17,125 research outputs found

    ANALISA PERFORMANSI PENERAPAN TEKNOLOGI MPLS PADA CORE NETWORK GPRS

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    ABSTRAKSI: Komunikasi bergerak generasi kedua Global System for Mobile Communication (GSM) pada awalnya didesain untuk melayani trafik suara (circuit switch), data, serta beberapa packet oriented teleservice (SMS). Adanya perkembangan teknologi internet General Packet Radio Service (GPRS) menjadi populer karena mampu memberikan layanan end-to-end untuk paket data yang lebih efisisen. Sistem GPRS sekarang secara umum menggunakan best efffort delivery. Namun demikian, QoS dapat disertakan dengan mekanisme pengontrolan core network. Platform teknologi yang ditawarkan untuk core network biasanya menggunakan jaringan IP/Point-to-point Protocol/Synchronous Digital Hierarchy, tetapi pendekatan tersebut tidak efektif dalam segi biaya dan tidak sepenuhnya dapat melindungi dari congestion. Dengan menggunkan arsitektur MPLS (Multi Protocol Label Switching) yang merupakan teknologi routing internet masa depan, mampu mengoptimalkan jaringan dan menawarkan value added service. MPLS menyederhanakan routing paket dan mengoptimalkan pemilihan jalur (path) yang melalui internet backbone.MPLS juga mendukung QoS denngan bandwidth reservation dan prioritas trafikKata Kunci : MPLS, GPRS, QoS, Distance VektorABSTRACT: Mobile Communication second Generation Global System for Mobile Communication (GSM) in the begining desingned for serving voice traffic (circuit switch), data, and packet oriented teleservice (SMS). Developed internet technology such as General Packet Radio Service (GPRS) became popular since it could efficiently give end to end service.Now, GPRS system commonly use best efffort delivery. Nevertheless, QoS can attach with control mecanism in core network. Offered Platform Techlogy for core network usually use IP/Point-to-point Protocol/Synchronous Digital Hierarchy, in the cost manner that ways not too effective to protect from congestion. Using MPLS(Multi Protocol Label Switching) archiecture, as an internet routing technology, able to optimize network and offer value added service. MPLS simplify packet routing and optimize path selection through internet backnone. MPLS also support QoS with bandwidth reservation and traffic priority.Keyword: MPLS, GPRS, QoS, Distance Vekto

    EVEREST IST - 2002 - 00185 : D23 : final report

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    Deliverable pĂşblic del projecte europeu EVERESTThis deliverable constitutes the final report of the project IST-2002-001858 EVEREST. After its successful completion, the project presents this document that firstly summarizes the context, goal and the approach objective of the project. Then it presents a concise summary of the major goals and results, as well as highlights the most valuable lessons derived form the project work. A list of deliverables and publications is included in the annex.Postprint (published version

    End-to-end resource management for federated delivery of multimedia services

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    Recently, the Internet has become a popular platform for the delivery of multimedia content. Currently, multimedia services are either offered by Over-the-top (OTT) providers or by access ISPs over a managed IP network. As OTT providers offer their content across the best-effort Internet, they cannot offer any Quality of Service (QoS) guarantees to their users. On the other hand, users of managed multimedia services are limited to the relatively small selection of content offered by their own ISP. This article presents a framework that combines the advantages of both existing approaches, by dynamically setting up federations between the stakeholders involved in the content delivery process. Specifically, the framework provides an automated mechanism to set up end-to-end federations for QoS-aware delivery of multimedia content across the Internet. QoS contracts are automatically negotiated between the content provider, its customers, and the intermediary network domains. Additionally, a federated resource reservation algorithm is presented, which allows the framework to identify the optimal set of stakeholders and resources to include within a federation. Its goal is to minimize delivery costs for the content provider, while satisfying customer QoS requirements. Moreover, the presented framework allows intermediary storage sites to be included in these federations, supporting on-the-fly deployment of content caches along the delivery paths. The algorithm was thoroughly evaluated in order to validate our approach and assess the merits of including intermediary storage sites. The results clearly show the benefits of our method, with delivery cost reductions of up to 80 % in the evaluated scenario

    FedRR: a federated resource reservation algorithm for multimedia services

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    The Internet is rapidly evolving towards a multimedia service delivery platform. However, existing Internet-based content delivery approaches have several disadvantages, such as the lack of Quality of Service (QoS) guarantees. Future Internet research has presented several promising ideas to solve the issues related to the current Internet, such as federations across network domains and end-to-end QoS reservations. This paper presents an architecture for the delivery of multimedia content across the Internet, based on these novel principles. It facilitates the collaboration between the stakeholders involved in the content delivery process, allowing them to set up loosely-coupled federations. More specifically, the Federated Resource Reservation (FedRR) algorithm is proposed. It identifies suitable federation partners, selects end-to-end paths between content providers and their customers, and optimally configures intermediary network and infrastructure resources in order to satisfy the requested QoS requirements and minimize delivery costs

    QoS routing in ad-hoc networks using GA and multi-objective optimization

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    Much work has been done on routing in Ad-hoc networks, but the proposed routing solutions only deal with the best effort data traffic. Connections with Quality of Service (QoS) requirements, such as voice channels with delay and bandwidth constraints, are not supported. The QoS routing has been receiving increasingly intensive attention, but searching for the shortest path with many metrics is an NP-complete problem. For this reason, approximated solutions and heuristic algorithms should be developed for multi-path constraints QoS routing. Also, the routing methods should be adaptive, flexible, and intelligent. In this paper, we use Genetic Algorithms (GAs) and multi-objective optimization for QoS routing in Ad-hoc Networks. In order to reduce the search space of GA, we implemented a search space reduction algorithm, which reduces the search space for GAMAN (GA-based routing algorithm for Mobile Ad-hoc Networks) to find a new route. We evaluate the performance of GAMAN by computer simulations and show that GAMAN has better behaviour than GLBR (Genetic Load Balancing Routing).Peer ReviewedPostprint (published version

    MIRAI Architecture for Heterogeneous Network

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    One of the keywords that describe next-generation wireless communications is "seamless." As part of the e-Japan Plan promoted by the Japanese Government, the Multimedia Integrated Network by Radio Access Innovation project has as its goal the development of new technologies to enable seamless integration of various wireless access systems for practical use by 2005. This article describes a heterogeneous network architecture including a common tool, a common platform, and a common access. In particular, software-defined radio technologies are used to develop a multiservice user terminal to access different wireless networks. The common platform for various wireless networks is based on a wireless-supporting IPv6 network. A basic access network, separated from other wireless access networks, is used as a means for wireless system discovery, signaling, and paging. A proof-of-concept experimental demonstration system is available

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
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