55 research outputs found

    Wireless triple play system

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    Dissertação para obtenção do Grau de Mestre em Engenharia Electrotécnica e ComputadoresTriple play is a service that combines three types of services: voice, data and multimedia over a single communication channel for a price that is less than the total price of the individual services. However there is no standard for provisioning the Triple play services, rather they are provisioned individually, since the requirements are quite different for each service. The digital revolution helped to create and deliver a high quality media solutions. One of the most demanding services is the Video on Demand (VoD). This implicates a dedicated streaming channel for each user in order to provide normal media player commands (as pause, fast forward). Most of the multimedia companies that develops personalized products does not always fulfil the users needs and are far from being cheap solutions. The goal of the project was to create a reliable and scalable triple play solution that works via Wireless Local Area Network (WLAN), fully capable of dealing with the existing state of the art multimedia technologies only resorting to open-source tools. This project was design to be a transparent web environment using only web technologies to maximize the potential of the services. HyperText Markup Language (HTML),Cascading Style Sheets (CSS) and JavaScript were the used technologies for the development of the applications. Both a administration and user interfaces were developed to fully manage all video contents and properly view it in a rich and appealing application, providing the proof of concept. The developed prototype was tested in a WLAN with up to four clients and the Quality of Service (QoS) and Quality of Experience (QoE) was measured for several combinations of active services. In the end it is possible to acknowledge that the developed prototype was capable of dealing with all the problems of WLAN technologies and successfully delivery all the proposed services with high QoE

    Analyse intelligente de la qualité d'expérience (QoE) dans les réseaux de diffusion de contenu web et mutimédia

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    Today user experience is becoming a reliable indicator for service providers and telecommunication operators to convey overall end to end system functioning. Moreover, to compete for a prominent market share, different network operators and service providers should retain and increase the customers’ subscription. To fulfil these requirements they require an efficient Quality of Experience (QoE) monitoring and estimation. However, QoE is a subjective metric and its evaluation is expensive and time consuming since it requires human participation. Therefore, there is a need for an objective tool that can measure the QoE objectively with reasonable accuracy in real-Time. As a first contribution, we analyzed the impact of network conditions on Video on Demand (VoD) services. We also proposed an objective QoE estimation tool that uses fuzzy expert system to estimate QoE from network layer QoS parameters. As a second contribution, we analyzed the impact of MAC layer QoS parameters on VoD services over IEEE 802.11n wireless networks. We also proposed an objective QoE estimation tool that uses random neural network to estimate QoE from the MAC layer perspective. As our third contribution, we analyzed the effect of different adaption scenarios on QoE of adaptive bit rate streaming. We also developed a web based subjective test platform that can be easily integrated in a crowdsourcing platform for performing subjective tests. As our fourth contribution, we analyzed the impact of different web QoS parameters on web service QoE. We also proposed a novel machine learning algorithm i.e. fuzzy rough hybrid expert system for estimating web service QoE objectivelyDe nos jours, l’expérience de l'utilisateur appelé en anglais « User Experience » est devenue l’un des indicateurs les plus pertinents pour les fournisseurs de services ainsi que pour les opérateurs de télécommunication pour analyser le fonctionnement de bout en bout de leurs systèmes (du terminal client, en passant par le réseaux jusqu’à l’infrastructure des services etc.). De plus, afin d’entretenir leur part de marché et rester compétitif, les différents opérateurs de télécommunication et les fournisseurs de services doivent constamment conserver et accroître le nombre de souscription des clients. Pour répondre à ces exigences, ils doivent disposer de solutions efficaces de monitoring et d’estimation de la qualité d'expérience (QoE) afin d’évaluer la satisfaction de leur clients. Cependant, la QoE est une mesure qui reste subjective et son évaluation est coûteuse et fastidieuse car elle nécessite une forte participation humaine (appelé panel de d’évaluation). Par conséquent, la conception d’un outil qui peut mesurer objectivement cette qualité d'expérience avec une précision raisonnable et en temps réel est devenue un besoin primordial qui constitue un challenge intéressant à résoudre. Comme une première contribution, nous avons analysé l'impact du comportement d’un réseau sur la qualité des services de vidéo à la demande (VOD). Nous avons également proposé un outil d'estimation objective de la QoE qui utilise le système expert basé sur la logique floue pour évaluer la QoE à partir des paramètres de qualité de service de la couche réseau. Dans une deuxième contribution, nous avons analysé l'impact des paramètres QoS de couche MAC sur les services de VoD dans le cadre des réseaux sans fil IEEE 802.11n. Nous avons également proposé un outil d'estimation objective de la QoE qui utilise le réseau aléatoire de neurones pour estimer la QoE dans la perspective de la couche MAC. Pour notre troisième contribution, nous avons analysé l'effet de différents scénarios d'adaptation sur la QoE dans le cadre du streaming adaptatif au débit. Nous avons également développé une plate-Forme Web de test subjectif qui peut être facilement intégré dans une plate-Forme de crowd-Sourcing pour effectuer des tests subjectifs. Finalement, pour notre quatrième contribution, nous avons analysé l'impact des différents paramètres de qualité de service Web sur leur QoE. Nous avons également proposé un algorithme d'apprentissage automatique i.e. un système expert hybride rugueux basé sur la logique floue pour estimer objectivement la QoE des Web service

    Robust P2P Live Streaming

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    Projecte fet en col.laboració amb la Fundació i2CATThe provisioning of robust real-time communication services (voice, video, etc.) or media contents through the Internet in a distributed manner is an important challenge, which will strongly influence in current and future Internet evolution. Aware of this, we are developing a project named Trilogy leaded by the i2CAT Foundation, which has as main pillar the study, development and evaluation of Peer-to-Peer (P2P) Live streaming architectures for the distribution of high-quality media contents. In this context, this work concretely covers media coding aspects and proposes the use of Multiple Description Coding (MDC) as a flexible solution for providing robust and scalable live streaming over P2P networks. This work describes current state of the art in media coding techniques and P2P streaming architectures, presents the implemented prototype as well as its simulation and validation results

    Support infrastructures for multimedia services with guaranteed continuity and QoS

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    Advances in wireless networking and content delivery systems are enabling new challenging provisioning scenarios where a growing number of users access multimedia services, e.g., audio/video streaming, while moving among different points of attachment to the Internet, possibly with different connectivity technologies, e.g., Wi-Fi, Bluetooth, and cellular 3G. That calls for novel middlewares capable of dynamically personalizing service provisioning to the characteristics of client environments, in particular to discontinuities in wireless resource availability due to handoffs. This dissertation proposes a novel middleware solution, called MUM, that performs effective and context-aware handoff management to transparently avoid service interruptions during both horizontal and vertical handoffs. To achieve the goal, MUM exploits the full visibility of wireless connections available in client localities and their handoff implementations (handoff awareness), of service quality requirements and handoff-related quality degradations (QoS awareness), and of network topology and resources available in current/future localities (location awareness). The design and implementation of the all main MUM components along with extensive on the field trials of the realized middleware architecture confirmed the validity of the proposed full context-aware handoff management approach. In particular, the reported experimental results demonstrate that MUM can effectively maintain service continuity for a wide range of different multimedia services by exploiting handoff prediction mechanisms, adaptive buffering and pre-fetching techniques, and proactive re-addressing/re-binding

    Měření Triple play služeb v hybridní síti

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    The master's thesis deals with a project regarding the implementation, design and the quality of IPTV, VoIP and Data services within the Triple Play services. In heterostructural networks made up of GEPON and xDSL technologies. Different lengths of the optical and metallic paths were used for the measurements. The first part of the thesis is theoretically analyzed the development and trend of optical and metallic networks. The second part deals with the measurement of typical optical and metallic parameters on the constructed experimental network, where its integrity was tested. Another part of the thesis is the evaluation of Triple play results, regarding the test where the network was variously tasked/burdened with data traffic and evaluated according to defined standards. The last part is concerned with the Optiwave Software simulation environment.Diplomová práce se zabývá návrhem, realizací a kvalitou služeb IPTV, VoIP a Data v rámci Triple play služeb v heterostrukturní sítí tvořené GEPON a xDSL technologiemi. Pro měření byli využity různé délky optické a metalické trasy. První části diplomové práce je teoreticky rozebrán vývoj a trend optických a metalických sítí. Druhá část se zaměřuje na měření typických optických a metalických parametrů na vybudované experimentální síti, kde byla následně testována její integrita. Dalším bodem práce je vyhodnocení výsledků Triple play, kde síť je různě zatěžována datovým provozem a následně vyhodnocována podle definovaných norem. Závěr práce je věnovaný simulačnímu prostředí Optiwave.440 - Katedra telekomunikační technikyvýborn

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

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    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

    VIDEO PORTERO USANDO TARJETAS RASPBERRY PI 3 (VIDEO INTERCOM USING RASPBERRY PI 3 CARDS)

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    Se presenta el desarrollo de un video portero para edificios de oficinas integrado por un módulo maestro y tres módulos esclavos. El módulo maestro, instalado en la puerta del edificio, está compuesto por: una tarjeta Raspberry Pi, una cámara de video, una pantalla táctil, un micrófono USB y una bocina. Los módulos esclavos, instalados en las oficinas del edificio, están compuestos por: una tarjeta Raspberry Pi, una pantalla táctil, un micrófono USB y una bocina. Las funciones del video portero son: anunciar al visitante con un tono de timbre y comunicarlo con el residente a través de transmisión de audio y video en tiempo real, abrir la puerta y permitir al visitante registrar un mensaje. Se logró un alcance de 45 metros con línea de vista en la comunicación WiFi entre los módulos y el punto de acceso y un retraso máximo de la señal de video de 50 ms.The development of a video intercom for office buildings is presented, composed of a master module and three slave modules. The master module, installed in the door of the building, is composed of: a Raspberry Pi card, a video camera, a touch screen, a USB microphone and a speaker. The slave modules, installed in the offices of the building, are composed of: a Raspberry Pi card, a touch screen, a USB microphone and a speaker. The functions of the video intercom are: announce the visitor with a ring tone and communicate it with the resident through audio and video transmission in real time, open the door and allow the visitor to register a message. A range of 45 meters was achieved with line of sight in the WiFi communication between the modules and the access point and a maximum delay of the 50 ms video signal
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