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System Study of the Wireless Multimedia Ad-hoc Network based ... System Study of the Wireless Multimedia Ad-hoc Network based ... Presentation Transcript

  • System Study of the Wireless Multimedia Ad-hoc Network based on IEEE 802.11g Authors Chung-Wei Lee Jonathan C.L. Liu & Kun Chen Yu-Chee Tseng & S.P. Kuo Presented by Nandita Uppalapati Deepthi Thanigundala
  • System Study of the Wireless Multimedia Ad-hoc Network based on IEEE 802.11g
    • 1) Introduction
    • 2) Related work
    • 3) Experiments
    • 3-1) Indoor without obstructions
    • 3-2) Outdoor without obstructions
    • 3-3) Penetrating wall
    • 4) Results and Analysis
    • 4-1) Indoor without obstructions
    • 4-2) Outdoor without obstructions
    • 4-3) Penetrating wall
    • 5) Proposed Schemes and Protocols
    • 6) Large scale simulations
    • 7) Conclusions
  • 1. Introduction
  • Introduction
    • High Bandwidth:
    • 54 Mbps 802.11g is used to replace 11Mbps 802.11b networks
    • Working in mixed environments:
    • Obtain baseline performance with different conditions like in Indoors – walls, ceiling, desks, chairs which scatter the signal
    • Outdoors – natural obstacles and humidity, temperature
    • moving objects like people, cars
    • ->signals tend to propagate like water ripples
  • Adhoc Network
  • Software Benchmarking
    • For multi-media applications
    • Environmental effects should be considered
    • Wireless environment
    • Higher error rates for data transmission => average performance at the users end.
    • Software emulates constant streaming of multimedia data between two hosts.
  • Observations
    • Conventionally, bandwidth of the ad-hoc networks is usually large when distance between the laptops is less.
    • But that is not the case always.
    • - Indoor:
    • Worst performance within 5meters.
    • UDP outperformed TCP up to 38.5% in achieved bandwidth.
  • Observations-contd
    • - Outdoor:
    • TCP favors short distance (5meters) or long distance (25meters)
    • UDP was best at 10meters
    • - Wall penetration:
    • Routing nodes within 5meters.
    • else overall bandwidth reduces significantly.
  • Proposed Algorithm
    •  Proposed MaxThroughput algorithm to find paths with sufficient bandwidth guarantee
    •  Result
    • - better path
    • - bandwidth about 30% higher than conventional methods
    • even though, node number is small and path selection is limited
  • System Study of the Wireless Multimedia Ad-hoc Network based on IEEE 802.11g
    • 1) Introduction
    • 2) Related work
    • 3) Experiments
    • 3-1) Indoor without obstructions
    • 3-2) Outdoor without obstructions
    • 3-3) Penetrating wall
    • 4) Results and Analysis
    • 4-1) Indoor without obstructions
    • 4-2) Outdoor without obstructions
    • 4-3) Penetrating wall
    • 5) Proposed Schemes and Protocols
    • 6) Large scale simulations
    • 7) Conclusions
  • Related Work
    • Finding optimal solution satisfying multiple QoS is NP-complete.
    • Distance factor was not considered in any of the previous studies.
  • System Study of the Wireless Multimedia Ad-hoc Network based on IEEE 802.11g
    • 1) Introduction
    • 2) Related work
    • 3) Experiments
    • 3-1) Indoor without obstructions
    • 3-2) Outdoor without obstructions
    • 3-3) Penetrating wall
    • 4) Results and Analysis
    • 4-1) Indoor without obstructions
    • 4-2) Outdoor without obstructions
    • 4-3) Penetrating wall
    • 5) Proposed Schemes and Protocols
    • 6) Large scale simulations
    • 7) Conclusions
  • 3. Experiments
    • Hardware required:
    • - Laptop computers with Pentium IV processor, 512 M memory, 40G hard disk
    • - Two identical wireless adapters
    • - Linksys 802.11g wireless cards use 2.4-GHz frequency (bandwidth up to 54Mbps), mode set to ad-hoc mode and number of channel is set to six
    • - Subnet mask = 255.255.255.0, gateway function disabled
    • Software required:
    • - Windows XP operating system
    • - Benchmarking software on top of the TCP/UDP/IP protocols
    •  Benchmarking software discards top 2.5% and bottom 2.5% of the measured results => only 95% interval of the average performance is represented
  • Indoor without obstructions
    • Location : Computer and Information Science Engineering basement building in order to minimize interference of access point of the infrastructure wireless connections
    • Experiment at three different distances
    • TCP, UDP – 5meter
    • TCP, UDP – between 5 and 10 meters
    • TCP, UDP – between 10 and 20 meters
  • Outdoor without obstructions
    • Location : Parking lot at VA hospital
    • Less cars parked far away, in order to minimize interference of cars
    • Experiment done at similar distances as that of Indoor
    • 5meters, 5 and 10meters, 10 and 20meters
  • Penetrating wall
    • Location : New Physics building basement in order to minimize interference
    • Laptop inside the building is fixed and the one which is outside the building is moved to maintain distance between them
    • Experiment at three different distances
    • TCP, UDP – 5meter
    • TCP, UDP – between 5 and 10 meters
    • TCP, UDP – between 10 and 20 meters
  • System Study of the Wireless Multimedia Ad-hoc Network based on IEEE 802.11g
    • 1) Introduction
    • 2) Related work
    • 3) Experiments
    • 3-1) Indoor without obstructions
    • 3-2) Outdoor without obstructions
    • 3-3) Penetrating wall
    • 4) Results and Analysis
    • 4-1) Indoor without obstructions
    • 4-2) Outdoor without obstructions
    • 4-3) Penetrating wall
    • 5) Proposed Schemes and Protocols
    • 6) Large scale simulations
    • 7) Conclusions
  • 4. Results and Analysis Increase in the size of messages resulted in increased throughput Indoor TCP Throughput Results-Indoor conditions
  • Results-Indoor conditions
    • Ad-hoc mode performs worst with the distance < 5meters
    • Increasing distance improves throughput
    • Reason?
    • - Multi-path propagation of radio frequency
  • Results-Indoor conditions Increase in unit size => throughput for UDP increased UDP protocol stack reduces headers and overhead => throughput performance increases significantly Peak average throughput = 18Mbps 38.5 % improvement Unit Size influence , UDP
    • UDP
    Indoor UDP Throughput Results-Indoor conditions
  • Results-Outdoor without Obstructions Outdoor TCP Throughput
  • Results-Outdoor without Obstructions
    • As the experiment was performed on-campus, some factors were eliminated
    • Multi-path interference has less effect
    • TCP protocol
    • best – 5 or 25 meters
    • worst – 20 meters
  • Output UDP Throughput Results-Outdoor without Obstructions
  • Results-Outdoor without Obstructions
    • Performance improved to 19.1 Mbps, message size = 2Mbyte
    • Best performance @ 10 meters
    • If message size > 256 Kbytes, distance has limited impact on achieved bandwidth
  • TCP Penetrating Walls Results-Penetrating Walls
  • Results-Penetrating Walls UDP
  • System Study of the Wireless Multimedia Ad-hoc Network based on IEEE 802.11g
    • 1) Introduction
    • 2) Related work
    • 3) Experiments
    • 3-1) Indoor without obstructions
    • 3-2) Outdoor without obstructions
    • 3-3) Penetrating wall
    • 4) Results and Analysis
    • 4-1) Indoor without obstructions
    • 4-2) Outdoor without obstructions
    • 4-3) Penetrating wall
    • 5) Proposed Schemes and Protocols
    • 6) Large scale simulations
    • 7) Conclusions
  • Proposed Schemes and Protocols
    • Algorithm RandomTopology(n)
    • Algorithm MinHop(u)
    • Algorithm MaxThroughput(u)
    • Notation:
    • - bw(i,j): link bandwidth as a function of physical distance
    • - H(v): current hop count from the source node u to destination v
    • - B(v): current path bandwidth from the source node u to destination v
    • - N: the set contains all nodes in a topology
    • - N’: a subset of N
  • Algorithm RandomTopology(n)
  • Algorithm MinHop(u)
  • System Study of the Wireless Multimedia Ad-hoc Network based on IEEE 802.11g
    • 1) Introduction
    • 2) Related work
    • 3) Experiments
    • 3-1) Indoor without obstructions
    • 3-2) Outdoor without obstructions
    • 3-3) Penetrating wall
    • 4) Results and Analysis
    • 4-1) Indoor without obstructions
    • 4-2) Outdoor without obstructions
    • 4-3) Penetrating wall
    • 5) Proposed Schemes and Protocols
    • 6) Large scale simulations
    • 7) Conclusions
  • Large Scale Simulations
    • Experiments designed to handle 300meters x 300 meters area
    • MinHop routing
    • MaxThroughput
    • UDP
  • Large Scale Simulations
  • System Study of the Wireless Multimedia Ad-hoc Network based on IEEE 802.11g
    • 1) Introduction
    • 2) Related work
    • 3) Experiments
    • 3-1) Indoor without obstructions
    • 3-2) Outdoor without obstructions
    • 3-3) Penetrating wall
    • 4) Results and Analysis
    • 4-1) Indoor without obstructions
    • 4-2) Outdoor without obstructions
    • 4-3) Penetrating wall
    • 5) Proposed Schemes and Protocols
    • 6) Large scale simulations
    • 7) Conclusions
  • Conclusion
    • Distinct performance differences between indoor/outdoor environment and penetrating walls
    • Improved end-to-end bandwidth significantly
    • Carefully choose node-to-node routing distances
    • Still in process
    • To optimize the performance improvement – placement flexibility
    • Challenge:
    • Support concurrent connections simultaneously
    • Achieving global optimization (Bandwidth, Fairness and QoS)
    • Observations
    • Outdoor experiments – conducted when there are less vehicles and neglected many environmental obstacles
    • Questions???