Friday, 21 February 2014

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In the past few years the use of internet for the delivery of a complete and user oriented offering of
large and worldwide events has been growing. Events like the Olympic Summer Games and the
European Cup of rugby were offered by several distributors through the internet, live, 24 hours per
day and with the choice of what the user wanted to see. All sports and matches were available and
the audiences for these online coverage have been overwhelming (Roettgers, 2008). The Dutch
broadcaster Nederlandse Omroep Stichting (NOS; Dutch Broadcasting Foundation), for instance,
delivered up to twelve simultaneous feeds to choose from between different events of the 2008
Olympics in Beijing, at a quality of 800 kbps. Here too the viewer numbers were larger than ever
could be expected (Berg, 2008). Besides sporting events also major international events like the
Eurovision Song Contest and for instance the U.S. Presidential Inauguration can count on broad live
online coverage.
Internet television is more and more seen as a great way to expand the audience, next to traditional
television coverage for live events. For the current television industry this is a good thing as the rule
“the more eyeballs see your content, the better” applies, as more exposure means more value to
advertisers. We speak here of the current television industry, because in this research we will be
discussing and identifying possible changes in the industry. This is why we will speak of the current
television industry when we speak of the industry as it is now, before the possible introduction of
any changes.
Up till now the large scale distribution of live video content is a costly activity as the cost for this is
measured in bandwidth and bandwidth is paid for per Gigabyte uploaded. The distributor of the
content pays for the bandwidth that is needed to send (or upload) the content to the consumer. And
thus every extra customer means extra costs. Also the bandwidth the distributor has at his disposal
is limited. When this available maximum is reached the service is compromised. Depending on the
used technologies and distribution infrastructure, this could cause that extra users will not be able to
receive the feed or the quality goes down. But it could also mean that the service would no longer
be available at all for all users. Because of the high costs that come from raising the quality of the
streams and the network constraints most of these programs can only be watched in quality inferior
to what people are used to from their television set, which is one of the main reasons many
consumers are not appealed to watching internet television.

Match Schedule
Romania vs Spain
Competition: Rugby Regular Season 2013,
Date: Saturday February 22, 2014
Time: 13:10 GMT (+0)

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P2PTV is a technology in which all users receiving streaming content simultaneously upload the
received content (to some extent) to other users. This way every viewer contributes to the overall
capacity of available bandwidth. When a user joins a certain channel, the P2PTV software or plug-in
contacts a tracker server that registers the addresses of peers who are watching and thus
distributing that channel. It then contacts these peers to receive parts of the feed from one or more
users. The tracker records the user's address, so that it can be announced to other users who wish to
view the same channel. Swarms are formed of users who are as close to each other as possible in
order to reach maximum distribution speeds. In this way an overlay network is created on top of the
regular internet for the distribution of real-time video content. This means that, in theory, the
content distributor only has to upload the content to a small number of users, which in turn pass this
on to a small number of other users, and they in turn do the same thing, etc... In this way a tree is
created of users receiving the content when only a small number of viewers are served by the
original distributor (see Figure 3). In practice users will receive and send different small parts of the
stream from and to a multitude of peers depending on the quality needs and swarm size.


At this moment the P2PTV technology is mostly used by consumers using P2PTV applications for
broadcasting. P2PTV applications enable the user to share video material with a large number of
others over the internet in real time, without the high bandwidth burdens that this would normally
cost with unicast. These types of applications are typically used in Asian countries for sharing and
watching live sporting events and programming that is offered by paid American television
networks. Examples of P2P streaming applications are: Sopcast, TvAnts, PPMate and LiveCast. All of
these P2PTV applications enable users to receive and view live streaming video content which is
distributed through software that is capable of doing this. This content is streamed directly to users
that connect to their “channel”, which in turn join the swarm of users and forward their received
content to others to create a live stream. This is often used for the distribution of copyrighted
material, which makes this an undesirable activity for the current television industry.

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In the past few years the use of internet for the delivery of a complete and user oriented offering of
large and worldwide events has been growing. Events like the Olympic Summer Games and the
European Cup of rugby were offered by several distributors through the internet, live, 24 hours per
day and with the choice of what the user wanted to see. All sports and matches were available and
the audiences for these online coverage have been overwhelming (Roettgers, 2008). The Dutch
broadcaster Nederlandse Omroep Stichting (NOS; Dutch Broadcasting Foundation), for instance,
delivered up to twelve simultaneous feeds to choose from between different events of the 2008
Olympics in Beijing, at a quality of 800 kbps. Here too the viewer numbers were larger than ever
could be expected (Berg, 2008). Besides sporting events also major international events like the
Eurovision Song Contest and for instance the U.S. Presidential Inauguration can count on broad live
online coverage.
Internet television is more and more seen as a great way to expand the audience, next to traditional
television coverage for live events. For the current television industry this is a good thing as the rule
“the more eyeballs see your content, the better” applies, as more exposure means more value to
advertisers. We speak here of the current television industry, because in this research we will be
discussing and identifying possible changes in the industry. This is why we will speak of the current
television industry when we speak of the industry as it is now, before the possible introduction of
any changes.
Up till now the large scale distribution of live video content is a costly activity as the cost for this is
measured in bandwidth and bandwidth is paid for per Gigabyte uploaded. The distributor of the
content pays for the bandwidth that is needed to send (or upload) the content to the consumer. And
thus every extra customer means extra costs. Also the bandwidth the distributor has at his disposal
is limited. When this available maximum is reached the service is compromised. Depending on the
used technologies and distribution infrastructure, this could cause that extra users will not be able to
receive the feed or the quality goes down. But it could also mean that the service would no longer
be available at all for all users. Because of the high costs that come from raising the quality of the
streams and the network constraints most of these programs can only be watched in quality inferior
to what people are used to from their television set, which is one of the main reasons many
consumers are not appealed to watching internet television.

Match Schedule
Italy vs Scotland
Competition: Rugby Regular Season 2013,
Date: Saturday February 22, 2014
Time: 13:10 GMT (+0)

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P2PTV is a technology in which all users receiving streaming content simultaneously upload the
received content (to some extent) to other users. This way every viewer contributes to the overall
capacity of available bandwidth. When a user joins a certain channel, the P2PTV software or plug-in
contacts a tracker server that registers the addresses of peers who are watching and thus
distributing that channel. It then contacts these peers to receive parts of the feed from one or more
users. The tracker records the user's address, so that it can be announced to other users who wish to
view the same channel. Swarms are formed of users who are as close to each other as possible in
order to reach maximum distribution speeds. In this way an overlay network is created on top of the
regular internet for the distribution of real-time video content. This means that, in theory, the
content distributor only has to upload the content to a small number of users, which in turn pass this
on to a small number of other users, and they in turn do the same thing, etc... In this way a tree is
created of users receiving the content when only a small number of viewers are served by the
original distributor (see Figure 3). In practice users will receive and send different small parts of the
stream from and to a multitude of peers depending on the quality needs and swarm size.


At this moment the P2PTV technology is mostly used by consumers using P2PTV applications for
broadcasting. P2PTV applications enable the user to share video material with a large number of
others over the internet in real time, without the high bandwidth burdens that this would normally
cost with unicast. These types of applications are typically used in Asian countries for sharing and
watching live sporting events and programming that is offered by paid American television
networks. Examples of P2P streaming applications are: Sopcast, TvAnts, PPMate and LiveCast. All of
these P2PTV applications enable users to receive and view live streaming video content which is
distributed through software that is capable of doing this. This content is streamed directly to users
that connect to their “channel”, which in turn join the swarm of users and forward their received
content to others to create a live stream. This is often used for the distribution of copyrighted
material, which makes this an undesirable activity for the current television industry.

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In the past few years the use of internet for the delivery of a complete and user oriented offering of
large and worldwide events has been growing. Events like the Olympic Summer Games and the
European Cup of rugby were offered by several distributors through the internet, live, 24 hours per
day and with the choice of what the user wanted to see. All sports and matches were available and
the audiences for these online coverage have been overwhelming (Roettgers, 2008). The Dutch
broadcaster Nederlandse Omroep Stichting (NOS; Dutch Broadcasting Foundation), for instance,
delivered up to twelve simultaneous feeds to choose from between different events of the 2008
Olympics in Beijing, at a quality of 800 kbps. Here too the viewer numbers were larger than ever
could be expected (Berg, 2008). Besides sporting events also major international events like the
Eurovision Song Contest and for instance the U.S. Presidential Inauguration can count on broad live
online coverage.
Internet television is more and more seen as a great way to expand the audience, next to traditional
television coverage for live events. For the current television industry this is a good thing as the rule
“the more eyeballs see your content, the better” applies, as more exposure means more value to
advertisers. We speak here of the current television industry, because in this research we will be
discussing and identifying possible changes in the industry. This is why we will speak of the current
television industry when we speak of the industry as it is now, before the possible introduction of
any changes.
Up till now the large scale distribution of live video content is a costly activity as the cost for this is
measured in bandwidth and bandwidth is paid for per Gigabyte uploaded. The distributor of the
content pays for the bandwidth that is needed to send (or upload) the content to the consumer. And
thus every extra customer means extra costs. Also the bandwidth the distributor has at his disposal
is limited. When this available maximum is reached the service is compromised. Depending on the
used technologies and distribution infrastructure, this could cause that extra users will not be able to
receive the feed or the quality goes down. But it could also mean that the service would no longer
be available at all for all users. Because of the high costs that come from raising the quality of the
streams and the network constraints most of these programs can only be watched in quality inferior
to what people are used to from their television set, which is one of the main reasons many
consumers are not appealed to watching internet television.

Match Schedule
Sharks vs Hurricanes
Competition: Rugby Regular Season 2013,
Date: Saturday February 22, 2014
Time: 15:10 GMT (+0)

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P2PTV is a technology in which all users receiving streaming content simultaneously upload the
received content (to some extent) to other users. This way every viewer contributes to the overall
capacity of available bandwidth. When a user joins a certain channel, the P2PTV software or plug-in
contacts a tracker server that registers the addresses of peers who are watching and thus
distributing that channel. It then contacts these peers to receive parts of the feed from one or more
users. The tracker records the user's address, so that it can be announced to other users who wish to
view the same channel. Swarms are formed of users who are as close to each other as possible in
order to reach maximum distribution speeds. In this way an overlay network is created on top of the
regular internet for the distribution of real-time video content. This means that, in theory, the
content distributor only has to upload the content to a small number of users, which in turn pass this
on to a small number of other users, and they in turn do the same thing, etc... In this way a tree is
created of users receiving the content when only a small number of viewers are served by the
original distributor (see Figure 3). In practice users will receive and send different small parts of the
stream from and to a multitude of peers depending on the quality needs and swarm size.


At this moment the P2PTV technology is mostly used by consumers using P2PTV applications for
broadcasting. P2PTV applications enable the user to share video material with a large number of
others over the internet in real time, without the high bandwidth burdens that this would normally
cost with unicast. These types of applications are typically used in Asian countries for sharing and
watching live sporting events and programming that is offered by paid American television
networks. Examples of P2P streaming applications are: Sopcast, TvAnts, PPMate and LiveCast. All of
these P2PTV applications enable users to receive and view live streaming video content which is
distributed through software that is capable of doing this. This content is streamed directly to users
that connect to their “channel”, which in turn join the swarm of users and forward their received
content to others to create a live stream. This is often used for the distribution of copyrighted
material, which makes this an undesirable activity for the current television industry.
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In the past few years the use of internet for the delivery of a complete and user oriented offering of
large and worldwide events has been growing. Events like the Olympic Summer Games and the
European Cup of rugby were offered by several distributors through the internet, live, 24 hours per
day and with the choice of what the user wanted to see. All sports and matches were available and
the audiences for these online coverage have been overwhelming (Roettgers, 2008). The Dutch
broadcaster Nederlandse Omroep Stichting (NOS; Dutch Broadcasting Foundation), for instance,
delivered up to twelve simultaneous feeds to choose from between different events of the 2008
Olympics in Beijing, at a quality of 800 kbps. Here too the viewer numbers were larger than ever
could be expected (Berg, 2008). Besides sporting events also major international events like the
Eurovision Song Contest and for instance the U.S. Presidential Inauguration can count on broad live
online coverage.
Internet television is more and more seen as a great way to expand the audience, next to traditional
television coverage for live events. For the current television industry this is a good thing as the rule
“the more eyeballs see your content, the better” applies, as more exposure means more value to
advertisers. We speak here of the current television industry, because in this research we will be
discussing and identifying possible changes in the industry. This is why we will speak of the current
television industry when we speak of the industry as it is now, before the possible introduction of
any changes.
Up till now the large scale distribution of live video content is a costly activity as the cost for this is
measured in bandwidth and bandwidth is paid for per Gigabyte uploaded. The distributor of the
content pays for the bandwidth that is needed to send (or upload) the content to the consumer. And
thus every extra customer means extra costs. Also the bandwidth the distributor has at his disposal
is limited. When this available maximum is reached the service is compromised. Depending on the
used technologies and distribution infrastructure, this could cause that extra users will not be able to
receive the feed or the quality goes down. But it could also mean that the service would no longer
be available at all for all users. Because of the high costs that come from raising the quality of the
streams and the network constraints most of these programs can only be watched in quality inferior
to what people are used to from their television set, which is one of the main reasons many
consumers are not appealed to watching internet television.

Match Schedule
England vs Ireland
Competition: Rugby Regular Season 2013,
Date: Saturday February 22, 2014
Time: 16:00 GMT (+0)

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P2PTV is a technology in which all users receiving streaming content simultaneously upload the
received content (to some extent) to other users. This way every viewer contributes to the overall
capacity of available bandwidth. When a user joins a certain channel, the P2PTV software or plug-in
contacts a tracker server that registers the addresses of peers who are watching and thus
distributing that channel. It then contacts these peers to receive parts of the feed from one or more
users. The tracker records the user's address, so that it can be announced to other users who wish to
view the same channel. Swarms are formed of users who are as close to each other as possible in
order to reach maximum distribution speeds. In this way an overlay network is created on top of the
regular internet for the distribution of real-time video content. This means that, in theory, the
content distributor only has to upload the content to a small number of users, which in turn pass this
on to a small number of other users, and they in turn do the same thing, etc... In this way a tree is
created of users receiving the content when only a small number of viewers are served by the
original distributor (see Figure 3). In practice users will receive and send different small parts of the
stream from and to a multitude of peers depending on the quality needs and swarm size.


At this moment the P2PTV technology is mostly used by consumers using P2PTV applications for
broadcasting. P2PTV applications enable the user to share video material with a large number of
others over the internet in real time, without the high bandwidth burdens that this would normally
cost with unicast. These types of applications are typically used in Asian countries for sharing and
watching live sporting events and programming that is offered by paid American television
networks. Examples of P2P streaming applications are: Sopcast, TvAnts, PPMate and LiveCast. All of
these P2PTV applications enable users to receive and view live streaming video content which is
distributed through software that is capable of doing this. This content is streamed directly to users
that connect to their “channel”, which in turn join the swarm of users and forward their received
content to others to create a live stream. This is often used for the distribution of copyrighted
material, which makes this an undesirable activity for the current television industry.
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In the past few years the use of internet for the delivery of a complete and user oriented offering of
large and worldwide events has been growing. Events like the Olympic Summer Games and the
European Cup of rugby were offered by several distributors through the internet, live, 24 hours per
day and with the choice of what the user wanted to see. All sports and matches were available and
the audiences for these online coverage have been overwhelming (Roettgers, 2008). The Dutch
broadcaster Nederlandse Omroep Stichting (NOS; Dutch Broadcasting Foundation), for instance,
delivered up to twelve simultaneous feeds to choose from between different events of the 2008
Olympics in Beijing, at a quality of 800 kbps. Here too the viewer numbers were larger than ever
could be expected (Berg, 2008). Besides sporting events also major international events like the
Eurovision Song Contest and for instance the U.S. Presidential Inauguration can count on broad live
online coverage.
Internet television is more and more seen as a great way to expand the audience, next to traditional
television coverage for live events. For the current television industry this is a good thing as the rule
“the more eyeballs see your content, the better” applies, as more exposure means more value to
advertisers. We speak here of the current television industry, because in this research we will be
discussing and identifying possible changes in the industry. This is why we will speak of the current
television industry when we speak of the industry as it is now, before the possible introduction of
any changes.
Up till now the large scale distribution of live video content is a costly activity as the cost for this is
measured in bandwidth and bandwidth is paid for per Gigabyte uploaded. The distributor of the
content pays for the bandwidth that is needed to send (or upload) the content to the consumer. And
thus every extra customer means extra costs. Also the bandwidth the distributor has at his disposal
is limited. When this available maximum is reached the service is compromised. Depending on the
used technologies and distribution infrastructure, this could cause that extra users will not be able to
receive the feed or the quality goes down. But it could also mean that the service would no longer
be available at all for all users. Because of the high costs that come from raising the quality of the
streams and the network constraints most of these programs can only be watched in quality inferior
to what people are used to from their television set, which is one of the main reasons many
consumers are not appealed to watching internet television.

Match Schedule
Lions vs Stormers
Competition: Rugby Regular Season 2013,
Date: Saturday February 22, 2014
Time: 17:10 GMT (+0)

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P2PTV is a technology in which all users receiving streaming content simultaneously upload the
received content (to some extent) to other users. This way every viewer contributes to the overall
capacity of available bandwidth. When a user joins a certain channel, the P2PTV software or plug-in
contacts a tracker server that registers the addresses of peers who are watching and thus
distributing that channel. It then contacts these peers to receive parts of the feed from one or more
users. The tracker records the user's address, so that it can be announced to other users who wish to
view the same channel. Swarms are formed of users who are as close to each other as possible in
order to reach maximum distribution speeds. In this way an overlay network is created on top of the
regular internet for the distribution of real-time video content. This means that, in theory, the
content distributor only has to upload the content to a small number of users, which in turn pass this
on to a small number of other users, and they in turn do the same thing, etc... In this way a tree is
created of users receiving the content when only a small number of viewers are served by the
original distributor (see Figure 3). In practice users will receive and send different small parts of the
stream from and to a multitude of peers depending on the quality needs and swarm size.


At this moment the P2PTV technology is mostly used by consumers using P2PTV applications for
broadcasting. P2PTV applications enable the user to share video material with a large number of
others over the internet in real time, without the high bandwidth burdens that this would normally
cost with unicast. These types of applications are typically used in Asian countries for sharing and
watching live sporting events and programming that is offered by paid American television
networks. Examples of P2P streaming applications are: Sopcast, TvAnts, PPMate and LiveCast. All of
these P2PTV applications enable users to receive and view live streaming video content which is
distributed through software that is capable of doing this. This content is streamed directly to users
that connect to their “channel”, which in turn join the swarm of users and forward their received
content to others to create a live stream. This is often used for the distribution of copyrighted
material, which makes this an undesirable activity for the current television industry.

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