2,836 research outputs found

    A Credit-based Home Access Point (CHAP) to Improve Application Quality on IEEE 802.11 Networks

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    Increasing availability of high-speed Internet and wireless access points has allowed home users to connect not only their computers but various other devices to the Internet. Every device running different applications requires unique Quality of Service (QoS). It has been shown that delay- sensitive applications, such as VoIP, remote login and online game sessions, suffer increased latency in the presence of throughput-sensitive applications such as FTP and P2P. Currently, there is no mechanism at the wireless AP to mitigate these effects except explicitly classifying the traffic based on port numbers or host IP addresses. We propose CHAP, a credit-based queue management technique, to eliminate the explicit configuration process and dynamically adjust the priority of all the flows from different devices to match their QoS requirements and wireless conditions to improve application quality in home networks. An analytical model is used to analyze the interaction between flows and credits and resulting queueing delays for packets. CHAP is evaluated using Network Simulator (NS2) under a wide range of conditions against First-In-First- Out (FIFO) and Strict Priority Queue (SPQ) scheduling algorithms. CHAP improves the quality of an online game, a VoIP session, a video streaming session, and a Web browsing activity by 20%, 3%, 93%, and 51%, respectively, compared to FIFO in the presence of an FTP download. CHAP provides these improvements similar to SPQ without an explicit classification of flows and a pre- configured scheduling policy. A Linux implementation of CHAP is used to evaluate its performance in a real residential network against FIFO. CHAP reduces the web response time by up to 85% compared to FIFO in the presence of a bulk file download. Our contributions include an analytic model for the credit-based queue management, simulation, and implementation of CHAP, which provides QoS with minimal configuration at the AP

    Optimization and Performance Analysis of High Speed Mobile Access Networks

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    The end-to-end performance evaluation of high speed broadband mobile access networks is the main focus of this work. Novel transport network adaptive flow control and enhanced congestion control algorithms are proposed, implemented, tested and validated using a comprehensive High speed packet Access (HSPA) system simulator. The simulation analysis confirms that the aforementioned algorithms are able to provide reliable and guaranteed services for both network operators and end users cost-effectively. Further, two novel analytical models one for congestion control and the other for the combined flow control and congestion control which are based on Markov chains are designed and developed to perform the aforementioned analysis efficiently compared to time consuming detailed system simulations. In addition, the effects of the Long Term Evolution (LTE) transport network (S1and X2 interfaces) on the end user performance are investigated and analysed by introducing a novel comprehensive MAC scheduling scheme and a novel transport service differentiation model

    MediaSync: Handbook on Multimedia Synchronization

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    This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences

    Referee-based architectures for massively multiplayer online games

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    Network computer games are played amongst players on different hosts across the Internet. Massively Multiplayer Online Games (MMOG) are network games in which thousands of players participate simultaneously in each instance of the virtual world. Current commercial MMOG use a Client/Server (C/S) architecture in which the server simulates and validates the game, and notifies players about the current game state. While C/S is very popular, it has several limitations: (i) C/S has poor scalability as the server is a bandwidth and processing bottleneck; (ii) all updates must be routed through the server, reducing responsiveness; (iii) players with lower client-to-server delay than their opponents have an unfair advantage as they can respond to game events faster; and (iv) the server is a single point of failure.The Mirrored Server (MS) architecture uses multiple mirrored servers connected via a private network. MS achieves better scalability, responsiveness, fairness, and reliability than C/S; however, as updates are still routed through the mirrored servers the problems are not eliminated. P2P network game architectures allow players to exchange updates directly, maximising scalability, responsiveness, and fairness, while removing the single point of failure. However, P2P games are vulnerable to cheating. Several P2P architectures have been proposed to detect and/or prevent game cheating. Nevertheless, they only address a subset of cheating methods. Further, these solutions require costly distributed validation algorithms that increase game delay and bandwidth, and prevent players with high latency from participating.In this thesis we propose a new cheat classification that reflects the levels in which the cheats occur: game, application, protocol, or infrastructure. We also propose three network game architectures: the Referee Anti-Cheat Scheme (RACS), the Mirrored Referee Anti-Cheat Scheme (MRACS), and the Distributed Referee Anti-Cheat Scheme (DRACS); which maximise game scalability, responsiveness, and fairness, while maintaining cheat detection/prevention equal to that in C/S. Each proposed architecture utilises one or more trusted referees to validate the game simulation - similar to the server in C/S - while allowing players to exchange updates directly - similar to peers in P2P.RACS is a hybrid C/S and P2P architecture that improves C/S by using a referee in the server. RACS allows honest players to exchange updates directly between each other, with a copy sent to the referee for validation. By allowing P2P communication RACS has better responsiveness and fairness than C/S. Further, as the referee is not required to forward updates it has better bandwidth and processing scalability. The RACS protocol could be applied to any existing C/S game. Compared to P2P protocols RACS has lower delay, and allows players with high delay to participate. Like in many P2P architectures, RACS divides time into rounds. We have proposed two efficient solutions to find the optimal round length such that the total system delay is minimised.MRACS combines the RACS and MS architectures. A referee is used at each mirror to validate player updates, while allowing players to exchange updates directly. By using multiple mirrored referees the bandwidth required by each referee, and the player-to mirror delays, are reduced; improving the scalability, responsiveness and fairness of RACS, while removing its single point of failure. Direct communication MRACS improves MS in terms of its responsiveness, fairness, and scalability. To maximise responsiveness, we have defined and solved the Client-to-Mirror Assignment (CMA) problem to assign clients to mirrors such that the total delay is minimised, and no mirror is overloaded. We have proposed two sets of efficient solutions: the optimal J-SA/L-SA and the faster heuristic J-Greedy/L-Greedy to solve CMA.DRACS uses referees distributed to player hosts to minimise the publisher / developer infrastructure, and maximise responsiveness and/or fairness. To prevent colluding players cheating DRACS requires every update to be validated by multiple unaffiliated referees, providing cheat detection / prevention equal to that in C/S. We have formally defined the Referee Selection Problem (RSP) to select a set of referees from the untrusted peers such that responsiveness and/or fairness are maximised, while ensuring the probability of the majority of referees colluding is below a pre-defined threshold. We have proposed two efficient algorithms, SRS-1 and SRS-2, to solve the problem.We have evaluated the performances of RACS, MRACS, and DRACS analytically and using simulations. We have shown analytically that RACS, MRACS and DRACS have cheat detection/prevention equivalent to that in C/S. Our analysis shows that RACS has better scalability and responsiveness than C/S; and that MRACS has better scalability and responsiveness than C/S, RACS, and MS. As there is currently no publicly available traces from MMOG we have constructed artificial and realistic inputs. We have used these inputs on all simulations in this thesis to show the benefits of our proposed architectures and algorithms

    MULTIMEDIA ON GEOGRAPHIC NETWORK

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    In this thesis we investigate the topic of the multimedia contents distribution on a geo- graphic network which is a rarefied and huge field. First of all we have to classify the main parts necessary in the multimedia distribution on a geographic network. The main aspects of a geographic network that will be highlighted in this thesis are: the mechanism used to retrieve the sources of the multimedia content; in the case of the peer-to-peer network on geographic network one of the most important mechanism is the query flooding protocol. The kind of overlay network (peer-to-peer) used to distribute the multimedia content. The usage of this overlay network in a multicast network. The security of the overlay network over a geographic network. Therefore the first topic which is investigated in this thesis is the query flooding protocol that can be used in any kind of query operation on a peer-to-peer network. For this protocol we achieve an analytical model through a complex analysis of the proxies network. In this analysis we can see how the proxies permit an improvement in the performance with respect to the routing operations in a generic network of routers. Moreover we address a simple formulation and framework about the performance of the network with and without layer 7 (proxy) and we apply them in three different types of scenarios to show the advantages achieved with the usage of proxies instead of routers. Through the query flooding operation, each peer of the peer-to-peer network can achieve the list of the peers that hold the desired multimedia content. In a multimedia content dis- tribution system, after the previous step in which the list of the peers that hold the desired multimedia content is retrieved, it is necessary to establish the kind of peer-to-peer network used to distribute this multimedia content to the peers that require it. Therefore the second aspect analysed in this thesis, is how the peer-to-peer network is built so that it is possible to provide the multimedia content to the vast majority of peers (that require this content) with the minimum delay. The construction of the peer-to-peer networks used for the distribution of the multimedia contents is not a very investigated field. Thus in this thesis we produce new algorithms used to build peer-to-peer networks in an incremental way on asymmetric and radio channel and we establish which algorithm is better with respect to the maximum delay of the network, the maximization of the number of peers accepted in the network and the minimization of the bit error probability of each peer of the peer-to-peer network. In this thesis, we propose an usage of the overlay network (peer-to-peer network) in a multicast network. We introduce an innovative mechanism that exploits the peer-to-peer network to make reliable a standard unreliable multicast network. Moreover we present an analytical model for this innovative mechanism. Finally the last aspect of a geographic network is the security of the communications among a group of peers. Thus to ensure the maximum level of security with secure commu- nications among a group of three or more peers, in this thesis we propose a new protocol, based on the Massey Omura protocol, which can allow the communications among the peers of a peer-to-peer network in a secure way. Moreover we present the security prob- lems of this Massey Omura Multiple Users Protocol and how it is possible to avoid these issues through a specific encryption function and a specific decryption function by chang- ing the encryption and decryption keys of each peer when the source peer changes. Finally we present a new cryptography protocol which we use to share the decryption shared key that is used in the Massey Omura Multiple Users Protocol
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