290 research outputs found

    An emulation of VoD services using virtual network environments

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    Virtualization platforms are a viable alternative for the implementation of IP network experimentation environments. These platforms facilitate the conducting of tests as if a real environment were used and therefore can reduce the risk of failure as well as investment and experimentation costs. This paper proposes to develop a method to improve the results obtained in virtual network environments, trying to resemble those obtained in a real environment. To carry this out, we have emulated a video-on-demand service over ADSL using Xen as a virtualization tool, just as it would have been through a real ADSL connection. Connectivity, IP addressing, switching, routing and video streaming were tested to check the functionality of virtual network environments. Then, the bandwidth, the delay, and the inter-arrival time of video streaming packets were measured both in real and virtual environments. Finally, these parameters were tuned in the virtual network environments obtaining a similar behavior in clients and servers of both cases

    ATM network impairment to video quality

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    Includes bibliographical reference

    QoE estimation for different adaptive streaming techniques in mobile networks

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    Video services are becoming more and more popular for mobile network users and require greater and greater resources and provisions from telecommunications service providers. But operators suffer from problems of interoperability between the different adaptive transmissions techniques they employ in an attempt to satisfy the quality of experience (QoE) of the service provided to users and improve network performance. This article presents a comparison of four such streaming techniques - DASH (dynamic adaptive streaming over HTTP), HDS (HTTP dynamic streaming), HLS (HTTP2 live streaming) and HSS (HTTP smooth streaming) - used in a live video playback by a user in different test scenarios on an emulated long-term evolution (LTE) network. Comparison of performance was carried out using the mean opinion score (MOS) metric calculated based on ITU-T Recommendation P.1203. The streaming techniques that performed best in each of the different test scenarios are revealed.El servicio de video es cada vez más popular por parte de los usuarios de redes móviles, además exige mayores recursos y prestaciones por parte de los proveedores de servicios de telecomunicaciones. Para satisfacer la calidad de la experiencia del servicio suministrado a los usuarios - QoE y mejorar el rendimiento de las redes, los operadores utilizan diferentes técnicas de transmisión adaptativa, las cuales presentan inconvenientes de interoperabilidad entre ellas.  En este artículo se presenta una comparación de las técnicas de streaming DASH (dynamic adaptive streaming over HTTP), HDS (HTTP dynamic streaming), HLS (HTTP2 live streaming) and HSS (HTTP smooth streaming) empleadas en la reproducción de vídeo en vivo por parte de un usuario en diferentes escenarios de prueba, en una red LTE emulada. La comparación de desempeño se realiza mediante la métrica de la MOS calculada a partir de la Recomendación ITU-T P.1203. Se presenta para los diferentes escenarios bajo prueba, la técnica de streaming que mejor desempeño obtiene

    QoE estimation for different adaptive streaming techniques in mobile networks

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    Video services are becoming more and more popular for mobile network users and require greater and greater resources and provisions from telecommunications service providers. But operators suffer from problems of interoperability between the different adaptive transmissions techniques they employ in an attempt to satisfy the quality of experience (QoE) of the service provided to users and improve network performance. This article presents a comparison of four such streaming techniques - DASH (dynamic adaptive streaming over HTTP), HDS (HTTP dynamic streaming), HLS (HTTP2 live streaming) and HSS (HTTP smooth streaming) - used in a live video playback by a user in different test scenarios on an emulated long-term evolution (LTE) network. Comparison of performance was carried out using the mean opinion score (MOS) metric calculated based on ITU-T Recommendation P.1203. The streaming techniques that performed best in each of the different test scenarios are revealed.El servicio de video es cada vez más popular por parte de los usuarios de redes móviles, además exige mayores recursos y prestaciones por parte de los proveedores de servicios de telecomunicaciones. Para satisfacer la calidad de la experiencia del servicio suministrado a los usuarios - QoE y mejorar el rendimiento de las redes, los operadores utilizan diferentes técnicas de transmisión adaptativa, las cuales presentan inconvenientes de interoperabilidad entre ellas.  En este artículo se presenta una comparación de las técnicas de streaming DASH (dynamic adaptive streaming over HTTP), HDS (HTTP dynamic streaming), HLS (HTTP2 live streaming) and HSS (HTTP smooth streaming) empleadas en la reproducción de vídeo en vivo por parte de un usuario en diferentes escenarios de prueba, en una red LTE emulada. La comparación de desempeño se realiza mediante la métrica de la MOS calculada a partir de la Recomendación ITU-T P.1203. Se presenta para los diferentes escenarios bajo prueba, la técnica de streaming que mejor desempeño obtiene

    QoE estimation for different adaptive streaming techniques in mobile networks

    Get PDF
    Video services are becoming more and more popular for mobile network users and require greater and greater resources and provisions from telecommunications service providers. But operators suffer from problems of interoperability between the different adaptive transmissions techniques they employ in an attempt to satisfy the quality of experience (QoE) of the service provided to users and improve network performance. This article presents a comparison of four such streaming techniques - DASH (dynamic adaptive streaming over HTTP), HDS (HTTP dynamic streaming), HLS (HTTP2 live streaming) and HSS (HTTP smooth streaming) - used in a live video playback by a user in different test scenarios on an emulated long-term evolution (LTE) network. Comparison of performance was carried out using the mean opinion score (MOS) metric calculated based on ITU-T Recommendation P.1203. The streaming techniques that performed best in each of the different test scenarios are revealed.El servicio de video es cada vez más popular por parte de los usuarios de redes móviles, además exige mayores recursos y prestaciones por parte de los proveedores de servicios de telecomunicaciones. Para satisfacer la calidad de la experiencia del servicio suministrado a los usuarios - QoE y mejorar el rendimiento de las redes, los operadores utilizan diferentes técnicas de transmisión adaptativa, las cuales presentan inconvenientes de interoperabilidad entre ellas.  En este artículo se presenta una comparación de las técnicas de streaming DASH (dynamic adaptive streaming over HTTP), HDS (HTTP dynamic streaming), HLS (HTTP2 live streaming) and HSS (HTTP smooth streaming) empleadas en la reproducción de vídeo en vivo por parte de un usuario en diferentes escenarios de prueba, en una red LTE emulada. La comparación de desempeño se realiza mediante la métrica de la MOS calculada a partir de la Recomendación ITU-T P.1203. Se presenta para los diferentes escenarios bajo prueba, la técnica de streaming que mejor desempeño obtiene

    The state of peer-to-peer network simulators

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    Networking research often relies on simulation in order to test and evaluate new ideas. An important requirement of this process is that results must be reproducible so that other researchers can replicate, validate and extend existing work. We look at the landscape of simulators for research in peer-to-peer (P2P) networks by conducting a survey of a combined total of over 280 papers from before and after 2007 (the year of the last survey in this area), and comment on the large quantity of research using bespoke, closed-source simulators. We propose a set of criteria that P2P simulators should meet, and poll the P2P research community for their agreement. We aim to drive the community towards performing their experiments on simulators that allow for others to validate their results

    Implementation of QoS onto virtual bus network

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    Quality of Service (QoS) is a key issue in a multimedia environment because multimedia applications are sensitive to delay. The virtual bus architecture is a hierarchical access network structure that has been proposed to simplify network signaling. The network employs an interconnection of hierarchical database to support advanced routing of the signaling and traffic load. Therefore, the requirements and management of quality of service is important in the virtual bus network particularly to support multimedia applications. QoS and traffic parameters are specified for each class type and the OMNeT model has been described

    Software-driven definition of virtual testbeds to validate emergent network technologies

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    This paper is an extended version of our paper published in XIII Jornadas de Ingeniería Telemática (JITEL 2017), Valencia, Spain, 27–29 September 2017, “Definición de Testbeds Virtualizados Utilizando Perfiles de Actividad de Red”The lack of privileged access to emergent and operational deployments is one of the key matters during validation and testing of novel telecommunication systems and technologies. This matter jeopardizes the repeatability of experiments, which results in burdens for innovation and research in these areas. In this light, we present a method and architecture to make the software-driven definition of virtual testbeds easier. As distinguishing features, our proposal can mimic operational deployments by using high-dimensional activity patterns. These activity patterns shape the effect of a control module that triggers agents for the generation of network traffic. This solution exploits the capabilities of network emulation and virtualization systems, which nowadays can be easily deployed in commodity servers. With this, we accomplish a reproducible definition of realistic experimental conditions and the introduction of real agent implementations in a cost-effective fashion. We evaluate our solution in a case study that is comprised of the validation of a network-monitoring tool for Voice over IP (VoIP) deployments. Our experimental results support the viability of the method and illustrate how this formulation can improve the experimentation in emergent technologies.This work has been partially funded by the SpanishMinistry of Economy and Competitiveness and the European Regional Development Fund under the projects TRÁFICA (MINECO/FEDER TEC2015-69417-C2-1-R) and RACING DRONES (MINECO/FEDER RTC-2016-4744-7

    Simulation of a Tele-Surgery process through a Live Video Streaming service, using Simu5G and Wowza

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    Telematic services that require low latency for real-time applications and that make use of wireless mobile networks are increasingly popular. In the case of Tele-Surgery services that employ Live Video Streaming (LVS), latency times of the order of 1ms are needed. Given the difficulty of implementing real 5G test scenarios that enable this type of service to be characterized, this paper presents an emulation scenario that uses Simu5G to simulate the network, Wowza as a real video server, OBS Studio for transmission and VLC media player for content playback. This emulation scenario makes it possible to modify such parameters as bitrate, bandwidth, frequency and numerology index in order to evaluate different network configurations. By varying these parameters in a controlled way, packet losses are obtained for different bitrate values. The best quality video was obtained with a bitrate of 3000 Kbps.Los servicios telemáticos que requieren baja latencia para aplicaciones en tiempo real y que utilizan las redes móviles inalámbricas son cada vez más populares. El caso del servicio de Tele-Cirugía que emplea la técnica de Live Video Streaming –LVS requiere tiempos de latencia del orden de 1ms. Ante la dificultad de implementar escenarios de prueba reales de 5G que permitan caracterizar este tipo de servicios, se presenta en este trabajo un escenario de emulación que emplea Simu5G para simular la red, Wowza como servidor real de video, OBS Studio para la transmisión y VLC media player para la reproducción del contenido. Este escenario de emulación permite modificar parámetros como bitrate, ancho de banda, frecuencia e índice de numerología; con el objetivo de evaluar diferentes configuraciones de red. Variando de forma controlada los parámetros mencionados, se obtienen las pérdidas de paquetes para diferentes valores de bitrate. De acuerdo a los resultados, y para el escenario de prueba particular, el vídeo con una mejor calidad se obtuvo con un bitrate de 3000 Kbps.
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