TCP employs a self-clocking scheme that times the sending of packets. In that, the data packets are sent in a burst when the returning acknowledgement packet5 are received. This self-clocking scheme (also known as ack-clocking) is deemed a key factor to the the burstiness of TCP traffic and the source of various performance problemshigh packet loss, long delay, and high delay jitter. Previous work has suggested contradictively the effectiveness of TCP Pacing as a remedy to alleviate the traffic burstiness.
In this paper, we analyze systematically and in more robust experiments the impact of network variabilities on the behavior of TCP clocking schemes. We find that 1) aggregated pacing traffic could be burstier than aggregated ack-clocking traffic. Physical explanation and experimental simulations are provided to support this argument. 2) The round-trip time heterogeneity and flow multiplexing significantly influence the behaviors of both ack-clocking and pacing schemes. Evaluating the performance of clocking schemes without considering these effects is prone to inconsistent results. 3) Pacing outperforms ack-clocking in more realistic settings from the trufic burstiness point of view.
Firefly-inspired Heartbeat Synchronization Algorithm as a neural network emulation, CONSENSUS supporting algorithm (among internet, net of money system of systems)
Heartbeat synchronization strives to have nodes in a distributed system generate periodic, local “heartbeat” events approximately at the same time. It differs from classical clock synchronization in that nodes are not interested in counting cycles and agreeing on a ID of a current cycle. There is no requirement regarding the length of a cycle with respect to real time as long as a length is bounded and all nodes agree on it eventually.
IJERA (International journal of Engineering Research and Applications) is International online, ... peer reviewed journal. For more detail or submit your article, please visit www.ijera.com
Packet losses at IP network are common behavior at
the time of congestion. The TCP traffic is explained as in
terms of load and capacity. The load should be measured as
number of sender actively competes for a bottleneck link and
the capacity as the total network buffering available to those
senders. Though there are many congestion mechanism
already in practice like congestion window, slow start,
congestion avoidance, fast transmit but still we see erratic
behavior when there is a large traffic. The TCP protocol that
controls sources send rates degrades rapidly if the network
cannot store at least a few packets per active connection. Thus
the amount of router buffer space required for good
performance scales with the number of active connections
and the bandwidth utilization by each active connections. As
in the current practice, the buffer space does not scale in this
way and router drops the packet without looking at bandwidth
utilization of each connections. The result is global
synchronization and phase effect as well as packet from the
unlucky sender will be frequently dropped. The simultaneous
requirements of low queuing delay and of large buffer
memories for large numbers of connections pose a problem.
Routers should enforce a dropping policy by proportional to
the bandwidth utilization by each active connection. Router
will provision the buffering mechanism when processing slows
down. This study explains the existing problem with drop-tail
and RED routers and proposes the new mechanism to predict
the effective bandwidth utilization of the clients depending
on their history of utilization and drop the packet in different
pattern after analyzing the network bandwidth utilization at
each specific interval of time
Firefly-inspired Heartbeat Synchronization Algorithm as a neural network emulation, CONSENSUS supporting algorithm (among internet, net of money system of systems)
Heartbeat synchronization strives to have nodes in a distributed system generate periodic, local “heartbeat” events approximately at the same time. It differs from classical clock synchronization in that nodes are not interested in counting cycles and agreeing on a ID of a current cycle. There is no requirement regarding the length of a cycle with respect to real time as long as a length is bounded and all nodes agree on it eventually.
IJERA (International journal of Engineering Research and Applications) is International online, ... peer reviewed journal. For more detail or submit your article, please visit www.ijera.com
Packet losses at IP network are common behavior at
the time of congestion. The TCP traffic is explained as in
terms of load and capacity. The load should be measured as
number of sender actively competes for a bottleneck link and
the capacity as the total network buffering available to those
senders. Though there are many congestion mechanism
already in practice like congestion window, slow start,
congestion avoidance, fast transmit but still we see erratic
behavior when there is a large traffic. The TCP protocol that
controls sources send rates degrades rapidly if the network
cannot store at least a few packets per active connection. Thus
the amount of router buffer space required for good
performance scales with the number of active connections
and the bandwidth utilization by each active connections. As
in the current practice, the buffer space does not scale in this
way and router drops the packet without looking at bandwidth
utilization of each connections. The result is global
synchronization and phase effect as well as packet from the
unlucky sender will be frequently dropped. The simultaneous
requirements of low queuing delay and of large buffer
memories for large numbers of connections pose a problem.
Routers should enforce a dropping policy by proportional to
the bandwidth utilization by each active connection. Router
will provision the buffering mechanism when processing slows
down. This study explains the existing problem with drop-tail
and RED routers and proposes the new mechanism to predict
the effective bandwidth utilization of the clients depending
on their history of utilization and drop the packet in different
pattern after analyzing the network bandwidth utilization at
each specific interval of time
IRJET-Route Optimization based on Dynamic Mobile Node SelectionIRJET Journal
R.Porkodi, P.Jaya prakash "Route Optimization based on Dynamic Mobile Node Selection", International Research Journal of Engineering and Technology (IRJET), Volume2,issue-01 April 2015.e-ISSN:2395-0056, p-ISSN:2395-0072. www.irjet.net
Abstract
Proxy Mobile IPV6 (PMIPV6) is a network-based mobility management protocol that supports network mobility and it allow the mobile by keeping same IP address within PMIPV6 domain. Route Optimization (RO) is a technique to minimize packet transmission delay between communicating routers. Basic PMIPV6 does not support the RO. Thus RO is supported by many schemes. The out-of-sequence problem occurs when the packet not arrives at order, which may happen between the existing path (i.e) basic PMIPV6 path and the newly established RO path. The out-of-sequence problem is solved by using the packet sequence number and the time when the packet occur and it reduce the packet transmission delay. In proposed scheme, the mobile node is selected dynamically based on the shortest path and it is link stability. The MAGMN dynamically select the nearest Mobile Node based the position calculation. This feature is used to reduce the packet loss and transmission delay. It allows a mobile node (MN) to move around within the same PMIPV6 domain by keeping the same IP address.
RTH-RSS Mac: Path loss exponent estimation with received signal strength loca...IOSR Journals
Abstract: Nowadays , Wireless Sensor Networks (WSNs) succed in domain of technology trends; new
require’sare continuously have more complex challenging, such as the real time location. The MAC layer
plays a crucial role in these networks; it controls the communication module and manages the medium sharing.
In this work, we integrate the received signal strength path-loss exponent estimation (RSS PLE) based on
location technique in Real Time Hybrid MAC (RTHMAC) protocol in goal to minimize the delay phase’s and
get more life time node’s. It combinesalso the advantages of both TDMA and FDMA in order to give a soft real
time communication for WSN.
Keywords: Duty cycle, RSS, PLE ,FDMA,TDMA, WSN ,Cluster
Transmission Control Protocol (TCP) is a fundamental protocol of the Internet Protocol Suite. TCP complements the Internet Protocol (IP), therefore it is common to refer to the internet protocol suit as TCP/IP. TCP is used for error detection, detection of packet loss or out of order delivery of data. TCP requests retransmission, rearranges data and helps with network congestion.
Several congestion control algorithms have been developed, over the last years, to improve TCP's performance over various technologies and network conditions.
The purpose of this assignment is to present TCP, network congestion, congestion algorithms and simulate different algorithms in different network conditions to measure their performance. For this assignment's needs, OPNET IT Guru Academic Edition software was used to accomplish the reproduction of projects that have been already published and gave the wanted results.
OneClick: A Framework for Measuring Network Quality of ExperienceAcademia Sinica
As the service requirements of network applications shift from high throughput to high media quality, interactivity, and responsiveness, the definition of QoE (Quality of Experience) has become multidimensional. Although it may not be difficult to measure individual dimensions of the QoE, how to capture users’ overall perceptions when they are using network applications remains an open question.
In this paper, we propose a framework called OneClick to capture users’ perceptions when they are using network applications. The framework only requires a subject to click a dedicated key whenever he/she feels dissatisfied with the quality of the application in use. OneClick is particularly effective because it is intuitive, lightweight, efficient, time-aware, and application-independent. We use two objective quality assessment methods, PESQ and VQM, to validate OneClick’s ability to evaluate the quality of audio and video clips. To demonstrate the proposed framework’s efficiency and effectiveness in assessing user experiences, we implement it on two applications, one for instant messaging applications, and the other for firstperson shooter games. A Flash implementation of the proposed framework is also presented.
Recent advances in quality of experience in multimedia communicationIMTC
Presentation covers various aspects of defining and measuring of the Quality of Experience in IP Multimedia communications, with emphasis on Video. Presented at IMTC 20th Anniversary Forum
Do consumers prefer voice or data in an emergency? This deck looks at North American results from our global consumer research study on the keys to shaping quality of experience for this question and much more.
IRJET-Route Optimization based on Dynamic Mobile Node SelectionIRJET Journal
R.Porkodi, P.Jaya prakash "Route Optimization based on Dynamic Mobile Node Selection", International Research Journal of Engineering and Technology (IRJET), Volume2,issue-01 April 2015.e-ISSN:2395-0056, p-ISSN:2395-0072. www.irjet.net
Abstract
Proxy Mobile IPV6 (PMIPV6) is a network-based mobility management protocol that supports network mobility and it allow the mobile by keeping same IP address within PMIPV6 domain. Route Optimization (RO) is a technique to minimize packet transmission delay between communicating routers. Basic PMIPV6 does not support the RO. Thus RO is supported by many schemes. The out-of-sequence problem occurs when the packet not arrives at order, which may happen between the existing path (i.e) basic PMIPV6 path and the newly established RO path. The out-of-sequence problem is solved by using the packet sequence number and the time when the packet occur and it reduce the packet transmission delay. In proposed scheme, the mobile node is selected dynamically based on the shortest path and it is link stability. The MAGMN dynamically select the nearest Mobile Node based the position calculation. This feature is used to reduce the packet loss and transmission delay. It allows a mobile node (MN) to move around within the same PMIPV6 domain by keeping the same IP address.
RTH-RSS Mac: Path loss exponent estimation with received signal strength loca...IOSR Journals
Abstract: Nowadays , Wireless Sensor Networks (WSNs) succed in domain of technology trends; new
require’sare continuously have more complex challenging, such as the real time location. The MAC layer
plays a crucial role in these networks; it controls the communication module and manages the medium sharing.
In this work, we integrate the received signal strength path-loss exponent estimation (RSS PLE) based on
location technique in Real Time Hybrid MAC (RTHMAC) protocol in goal to minimize the delay phase’s and
get more life time node’s. It combinesalso the advantages of both TDMA and FDMA in order to give a soft real
time communication for WSN.
Keywords: Duty cycle, RSS, PLE ,FDMA,TDMA, WSN ,Cluster
Transmission Control Protocol (TCP) is a fundamental protocol of the Internet Protocol Suite. TCP complements the Internet Protocol (IP), therefore it is common to refer to the internet protocol suit as TCP/IP. TCP is used for error detection, detection of packet loss or out of order delivery of data. TCP requests retransmission, rearranges data and helps with network congestion.
Several congestion control algorithms have been developed, over the last years, to improve TCP's performance over various technologies and network conditions.
The purpose of this assignment is to present TCP, network congestion, congestion algorithms and simulate different algorithms in different network conditions to measure their performance. For this assignment's needs, OPNET IT Guru Academic Edition software was used to accomplish the reproduction of projects that have been already published and gave the wanted results.
OneClick: A Framework for Measuring Network Quality of ExperienceAcademia Sinica
As the service requirements of network applications shift from high throughput to high media quality, interactivity, and responsiveness, the definition of QoE (Quality of Experience) has become multidimensional. Although it may not be difficult to measure individual dimensions of the QoE, how to capture users’ overall perceptions when they are using network applications remains an open question.
In this paper, we propose a framework called OneClick to capture users’ perceptions when they are using network applications. The framework only requires a subject to click a dedicated key whenever he/she feels dissatisfied with the quality of the application in use. OneClick is particularly effective because it is intuitive, lightweight, efficient, time-aware, and application-independent. We use two objective quality assessment methods, PESQ and VQM, to validate OneClick’s ability to evaluate the quality of audio and video clips. To demonstrate the proposed framework’s efficiency and effectiveness in assessing user experiences, we implement it on two applications, one for instant messaging applications, and the other for firstperson shooter games. A Flash implementation of the proposed framework is also presented.
Recent advances in quality of experience in multimedia communicationIMTC
Presentation covers various aspects of defining and measuring of the Quality of Experience in IP Multimedia communications, with emphasis on Video. Presented at IMTC 20th Anniversary Forum
Do consumers prefer voice or data in an emergency? This deck looks at North American results from our global consumer research study on the keys to shaping quality of experience for this question and much more.
Quality of Experience in Multimedia Systems and Services: A Journey Towards t...Alpen-Adria-Universität
In computing and communications systems, quality is often difficult to define. Attempts to understand this concept date back to Aristotle, who included quality as one of his 10 categories of human apprehension. ISO standard 8402:1986 defines quality as “the totality of features and characteristics of a product or service that bears its ability to satisfy stated or implied needs,” which embraces objective as well as subjective parameters. In practice, however, quality could be compared to the elephant in the famous Indian parable about a group of blind men who each feels a different part of the animal and, thus, they disagree as to what it looks like....
Thank You for referencing this work, if you find it useful!
Reference/Citation: Selim Ickin, Katarzyna Wac, Markus Fiedler, Lucjan Janowski, Jin-Huyk Hong, Anind K. Dey, Factors Influencing Quality of Experience of Commonly-Used Mobile Applications. IEEE Communications Magazine (IEEE COMMAG), Special Issue on QoE Management in Emerging Multimedia Services, 50(4): 48-56, IEEE Press, April 2012.
Impact of le arrivals and departures on bufferingenioustech
Dear Students
Ingenious techno Solution offers an expertise guidance on you Final Year IEEE & Non- IEEE Projects on the following domain
JAVA
.NET
EMBEDDED SYSTEMS
ROBOTICS
MECHANICAL
MATLAB etc
For further details contact us:
enquiry@ingenioustech.in
044-42046028 or 8428302179.
Ingenious Techno Solution
#241/85, 4th floor
Rangarajapuram main road,
Kodambakkam (Power House)
http://www.ingenioustech.in/
KALMAN FILTER BASED CONGESTION CONTROLLERijdpsjournal
Facing burst traffic, TCP congestion control algorithms severely decrease window size neglecting the fact
that such burst traffics are temporal. In the increase phase sending window experiences a linear rise which
may lead to waste in hefty proportion of available bandwidth. If congestion control mechanisms be able to
estimate future state of network traffic they can cope with different circumstances and efficiently use
bandwidth. Since data traffic which is running on networks is mostly self-similar, algorithms can take
advantage of self-similarity property and repetitive traffic patterns to have accurate estimations and
predictions in large time scales.
In this research a two-stage controller is presented. In fact the first part is a RED congestion controller
which acts in short time scales (200 milliseconds) and the second is a Kalman filter estimator which do
RTT and window size estimations in large time scales (every two seconds). If the RED mechanism decides
to increase the window size, the magnitude of this increase is controlled by Kalman filter. To be more
precise, if the Kalman filter indicates a non-congested situation in the next large time scale, a magnitude
factor is calculated and given to RED algorithm to strengthen the amount of increase.
Data Communications,Data Networks,computer communications,multiplexing,spread spectrum,protocol architecture,data link protocols,signal encoding techniques,transmission media,asynchronous transfer mode,routing
Efficient and Fair Bandwidth Allocation AQM Scheme for Wireless NetworksCSCJournals
Heterogeneous Wireless Networks are considered nowadays as one of the potential areas in research and development. The traffic management’s schemes that have been used at the fusion points between the different wireless networks are classical and conventional. This paper is focused on developing a novel scheme to overcome the problem of traffic congestion in the fusion point router interconnected the heterogeneous wireless networks. The paper proposed an EF-AQM algorithm which provides an efficient and fair allocation of bandwidth among different established flows. Finally, the proposed scheme developed, tested and validated through a set of experiments to demonstrate the relative merits and capabilities of a proposed scheme
International Journal of Engineering Research and Applications (IJERA) is a team of researchers not publication services or private publications running the journals for monetary benefits, we are association of scientists and academia who focus only on supporting authors who want to publish their work. The articles published in our journal can be accessed online, all the articles will be archived for real time access.
Our journal system primarily aims to bring out the research talent and the works done by sciaentists, academia, engineers, practitioners, scholars, post graduate students of engineering and science. This journal aims to cover the scientific research in a broader sense and not publishing a niche area of research facilitating researchers from various verticals to publish their papers. It is also aimed to provide a platform for the researchers to publish in a shorter of time, enabling them to continue further All articles published are freely available to scientific researchers in the Government agencies,educators and the general public. We are taking serious efforts to promote our journal across the globe in various ways, we are sure that our journal will act as a scientific platform for all researchers to publish their works online.
A dynamic performance-based_flow_controlingenioustech
Dear Students
Ingenious techno Solution offers an expertise guidance on you Final Year IEEE & Non- IEEE Projects on the following domain
JAVA
.NET
EMBEDDED SYSTEMS
ROBOTICS
MECHANICAL
MATLAB etc
For further details contact us:
enquiry@ingenioustech.in
044-42046028 or 8428302179.
Ingenious Techno Solution
#241/85, 4th floor
Rangarajapuram main road,
Kodambakkam (Power House)
http://www.ingenioustech.in/
Cellular wireless systems like GSM suffer from congestion resulting in overall system degradation and poor service delivery. When the traffic demand in a geographical area is high, the input traffic rate will exceed thecapacity of the output lines. This work focused on homogenous wireless network (the network traffic and resource dimensioning that are statistically identical) such that the network performance
evaluation can be reduced to a system with single cell and a single traffic type. Such system can employa queuing model to evaluate the performance metric of a cell in terms of blocking probability.
Five congestion control models were compared in the work to ascertain their peculiarities, they are Erlang B, Erlang C, Engset (cleared), Engset (buffered), and Bernoulli. To analyze the system, an aggregate onedimensional Markov chain wasderived, such that it describes a call arrival process under the assumption
that it is Poisson distributed. The models were simulated and their results show varying performances, however the Bernoulli model (Pb5) tends to show a situation that allows more users access to the system and the congestion level remain unaffected despite increase in the number of users and the offered traffic into the system.
Performance Evaluation of TCP with Adaptive Pacing and LRED in Multihop Wirel...ijwmn
Transmission Control Protocol (TCP) was designed to provide reliable end-to-end delivery of
data over unreliable networks. In practice, most TCP deployments have been carefully designed in the
context of wired networks. Ignoring the properties of wireless and Ad-hoc Networks can lead to TCP
implementations with poor performance. In a wireless network, however packet losses occur more often
due to unreliable wireless links than due to congestion. When using TCP over wireless links, each packet
loss on the wireless link results in congestion control measures being invoked at the source. This causes
severe performance degradation. If there is any packet loss in wireless networks, then the reason for that
has to be found out. If there is congestion, then only congestion control mechanism has to be applied.
This work shows the performance of TCP with Adaptive Pacing (TCP-AP) and Link Random Early
Discard (LRED) as queuing model in multihop transmission when the source and destination nodes are
in mobile nature. The adaptive pacing technique seeks to improve spatial reuse. The LRED technique
seeks to react earlier to link overload. This paper consists of simulated environment results under
different network scenarios. This work proves that the combination of TCP-AP and LRED give much
better result than as the individual technique. Simulations are done with the use of NS-2.
Congestion is said to occur in the network when the resource demands exceed the capacity and packets are lost due to too much queuing in the network. During congestion, the network throughput may drop to zero and the path delay may become very high. A congestion control scheme helps the network to recover from the congestion state. In fact, security plays a vital role in Wireless Ad hoc network. This paper presents a systematic literature review to provide comprehensive and unbiased information about various current model Congestion Control conceptions, proposals, problems and solutions in Ad hoc for safety transportation. For this purpose, a total of 33 articles related to the security model in Congestion Control published between 2008 and 2013 were extracted from the most relevant scientific sources (IEEE Computer Society, ACM Digital Library, Springer Link and Science Direct). However, 18 articles were eventually analyzed due to several reasons such as relevancy and comprehensiveness of discussion presented in the articles. Using the systematic method of review, this paper succeeds to reveal the main security threats and Error control, challenges for security, security requirement in Congestion Control in Wireless Ad hoc network (CCWAN) and future research within this scope.
Games on demand, a.k.a., cloud gaming, refers to a new way to deliver computer games to users, where computationally complex games are executed and rendered on powerful cloud servers rather than local computing devices. In this talk, I will give an overview of the challenges in developing cloud gaming systems, what we have done, and what remains to do. I will start from GamingAnywhere, an open-source cloud gaming system, followed by a number of studies based on the system. Finally I will conclude the talk with open issues in providing highly real-time and high-definition audio/visual quality multimedia experience (e.g., in the form of gaming and virtual reality).
Detecting In-Situ Identity Fraud on Social Network Services: A Case Study on ...Academia Sinica
In this paper, we propose to use a continuous authentication approach to detect the in-situ identity fraud incidents, which occur when the attackers use the same devices and IP addresses as the victims. Using Facebook as a case study, we show that it is possible to detect such incidents by analyzing SNS users’ browsing behavior. Our experiment results demonstrate that the approach can achieve reasonable accuracy given a few minutes of observation time.
Cloud Gaming Onward: Research Opportunities and OutlookAcademia Sinica
Cloud gaming has become increasingly more popular in the academia and the industry, evident by the large numbers of related research papers and startup companies. Some public cloud gaming services have attracted hundreds of thousands subscribers, demonstrating the initial success of cloud gaming services. Pushing the cloud gaming services forward, however, faces various challenges, which open up many research opportunities. In this paper, we share our views on the future cloud gaming research, and point out several research problems spanning over a wide spectrum of different directions: including distributed systems, video codecs, virtualization, human-computer interaction, quality of experience, resource allocation, and dynamic adaptation. Solving these research problems will allow service providers to offer high-quality cloud gaming services yet remain profitable, which in turn results in even more successful cloud gaming eco-environment. In addition, we believe there will be many more novel ideas to capitalize the abundant and elastic cloud resources for better gaming experience, and we will see these ideas and associated challenges in the years to come.
Quantifying User Satisfaction in Mobile Cloud GamesAcademia Sinica
We conduct real experiments to quantify user satisfaction in mobile cloud games using a real cloud gaming system built on the open-sourced GamingAnywhere. We share our experiences in porting GamingAnywhere client to Android OS and perform extensive experiments on both the mobile and desktop clients. The experiment results reveal several new insights: (1) gamers are more satisfied with the graphics quality on mobile devices, while they are more satisfied with the control quality on desktops, (2) the bitrate, frame rate, and network delay significantly affect the graphics and smoothness quality, and (3) the control quality only depends on the client type (mobile versus desktop). To the best of our knowledge, such user studies have never been done in the literature.
Although online games have been an important Internet activity today, players inevitably suffer from lag from time to time due to the Internet’s non-QoS-guaranteed architecture. Here by lag we refer to the phenomena when a game fails to respond to user commands or update the screen in a timely fashion due to long system processing or network delays. Currently, little is known about how game players feel about lag and how they react when encountering lag during game play.
In this paper, we present an Internet survey that is designed to understand the following questions: 1) How do players perceive lag, 2) what do players think of the causes of lag, and 3) how do players react to lag. Our results show that game players often struggle with lag, because they are unable to identify the root cause. Therefore, they have to try any combination of possible solutions found on the Internet, blame game companies, or learn to cope. These findings manifest a strong demand for an automatic diagnostic tool that can identify the root cause of lag for gamers.
Understanding The Performance of Thin-Client GamingAcademia Sinica
The thin-client model is considered a perfect fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thinclient systems in different scenarios, and there is no systematic means yet to conduct such analysis.
In this paper, we propose a methodology for quantifying the performance of thin-clients on gaming, even for thin-clients which are close-sourced. Taking a classic game, Ms. Pac-Man, and three popular thin-clients, LogMeIn, TeamViewer, and UltraVNC, as examples, we perform a demonstration study and determine that 1) display frame rate and frame distortion are both critical to gaming; and 2) different thin-client implementations may have very different levels of robustness against network impairments. Generally, LogMeIn performs best when network conditions are reasonably good, while TeamViewer and UltraVNC are the better choices under certain network conditions.
Quantifying QoS Requirements of Network Services: A Cheat-Proof FrameworkAcademia Sinica
Despite all the efforts devoted to improving the QoS of networked multimedia services, the baseline for such improvements has yet to be defined. In other words, although it is well recognized that better network conditions generally yield better service quality, the exact minimum level of network QoS required to ensure satisfactory user experience remains an open question.
In this paper, we propose a general, cheat-proof framework that enables researchers to systematically quantify the minimum QoS needs for real-time networked multimedia services. Our framework has two major features: 1) it measures the quality of a service that users find intolerable by intuitive responses and therefore reduces the burden on experiment participants; and 2) it is cheat-proof because it supports systematic verification of the participants' inputs. Via a pilot study involving 38 participants, we verify the efficacy of our framework by proving that even inexperienced participants can easily produce consistent judgments. In addition, by cross-application and cross-service comparative analysis, we demonstrate the usefulness of the derived QoS thresholds. Such knowledge will serve important reference in the evaluation of competitive applications, application recommendation, network planning, and resource arbitration.
Online Game QoE Evaluation using Paired ComparisonsAcademia Sinica
To satisfy players' gaming experience, there is a strong need for a technique that can measure a game's quality systemically, efficiently, and reliably. In this paper, we propose to use paired comparisons and probabilistic choice models to quantify online games's QoE under various network situations. The advantages of our methodology over the traditional MOS ratings are 1) the rating procedure is simpler thus less burden is on experiment participants, 2) it derives ratio-scale scores, and 3) it enables systematic verification of participants' inputs.
As a demonstration, we apply our methodology to evaluate three popular FPS (first-person-shooter) games, namely, Alien Arena (Alien), Halo, and Unreal Tournament (UT), and investigate their network robustness. The results indicate that Halo performs the best in terms of their network robustness against packet delay and loss. However, if we take the degree of the games' sophistication into account, we consider that the robustness of UT against downlink delays should able be improved. We also show that our methodology can be a helpful tool for making decisions about design alternatives, such how dead reckoning algorithms and time synchronization mechanisms should be implemented.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic ApproachAcademia Sinica
Cloud gaming makes any computer game playable on a thin client without worrying the hardware requirements as before. It frees players from the need to constantly upgrade their computers as they can now play games that host on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on server nodes and thin clients do not possess game state information that is required by delay compensation techniques.
In this paper, we investigate how the response latency would affect users' experience when playing games on clouds and how the impact of latency on players' experience varies across different games. We show that not all games are equally friendly to cloud gaming. The same degree of latency may have very different impact on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and game screen dynamics. The model can be used to enhance players' experience in cloud gaming and optimize data center operation cost simultaneously.
Online gaming has now become an extremely com- petitive business. As there are so many game titles released every month, gamers have become more difficult to please and fickle in affection. Therefore, it would be beneficial if we can forecast how addictive a game is before publishing it on the market. The capability of game addictiveness forecasting will enable developers to continuously adjust the game design and enable publishers to assess the potential market value in a game’s early development stages.
In this paper, we propose to forecast a game’s addictiveness based on players’ emotion when they are exploring the game. Based on the account activity traces of 11 commercial online games, we develop a forecasting model that takes electromyo- graphic measures of players as the input and outputs the addic- tiveness index of a game. We hope that with our methodology, the game industry could save hopeless investment and target more accurately to provide more entertaining experience.
Toward an Understanding of the Processing Delay of Peer-to-Peer Relay NodesAcademia Sinica
Peer-to-peer relaying is commonly used in realtime applications to cope with NAT and firewall restrictions and provide better quality network paths. As relaying is not natively supported by the Internet, it is usually implemented at the application layer. Also, in a modern operating system, the processor is shared, so the receive-process-forward process for each relay packet may take a considerable amount of time if the host is busy handling some other tasks. Thus, if we happen to select a loaded relay node, the relaying may introduce significant delays to the packet transmission time and even degrade the application performance.
In this work, based on an extensive set of Internet traces, we pursue an understanding of the processing delays incurred at relay nodes and their impact on the application performance. Our contribution is three-fold: 1) we propose a methodology for measuring the processing delays at any relay node on the Internet; 2) we characterize the workload patterns of a variety of Internet relay nodes; and 3) we show that, serious VoIP quality degradation may occur due to relay processing, thus we have to monitor the processing delays of a relay node continuously to prevent the application performance from being degraded.
Inferring Speech Activity from Encrypted Skype TrafficAcademia Sinica
Normally, voice activity detection (VAD) refers to speech processing algorithms for detecting the presence or absence of human speech in segments of audio signals. In this paper, however, we focus on speech detection algorithms that take VoIP traffic instead of audio signals as input. We call this category of algorithms network-level VAD.
Traditional VAD usually plays a fundamental role in speech processing systems because of its ability to delimit speech segments. Network-level VAD, on the other hand, can be quite helpful in network management, which is the motivation for our study. We propose the first real-time network-level VAD algorithm that can extract voice activity from encrypted and non-silence-suppressed Skype traffic. We evaluate the speech detection accuracy of the proposed algorithm with extensive reallife traces. The results show that our scheme achieve reasonably good performance even high degree of randomness has been injected into the network traffic.
Game Bot Detection Based on Avatar TrajectoryAcademia Sinica
In recent years, online gaming has become one of the most popular Internet activities, but cheating activity, such as the use of game bots, has increased as a consequence. Generally, the gaming community disagrees with the use of game bots, as bot users obtain unreasonable rewards without corresponding efforts. However, bots are hard to detect because they are designed to simulate human game playing behavior and they follow game rules exactly. Existing detection approaches either interrupt the players’gaming experience, or they assume game bots are run as standalone clients or assigned a specific goal, such as aim bots in FPS games.
In this paper, we propose a trajectory-based approach to detect game bots. It is a general technique that can be applied to any game in which the avatar’s movement is controlled directly by the players. Through real-life data traces, we show that the trajectories of human players and those of game bots are very different. In addition, although game bots may endeavor to simulate players’ decisions, certain human behavior patterns are difficult to mimic because they are AI-hard. Taking Quake 2 as a case study, we evaluate our scheme’s performance based on reallife traces. The results show that the scheme can achieve a detection accuracy of 95% or higher given a trace of 200 seconds or longer.
A Collusion-Resistant Automation Scheme for Social Moderation SystemsAcademia Sinica
For current Web 2.0 services, manual examination of user uploaded content is normally required to ensure its legitimacy and appropriateness, which is a substantial burden to service providers. To reduce labor costs and the delays caused by content censoring, social moderation has been proposed as a front-line mechanism, whereby user moderators are encouraged to examine content before system moderation is required. Given the immerse amount of new content added to the Web each day, there is a need for automation schemes to facilitate rear system moderation. This kind of mechanism is expected to automatically summarize reports from user moderators and ban misbehaving users or remove inappropriate content whenever possible. However, the accuracy of such schemes may be reduced by collusion attacks, where some work together to mislead the automatic summarization in order to obtain shared benefits.
In this paper, we propose a collusion-resistant automation scheme for social moderation systems. Because some user moderators may collude and dishonestly claim that a user misbehaves, our scheme detects whether an accusation from a user moderator is fair or malicious based on the structure of mutual accusations of all users in the system. Through simulations we show that collusion attacks are likely to succeed if an intuitive countbased automation scheme is used. The proposed scheme, which is based on the community structure of the user accusation graph, achieves a decent performance in most scenarios.
Tuning Skype’s Redundancy Control Algorithm for User SatisfactionAcademia Sinica
Determining how to transport delay-sensitive voice data has long been a problem in multimedia networking. The difficulty arises because voice and best-effort data are different by nature. It would not be fair to give priority to voice traffic and starve its best-effort counterpart; however, the voice data delivered might not be perceptible if each voice call is limited to the rate of an average TCP flow. To address the problem, we approach it from a user-centric perspective by tuning the voice data rate based on user satisfaction.
Our contribution in this work is threefold. First, we investigate how Skype, the largest and fastest growing VoIP service on the Internet, adapts its voice data rate (i.e., the redundancy ratio) to network conditions. Second, by exploiting implementations of public domain codecs, we discover that Skype’s mechanism is not really geared to user satisfaction. Third, based on a set of systematic experiments that quantify user satisfaction under different levels of packet loss and burstiness, we derive a concise model that allows user-centric redundancy control. The model can be easily incorporated into general VoIP services (not only Skype) to ensure consistent user satisfaction.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
"Impact of front-end architecture on development cost", Viktor TurskyiFwdays
I have heard many times that architecture is not important for the front-end. Also, many times I have seen how developers implement features on the front-end just following the standard rules for a framework and think that this is enough to successfully launch the project, and then the project fails. How to prevent this and what approach to choose? I have launched dozens of complex projects and during the talk we will analyze which approaches have worked for me and which have not.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Epistemic Interaction - tuning interfaces to provide information for AI support
The Impact of Network Variabilities on TCP Clocking Schemes
1. The Impact of Network Variabilities on
TCP Clocking Schemes
Kuan-Ta Chen, Polly Huang,
Chun-Ying Huang, Chin-Laung Lei
Department of Electrical Engineering
National Taiwan University
Global Internet 2005 Mar. 19, 2005
2. Outline
Motivation
Why pacing could be more bursty?
The impact of network variabilities on the
behavior of TCP clocking schemes
Conclusion
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3. TCP Clocking Schemes
Self-clocking (a.k.a. ack-clocking)
ACKs “self-clock” the data to the rate of the
bottleneck link
Pacing
resembles to a rate control mechanism but
preserves the concept of window control
a common implementation: release a window of
packets evenly within each round-trip time
In intuition, pacing will result in more smooth
traffic, and smooth traffic will lead to better
performance, however, …
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4. Motivation
Aggarwal, Savage, Anderson found pacing
often results in lower throughput and higher
latency.
We are motivated to evaluate ack-clocking
and pacing schemes with more fundamental
behavioral analysis, especially on the aspect
of traffic burstiness.
Global Internet 2005 4
5. Our main results
Pacing traffic could be more bursty than ack-clocking
traffic.
The comparative traffic burstiness of TCP clocking
schemes are largely affected by network path
properties
whether the round-trip times (RTT) are the same
the number of flows
Pacing is generally less bursty than ack-clocking with
realistic settings, i.e., heterogeneous RTT flows.
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6. Why pacing could be more bursty?
Intuitively, pacing should be no more bursty
than ack-clocking.
We shall illustrate why the phenomenon could
happen by behavioral models.
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7. Behavioral models – equal window size
Assumption: 3 flows, the same RTT, equal
window size = 6
t: bottleneck service time are equally
packet trains for a packet
a packet train for each
spaced in a RTT
flow
T/6 T/6 T/6
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8. Behavioral models – different window size
Assumption: 3 flows, the same RTT, different
windows size = 5, 3, 10, respectively.
T/5 10
T/ T/3
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9. The effect of window un-synchronization
Generate packet arrival sequences by the
behavioral models
T = 100 ms, t = 0.1 ms, 3 flows
compare two cases
synchronized windows: 30, 30, 30
un-synchronized windows: 20, 30, 40
Observe traffic burstiness based on the
wavelet-based MultiResolution Analysis (MRA)
for the synthesized traffic.
Global Internet 2005 9
10. The energy plot
Ack-clocking
nearly remains
its burstiness
Pacing become
more bursty
The effect can
be amplified by
more flows
(show later)
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11. Validation and Simulations
Observation: window un-synchronization can
raise burstiness of pacing traffic.
We conduct network simulations to:
validate the observation
examine the impact of flow multiplexing
examine the impacts of other variabilities
Global Internet 2005 11
12. Simulation Setup
the network simulator is ns-2
1--50 flows, RTT are fixed to 100 ms
network topology
1 1
4x Mbps
x Mbps
s R
(bottleneck)
4x Mbps
N N
Global Internet 2005 12
13. The Effect of Multiplexing – Ack-clocking
more bursty in
small scales (still
less bursty than
Poisson)
much less bursty in
large scales
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14. The Effect of Multiplexing – Pacing
burstiness raises in
all sub-RTT time
scales
due to the effect of
window un-
synchronization.
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15. The Effect of Multiplexing – A Comparison
50 flows fl pacing is
more bursty in most
of sub-RTT time
scales
the comparative
burstiness of two
schemes are very
different with and
without flow
multiplexing
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16. Examine the effect of RTT heterogeneity
The simulation setup is almost the same
except:
fixed to 50 flows
RTTs are drawn from an uniform distribution over
(100 ms, 300 ms)
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17. The Effect of RTT Heterogeneity
Ack-clocking is much
more bursty
mismatch of
round trip times
ack-solicited pkts
are no longer
spaced by t
Pacing is unaffected
RTT/window is
already
randomized by
unsynchronized
windows
Global Internet 2005 17
18. More Network Variabilities
Simulations with additional factors:
multi-hop, two-way traffic, cross-traffic, and their
combinations
ID Topology RTT Two-Way Cross
Heter. Traffic Traffic
Fixed Dumbbell - - -
VarRTT Dumbbell ✓ - -
TwoWay Dumbbell ✓ ✓ -
Cross Dumbbell ✓ - ✓
Real Parking-lot ✓ ✓ ✓
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19. Network Variabilities on Ack-clocking
The heterogeneity
in flows RTT is a
deciding factor.
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20. Network Variabilities on Pacing
None of variabilities
significantly affect
pacing’s behavior
As long as RTTs are
heterogeneous:
Ack-cloking is no less
bursty than Poisson
Pacing is no more
bursty than Poisson
flPacing is less
bursty
Global Internet 2005 20
21. Conclusion
Provided physical explanation for ‘why pacing
could be more bursty than ack-clocking’
Comparative burstiness of the TCP clocking
schemes are network condition dependent,
especially RTT heterogeneity and flow
multiplexing.
It’s critical to include sufficient variabilities
in performance evaluation of TCP based
protocols.
Global Internet 2005 21