solution of the linear program is shown to have a rather simple structure. Besides interesting in its own right, the optimal structure offers valuable guidance for the design of low-complexity cache management and replacement algorithms. We establish that the performance of the proposed algorithms is guaranteed to be within a constant factor from the globally optimal performance, with far more benign worst-case ratios than in prior work, even in asymmetric scenarios. Numerical experiments for typical popularity distributions reveal that the actual performance is far better than the worst-case conditions indicate. IntoNow is a mobile application that provides a second-screen experience to television viewers. IntoNow uses the microphone of the companion device to sample the audio coming from the TV set, and compares it against a database of TV shows in order to identify the program being watched. The system we demonstrate is activated by IntoNow for specific types of shows. It retrieves information related to the program the user is watching by using closed captions, which are provided by each broadcasting network along the TV signal. It then matches the stream of closed captions in real-time against multiple sources of content. More specifically, during news programs it displays links to online news articles and the profiles of people and organizations in the news, and during music shows it displays links to songs. The matching models are machine-learned from editorial judgments, and tuned to achieve approximately 90 precision. Video-on-demand over IP (VOD) is one of the best-known examples of "next-generation" Internet applications cited as a goal by networking and multimedia researchers. Without empirical data, researchers have generally relied on simulated models to drive their design and developmental efforts. In this paper, we present one of the first measurement studies of a large VOD system, using data covering 219 days and more than 150,000 users in a VOD system deployed by China Telecom. Our study focuses on user behavior, content access patterns, and their implications on the design of multimedia streaming systems. Our results also show that when used to model the user-arrival rate, the traditional Poisson model is conservative and overestimates the probability of large arrival groups. We introduce a modified Poisson distribution that more accurately models our observations. We also observe a surprising result, that video session lengths has a weak inverse correlation with the video's popularity. Finally, we gain better understanding of the sources of video popularity through analysis of a number of internal and external factors. What you watch and when you watch say a lot about you, and such information at the aggregated level across a user population obviously provides significant insights for social and commercial applications. In this paper, we propose a model for inferring household structures based on analyzing users' viewing behaviors in Internet Protocol Television (IPTV) systems. We emphasize extracting features of viewing behaviors based on the dynamic of watching time and TV programs and training a classifier for inferring household structures according to the features. In the training phase, instead of merely using the limited labeled samples, we apply semisupervised learning strategy to obtain a graph-based model for classifying household structures from users' features. We test the proposed model on China Telecom IPTV data and demonstrate its utility in census research and system simulation. The demographic characteristics inferred by our approach match well with the population census data of Shanghai, and the inference of household structures of IPTV users gives encouraging results compared with the ground truth obtained by surveys, which opens the door for leveraging IPTV viewing data as a complementary way for time- and resource-consuming census tracking. On the other hand, the proposed model can also synthesize trace data for the simulations of IPTV systems, which provides us with a new strategy for system simulation. User-Generated Content has become very popular since new web services such as YouTube allow for the distribution of user-produced media content. YouTube-like services are different from existing traditional VoD services in that the service provider has only limited control over the creation of new content. We analyze how content distribution in YouTube is realized and then conduct a measurement study of YouTube traffic in a large university campus network. Based on these measurements, we analyzed the duration and the data rate of streaming sessions, the popularity of videos, and access patterns for video clips from the clients in the campus network. The analysis of the traffic shows that trace statistics are relatively stable over short-term periods while long-term trends can be observed. We demonstrate how synthetic traces can be generated from the measured traces and show how these synthetic traces can be used as inputs to trace-driven simulations. We also analyze the benefits of alternative distribution infrastructures to improve the performance of a YouTube-like VoD service. The results of these simulations show that P2P-based distribution and proxy caching can reduce network traffic significantly and allow for faster access to video clips. Empowered by today's rich tools for media generation and collaborative production, the multimedia service paradigm is shifting from the conventional single source, to multi-source, to many sources, and now toward crowdsource. Such crowdsourced live streaming platforms as Twitch.tv allow general users to broadcast their content to massive viewers, thereby greatly expanding the content and user bases. The resources available for these non-professional broadcasters however are limited and unstable, which potentially impair the streaming quality and viewers' experience. The diverse live interactions among the broadcasters and viewers can further aggravate the problem. In this paper, we present an initial investigation on the modern crowdsourced live streaming systems. Taking Twitch as a representative, we outline their inside architecture using both crawled data and captured traffic of local broadcasters viewers. Closely examining the access data collected in a two-month period, we reveal that the view patterns are determined by both events and broadcasters' sources. Our measurements explore the unique source- and event-driven views, showing that the current delay strategy on the viewer's side substantially impacts the viewers' interactive experience, and there is significant disparity between the long broadcast latency and the short live messaging latency. On the broadcaster's side, the dynamic uploading capacity is a critical challenge, which noticeably affects the smoothness of live streaming for viewers. In this paper, we examine mobile users' behavior and their corresponding video viewing patterns from logs extracted from the servers of a large scale VoD system. We focus on the analysis of the main discrepancies that might exist when users access the VoD system catalog from WiFi or 3G connections. We also study factors that might impact mobile users' interests and video popularity. The users' behavior exhibits strong daily and weekly patterns, with mobile users' interests being surprisingly spread across almost all categories and video lengths, independently of the connection type. However, by examining the activity of users individually, we observed a concentration of interests and peculiar access patterns, which allows to classify the users and thus better predict their behavior. We also find a skewed video popularity distribution and then demonstrate that the popularity of a video can be predicted using its very early popularity level. We further analyzed the sources of video viewing and found that even if search engines are the dominant sources for a majority of videos, they represent less than 10 (resp. 20 ) of the sources for the highly popular videos in 3G (resp. WiFi) network. We report that both the type of connections and mobile devices in use have an impact on the viewing time and the source of viewing. Based on our findings, we provide insights and recommendations that can be used to design intelligent mobile VoD systems and help improving personalized services on these platforms. Recent years have seen extensive growth of services enabling free broadcasts of live streams on the Web. Free live streaming (FLIS) services attract millions of viewers and make heavy use of deceptive advertisements. Despite the immense popularity of these services, little is known about the parties that facilitate it and maintain webpages to index links for free viewership. This paper presents a comprehensive analysis of the FLIS ecosystem by mapping all parties involved in the anonymous broadcast of live streams, discovering their modus operandi, and quantifying the consequences for common Internet users who utilize these services. We develop an infrastructure that enables us to perform more than 850,000 visits by identifying 5,685 free live streaming domains, and analyze more than 1 Terabyte of traffic to map the parties that constitute the FLIS ecosystem. On the one hand, our analysis reveals that users of FLIS websites are generally exposed to deceptive advertisements, malware, malicious browser extensions, and fraudulent scams. On the other hand, we find that FLIS parties are often reported for copyright violations and host their infrastructure predomi- nantly in Europe and Belize. At the same time, we encounter substandard advertisement set-ups by the FLIS parties, along with potential trademark infringements through the abuse of domain names and logos of popular TV channels. Given the magnitude of the discovered abuse, we engineer features that characterize FLIS pages and build a classifier to identify FLIS pages with high accuracy and low false positives, in an effort to help human analysts identify malicious services and, whenever appropriate, initiate content-takedown requests. Precise visibility measuring of billboard advertising is a key element for organizers and broadcasters to make cost effective their sport live relay. However, this activity currently is very manpower and time consuming as it is manually processed for the moment. In this paper we describe a technique for detection of commercial advertisement in sport TV. Based on some a priori knowledge of sport field and commercial advertisement, our technique makes use of fast Hough transform and text's geometry features in order to extract advertisement from sport TV images. Our experiments show that our technique achieves more than 90 accuracy rate. In recent years, empowered by rich media generation devices and convenient Internet access, Crowdsourced Live Game Video Streaming (CLGVS) has become one of the most popular Internet services. Twitch.tv, the most well-known CLGVS platform in the world, allows gamers to broadcast their gaming videos over the Internet. With the prevalence of mobile devices, viewers can watch gamers playing video games anywhere, anytime, on any devices (e.g., smartphones, tablets, or personal computers). However, the heterogeneity of user devices makes conventional solutions hard to ensure user-perceived quality. In this paper, we address the problem of cost-effective adaptive live game video streaming from the perspective of CLGVS service providers. Our purpose is to minimize the operational cost for CLGVS service providers by making live transcoding decisions, bit-rate adaptation decisions, and datacenter assignment decisions dynamically. Meanwhile, our algorithm also ensures good-enough service quality for viewers. Due to the diversity of game genres, we also consider game genres when designing our algorithm. To achieve the above purpose, we formulate the problem into a constrained stochastic optimization problem. By leveraging the Lyapunov optimization framework, we derive the online strategy with provable performance bound. To evaluate the effectiveness of our proposed algorithm, we further conduct a series of trace-driven simulations. The experimental results demonstrate the effectiveness of our algorithm in terms of operational cost and service quality. Our proposed algorithm can reduce operational cost by up to 50 while achieving good-enough viewer QoE compared with other alternatives. One of the most popular user activities on the Web is watching videos. Services like YouTube, Vimeo, and Hulu host and stream millions of videos, providing content that is on par with TV. While some of this content is popular all over the globe, some videos might be only watched in a confined, local region. In this work we study the relationship between popularity and locality of online YouTube videos. We investigate whether YouTube videos exhibit geographic locality of interest, with views arising from a confined spatial area rather than from a global one. Our analysis is done on a corpus of more than 20 millions YouTube videos, uploaded over one year from different regions. We find that about 50 of the videos have more than 70 of their views in a single region. By relating locality to viralness we show that social sharing generally widens the geographic reach of a video. If, however, a video cannot carry its social impulse over to other means of discovery, it gets stuck in a more confined geographic region. Finally, we analyze how the geographic properties of a video's views evolve on a daily basis during its lifetime, providing new insights on how the geographic reach of a video changes as its popularity peaks and then fades away. Our results demonstrate how, despite the global nature of the Web, online video consumption appears constrained by geographic locality of interest: this has a potential impact on a wide range of systems and applications, spanning from delivery networks to recommendation and discovery engines, providing new directions for future research.