4,348 research outputs found

    Development of a Quality of Service Framework for Multimedia Streaming Applications

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    By the year 2012, it is expected that the majority of all Internet traffic will be video content. Coupled with this is the increasing availability of Wireless Local Area Networks (WLANs) due to their ease of deployment, flexibility and reducing roll out costs. Unfortunately the contention based access mechanism utilised by IEEE 802.11 WLANs does not suit the non-uniform or bursty bandwidth profile of a video stream which can lead to a reduced quality of service (QoS) being experienced by the end-user. In 2005, the IEEE 802.11e protocol was ratified in an attempt to solve this emerging problem. It provides for an access prioritization mechanism based upon four separate traffic classes or access categories (ACs). Each AC is characterised by a set of access parameters that determine its level of access priority which is turn determines the amount of bandwidth available to it. Computer simulation studies have shown that AC prioritisation can yield significant improvements in the QoS delivered over a WLAN. However, these studies have been based upon the use of static access parameters for the ACs. In practice, this is not a viable solution owing to the dynamic and unpredictable nature of the operating conditions on WLANs. In this thesis, an experimental study of AC prioritisation based upon adaptive tuning of the access parameters is presented. This new approach to bandwidth provisioning for video streaming is shown to yield significant improvements in the QoS under a wide range of different operating conditions. For example, it is shown that by adaptively tuning the access control parameters in response to the network conditions, the number of video frames delivered that satisfy QoS requirements is more than doubled

    Anticipatory Buffer Control and Quality Selection for Wireless Video Streaming

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    Video streaming is in high demand by mobile users, as recent studies indicate. In cellular networks, however, the unreliable wireless channel leads to two major problems. Poor channel states degrade video quality and interrupt the playback when a user cannot sufficiently fill its local playout buffer: buffer underruns occur. In contrast to that, good channel conditions cause common greedy buffering schemes to pile up very long buffers. Such over-buffering wastes expensive wireless channel capacity. To keep buffering in balance, we employ a novel approach. Assuming that we can predict data rates, we plan the quality and download time of the video segments ahead. This anticipatory scheduling avoids buffer underruns by downloading a large number of segments before a channel outage occurs, without wasting wireless capacity by excessive buffering. We formalize this approach as an optimization problem and derive practical heuristics for segmented video streaming protocols (e.g., HLS or MPEG DASH). Simulation results and testbed measurements show that our solution essentially eliminates playback interruptions without significantly decreasing video quality

    Applications of Repeated Games in Wireless Networks: A Survey

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    A repeated game is an effective tool to model interactions and conflicts for players aiming to achieve their objectives in a long-term basis. Contrary to static noncooperative games that model an interaction among players in only one period, in repeated games, interactions of players repeat for multiple periods; and thus the players become aware of other players' past behaviors and their future benefits, and will adapt their behavior accordingly. In wireless networks, conflicts among wireless nodes can lead to selfish behaviors, resulting in poor network performances and detrimental individual payoffs. In this paper, we survey the applications of repeated games in different wireless networks. The main goal is to demonstrate the use of repeated games to encourage wireless nodes to cooperate, thereby improving network performances and avoiding network disruption due to selfish behaviors. Furthermore, various problems in wireless networks and variations of repeated game models together with the corresponding solutions are discussed in this survey. Finally, we outline some open issues and future research directions.Comment: 32 pages, 15 figures, 5 tables, 168 reference

    Understanding user experience of mobile video: Framework, measurement, and optimization

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    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study

    Mobility: a double-edged sword for HSPA networks

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    This paper presents an empirical study on the performance of mobile High Speed Packet Access (HSPA, a 3.5G cellular standard) networks in Hong Kong via extensive field tests. Our study, from the viewpoint of end users, covers virtually all possible mobile scenarios in urban areas, including subways, trains, off-shore ferries and city buses. We have confirmed that mobility has largely negative impacts on the performance of HSPA networks, as fast-changing wireless environment causes serious service deterioration or even interruption. Meanwhile our field experiment results have shown unexpected new findings and thereby exposed new features of the mobile HSPA networks, which contradict commonly held views. We surprisingly find out that mobility can improve fairness of bandwidth sharing among users and traffic flows. Also the triggering and final results of handoffs in mobile HSPA networks are unpredictable and often inappropriate, thus calling for fast reacting fallover mechanisms. We have conducted in-depth research to furnish detailed analysis and explanations to what we have observed. We conclude that mobility is a double-edged sword for HSPA networks. To the best of our knowledge, this is the first public report on a large scale empirical study on the performance of commercial mobile HSPA networks
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