3 research outputs found
An experimental evaluation of server performance in Networked Virtual Environments
Several works in the literature have recently addressed
the study of different Networked Virtual Environments
(NVE) due to their increasing popularity and widespread use in
fields ranging from entertainment to e-Health. Open Wonderland
is one of these NVEs which has been the subject of several studies
mainly focused on the client side. This paper aims to cover the
server-side performance issues to provide complementary results
that can be useful for properly sizing Open Wonderland systems
according to the number of expected users. An experimental
testbed is used, which provides real data that shows that CPU
and outgoing bandwidth are the most critical parameters when
the number of clients increase.Ministerio de Ciencia e Innovaci贸n PROCUR@-IPT-2011-1038-900000Ministerio de Ciencia e Innovaci贸n TEC2009-10639-C04-0
Network traffic characterisation, analysis, modelling and simulation for networked virtual environments
Networked virtual environment (NVE) refers to a distributed software
system where a simulation, also known as virtual world, is shared over a
data network between several users that can interact with each other and
the simulation in real-time. NVE systems are omnipresent in the present
globally interconnected world, from entertainment industry, where they are
one of the foundations for many video games, to pervasive games that focus
on e-learning, e-training or social studies. From this relevance derives
the interest in better understanding the nature and internal dynamics of
the network tra c that vertebrates these systems, useful in elds such as
network infrastructure optimisation or the study of Quality of Service and
Quality of Experience related to NVE-based services. The goal of the present
work is to deepen into this understanding of NVE network tra c by helping
to build network tra c models that accurately describe it and can be used
as foundations for tools to assist in some of the research elds enumerated
before.
First contribution of the present work is a formal characterisation for
NVE systems, which provides a tool to determine which systems can be
considered as NVE. Based on this characterisation it has been possible to
identify numerous systems, such as several video games, that qualify as NVE
and have an important associated literature focused on network tra c analysis.
The next contribution has been the study of this existing literature from
a NVE perspective and the proposal of an analysis pipeline, a structured
collection of processes and techniques to de ne microscale network models
for NVE tra c. This analysis pipeline has been tested and validated against
a study case focused on Open Wonderland (OWL), a framework to build
NVE systems of di erent purpose. The analysis pipeline helped to de ned
network models from experimental OWL tra c and assessed on their accuracy
from a statistical perspective. The last contribution has been the
design and implementation of simulation tools based on the above OWL
models and the network simulation framework ns-3. The purpose of these
simulations was to con rm the validity of the OWL models and the analysis
pipeline, as well as providing potential tools to support studies related to NVE network tra c. As a result of this nal contribution, it has been proposed
to exploit the parallelisation potential of these simulations through High
Throughput Computing techniques and tools, aimed to coordinate massively
parallel computing workloads over distributed resources
Treatment-Based Classi?cation in Residential Wireless Access Points
IEEE 802.11 wireless access points (APs) act as the central communication hub inside homes, connecting all networked devices to the Internet. Home users run a variety of network applications with diverse Quality-of-Service requirements (QoS) through their APs. However, wireless APs are often the bottleneck in residential networks as broadband connection speeds keep increasing. Because of the lack of QoS support and complicated configuration procedures in most off-the-shelf APs, users can experience QoS degradation with their wireless networks, especially when multiple applications are running concurrently.
This dissertation presents CATNAP, Classification And Treatment iN an AP , to provide better QoS support for various applications over residential wireless networks, especially timely delivery for real-time applications and high throughput for download-based applications. CATNAP consists of three major components: supporting functions, classifiers, and treatment modules. The supporting functions collect necessary flow level statistics and feed it into the CATNAP classifiers. Then, the CATNAP classifiers categorize flows along three-dimensions: response-based/non-response-based, interactive/non-interactive, and greedy/non-greedy. Each CATNAP traffic category can be directly mapped to one of the following treatments: push/delay, limited advertised window size/drop, and reserve bandwidth. Based on the classification results, the CATNAP treatment module automatically applies the treatment policy to provide better QoS support.
CATNAP is implemented with the NS network simulator, and evaluated against DropTail and Strict Priority Queue (SPQ) under various network and traffic conditions. In most simulation cases, CATNAP provides better QoS supports than DropTail: it lowers queuing delay for multimedia applications such as VoIP, games and video, fairly treats FTP flows with various round trip times, and is even functional when misbehaving UDP traffic is present. Unlike current QoS methods, CATNAP is a plug-and-play solution, automatically classifying and treating flows without any user configuration, or any modification to end hosts or applications