4 research outputs found

    Efficient Error Control for Scalable Media Transmission over 3G Broadcast Networks

    Get PDF
    Abstract. Broadcast and mobile phone technologies have now combined to provide wireless multimedia services. 3GPP2 has introduced the Broadcast and Multicast Services (BCMCS) architecture in a 3G wireless network. BCMCS are capable of supplying multimedia content, which requires successive frames to arrive within a specific time interval. We analyze the execution time of Reed-Solomon decoding, which is the MAC-layer forward error correction scheme used in cdma2000 1xEV-DO BCMCS, under different air channel conditions. The results show that the time constraints of MPEG-4 cannot be guaranteed by Reed-Solomon decoding when the packet loss rate (PLR) is high, due to its long computation time on current hardware. To alleviate this problem, we propose three error control schemes. Our static scheme bypasses Reed-Solomon decoding at the mobile node to satisfy the MPEG-4 time constraint when the PLR exceeds a given boundary. Our second, dynamic scheme corrects errors in a best-effort manner within the time constraint, instead of giving up altogether when the PLR is high. The third, video-aware dynamic scheme fixes errors in a similar way to the dynamic scheme, but in a priority-driven manner which improves the quality of the final video. Extensive simulation results show the effectiveness of our schemes compared to the original FEC scheme

    Multicast MAC extensions for high rate real-time traffic in wireless LANs

    Get PDF
    Nowadays we are rapidly moving from a mainly textual-based to a multimedia-based Internet, for which the widely deployed IEEE 802.11 wireless LANs can be one of the promising candidates to make them available to users anywhere, anytime, on any device. However, it is still a challenge to support group-oriented real-time multimedia services, such as video-on-demand, video conferencing, distance educations, mobile entertainment services, interactive games, etc., in wireless LANs, as the current protocols do not support multicast, in particular they just send multicast packets in open-loop as broadcast packets, i.e., without any possible acknowledgements or retransmissions. In this thesis, we focus on MAC layer reliable multicast approaches which outperform upper layer ones with both shorter delays and higher efficiencies. Different from polling based approaches, which suffer from long delays, low scalabilities and low efficiencies, we explore a feedback jamming mechanism where negative acknowledgement (NACK) frames are allowed from the non-leader receivers to destroy the acknowledgement (ACK) frame from the single leader receiver and prompts retransmissions from the sender. Based on the feedback jamming scheme, we propose two MAC layer multicast error correction protocols, SEQ driven Leader Based Protocol (SEQ-LBP) and Hybrid Leader Based Protocol (HLBP), the former is an Automatic Repeat reQuest (ARQ) scheme while the later combines both ARQ and the packet level Forward Error Correction (FEC). We evaluate the feedback jamming probabilities and the performances of SEQ-LBP and HLBP based on theoretical analyses, NS-2 simulations and experiments on a real test-bed built with consumer wireless LAN cards. Test results confirm the feasibility of the feedback jamming scheme and the outstanding performances of the proposed protocols SEQ-LBP and HLBP, in particular SEQ-LBP is good for small multicast groups due to its short delay, effectiveness and simplicity while HLBP is better for large multicast groups because of its high efficiency and high scalability with respect to the number of receivers per group.Zurzeit vollzieht sich ein schneller Wechsel vom vorwiegend textbasierten zum multimediabasierten Internet. Die weitverbreiteten IEEE 802.11 Drahtlosnetzwerke sind vielversprechende Kandidaten, um das Internet fĂŒr Nutzer ĂŒberall, jederzeit und auf jedem GerĂ€t verfĂŒgbar zu machen. Die UnterstĂŒtzung gruppenorientierter Echtzeit-Dienste in drahtlosen lokalen Netzen ist jedoch immer noch eine Herausforderung. Das liegt daran, dass aktuelle Protokolle keinen Multicast unterstĂŒtzen. Sie senden Multicast-Pakete vielmehr in einer "Open Loop"-Strategie als Broadcast-Pakete, d. h. ohne jegliche RĂŒckmeldung (feedback) oder Paketwiederholungen. In der vorliegenden Arbeit, anders als in den auf Teilnehmereinzelabfragen (polling) basierenden AnsĂ€tzen, die unter langen Verzögerungen, geringer Skalierbarkeit und geringer Effizienz leiden, versuchen wir, Multicast-Feedback bestehend aus positiven (ACK) und negativen BestĂ€tigungen (NACK) auf MAC-Layer im selben Zeitfenster zu bĂŒndeln. Die ĂŒbrigen EmpfĂ€nger können NACK-Frames senden, um das ACK des Leaders zu zerstören und Paketwiederholungen zu veranlassen. Basierend auf einem Feedback-Jamming Schema schlagen wir zwei MAC-Layer-Protokolle fĂŒr den Fehlerschutz im Multicast vor: Das SEQ-getriebene Leader Based Protocol (SEQ-LBP) und das Hybrid Leader Based Protocol (HLBP). SEQ-LBP ist eines Automatic Repeat reQuest (ARQ) Schema. HLBP kombiniert ARQ und paketbasierte Forward Error Correction (FEC). Wir evaluieren die LeistungsfĂ€higkeit von ACK/NACK jamming, SEQ-LBP und HLBP durch Analysis, Simulationen in NS-2, sowie Experimenten in einer realen Testumgebung mit handelsĂŒblichen WLAN-Karten. Die Testergebnisse bestĂ€tigen die Anwendbarkeit der Feedback-Jamming Schemata und die herausragende LeistungsfĂ€higkeit der vorgestellten Protokolle SEQ-LBP und HLBP. SEQ-LBP ist durch seine kurze Verzögerung, seine EffektivitĂ€t und seine Einfachheit fĂŒr kleine Multicast-Gruppen nĂŒtzlich, wĂ€hrend HLBP auf Grund seiner hohen Effizienz und Skalierbarkeit im Bezug auf die GrĂ¶ĂŸe der EmpfĂ€nger eher in großen Multicast-Gruppen anzuwenden ist

    A hybrid packet loss recovery technique in wireless ad hoc networks

    Get PDF
    TCP utilization in wireless networks poses certain problems due to its inability to distinguish packet losses caused by congestion from those caused by frequent wireless errors, leading to degraded network performance. To avoid these problems and to minimize the effect of intensive channel contention in wireless networks, this work presents a new Hybrid ARQ technique for reliable and efficient packets transfer in static wireless ad hoc network. It is a combination of recent FEC based Raptor coding technique with ARQ based selective retransmission method, which outperforms purely ARQ based method. In contrast to most Hybrid ARQ techniques, which usually employ a byte level FEC, we mostly use packet level FEC in our simulations for the data transfer, on top of less frequent ARQ to recover the residual errors. Existing packet level FEC methods are mostly based on simple parity check codes or Reed Solomon codes with erasure decoding; in this work we use the recent raptor codes. We also introduce the notion of adaptive redundancy which helps to achieve better average network performance and to further improve the redundancy efficiency

    User-centric power-friendly quality-based network selection strategy for heterogeneous wireless environments

    Get PDF
    The ‘Always Best Connected’ vision is built around the scenario of a mobile user seamlessly roaming within a multi-operator multi-technology multi-terminal multi-application multi-user environment supported by the next generation of wireless networks. In this heterogeneous environment, users equipped with multi-mode wireless mobile devices will access rich media services via one or more access networks. All these access networks may differ in terms of technology, coverage range, available bandwidth, operator, monetary cost, energy usage etc. In this context, there is a need for a smart network selection decision to be made, to choose the best available network option to cater for the user’s current application and requirements. The decision is a difficult one, especially given the number and dynamics of the possible input parameters. What parameters are used and how those parameters model the application requirements and user needs is important. Also, game theory approaches can be used to model and analyze the cooperative or competitive interaction between the rational decision makers involved, which are users, seeking to get good service quality at good value prices, and/or the network operators, trying to increase their revenue. This thesis presents the roadmap towards an ‘Always Best Connected’ environment. The proposed solution includes an Adapt-or-Handover solution which makes use of a Signal Strength-based Adaptive Multimedia Delivery mechanism (SAMMy) and a Power-Friendly Access Network Selection Strategy (PoFANS) in order to help the user in taking decisions, and to improve the energy efficiency at the end-user mobile device. A Reputation-based System is proposed, which models the user-network interaction as a repeated cooperative game following the repeated Prisoner’s Dilemma game from Game Theory. It combines reputation-based systems, game theory and a network selection mechanism in order to create a reputation-based heterogeneous environment. In this environment, the users keep track of their individual history with the visited networks. Every time, a user connects to a network the user-network interaction game is played. The outcome of the game is a network reputation factor which reflects the network’s previous behavior in assuring service guarantees to the user. The network reputation factor will impact the decision taken by the user next time, when he/she will have to decide whether to connect or not to that specific network. The performance of the proposed solutions was evaluated through in-depth analysis and both simulation-based and experimental-oriented testing. The results clearly show improved performance of the proposed solutions in comparison with other similar state-of-the-art solutions. An energy consumption study for a Google Nexus One streaming adaptive multimedia was performed, and a comprehensive survey on related Game Theory research are provided as part of the work
    corecore