19 research outputs found

    Requirements for Header Compression over MPLS

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    Adaptive header compression techniques for mobile multimedia networks

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    EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    The RObust Header Compression (ROHC) Framework

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    A-Interface Over Internet Protocol For User-Plane Connection Optimization In GSM/EDGE Radio Access Network

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    This thesis will cover a detailed study about the main motivations and benefits from using IP as a transport protocol for specifically A-interface in GERAN for Circuit Switched User-Plane (CS-UP) connection, in addition to the required protocols. The main study in this document will be around Real Time Protocol (RTP), Real Time Control Protocol (RTCP) negotiation for RTP packets multiplexing, for both cases, with and without RTP header compression. The focus will be about the communication between the Base Station Controller (BSC) and the Media GateWay (MGW), the bandwidth gain in accordance to the multiplexing delay for processing and buffering, the voice Quality of Service (QoS) and some other parameters

    On the effectiveness of an optimization method for the traffic of TCP-based multiplayer online games

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    This paper studies the feasibility of using an optimization method, based on multiplexing and header compression, for the traffic of Massively Multiplayer Online Role Playing Games (MMORPGs) using TCP at the Transport Layer. Different scenarios where a number of flows share a common network path are identified. The adaptation of the multiplexing method is explained, and a formula of the savings is devised. The header compression ratio is obtained using real traces of a popular game and a statistical model of its traffic is used to obtain the bandwidth saving as a function of the number of players and the multiplexing period. The obtained savings can be up to 60 % for IPv4 and 70 % for IPv6. A Mean Opinion Score model from the literature is employed to calculate the limits of the multiplexing period that can be used without harming the user experience. The interactions between multiplexed and non-multiplexed flows, sharing a bottleneck with different kinds of background traffic, are studied through simulations. As a result of the tests, some limits for the multiplexing period are recommended: the unfairness between players can be low if the value of the multiplexing period is kept under 10 or 20 ms. TCP background flows using SACK (Selective Acknowledgment) and Reno yield better results, in terms of fairness, than Tahoe and New Reno. When UDP is used for background traffic, high values of the multiplexing period may stress the unfairness between flows if network congestion is severe

    Optimization of low-efficiency traffic in OpenFlow Software Defined Networks

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    Abstract — This paper proposes a method for optimizing bandwidth usage in Software Defined Networks (SDNs) based on OpenFlow. Flows of small packets presenting a high overhead, as the ones generated by emerging services, can be identified by the SDN controller, in order to remove header fields that are common to any packet in the flow, only during their way through the SDN. At the same time, several packets can be multiplexed together in the same frame, thus reducing the number of sent frames. Four kinds of small-packet traffic flows are considered (VoIP, UDP and TCP-based online games, and ACKs from TCP flows). Both IPv4 and IPv6 are tested, and significant bandwidth savings (up to 68 % for IPv4 and 78 % for IPv6) can be obtained for the considered kinds of traffic
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