SIGMM Award for Outstanding Technical Contributions to Multimedia Computing, Communications and Applications

Dr. HongJiang Zhang

The 2012 winner of the prestigious Association for Computing Machinery (ACM) Special Interest Group on Multimedia (SIGMM) award for Outstanding Technical Contributions to Multimedia Computing, Communications and Applications is Dr. HongJiang Zhang. He is currently Chief Executive Officer at Kingsoft. He also holds guest professorships at Tsinghua University and Harbin Institute of Technology. The ACM SIGMM Technical Achievement award, given in recognition of outstanding contributions over a researcher’s career, cites Dr. Zhang’s “pioneering contributions to and leadership in media computing including content-based media analysis and retrieval, and their applications.” The SIGMM award will be presented at the ACM International Conference on Multimedia 2012 that will be held Oct 29 – Nov 2 2012 in Nara, Japan.

In the early 1990s, Dr. Zhang began his pioneering work on content analysis and content-based abstraction, browsing, and retrieval of video, when these research areas were about to emerge. He established the foundations of this new research area by his numerous seminal contributions. Dr. Zhang’s most noteworthy early works include the first algorithm for reliably detecting gradual video scene transitions and content-based video key-frame extraction, one of the first works on compressed domain video content analysis, as well as his structured video analysis framework and algorithms. These pioneering works have had tremendous impact on the directions, methodologies and advancements of the media computing field.

Dr. Zhang’s research contributions also made a profound impact on the establishment of the ISO (International Standards Organization) MPEG-7 standard, which is the international standard that defines multimedia content descriptions.

In addition to his scholarly contributions, Dr. Zhang has significantly shaped the video indexing and editing software industry through his seminars, publications, patents and technology licensing and transfers to a number of companies and successful HP and Microsoft products. Most significant are:

  1. Image Bank’s video cataloging tools licensed to Image Bank. Inc.(1995);
  2. Video structure parsing technologies licensed to Intel in (1996);
  3. Media metadata definition and extraction algorithms in Window Imaging Platform;
  4. Image search in Microsoft Digital Image Pro (2003) and web search releases; and
  5. Automated video editing, a technology breakthrough that gained Microsoft MovieMaker 2.0 a five star rating by About.Com Desktop Video (2003).

In summary, Dr. Zhang’s accomplishments include pioneering and extraordinary contributions to media computing and outstanding service to the computing community.

ACM is the professional society of computer scientists, and SIGMM is the special interest group on multimedia.

foodQuest

Enjoy!

TU Darmstadt spin-off „foodQuest“ is developing an iPhone app for personalized restaurant recommendations

What do a student, a top-manager, a loving couple and a family have in common? Indeed, they all are hungry! And: They always want to discover great restaurants. The requirements, however, vary a lot: Low price, suitable for business talks, romantic or child-friendly. Not every restaurant is suitable for every guest and every occasion. foodQuest is the first app for restaurant recommendations that caters to the individual needs of its hungry users. The suggestions are derived through a hybrid model of automated analysis, crowdsourcing, and editorial content. In the current version, foodQuest supplies culinary assistance for the cities of Hanover and Frankfurt. The next release will feature recommendations for all of Germany. The app is available for free in Apple’s App Store.

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GameDays & Edutainment 2012

On behalf of the conference co-chairs, we wish to provide a report of the eight GameDays, which have been held from September 18th to 20th at Technische Universität Darmstadt and in the premises of Fraunhofer IGD.

Opening of the GameDays 2012

The GameDays are initiated and mainly organized by Dr. Stefan Göbel, the head of the Serious Games group at the Multimedia Communications Lab at TU Darmstadt. The GameDays take place as a “Science meets Business” event in the field of Serious Games on an annual basis since 2005 in cooperation with Hessen-IT, the Forum for Interdisciplinary Research of TU Darmstadt and other partners from science and industry. Read more

Open Source Column: Tribler: P2P Search, Share and Stream

Six years ago, we created a new open source P2P file sharing program called Tribler. During this time over one million users have used it, and three generations of Ph.D. students tested their algorithms in the real world. Tribler is built around BitTorrent. Introduced in 2001, BitTorrent revolutionized the P2P world because of its unprecedented efficiency. However, some problems are not properly addressed in BitTorrent. First, it does not specify how to search the network, relying instead on central websites. These websites allow users to find and download small metadata files called torrents. A torrent describes the content and is required for downloading to start. Second, BitTorrent’s unique method for downloading files is incompatible for streaming. This is due to the fact that it is optimized for speedy and reliable downloading, not providing a method for quick buffering. Tribler is the first client which continuously tries to improve upon the basic BitTorrent implementation by addressing some of the flaws described above. It implements, amongst others, remote search, streaming, channels and reputation-management. All these features are implemented in a completely distributed manner, not relying on any centralized component. Still, Tribler manages to remain fully backwards compatible with BitTorrent. Work on Tribler was initiated in 2005 and has been supported by multiple European grants. In order to maximize the resource contribution of peers (other computers downloading/uploading the same file), BitTorrent splits a file into small pieces. This way, downloaders (called leechers) can upload completed pieces to other leechers, without the need to have the complete file first. Furthermore, uploading is encouraged by the tit-for-tat incentive mechanism: a leecher will rank its connected peers by their upload speed and will upload only to the fastest uploaders. Peers which have the complete file can help others by sending them pieces for free, these peers are called seeders. Before being able to download a file, a peer first has to obtain a torrent. This torrent describes the content of the file and includes the SHA-1 cryptographic hash per piece. This mechanism protects against transfer errors and malicious modifications of the file.

Tribler Design and Features

Tribler component overview

A basic overview of Tribler is shown in the figure on the right, it consists of four distinct components.

  • GUI: build using wxWidgets in order to be platform independent
  • BTengine: a BitTorrent engine, which has been altered to allow for our customizations
  • BuddyCast: our custom BitTorrent overlay, which is slowly being phased out
  • Dispersy: our new custom protocol build with NAT traversal and distributed permissions

Tribler is built around PermIds, permanent identities that allow us to identify the actions of users. PermIds are stored as a public/private keypair and are used in Tribler to sign every message. Communication between peers is established by using a ‘special’ BitTorrent swarm. All Tribler peers connect to this swarm and communicate with each other using the BuddyCast protocol. Peers are discovered by connecting to SuperPeers. Identical to ‘normal’ peers, but are considered to always be online. BuddyCast connects to a new peer every 15s and will exchange its preference list. This list contains the last downloads of a peer. By collecting them, we can calculate which peers are most similar to a given user. Those peers, taste buddies, are then used during search. While performing the BuddyCast handshake the user will exchange his current connections as well, allowing it to hillclimb towards finding his most similar peers and discovering new peers.  

Search

Tribler search results

Performing remote search in a decentralized manner has been a problem for many years. An early P2P protocol, Gnutella, used to send a message to all of its neighbors, which was then forwarded until a TTL of 7 was reached. Such an implementation is called flooding, as it causes a search-query to be sent to almost all peers in the network. Flooding a network is very quick, but it consumes huge amounts of bandwidth.

In contrast, Tribler uses a TTL of 1 (i.e., it only uses its neighbors to perform a remote search). Using the connections of the user to similar peers, we can obtain good results. Using only taste buddies, hitrates over 60% are possible. This figure is further improved by local caches deployed at every peer. The caches contain information for up to 50 000 torrents, which are used for improving search. Tribler connects to up to 10 taste buddies and to 10 random peers, thus allowing the user to search within up to 1050000 torrents. A torrent is collected when our algorithms deem it interesting for a peer. This is calculated by using the same user-item matrix that is used to find similar peers. The user-item matrix is constructed by storing the BuddyCast preferences. Collaborative filtering allows us to ‘recommend’ torrents to be collected. Collected torrents are thus tailored for every user, resulting in quicker search results, as we can display in the GUI the locally cached results before receiving any response from a peer. More details are available in our papers [1,2].

Streaming

Tribler VOD streaming

Tribler supports two distinct types of streaming: Video-On-Demand and Live-Steaming. Both of them extend BitTorrent, by replacing one aspect of it. VOD requires a different approach for downloading pieces. The default policy of BitTorrent is to download the rarest piece first, ensuring the health of all pieces in the swarm. In contrast, in VOD we want to download the first few pieces as soon as possible to commence playback as soon as possible.

To allow for this we have defined three priorities (high, mid and low). Priorities are assigned to pieces, based on the current playback position. High priority pieces are downloaded in-order, thus allowing to start playback quickly. After all high priority pieces are downloaded, we start downloading mid priority pieces. Those are downloaded rarest-first, this to ensure we maintain the overall health of the swarm. Because mid priority pieces are only a subset of all available pieces, we still ensure that the playback-buffer remains stable. After downloading all high and mid priority pieces, we start downloading the low priority pieces, rarest-first. Because the playback position is moving forward, the priority of the pieces will be continuously modified. Furthermore, we replaced the default BitTorrent incentive mechanism (tit-for-tat) with Give-to-Get. This incentive mechanism will rank peers according to their forwarding rank. A metric describing how well a peer is sending pieces to other peers. Full details are available in our paper [5].

For live streaming we had to modify the actual torrent file. Because in live streaming pieces are not know beforehand, we cannot include their SHA-1 hashes. We replaced the verification scheme by specifying the public key of the original source in the torrent file. Using the public key, every peer can then verify the validity of the pieces. Because live streaming may have an indefinite duration, we keep pieces that are at most 15 minutes old relative to our playback position.

Channels

Channel overview: listing all torrents

Channel comments: listing latest received comments for this Channel

Channel activity: listing latest activity for this Channel

Since December 2011 we are evaluating, in the wild, the performance of our new transport protocol, Dispersy. Dispersy is the successor of BuddyCast, and it is focused on NAT-traversal. Instead of using TCP, Dispersy uses UDP. Furthermore, while BuddyCast implemented one global overlay to connect all Tribler-peers using a ‘special’ BitTorrent swarm, Dispersy creates a separate overlay per protocol.

Using Dispersy we implemented Channels. These are created by users and consist of a list of torrents they like. Channels are implemented as separate Dispersy overlays and are discovered through one special overlay to which all peers connect. Channels have evolved from a simple list of torrents to a community in which users can comment on torrents, modify their name and description and organize playlists. Modifications are publicly visible, in a system that resembles Wikipedia. By allowing everyone to edit/improve the metadata of torrents, we hope to get a similar quality of experience as in Wikipedia. If a channel owner (the user creating the channel) does not want other users to interfere with his channel, he can limit which messages other users are able to send. This is enabled by using the decentralized permission system build into Dispersy, and it allows for a flexible configuration of channels. By voting on a Channel, Dispersy will start to collect its contents. Before voting on a Channel only a snapshot of its content is available. More details regarding the voting is described in our paper [6]. Currently, popular channels have well over 30 000 torrents. Furthermore, our users have currently casted over 60 000 votes.

Reputation

BarterCast graph: showing data transfers between peers

A feature lacking in BitTorrent is the cross-swarm identification of peers. While downloading a file, peers have an incentive to upload to others due to tit-for-tat. But after completing a download, no incentives are in place to motivate a peer to keep uploading a file.

In order to address this, Tribler uses its PermIds to identify Tribler peers in other swarms. Additionally, we employ a mechanism called BarterCast, which builds a history of upload and download traffic between Tribler peers. We can then build a graph consisting of the download behavior of peers, scoring them accordingly. A peer which has shown to upload more than others is rewarded by being able to download at a faster rate, while lacking peers can be prevented from downloading at all. More details are available in our papers [3,4].

Acknowledgments

Since the start of the project in 2005 many many people have contributed to the project. Amongst others are A. Bakker, J.J.D. Mol, J. Yang, L. d’Acunto, J.A. Pouwelse, J. Wang, P. Garbacki, A. Iosup, J. Doumen, J. Roozenburg, Y. Yuan, M. ten Brinke, L. Musat, F. Zindel, F. van der Werf, M. Meulpolder, J. Taal, R. Rahman, B. Schoon and N.S.M. Zeilemaker. Tribler is a project which continues to evolve with the help of its community. Currently we have an active userbase who are commenting and suggesting features in the forums and continues to innovate together with our european partners.

If you are interested by the text above and want to try out Tribler, you can download it from our website http://www.tribler.org. Furthermore, the website has even more documentation of feature Tribler has and had, feel free to look around and leave a comment in the forums.

References
  1. Pouwelse JA, Garbacki P, Wang J, et al. Tribler: A social-based peer-to-peer system. Concurrency and Computation: Practice and Experience 2008. Available at: http://www3.interscience.wiley.com/journal/114219988/abstract
  2. Zeilemaker N, Capota M, Bakker A. Tribler: P2P media search and sharing. Proceedings of the 19th ACM international conference on Multimedia (ACM MM) 2011. Available at: http://dl.acm.org/citation.cfm?id=2072433
  3. Meulpolder M, Pouwelse J. Bartercast: A practical approach to prevent lazy freeriding in p2p networks. Sixth Int’l Workshop on Hot Topics in P2P Systems (HoT-P2P) 2009. Available at: http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=5160954
  4. Delaviz R, Andrade N, Pouwelse JA. Improving accuracy and coverage in an internet-deployed reputation mechanism. IEEE Tenth International Conference on Peer-to-Peer Computing (IEEE P2P) 2010. Available at: http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=5569965
  5. Mol J, Pouwelse J, Meulpolder M, Epema D, Sips H. Give-to-get: Free-riding-resilient video-on-demand in p2p systems. Fifteenth Annual Multimedia Computing and Networking (MMCN) 2008. Available at: http://www.pds.ewi.tudelft.nl/pubs/papers/mmcn2008.pdf
  6. Rahman R, Hales D, Meulpolder M, Heinink V, Pouwelse JA and Sips H. Robust vote sampling in a P2P media distribution system. In: Proceedings of IPDPS 2009. Available at: http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=5160946
  7. Tribler Protocol Specification. Available at: http://svn.tribler.org/bt2-design/proto-spec-unified/trunk/proto-spec-current.pdf

The ACM Multimedia Grand Challenge 2011 in a Nutshell

The 2011 ACM Multimedia Grand Challenge proved to be the most competitive so far. This article provides a quick summary of the competition. More comprehensive coverage can be found in an IEEE Multimedia Magazine report.

When the ACM Multimedia Grand Challenge was started in 2009 it was a radical idea: instead of submitting conference papers on solutions to self-imposed problems, scientists from the multimedia community were encouraged to engage in problems formulated by industry sponsors, called the Grand Challenges. In continuation of what now has become a tradition, the 2011 Grand Challenge consisted of six challenges sponsored by five industry sponsors: HP, Yahoo, Technicolor, Nokia, and Huawei/3DLife. The 2011 challenges, of which some are likely to be continued in 2012 can be found at the original website. Read more

ACM Multimedia 2011

Introduction to ACM Multimedia 2011

We are delighted to report on behalf of the entire organizing committee that the 19th ACM International Conference on Multimedia ACM Multimedia 2011 (MM’11) was held between November 28th and December 1st, 2011, in Scottsdale, Arizona, USA, to great success.

ACM Multimedia (MM) is the flagship conference of the Special Interest Group on Multimedia (SIGMM), which profiles cutting-edge scientific developments and showcases innovative industrial multimedia technologies and applications. The conference aims to promote intellectual exchanges and interactions among scientists, engineers, students, multimedia users, and artists through various events, including keynote talks from leaders in the area, oral and poster sessions focused on research challenges and solutions, workshops in up-and-coming key areas of research, technical and industrial demonstrations of prototypes and commercial products, tutorials, research and industrial panels, doctoral symposium, mentoring events, scientific competitions (including an open source software and a multimedia grand challenge competition), and interactive art exhibits. Read more

Report from NOSSDAV 2012

Setting for NOSSDAV 2012

NOSSDAV 2012, the 22nd SIGMM Workshop on Network and Operating Systems Support for Digital Audio and Video, was be held in Toronto, Canada, on June 7-8 2012. As in previous years, the workshop will continue to focus on both established and emerging research topics, high-risk high-return ideas and proposals, and future research directions in multimedia networking and systems, in a single-track format that encourages active participation and discussions among academic and industry researchers and practitioners. Read more

Co-locating Multimedia System Events: MMSys and NOSSDAV

The 23rd International Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV) will be co-located with the ACM Multimedia Systems (MMSys) Conference in Oslo, Norway at the end of February 2013. In a meeting of the organizers of both conferences in February, it was decided that co-locating the conferences would help focus the efforts of multimedia systems community into one week. Read more

SIGMM Education Column

Project work is an important component of any graduate-level Multimedia course. SIGMM Education Column of this issue highlights the types of projects that are offered by Prof. Tat-Seng Chua and Prof. Mohan Kankanhalli in their co-lectured course, CS5342 Multimedia Computing and Applications, at National University of Singapore.

In general, the project can of any one of these two types:

  1. Implementation Project:
    • In this type of project, students are required to search for recent multimedia related papers to pick one (or few) papers which need to be understood, analyzed, implemented (and hopefully improved).
    • To obtain the highest grade, students are expected to develop their own novel idea as an improvement/extension over the existing work.
    • The end result of this project is usually a proper, working prototype of the idea in the paper(s).
  2. Survey Paper Project:
    • Students choose a specific topic to do the survey in this kind of project.
    • The end result is generally a very technical survey paper like the ones appearing in ACM Computing Surveys journal.
    • For the highest grade, it is considered necessary to propose some novel algorithm/technique or do an implementation of several techniques for a proper comparison.

Other characteristics of the project work are:

  • Projects are usually flexible, carried through the term. But each project needs to have some theoretical/algorithmic component and an implementation part.
  • Typical projects attempt to improve some state-of-the-art technique or algorithm.
  • There are three stages of evaluation — initial proposal which is iteratively refined, interim report, final report + demo-with-presentation. The final presentation is open to all.
  • Many people use it to investigate some part of their thesis research work and others use it as an opportunity to investigate a totally new area.

TOMCCAP Special Issue on 20th Anniversary of ACM SIG Multimedia

Call for Papers

The premier ACM SIGMM International Conference on Multimedia (known as ACM Multimedia) is celebrating its 20th anniversary. It all started in Anaheim, California, August 1-6, 1993, when the general chair, J.J. Garcia-Luna-Aceves gathered multimedia-interested researchers together to discuss and present research on systems and networks that would process digital audio and digital video. From this moment, over the next 20 years, research in digital multimedia has gone viral and became an integral part of our IT life. At this point, it is hard to imagine not having Flickr, YouTube, Facebook, Skype, Sony Playstation, Microsoft Media Player, Netflix, InstaGram, Akamai Content Distribution Services, and other multimedia products as part of our lives. Read more