386 research outputs found

    Design and prototype of a train-to-wayside communication architecture

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    Telecommunication has become very important in modern society and seems to be almost omnipresent, making daily life easier, more pleasant and connecting people everywhere. It does not only connect people, but also machines, enhancing the efficiency of automated tasks and monitoring automated processes. In this context the IBBT (Interdisciplinary Institute for BroadBand Technology) project TRACK (TRain Applications over an advanced Communication networK), sets the definition and prototyping of an end-to-end train-to-wayside communication architecture as one of the main research goals. The architecture provides networking capabilities for train monitoring, personnel applications and passenger Internet services. In the context of the project a prototype framework was developed to give a complete functioning demonstrator. Every aspect: tunneling and mobility, performance enhancements, and priority and quality of service were taken into consideration. In contrast to other research in this area, which has given mostly high-level overviews, TRACK resulted in a detailed architecture with all different elements present

    Performance evaluation of multipath transport protocol in heterogeneous network environments

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    Performance of multipath transport protocols is known to be sensitive to path asymmetry. The difference between each path in terms of bandwidth, delay and packet loss has a potential to significantly decrease the overall performance of a data flow carried over multiple asymmetric paths. In this paper, we evaluate and analyse reliable data transfer in Concurrent Multipath Transfer extension of Stream Control Transport Protocol (CMT-SCTP) under various conditions of network asymmetry, with a focus on the use case where 3G and Wi-Fi networks are simultaneously available. We identify various causes of performance degradation, review the impact of CMT-SACK extension under path asymmetry and show that the total achievable goodput of a reliable in-order data flow over multiple heterogeneous paths is ruled by the characteristics of the worst path as perceived by the transport protocol. To support our study, we derive a simple analytical model of the receiver window blocking and validate it via simulation

    Delay-centric handover in SCTP

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    The introduction of the Stream Control Transmission Protocol (SCTP) has opened the possibility of a mobile aware transport protocol. The multihoming feature of SCTP negates the need for a solution such as Mobile IP and, as SCTP is a transport layer protocol, it adds no complexity to the network. Utilizing the handover procedure of SCTP, the large bandwidth of WLAN can be exploited whilst in the coverage of a hotspot, and still retain the 3G connection for when the user roams out of the hotspot’s range. All this functionality is provided at the transport layer and is transparent to the end user, something that is still important in non-mobile-aware legacy applications. However, there is one drawback to this scenario - the current handover scheme implemented in SCTP is failure-centric in nature. Handover is only performed in the presence of primary destination address failure. This dissertation proposes a new scheme for performing handover using SCTP. The handover scheme being proposed employs an aggressive polling of all destination addresses within an individual SCTP association in order to determine the round trip delay to each of these addresses. It then performs handover based on these measured path delays. This delay-centric approach does not incur the penalty associated with the current failover-based scheme, namely a number of timeouts before handover is performed. In some cases the proposed scheme can actually preempt the path failure, and perform handover before it occurs. The proposed scheme has been evaluated through simulation, emulation, and within the context of a wireless environment

    Reducing Internet Latency : A Survey of Techniques and their Merit

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    Bob Briscoe, Anna Brunstrom, Andreas Petlund, David Hayes, David Ros, Ing-Jyh Tsang, Stein Gjessing, Gorry Fairhurst, Carsten Griwodz, Michael WelzlPeer reviewedPreprin

    IP-Based Mobility Management and Handover Latency Measurement in heterogeneous environments

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    One serious concern in the ubiquitous networks is the seamless vertical handover management between different wireless technologies. To meet this challenge, many standardization organizations proposed different protocols at different layers of the protocol stack. The Internet Engineering Task Force (IETF) has different groups working on mobility at IP level in order to enhance mobile IPv4 and mobile IPv6 with different variants: HMIPv6 (Hierarchical Mobile IPv6), FMIPv6 (Fast Mobile IPv6) and PMIPv6 (Proxy Mobile IPv6) for seamless handover. Moreover, the IEEE 802.21 standard provides another framework for seamless handover. The 3GPP standard provides the Access Network and Selection Function (ANDSF) to support seamless handover between 3GPP – non 3GPP networks like Wi-Fi, considered as untrusted, and WIMAX considered as trusted networks. In this paper, we present an in-depth analysis of seamless vertical handover protocols and a handover latency comparison of the main mobility management approaches in the literature. The comparison shows the advantages and drawbacks of every mechanism in order to facilitate the adoption of the convenient one for vertical handover within Next Generation Network (NGN) environments. Keywords: Seamless vertical handover, mobility management protocols, IEEE 802.21 MIH, handover latenc

    Managing Network Delay for Browser Multiplayer Games

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    Latency is one of the key performance elements affecting the quality of experience (QoE) in computer games. Latency in the context of games can be defined as the time between the user input and the result on the screen. In order for the QoE to be satisfactory the game needs to be able to react fast enough to player input. In networked multiplayer games, latency is composed of network delay and local delays. Some major sources of network delay are queuing delay and head-of-line (HOL) blocking delay. Network delay in the Internet can be even in the order of seconds. In this thesis we discuss what feasible networking solutions exist for browser multiplayer games. We conduct a literature study to analyze the Differentiated Services architecture, some salient Active Queue Management (AQM) algorithms (RED, PIE, CoDel and FQ-CoDel), the Explicit Congestion Notification (ECN) concept and network protocols for web browser (WebSocket, QUIC and WebRTC). RED, PIE and CoDel as single-queue implementations would be sub-optimal for providing low latency to game traffic. FQ-CoDel is a multi-queue AQM and provides flow separation that is able to prevent queue-building bulk transfers from notably hampering latency-sensitive flows. WebRTC Data-Channel seems promising for games since it can be used for sending arbitrary application data and it can avoid HOL blocking. None of the network protocols, however, provide completely satisfactory support for the transport needs of multiplayer games: WebRTC is not designed for client-server connections, QUIC is not designed for traffic patterns typical for multiplayer games and WebSocket would require parallel connections to mitigate the effects of HOL blocking

    Seamless multimedia delivery within a heterogeneous wireless networks environment: are we there yet?

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    The increasing popularity of live video streaming from mobile devices such as Facebook Live, Instagram Stories, Snapchat, etc. pressurises the network operators to increase the capacity of their networks. However, a simple increase in system capacity will not be enough without considering the provisioning of Quality of Experience (QoE) as the basis for network control, customer loyalty and retention rate and thus increase in network operators revenue. As QoE is gaining strong momentum especially with increasing users’ quality expectations, the focus is now on proposing innovative solutions to enable QoE when delivering video content over heterogeneous wireless networks. In this context, this paper presents an overview of multimedia delivery solutions, identifies the problems and provides a comprehensive classification of related state-of-the-art approaches following three key directions: adaptation, energy efficiency and multipath content delivery. Discussions, challenges and open issues on the seamless multimedia provisioning faced by the current and next generation of wireless networks are also provided
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