Pando Networks

Source: Wikipedia, the free encyclopedia.
Pando Networks
Company typePrivate
Industry
Microsoft Corporation
Websitepandonetworks.com[dead link]

Founded in 2004 in New York City, Pando Networks was a managed peer-to-peer (P2P) media distribution company backed by Intel Capital, BRM Capital and Wheatley Partners.[1] The company specialized in cloud distribution of games, video and software for publishers and media distributors and also operated a freemium consumer business for sending large files.[2]

Pando Network's technology was based on

BitTorrent
but with modifications. Its hybrid P2P- and server-based network included central control over file distribution, intelligent throttling between peers and servers, reporting/analytics and security.

In the spring of 2006, the company publicly launched Pando, a small application that let consumers bypass email's attachment limits and send large files (up to 1GB) regardless of email service provider.[3] By late May 2009, over 30 million people had installed the Pando application.[4]

In late 2007, along with

Yale computer science research team developed the P4P technical protocol, which they believed could speed P2P content delivery while lowering ISP network utilization.[6] In collaboration with Yale and the P4P working group, Pando Networks adopted the technology and Laird Popkin coordinated a test in the summer of 2008, showing promising results.[7][8][9]

The company released its first commercial service in May 2008; media distributors could now plug Pando Networks' peer cloud into their existing

long tail content to be reliably served off the CDN.[10]

high-definition TV episodes to consumers’ PCs.[11]

The game industry was Pando Networks’ largest customer segment. Installation files, particularly for

Turbine, Riot Games, Gala-Net, and LevelUp.[13]
In May 2010, Pando Networks surpassed 30 million game downloads. [14]

Pando Networks was acquired by Microsoft in March 2013.[15]

See also

References

  1. ^ "Intel Capital leads funding for Pando Networks". sanjose.bizjournals.com. May 15, 2006.
  2. ^ Mossberg, Walter S; Boehret, Katherine (July 12, 2006). "An Easier Way to Send Large Email Attachments". The Wall Street Journal.
  3. ^ Kelly, David A. (June 29, 2006). "Video Catching Up to Photos When It Comes to Sharing". The New York Times. Retrieved October 17, 2010.
  4. ^ Plessner, Andy (May 23, 2009). "Beet.TV: Pando Has P2P Distribution for Major Video Game Publishers". beet.tv. Retrieved October 16, 2010.
  5. ^ Menon, Anuradha (June 27, 2008). "P4P – Next Generation P2P". thefutureofthings.com.
  6. ^ "Yale Computer Scientists Devise a "P4P" System for Efficient Internet Usage". opa.yale.edu. May 27, 2008. Archived from the original on September 23, 2008. Retrieved October 18, 2010.
  7. ^ Jonietz, Erika (November 17, 2009). "P4P Remodels File Sharing". technologyreview.com.
  8. ^ Paul, Ryan (March 14, 2008). "Verizon embraces P4P, a more efficient peer-to-peer tech". arstechnica.com.
  9. ^ Anderson, Nate (November 3, 2008). "Comcastic P4P trial shows 80% speed boost for P2P downloads". arstechnica.com.
  10. ^ Cohen, Reuven (October 6, 2008). "Cloud Computing & Content Delivery Networks – Web 2.0 Journal". web2.sys-con.com.
  11. ^ Glazowski, Paul (February 7, 2008). "NBC Direct To Get a Reboot With Help From Pando". mashable.com.
  12. ^ Alexander, Leigh (March 5, 2009). "Nexon America Chooses Pando For Content Delivery". gamasutra.com. Retrieved October 16, 2010.
  13. ^ "More Game Companies Select Pando Networks to Optimize Game Downloads". tmcnet.com. September 16, 2009.
  14. ^ Vance, Jeff (September 30, 2010). "7 Hot Cloud Computing Innovations". datamation.com.
  15. ^ "Microsoft Acquires Pando – Next Xbox Uses Rumoured – TheSixthAxis". 14 March 2013. Retrieved 2020-12-04.

External links