9 research outputs found

    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

    Interaktive latenzkritische Anwendungen in mobilen Ad-hoc Netzen

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    In this thesis we discuss the challenges that latency-sensitive interactive applications face in mobile ad-hoc networks. By using multi-player games as an example, we argue that the traditional client-server architecture is unsuitable for this new environment. We consequently create a novel communication architecture as well as quality of service mechanisms that can support the network requirements of such applications in mobile environments. By using a number of distributed zone servers that are selected and managed dynamically by our server selection algorithm, we provide a scalable approach that offers the necessary redundancy. Furthermore, we propose additional quality of service mechanisms to reduce latency and packet loss for interactive applications. We evaluate our approach through network simulation and realistic mobile gaming scenarios. The performance of our evaluation is checked against real-world measurements.In dieser Arbeit werden die Probleme und Herausforderungen von latenz-kritischen interactiven Computeranwendungen in mobilen Ad-hoc Netzen untersucht. Am Beispiel von Mehrbenutzercomputerspielen zeigen wir, dass traditionelle Client-Server Architekturen für diese neuen Umgebungen ungeeignet sind. Im Rahmen dieser Arbeit wird daher eine neue Kommunikationsarchitektur sowie verschiedene Mechanismen zur Erhöhung der Dienstgüte vorgeschlagen. Mit Hilfe von Zonenserver, die durch den Serverauswahlalgorithmus ausgesucht und verwaltet werden zeigen wir einen Ansatz auf, der sowohl bezüglich der Netzgröße skalierbar ist als auch die notwendige Redundanz bereitstellt. Wir zeigen die Funktionalität und die Leistung unseres Ansatzes mit Hilfe von Netzsimulationen bei denen realistische Szenarien für mobiles Spielen simuliert werden. Der hierbei benutze Netzsimulator wurde dafür auf Basis von eigenen Messungen verbessert und für das jeweilige Szenario passend eingestellt

    Network delay control through adaptive queue management

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    Timeliness in delivering packets for delay-sensitive applications is an important QoS (Quality of Service) measure in many systems, notably those that need to provide real-time performance. In such systems, if delay-sensitive traffic is delivered to the destination beyond the deadline, then the packets will be rendered useless and dropped after received at the destination. Bandwidth that is already scarce and shared between network nodes is wasted in relaying these expired packets. This thesis proposes that a deterministic per-hop delay can be achieved by using a dynamic queue threshold concept to bound delay of each node. A deterministic per-hop delay is a key component in guaranteeing a deterministic end-to-end delay. The research aims to develop a generic approach that can constrain network delay of delay-sensitive traffic in a dynamic network. Two adaptive queue management schemes, namely, DTH (Dynamic THreshold) and ADTH (Adaptive DTH) are proposed to realize the claim. Both DTH and ADTH use the dynamic threshold concept to constrain queuing delay so that bounded average queuing delay can be achieved for the former and bounded maximum nodal delay can be achieved for the latter. DTH is an analytical approach, which uses queuing theory with superposition of N MMBP-2 (Markov Modulated Bernoulli Process) arrival processes to obtain a mapping relationship between average queuing delay and an appropriate queuing threshold, for queue management. While ADTH is an measurement-based algorithmic approach that can respond to the time-varying link quality and network dynamics in wireless ad hoc networks to constrain network delay. It manages a queue based on system performance measurements and feedback of error measured against a target delay requirement. Numerical analysis and Matlab simulation have been carried out for DTH for the purposes of validation and performance analysis. While ADTH has been evaluated in NS-2 simulation and implemented in a multi-hop wireless ad hoc network testbed for performance analysis. Results show that DTH and ADTH can constrain network delay based on the specified delay requirements, with higher packet loss as a trade-off

    Joint routing and playout buffering of IP telephony flows in MANETs

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    The low-cost of packet-based networking technologies with respect to traditional circuit-switched ones and the reliability of the current (wired) IP networks have brought to a considerable employment of the VoIP (Voice over IP) technologies in the voice services market. This success is expected to happen also in mobile ad hoc networks (MANETs), which may offer a good platform for the fast deployment of VoIP mobile networks. However, efforts must be made to improve performance before MANETs can be used for this purpose. One of the main limitations is related to the highly variability of the network topology and channel behavior, which heavily influences the service quality due to route losses and significant delay variations. In this paper, we propose a strategy where these impairments are jointly addressed. The source is responsible for jointly selecting the transmission paths and adjusting the playout delay, with an adaptive inter-talkspurt approach. These tasks are accomplished on the basis of historical data on network connectivity and transmission delays, and are driven by a quality-based approach. The collection of statistics of the network status relies on the QOLSR routing algorithm, whereas the voice quality is measured by means of the ITU-T E-Model

    Joint Routing and Playout Buffering of IP Telephony Flows in MANETs

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    XIII Jornadas de ingeniería telemática (JITEL 2017)

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    Las Jornadas de Ingeniería Telemática (JITEL), organizadas por la Asociación de Telemática (ATEL), constituyen un foro propicio de reunión, debate y divulgación para los grupos que imparten docencia e investigan en temas relacionados con las redes y los servicios telemáticos. Con la organización de este evento se pretende fomentar, por un lado el intercambio de experiencias y resultados, además de la comunicación y cooperación entre los grupos de investigación que trabajan en temas relacionados con la telemática. En paralelo a las tradicionales sesiones que caracterizan los congresos científicos, se desea potenciar actividades más abiertas, que estimulen el intercambio de ideas entre los investigadores experimentados y los noveles, así como la creación de vínculos y puntos de encuentro entre los diferentes grupos o equipos de investigación. Para ello, además de invitar a personas relevantes en los campos correspondientes, se van a incluir sesiones de presentación y debate de las líneas y proyectos activos de los mencionados equiposLloret Mauri, J.; Casares Giner, V. (2018). XIII Jornadas de ingeniería telemática (JITEL 2017). Editorial Universitat Politècnica de València. http://hdl.handle.net/10251/97612EDITORIA
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