3 research outputs found

    An experimental evaluation of server performance in Networked Virtual Environments

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    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

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    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

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    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
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