68 research outputs found

    Best effort measurement based congestion control

    Get PDF
    Abstract available: p.

    Low Latency Audio Processing

    Get PDF
    PhDLatency in the live audio processing chain has become a concern for audio engineers and system designers because significant delays can be perceived and may affect synchronisation of signals, limit interactivity, degrade sound quality and cause acoustic feedback. In recent years, latency problems have become more severe since audio processing has become digitised, high-resolution ADCs and DACs are used, complex processing is performed, and data communication networks are used for audio signal transmission in conjunction with other traffic types. In many live audio applications, latency thresholds are bounded by human perceptions. The applications such as music ensembles and live monitoring require low delay and predictable latency. Current digital audio systems either have difficulties to achieve or have to trade-off latency with other important audio processing functionalities. This thesis investigated the fundamental causes of the latency in a modern digital audio processing system: group delay, buffering delay, and physical propagation delay and their associated system components. By studying the time-critical path of a general audio system, we focus on three main functional blocks that have the significant impact on overall latency; the high-resolution digital filters in sigma-delta based ADC/DAC, the operating system to process low latency audio streams, and the audio networking to transmit audio with flexibility and convergence. In this work, we formed new theory and methods to reduce latency and accurately predict latency for group delay. We proposed new scheduling algorithms for the operating system that is suitable for low latency audio processing. We designed a new system architecture and new protocols to produce deterministic networking components that can contribute the overall timing assurance and predictability of live audio processing. The results are validated by simulations and experimental tests. Also, this bottom-up approach is aligned with the methodology that could solve the timing problem of general cyber-physical systems that require the integration of communication, software and human interactions

    A Generic Network and System Management Framework

    Get PDF
    Networks and distributed systems have formed the basis of an ongoing communications revolution that has led to the genesis of a wide variety of services. The constantly increasing size and complexity of these systems does not come without problems. In some organisations, the deployment of Information Technology has reached a state where the benefits from downsizing and rightsizing by adding new services are undermined by the effort required to keep the system running. Management of networks and distributed systems in general has a straightforward goal: to provide a productive environment in which work can be performed effectively. The work required for management should be a small fraction of the total effort. Most IT systems are still managed in an ad hoc style without any carefully elaborated plan. In such an environment the success of management decisions depends totally on the qualification and knowledge of the administrator. The thesis provides an analysis of the state of the art in the area of Network and System Management and identifies the key requirements that must be addressed for the provisioning of Integrated Management Services. These include the integration of the different management related aspects (i.e. integration of heterogeneous Network, System and Service Management). The thesis then proposes a new framework, INSMware, for the provision of Management Services. It provides a fundamental basis for the realisation of a new approach to Network and System Management. It is argued that Management Systems can be derived from a set of pre-fabricated and reusable Building Blocks that break up the required functionality into a number of separate entities rather than being developed from scratch. It proposes a high-level logical model in order to accommodate the range of requirements and environments applicable to Integrated Network and System Management that can be used as a reference model. A development methodology is introduced that reflects principles of the proposed approach, and provides guidelines to structure the analysis, design and implementation phases of a management system. The INSMware approach can further be combined with the componentware paradigm for the implementation of the management system. Based on these principles, a prototype for the management of SNMP systems has been implemented using industry standard middleware technologies. It is argued that development of a management system based on Componentware principles can offer a number of benefits. INSMware Components may be re-used and system solutions will become more modular and thereby easier to construct and maintain

    Proceedings of the Fifth International Mobile Satellite Conference 1997

    Get PDF
    Satellite-based mobile communications systems provide voice and data communications to users over a vast geographic area. The users may communicate via mobile or hand-held terminals, which may also provide access to terrestrial communications services. While previous International Mobile Satellite Conferences have concentrated on technical advances and the increasing worldwide commercial activities, this conference focuses on the next generation of mobile satellite services. The approximately 80 papers included here cover sessions in the following areas: networking and protocols; code division multiple access technologies; demand, economics and technology issues; current and planned systems; propagation; terminal technology; modulation and coding advances; spacecraft technology; advanced systems; and applications and experiments

    Scalable QoS routing in MPLS networks using mobile code

    Get PDF
    In a continually evolving Internet, tools such as Q u a lity o f Service ro u tin g must be used in order to accommodate user demands. However, deploying and developing QoS routing in the legacy Internet is difficult. Multiprotocol Label Switching (MPLS) facilitates the deployment of QoS routing, due to its separation of functions between the control and forwarding plane. Developing QoS routing raises scalability issues within very large networks. I propose overcoming these issues by using topology aggregation and distributed routing based on modem techniques such as active networks and mobile agents. However, topology aggregation introduces inaccuracy, which has a negative impact on QoS routing performance. To avoid such problems I propose a hierarchical routing protocol, called Macro-routing, which by using distributed route computation is able to process more detailed information and thus to use the most accurate aggregation technique, i.e. Full-Mesh. Therefore, the protocol is more likely to find the best path between source and destination, and can also find more than one available path. QoS routing, which is used for finding feasible paths that simultaneously satisfy multiple constraints, is also called multiple-constrained routing and is an NP-complete problem. The difficulty of solving such problems increases in a hierarchical context, where aggregation techniques influence the path computation process. I propose a new aggregation technique which allows the selection of multiple paths that satisfy multiple QoS constraints. This reduces the probability of a false negative, i.e., of the routing algorithm incorrectly reporting that no path satisfying the constraints exists. This aggregation technique is called extended full-mesh (EFM) and is intended for use with the Macro-routing protocol. Deploying these protocols in the Internet will allow multi-constrained routing to be practically implemented on large networks

    European Information Technology Observatory 1999

    Get PDF

    Third International Symposium on Space Mission Operations and Ground Data Systems, part 1

    Get PDF
    Under the theme of 'Opportunities in Ground Data Systems for High Efficiency Operations of Space Missions,' the SpaceOps '94 symposium included presentations of more than 150 technical papers spanning five topic areas: Mission Management, Operations, Data Management, System Development, and Systems Engineering. The papers focus on improvements in the efficiency, effectiveness, productivity, and quality of data acquisition, ground systems, and mission operations. New technology, techniques, methods, and human systems are discussed. Accomplishments are also reported in the application of information systems to improve data retrieval, reporting, and archiving; the management of human factors; the use of telescience and teleoperations; and the design and implementation of logistics support for mission operations

    Large scale collaborative virtual environments

    Get PDF
    [N.B. Pagination of eThesis differs from printed thesis. The content is identical.] This thesis is concerned with the theory, design, realisation and evaluation of large-scale collaborative virtual environments. These are 3D audio-graphical computer generated environments which actively support collaboration between potentially large numbers of distributed users. The approach taken in this thesis reflects both the sociology of interpersonal communication and the management of communication in distributed systems. The first part of this thesis presents and evaluates MASSIVE-1, a virtual reality tele-conferencing system which implements the spatial model of interaction of Benford and Fahlén. The evaluation of MASSIVE-1 has two components: a user-oriented evaluation of the system’s facilities and the underlying awareness model; and a network-oriented evaluation and modelling of the communication requirements of the system with varying numbers of users. This thesis proposes the “third party object” concept as an extension to the spatial model of interaction. Third party objects can be used to represent the influence of context or environment on interaction and awareness, for example, the effects of boundaries, rooms and crowds. Third party objects can also be used to introduce and manage dynamic aggregates or abstractions within the environments (for example abstract overviews of distant crowds of participants). The third party object concept is prototyped in a second system, MASSIVE-2. MASSIVE-2 is also evaluated in two stages. The first is a user-oriented reflection on the capabilities and effectiveness of the third party concept as realised in the system. The second stage of the evaluation develops a predictive model of total and per-participant network bandwidth requirements for systems of this kind. This is used to analyse a number of design decisions relating to this type of system, including the use of multicasting and the form of communication management adopted

    Large scale collaborative virtual environments

    Get PDF
    [N.B. Pagination of eThesis differs from printed thesis. The content is identical.] This thesis is concerned with the theory, design, realisation and evaluation of large-scale collaborative virtual environments. These are 3D audio-graphical computer generated environments which actively support collaboration between potentially large numbers of distributed users. The approach taken in this thesis reflects both the sociology of interpersonal communication and the management of communication in distributed systems. The first part of this thesis presents and evaluates MASSIVE-1, a virtual reality tele-conferencing system which implements the spatial model of interaction of Benford and Fahlén. The evaluation of MASSIVE-1 has two components: a user-oriented evaluation of the system’s facilities and the underlying awareness model; and a network-oriented evaluation and modelling of the communication requirements of the system with varying numbers of users. This thesis proposes the “third party object” concept as an extension to the spatial model of interaction. Third party objects can be used to represent the influence of context or environment on interaction and awareness, for example, the effects of boundaries, rooms and crowds. Third party objects can also be used to introduce and manage dynamic aggregates or abstractions within the environments (for example abstract overviews of distant crowds of participants). The third party object concept is prototyped in a second system, MASSIVE-2. MASSIVE-2 is also evaluated in two stages. The first is a user-oriented reflection on the capabilities and effectiveness of the third party concept as realised in the system. The second stage of the evaluation develops a predictive model of total and per-participant network bandwidth requirements for systems of this kind. This is used to analyse a number of design decisions relating to this type of system, including the use of multicasting and the form of communication management adopted
    corecore