3,724 research outputs found

    Improving latency for interactive, thin-stream applications by multiplexing streams over TCP

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    Many applications use TCP on the Internet today. For applications that produce data all the time, loss is handled satisfactorily. But, for interactive applications, with low rate of data production, the loss of a single packet can mean huge delays. We have implemented and tested a system to reduce the latency of an interactive TCP application server with many clients. This system multiplexes the streams, to clients in the same region, through a regional proxy, which then sends the streams to their destination. This increases the chance of triggering the TCP mechanism fast retransmit, when a packet is lost, thus reducing the latency caused by retransmissions

    Reducing Internet Latency : A Survey of Techniques and their Merit

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    Bob Briscoe, Anna Brunstrom, Andreas Petlund, David Hayes, David Ros, Ing-Jyh Tsang, Stein Gjessing, Gorry Fairhurst, Carsten Griwodz, Michael WelzlPeer reviewedPreprin

    User-activity aware strategies for mobile information access

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    Information access suffers tremendously in wireless networks because of the low correlation between content transferred across low-bandwidth wireless links and actual data used to serve user requests. As a result, conventional content access mechanisms face such problems as unnecessary bandwidth consumption and large response times, and users experience significant performance degradation. In this dissertation, we analyze the cause of those problems and find that the major reason for inefficient information access in wireless networks is the absence of any user-activity awareness in current mechanisms. To solve these problems, we propose three user-activity aware strategies for mobile information access. Through simulations and implementations, we show that our strategies can outperform conventional information access schemes in terms of bandwidth consumption and user-perceived response times.Ph.D.Committee Chair: Raghupathy Sivakumar; Committee Member: Chuanyi Ji; Committee Member: George Riley; Committee Member: Magnus Egerstedt; Committee Member: Umakishore Ramachandra

    Improving latency for interactive, thin-stream applications over reliable transport

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    A large number of network services use IP and reliable transport protocols. For applications with constant pressure of data, loss is handled satisfactorily, even if the application is latencysensitive. For applications with data streams consisting of intermittently sent small packets, users experience extreme latencies more frequently. Due to the fact that such thin-stream applications are commonly interactive and time-dependent, increased delay may severely reduce the experienced quality of the application. When TCP is used for thin-stream applications, events of highly increased latency are common, caused by the way retransmissions are handled. Other transport protocols that are deployed in the Internet, like SCTP, model their congestion control and reliability on TCP, as do many frameworks that provide reliability on top of unreliable transport. We have tested several application- and transport layer solutions, and based on our findings, we propose sender-side enhancements that reduce the application-layer latency in a manner that is compatible with unmodified receivers. We have implemented the mechanisms as modifications to the Linux kernel, both for TCP and SCTP. The mechanisms are dynamically triggered so that they are only active when the kernel identifies the stream as thin. To evaluate the performance of our modifications, we have conducted a wide range of experiments using replayed thin-stream traces captured from real applications as well as artificially generated thin-stream data patterns. From the experiments, effects on latency, redundancy and fairness were evaluated. The analysis of the performed experiments shows great improvements in latency for thin streams when applying the modifications. Surveys where users evaluate their experience of several applications’ quality using the modified transport mechanisms confirmed the improvements seen in the statistical analysis. The positive effects of our modifications were shown to be possible without notable effects on fairness for competing streams. We therefore conclude that it is advisable to handle thin streams separately, using our modifications, when transmitting over reliable protocols to reduce retransmission latency

    Challenges Using the Linux Network Stack for Real-Time Communication

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    Starting in the early 2000s, human-in-the-loop (HITL) simulation groups at NASA and the Air Force Research Lab began using the Linux network stack for some real-time communication. More recently, SpaceX has adopted Ethernet as the primary bus technology for its Falcon launch vehicles and Dragon capsules. As the Linux network stack makes its way from ground facilities to flight critical systems, it is necessary to recognize that the network stack is optimized for communication over the open Internet, which cannot provide latency guarantees. The Internet protocols and their implementation in the Linux network stack contain numerous design decisions that favor throughput over determinism and latency. These decisions often require workarounds in the application or customization of the stack to maintain a high probability of low latency on closed networks, especially if the network must be fault tolerant to single event upsets

    Methods and design issues for next generation network-aware applications

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    Networks are becoming an essential component of modern cyberinfrastructure and this work describes methods of designing distributed applications for high-speed networks to improve application scalability, performance and capabilities. As the amount of data generated by scientific applications continues to grow, to be able to handle and process it, applications should be designed to use parallel, distributed resources and high-speed networks. For scalable application design developers should move away from the current component-based approach and implement instead an integrated, non-layered architecture where applications can use specialized low-level interfaces. The main focus of this research is on interactive, collaborative visualization of large datasets. This work describes how a visualization application can be improved through using distributed resources and high-speed network links to interactively visualize tens of gigabytes of data and handle terabyte datasets while maintaining high quality. The application supports interactive frame rates, high resolution, collaborative visualization and sustains remote I/O bandwidths of several Gbps (up to 30 times faster than local I/O). Motivated by the distributed visualization application, this work also researches remote data access systems. Because wide-area networks may have a high latency, the remote I/O system uses an architecture that effectively hides latency. Five remote data access architectures are analyzed and the results show that an architecture that combines bulk and pipeline processing is the best solution for high-throughput remote data access. The resulting system, also supporting high-speed transport protocols and configurable remote operations, is up to 400 times faster than a comparable existing remote data access system. Transport protocols are compared to understand which protocol can best utilize high-speed network connections, concluding that a rate-based protocol is the best solution, being 8 times faster than standard TCP. An HD-based remote teaching application experiment is conducted, illustrating the potential of network-aware applications in a production environment. Future research areas are presented, with emphasis on network-aware optimization, execution and deployment scenarios

    Network Factors Influencing Packet Loss in Online Games

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    In real-time communications it is often vital that data arrive at its destination in a timely fashion. Whether it is the user experience of online games, or the reliability of tele-surgery, a reliable, consistent and predictable communications channel between source and destination is important. However, the Internet as we know it was designed to ensure that data will arrive at the desired destination instead of being designed for predictable, low-latency communication. Data traveling from point to point on the Internet is comprised of smaller packages known as packets. As these packets traverse the Internet, they encounter routers or similar devices that will often queue the packets before sending them toward their destination. Queued packets introduces a delay that depends greatly on the router configuration and the number of other packets that exist on the network. In times of high demand, packets may be discarded by the router or even lost in transmission. Protocols exist that retransmit lost packets, but these protocols introduce additional overhead and delays - costs that may be prohibitive in some applications. Being able to predict when packets may be delayed or lost could allow applications to compensate for unreliable data channels. In this thesis I investigate the effects of cross traffic and router configuration on a low bandwidth traffic stream such as that which is common in games. The experiments investigate the effects of cross traffic packet size, bit-rate, inter-packet timing and protocol used. The experiments also investigate router configurations including queue management type and the number of queues. These experiments are compared to real-world data and a mitigation strategy, where n previous packets are bundled with each new packet, is applied to both the simulated data and the real-world captures. The experiments indicate that most of the parameters explored had an impact on the packet loss. However, the real world data and simulated data differ and would require additional work to attempt to apply the lessons learned to real world applications. The mitigation strategy appeared to work well, allowing 90\% of all runs to complete without data loss. However, the mitigation strategy was implemented analytically and the actual implementation and testing has been left for future work

    Proceedings of the NSSDC Conference on Mass Storage Systems and Technologies for Space and Earth Science Applications

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    The proceedings of the National Space Science Data Center Conference on Mass Storage Systems and Technologies for Space and Earth Science Applications held July 23 through 25, 1991 at the NASA/Goddard Space Flight Center are presented. The program includes a keynote address, invited technical papers, and selected technical presentations to provide a broad forum for the discussion of a number of important issues in the field of mass storage systems. Topics include magnetic disk and tape technologies, optical disk and tape, software storage and file management systems, and experiences with the use of a large, distributed storage system. The technical presentations describe integrated mass storage systems that are expected to be available commercially. Also included is a series of presentations from Federal Government organizations and research institutions covering their mass storage requirements for the 1990's
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