This document summarizes a presentation given at the Wireless Days 2012 conference in Dublin about leveraging ad hoc networks and vehicular networks to provide a quality gaming experience for first person shooter games played on mobile devices in moving vehicles. The presentation discusses using 802.11 access points and vehicle-to-vehicle communications to extend network coverage for a player in a moving car. Simulation results show that vehicle-to-vehicle communications can increase the area with acceptable quality of service from 500 meters to over 1,400 meters along a road, and real vehicle trace data is also used to evaluate the approach.
This document summarizes the development of high-speed cable technologies at ComLSI between 2005-2011. It describes early work on 30m HDMI cables including chip and cable modeling. Later work included developing silicon IP for cable transmitters and receivers, testing custom flat pair cables, and exploring opportunities in the growing HDMI cable market. Preliminary findings indicated active cable technologies could enable longer lengths and higher data rates to support emerging display standards.
This document discusses Tunneling, Compressing and Multiplexing Traffic Flows (TCM-TF) to more efficiently transport real-time traffic like voice and online games. It notes the inefficiency of tiny payload packets for these services. TCM-TF aims to compress and multiplex these packets to save bandwidth. It describes applying TCM-TF in multi-domain, single-domain and private scenarios. The technique uses header compression, multiplexing and tunneling layers with different options on each layer. Evaluations show TCM-TF can save over 50% bandwidth for voice calls and up to 30% for online games. Related links provide more details on TCM-TF drafts, publications and mailing list.
Influence of the Distribution of TCRTP Multiplexed Flows on VoIP Conversation...Jose Saldana
This document describes an experiment to evaluate the impact of different Tunneling Compressed RTP (TCRTP) multiplexing schemes on voice quality over IP (VoIP) under varying network conditions. The experiment multiplexed VoIP packets using TCRTP tunnels with different numbers of flows and measured the resulting voice quality using the R-factor metric. With a high-capacity router buffer, all TCRTP schemes showed step-like quality degradation as background traffic increased. With a time-limited buffer, smaller tunnels led to smoother quality decline. More flows per tunnel reduced overhead and allowed higher background traffic levels before quality dropped.
Jose Saldana, Luigi Iannone, Diego R. Lopez, Julian Fernandez-Navajas, Jose Ruiz-Mas, "Enhancing Throughput Efficiency via Multiplexing and Header Compression over LISP Tunnels" . In Proc. Second IEEE Workshop on Telecommunication Standards: From Research to Standards, Collocated with IEEE ICC 2013, Budapest, Hungary. ISBN 9781467357524
This article explores the possibility of using traffic optimization techniques within the context of the LISP (Locator/ Identifier Separation Protocol) framework. These techniques use Tunneling, Multiplexing and header Compression of Traffic Flows (TCMTF) in order to save bandwidth and to reduce the amount of packets per time unit. Taking into account that encapsulation is necessary in LISP, bandwidth can be drastically reduced in flows using small packets, which are typical of many real-time services. The ability of the LISP framework to manage the signaling of TCMTF options is also studied. An analytical expression of the savings, as a function of the different header sizes, is devised and used to calculate the maximum expected savings. Different services and scenarios of interest are identified, and this allows the consideration of tests with real traffic traces, showing the savings as a function of the multiplexing period, and demonstrating that the additional delays can be acceptable for real-time services.
Improving Quality in a Distributed IP Telephony System by the use of Multiple...Jose Saldana
Jenifer Murillo, Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas, Eduardo Viruete, Jose I. Aznar, "Improving Quality in a Distributed IP Telephony System by the use of Multiplexing Techniques" .Proc. International Symposium on Performance Evaluation of Computer and Telecommunication Systems SPECTS 2011, pp.54-61, The Hague, Netherlands, June 2011. ISBN: 978-161-782-309-1
The Effect of Router Buffer Size on Subjective Gaming Quality Estimators base...Jose Saldana
Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas, Eduardo Viruete Navarro, Luis Casadesus, "The Effect of Router Buffer Size on Subjective Gaming Quality Estimators based on Delay and Jitter," in Proc. CCNC 2012- 4th IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT), pp. 502-506, Las Vegas. Jan 2012. ISBN 9781457720697.
Can We Multiplex ACKs without Harming the Performance of TCP?Jose Saldana
Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas "Can We Multiplex ACKs without Harming the Performance of TCP?," Consumer Communications and Networking Conference, CCNC 2014. Las Vegas, January 10, 2014, pp 921-922. ISBN 978-1-4799-2356-4.
This document summarizes the development of high-speed cable technologies at ComLSI between 2005-2011. It describes early work on 30m HDMI cables including chip and cable modeling. Later work included developing silicon IP for cable transmitters and receivers, testing custom flat pair cables, and exploring opportunities in the growing HDMI cable market. Preliminary findings indicated active cable technologies could enable longer lengths and higher data rates to support emerging display standards.
This document discusses Tunneling, Compressing and Multiplexing Traffic Flows (TCM-TF) to more efficiently transport real-time traffic like voice and online games. It notes the inefficiency of tiny payload packets for these services. TCM-TF aims to compress and multiplex these packets to save bandwidth. It describes applying TCM-TF in multi-domain, single-domain and private scenarios. The technique uses header compression, multiplexing and tunneling layers with different options on each layer. Evaluations show TCM-TF can save over 50% bandwidth for voice calls and up to 30% for online games. Related links provide more details on TCM-TF drafts, publications and mailing list.
Influence of the Distribution of TCRTP Multiplexed Flows on VoIP Conversation...Jose Saldana
This document describes an experiment to evaluate the impact of different Tunneling Compressed RTP (TCRTP) multiplexing schemes on voice quality over IP (VoIP) under varying network conditions. The experiment multiplexed VoIP packets using TCRTP tunnels with different numbers of flows and measured the resulting voice quality using the R-factor metric. With a high-capacity router buffer, all TCRTP schemes showed step-like quality degradation as background traffic increased. With a time-limited buffer, smaller tunnels led to smoother quality decline. More flows per tunnel reduced overhead and allowed higher background traffic levels before quality dropped.
Jose Saldana, Luigi Iannone, Diego R. Lopez, Julian Fernandez-Navajas, Jose Ruiz-Mas, "Enhancing Throughput Efficiency via Multiplexing and Header Compression over LISP Tunnels" . In Proc. Second IEEE Workshop on Telecommunication Standards: From Research to Standards, Collocated with IEEE ICC 2013, Budapest, Hungary. ISBN 9781467357524
This article explores the possibility of using traffic optimization techniques within the context of the LISP (Locator/ Identifier Separation Protocol) framework. These techniques use Tunneling, Multiplexing and header Compression of Traffic Flows (TCMTF) in order to save bandwidth and to reduce the amount of packets per time unit. Taking into account that encapsulation is necessary in LISP, bandwidth can be drastically reduced in flows using small packets, which are typical of many real-time services. The ability of the LISP framework to manage the signaling of TCMTF options is also studied. An analytical expression of the savings, as a function of the different header sizes, is devised and used to calculate the maximum expected savings. Different services and scenarios of interest are identified, and this allows the consideration of tests with real traffic traces, showing the savings as a function of the multiplexing period, and demonstrating that the additional delays can be acceptable for real-time services.
Improving Quality in a Distributed IP Telephony System by the use of Multiple...Jose Saldana
Jenifer Murillo, Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas, Eduardo Viruete, Jose I. Aznar, "Improving Quality in a Distributed IP Telephony System by the use of Multiplexing Techniques" .Proc. International Symposium on Performance Evaluation of Computer and Telecommunication Systems SPECTS 2011, pp.54-61, The Hague, Netherlands, June 2011. ISBN: 978-161-782-309-1
The Effect of Router Buffer Size on Subjective Gaming Quality Estimators base...Jose Saldana
Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas, Eduardo Viruete Navarro, Luis Casadesus, "The Effect of Router Buffer Size on Subjective Gaming Quality Estimators based on Delay and Jitter," in Proc. CCNC 2012- 4th IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT), pp. 502-506, Las Vegas. Jan 2012. ISBN 9781457720697.
Can We Multiplex ACKs without Harming the Performance of TCP?Jose Saldana
Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas "Can We Multiplex ACKs without Harming the Performance of TCP?," Consumer Communications and Networking Conference, CCNC 2014. Las Vegas, January 10, 2014, pp 921-922. ISBN 978-1-4799-2356-4.
Traffic Optimization for TCP-based Massive Multiplayer Online GamesJose Saldana
The document presents a study analyzing the use of tunneling, compressing, and multiplexing (TCM) techniques for optimizing TCP traffic in massive multiplayer online games (MMORPGs). The study adapts the TCRTP protocol stack for use with TCP traffic from MMORPGs. Tests of the TCM approach on real game traces show bandwidth savings of up to 60% are possible, as well as reductions in the number of packets per second. Additional testing examines the impact of TCM on mean opinion score (MOS) for different levels of added delay. The results suggest avoiding large period sizes for multiplexing when round-trip times are high.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
Simplemux: a generic multiplexing protocolJose Saldana
This document discusses using traffic optimization techniques in the context of the Global Access to the Internet for All (GAIA) initiative. It describes how multiplexing small packets into larger packets can reduce overhead and improve efficiency over wired and wireless networks. Test results show that a Simplemux implementation providing this multiplexing can achieve bandwidth savings of up to 50% for VoIP traffic and reduce packet loss by up to 80% in saturated 802.11 links. The technique could benefit scenarios like wireless community networks and low-bandwidth residential access.
Improving Network Efficiency with SimplemuxJose Saldana
Jose Saldana, Ignacio Forcen, Julian Fernandez-Navajas, Jose Ruiz-Mas, "Improving Network Efficiency with Simplemux,'' IEEE CIT 2015, International Conference on Computer and Information Technology, 26-28 October 2015 in Liverpool, UK. (http://cse.stfx.ca/~cit2015/)
Presentation the paper http://diec.unizar.es/~jsaldana/personal/chicago_CIT2015_in_proc.pdf
Abstract
The high amount of small packets currently transported by IP networks results in a high overhead, caused by the significant header-to-payload ratio of these packets. In addition, the MAC layer of wireless technologies makes a non-optimal use of airtime when packets are small. Small packets are also costly in terms of processing capacity. This paper presents Simplemux, a protocol able to multiplex a number of packets sharing a common network path, thus increasing efficiency when small packets are transported. It can be useful in constrained scenarios where resources are scarce, as community wireless networks or IoT. Simplemux can be seen as an alternative to Layer-2 optimization, already available in 802.11 networks. The design of Simplemux is presented, and its efficiency improvement is analyzed. An implementation is used to carry out some tests with real traffic, showing significant improvements: 46% of the bandwidth can be saved when compressing voice traffic; the reduction in terms of packets per second in an Internet trace can be up to 50%. In wireless networks, packet grouping results in a significantly improved use of air time.
Influence of the Router Buffer on Online Games Traffic MultiplexingJose Saldana
Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas, Jose I. Aznar, Eduardo Viruete, Luis Casadesus, "Influence of the Router Buffer on Online Games Traffic Multiplexing" .Proc. International Symposium on Performance Evaluation of Computer and Telecommunication Systems SPECTS 2011, pp.253-258, The Hague, Netherlands, June 2011. ISBN: 978-161-782-309-1
The Effect of Multiplexing Delay on MMORPG TCP Traffic FlowsJose Saldana
Jose Saldana, "The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows," Consumer Communications and Networking Conference, CCNC 2014. Las Vegas, January 10, 2014, pp 447-452. ISBN 978-1-4799-2356-4.
IETF Tutorial. IETF-LAC (IETF in Latin America and the Caribbean). Bogota, 28 Sep 2015.
This presentation summarizes the objectives of GAIA IRTF Research Group, and talks about some examples of the things being discussed: community networks, alternative networks, new protocol proposals as Simplemux, etc.
Evaluation of Multiplexing and Buffer Policies Influence on VoIP Conversation...Jose Saldana
Jose Saldana, Jenifer Murillo, Julian Fernandez-Navajas, Jose Ruiz-Mas, Eduardo Viruete, Jose I. Aznar. "Evaluation of Multiplexing and Buffer Policies Influence on VoIP Conversation Quality" . In Proc. CCNC 2011- 3rd IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology, pp 1147-1151, Las Vegas. Jan. 2011. ISBN 9781424487882.
The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort TrafficJose Saldana
Jose Saldana, Mirko Suznjevic, Luis Sequeira, Julian Fernandez-Navajas, Maja Matijasevic, Jose Ruiz-Mas, "The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic," IEEE ICCCN 2012, 8th International Workshop on Networking Issues in Multimedia Entertainment (NIME'12), Munich, Germany, July 30, 2012. ISBN: 978-1-4673-1543-2.
Online games: a real-time problem for the networkJose Saldana
This document discusses online games and their impact on computer networks. It begins by looking at global trends in online gaming, including the growing popularity of multiplayer games and shift towards online and mobile platforms. It then examines how network latency impacts gameplay quality and discusses common online game genres and architectures. The document analyzes characteristics of network traffic for games and potential bottlenecks in client-server architectures. It also explores methods for estimating quality of experience, including models that consider latency, jitter and packet loss. The document notes limitations in applying quality models across different game titles.
Talk done at "Communication challenges in
Intelligent Transportation Systems" in
Tel Aviv, January 30, 2008.
This slides provides an overview of the project, its communications requirements and needs and the solution adopted.
Wireless networks allow devices to connect to a network without being physically connected with wires. They consist of wireless hosts that communicate over the air with network infrastructure like access points or base stations. There are challenges to wireless communication including signal attenuation, interference, and the hidden terminal problem. Wireless networks can operate in infrastructure mode with access points or in ad hoc mode without infrastructure between devices. Standards like 802.11 (Wi-Fi) and CDMA are used to allow multiple devices to communicate over the same wireless channel. Devices must associate with an access point to connect to the network and protocols like CSMA/CA are used to avoid collisions between transmissions.
Peter Coppens, VP Product, presentation from Layer 123 SDN NFV World Congress in the Hague, October 2017. SD WAN benefits and caveats from real use cases.
This document evaluates the quality of service (QoS) of Voice over Internet Protocol (VoIP) over different broadband networks using the G.729A codec. Simulations were conducted using OPNET Modeler to compare QoS parameters such as mean opinion score, end-to-end delay, jitter, and throughput for VoIP over wired, wireless LAN, UMTS, and WiMAX networks. The results found that wired and WiMAX networks provided the best VoIP quality with high mean opinion scores and low delay and jitter. UMTS had the worst performance with high delay and packet loss affecting voice quality.
Mobile Transport Evolution with Unified MPLSCisco Canada
Mobile Service Providers are seeing unprecedented challenges in relation to their Transport architectures with the 3GPP evolution towards IP based Node Bs, LTE (Long Term Evolution) and LTE-Advanced. This presentation will initially discuss the network migration trends and factors that are changing how mobile networks are evolving. A description is provided on Unified MPLS and the current issues that need to be fixed and how this architecture addresses this. A more detailed analysis will then examine the options available for transporting GSM/2G, UMTS/3G traffic and IP/Ethernet Node B deployments and some of factors that need consideration like scalability, resiliency and security. Finally, there is a detailed description of the LTE/LTE - A evolution and the feature requirements made on the transport network. There will be detailed analysis of different LTE models and also some technical enhancements and proposals considered for the implementation of LTE in a Unified MPLS environment.
DCN Product Training 20220920 - Wireless Product.pptcesardavid55
1. The document introduces DCN's wireless product family including Wi-Fi 5 and Wi-Fi 6 access points, wireless controllers, and case studies of implementations in industries such as hotels, ISPs, and more.
2. It provides details on the various AP models for indoor, outdoor, and in-wall deployment and highlights their features such as supported wireless standards, number of spatial streams, bandwidth, and ports.
3. Case studies demonstrate successful implementations of DCN wireless solutions in environments like hotels, rural broadband projects, and an energy park to provide services like internet access, surveillance, and more.
Advanced Automobiles Safety System using LIFIIRJET Journal
The document describes a proposed system that uses Li-Fi technology for vehicle-to-vehicle communication to transmit pre-accident information and allow vehicles to avoid accidents. It investigates the design and findings of a basic prototype using Li-Fi, which transmits data through light-emitting diode (LED) bulbs. The prototype uses an ultrasonic sensor to detect nearby vehicles, an Arduino board to control a motor driver based on sensor input, and Li-Fi for wireless vehicle-to-vehicle communication.
Driver Development for IEEE WAVE (802.11p/1609.x) based wireless module with ...Janith Rukman
1) A group of students at the University of Moratuwa developed a driver for an IEEE 802.11p/1609.x wireless module to support intelligent transportation systems.
2) They implemented and verified the 802.11p driver and 1609.3 networking protocol, and demonstrated a collision warning application combining it with GPS technology.
3) Testing showed successful communication between vehicles moving up to 40 kph and over 100m apart. The students created a compact, portable development platform and were the first in Sri Lanka to implement one for intelligent transportation applications.
Traffic Optimization for TCP-based Massive Multiplayer Online GamesJose Saldana
The document presents a study analyzing the use of tunneling, compressing, and multiplexing (TCM) techniques for optimizing TCP traffic in massive multiplayer online games (MMORPGs). The study adapts the TCRTP protocol stack for use with TCP traffic from MMORPGs. Tests of the TCM approach on real game traces show bandwidth savings of up to 60% are possible, as well as reductions in the number of packets per second. Additional testing examines the impact of TCM on mean opinion score (MOS) for different levels of added delay. The results suggest avoiding large period sizes for multiplexing when round-trip times are high.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
Simplemux: a generic multiplexing protocolJose Saldana
This document discusses using traffic optimization techniques in the context of the Global Access to the Internet for All (GAIA) initiative. It describes how multiplexing small packets into larger packets can reduce overhead and improve efficiency over wired and wireless networks. Test results show that a Simplemux implementation providing this multiplexing can achieve bandwidth savings of up to 50% for VoIP traffic and reduce packet loss by up to 80% in saturated 802.11 links. The technique could benefit scenarios like wireless community networks and low-bandwidth residential access.
Improving Network Efficiency with SimplemuxJose Saldana
Jose Saldana, Ignacio Forcen, Julian Fernandez-Navajas, Jose Ruiz-Mas, "Improving Network Efficiency with Simplemux,'' IEEE CIT 2015, International Conference on Computer and Information Technology, 26-28 October 2015 in Liverpool, UK. (http://cse.stfx.ca/~cit2015/)
Presentation the paper http://diec.unizar.es/~jsaldana/personal/chicago_CIT2015_in_proc.pdf
Abstract
The high amount of small packets currently transported by IP networks results in a high overhead, caused by the significant header-to-payload ratio of these packets. In addition, the MAC layer of wireless technologies makes a non-optimal use of airtime when packets are small. Small packets are also costly in terms of processing capacity. This paper presents Simplemux, a protocol able to multiplex a number of packets sharing a common network path, thus increasing efficiency when small packets are transported. It can be useful in constrained scenarios where resources are scarce, as community wireless networks or IoT. Simplemux can be seen as an alternative to Layer-2 optimization, already available in 802.11 networks. The design of Simplemux is presented, and its efficiency improvement is analyzed. An implementation is used to carry out some tests with real traffic, showing significant improvements: 46% of the bandwidth can be saved when compressing voice traffic; the reduction in terms of packets per second in an Internet trace can be up to 50%. In wireless networks, packet grouping results in a significantly improved use of air time.
Influence of the Router Buffer on Online Games Traffic MultiplexingJose Saldana
Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas, Jose I. Aznar, Eduardo Viruete, Luis Casadesus, "Influence of the Router Buffer on Online Games Traffic Multiplexing" .Proc. International Symposium on Performance Evaluation of Computer and Telecommunication Systems SPECTS 2011, pp.253-258, The Hague, Netherlands, June 2011. ISBN: 978-161-782-309-1
The Effect of Multiplexing Delay on MMORPG TCP Traffic FlowsJose Saldana
Jose Saldana, "The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows," Consumer Communications and Networking Conference, CCNC 2014. Las Vegas, January 10, 2014, pp 447-452. ISBN 978-1-4799-2356-4.
IETF Tutorial. IETF-LAC (IETF in Latin America and the Caribbean). Bogota, 28 Sep 2015.
This presentation summarizes the objectives of GAIA IRTF Research Group, and talks about some examples of the things being discussed: community networks, alternative networks, new protocol proposals as Simplemux, etc.
Evaluation of Multiplexing and Buffer Policies Influence on VoIP Conversation...Jose Saldana
Jose Saldana, Jenifer Murillo, Julian Fernandez-Navajas, Jose Ruiz-Mas, Eduardo Viruete, Jose I. Aznar. "Evaluation of Multiplexing and Buffer Policies Influence on VoIP Conversation Quality" . In Proc. CCNC 2011- 3rd IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology, pp 1147-1151, Las Vegas. Jan. 2011. ISBN 9781424487882.
The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort TrafficJose Saldana
Jose Saldana, Mirko Suznjevic, Luis Sequeira, Julian Fernandez-Navajas, Maja Matijasevic, Jose Ruiz-Mas, "The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic," IEEE ICCCN 2012, 8th International Workshop on Networking Issues in Multimedia Entertainment (NIME'12), Munich, Germany, July 30, 2012. ISBN: 978-1-4673-1543-2.
Online games: a real-time problem for the networkJose Saldana
This document discusses online games and their impact on computer networks. It begins by looking at global trends in online gaming, including the growing popularity of multiplayer games and shift towards online and mobile platforms. It then examines how network latency impacts gameplay quality and discusses common online game genres and architectures. The document analyzes characteristics of network traffic for games and potential bottlenecks in client-server architectures. It also explores methods for estimating quality of experience, including models that consider latency, jitter and packet loss. The document notes limitations in applying quality models across different game titles.
Talk done at "Communication challenges in
Intelligent Transportation Systems" in
Tel Aviv, January 30, 2008.
This slides provides an overview of the project, its communications requirements and needs and the solution adopted.
Wireless networks allow devices to connect to a network without being physically connected with wires. They consist of wireless hosts that communicate over the air with network infrastructure like access points or base stations. There are challenges to wireless communication including signal attenuation, interference, and the hidden terminal problem. Wireless networks can operate in infrastructure mode with access points or in ad hoc mode without infrastructure between devices. Standards like 802.11 (Wi-Fi) and CDMA are used to allow multiple devices to communicate over the same wireless channel. Devices must associate with an access point to connect to the network and protocols like CSMA/CA are used to avoid collisions between transmissions.
Peter Coppens, VP Product, presentation from Layer 123 SDN NFV World Congress in the Hague, October 2017. SD WAN benefits and caveats from real use cases.
This document evaluates the quality of service (QoS) of Voice over Internet Protocol (VoIP) over different broadband networks using the G.729A codec. Simulations were conducted using OPNET Modeler to compare QoS parameters such as mean opinion score, end-to-end delay, jitter, and throughput for VoIP over wired, wireless LAN, UMTS, and WiMAX networks. The results found that wired and WiMAX networks provided the best VoIP quality with high mean opinion scores and low delay and jitter. UMTS had the worst performance with high delay and packet loss affecting voice quality.
Mobile Transport Evolution with Unified MPLSCisco Canada
Mobile Service Providers are seeing unprecedented challenges in relation to their Transport architectures with the 3GPP evolution towards IP based Node Bs, LTE (Long Term Evolution) and LTE-Advanced. This presentation will initially discuss the network migration trends and factors that are changing how mobile networks are evolving. A description is provided on Unified MPLS and the current issues that need to be fixed and how this architecture addresses this. A more detailed analysis will then examine the options available for transporting GSM/2G, UMTS/3G traffic and IP/Ethernet Node B deployments and some of factors that need consideration like scalability, resiliency and security. Finally, there is a detailed description of the LTE/LTE - A evolution and the feature requirements made on the transport network. There will be detailed analysis of different LTE models and also some technical enhancements and proposals considered for the implementation of LTE in a Unified MPLS environment.
DCN Product Training 20220920 - Wireless Product.pptcesardavid55
1. The document introduces DCN's wireless product family including Wi-Fi 5 and Wi-Fi 6 access points, wireless controllers, and case studies of implementations in industries such as hotels, ISPs, and more.
2. It provides details on the various AP models for indoor, outdoor, and in-wall deployment and highlights their features such as supported wireless standards, number of spatial streams, bandwidth, and ports.
3. Case studies demonstrate successful implementations of DCN wireless solutions in environments like hotels, rural broadband projects, and an energy park to provide services like internet access, surveillance, and more.
Advanced Automobiles Safety System using LIFIIRJET Journal
The document describes a proposed system that uses Li-Fi technology for vehicle-to-vehicle communication to transmit pre-accident information and allow vehicles to avoid accidents. It investigates the design and findings of a basic prototype using Li-Fi, which transmits data through light-emitting diode (LED) bulbs. The prototype uses an ultrasonic sensor to detect nearby vehicles, an Arduino board to control a motor driver based on sensor input, and Li-Fi for wireless vehicle-to-vehicle communication.
Driver Development for IEEE WAVE (802.11p/1609.x) based wireless module with ...Janith Rukman
1) A group of students at the University of Moratuwa developed a driver for an IEEE 802.11p/1609.x wireless module to support intelligent transportation systems.
2) They implemented and verified the 802.11p driver and 1609.3 networking protocol, and demonstrated a collision warning application combining it with GPS technology.
3) Testing showed successful communication between vehicles moving up to 40 kph and over 100m apart. The students created a compact, portable development platform and were the first in Sri Lanka to implement one for intelligent transportation applications.
The local area technologies as 1-WLAN(Wireless Local Area Network) with moderate bandwidth. And WiMax
2.The large area technologies as GSM, GPRSor UMTS, LTEwhich have much higher bandwidth.
The document outlines potential use cases for light communications (LC), including vehicle-to-vehicle communications, manufacturing and harsh environments, power plants, and nuclear facilities. It notes that LC could help reduce interference in vehicle networks and provide a safe and reliable wireless option in environments prone to electromagnetic interference, such as power plants. The document also discusses challenges with using traditional wireless in nuclear facilities and how an LC-based mesh network using LED lights could help address issues around interference and installation costs.
This document discusses trends, challenges, and solutions for mobile backhaul networks. It outlines the rapid bandwidth growth requirements for LTE, higher service demands including enterprise services and security, and increased O&M challenges. Huawei's LTEhaul 2.0 solution is presented as addressing these issues through features like proactive O&M, SDN virtualization, seamless multicast, and carrier-grade security. Specific technologies like eMBMS, small cell backhaul, Ethernet demarcation services, and IPSec solutions are also summarized.
Examining the Role of SDN and NFV in the Move Towards LTE-A and 5th Generation Alberto Boaventura
This document discusses the roles of SDN and NFV in enabling 5G/LTE-A networks. SDN and NFV can help address challenges of increasing traffic capacity demands through network functions virtualization and software-defined control of network resources. This allows dynamic allocation of resources through network slicing and virtualization. SDN control can also help with interference avoidance through coordination of resources across virtual base stations in a centralized RAN architecture. Overall, SDN and NFV provide mechanisms for elastic, on-demand provisioning of network capacity needed to support the high traffic demands of evolving 5G technologies.
Building a resilience infrastructure for Content DistributionDaniel Osorio
The document discusses building a resilient infrastructure for content distribution using dynamic optical networking, which allows networks to dynamically allocate bandwidth as needed, efficiently carry different types of services, and reduce costs compared to traditional router-based networks. It provides an example of how implementing Ethernet over DWDM with optical and Ethernet switching can optimize bandwidth usage and reduce equipment costs at the core and aggregation layers of the network.
The document summarizes network redundancy techniques presented at a 2010 seminar, including layer 2 protocols like RSTP, HIPER Ring, MRP, and layer 3 protocols like VRRP. It discusses advantages and disadvantages of various approaches and answers questions about their applications and implementations.
The document discusses KREONET-S*, South Korea's national research and education network transitioning to a software-defined network (SDN) architecture. It outlines KREONET-S*'s goals of providing reliable and user-driven virtualized network services. The Open Network Operating System (ONOS) is used as the SDN controller to enable applications like Virtual Dedicated Networks (VDN) and user visibility tools. Initial deployment connected two cities in 2015, with plans to expand nationally by 2017. Performance tests show throughput up to 10Gbps and low latency between sites.
AirHD - Drone Control and Video Streaming Via 3G/4GLTE Mobile Networksairhd
Problem
• 70% of the projected $30Bn drone market is in BVLOS
zone (Beyond Visual Line of Sight - 10+ km)
• But the range of mass drone flight is limited to WiFi or
radio channel (1 - 7 kms)
• GPS - not the best option as a drone out of control
Problem
Solution - Drone control and video streaming via 3G/4G LTE
• The mobile nets available in most places of usage
• Flight range is not limited
• Height 250m - is suitable for 90% commercial tasks
• Control latency is 50ms as in WiFi
• Video latency 1-2 seconds is acceptable
The document discusses optical networking services and applications. It outlines Tal Lavian's research focus on building service composition and infrastructure for optical networks. It then provides an agenda covering optical networking technologies, challenges, service solutions like optics combined with Ethernet, and potential killer applications such as large data exchange and content networking.
The document provides an overview of Low Power Wide Area (LPWA) networks and technologies. It discusses that LPWA networks are needed to connect billions of low-power devices over long ranges using low-cost radio technologies. Examples of LPWA technologies include LoRa, SigFox, NB-IoT and EC-GPRS. The document also outlines potential use cases for LPWA networks in areas like smart cities, utilities, agriculture and more.
The document discusses wireless local area networks (WLANs) and wireless networking concepts. It covers wireless standards such as 802.11a, 802.11b, 802.11g and 802.11n. It describes wireless network components like access points, discusses wireless security issues and configurations, and provides guidance on troubleshooting common wireless network problems.
El documento describe cómo Fortnite y WhatsApp usan servidores en la nube para proporcionar sus servicios de forma escalable. Explica que los videojuegos como Fortnite y aplicaciones como WhatsApp necesitan grandes cantidades de servidores para dar soporte a millones de usuarios simultáneos, pero usan modelos de computación en la nube que permiten ajustar dinámicamente la capacidad de servidores en función de la demanda, pagando solo por lo que se usa, en lugar de tener que comprar y mantener grandes centros de datos propios
POUZ Universidad de Zaragoza - Telecomunicación 2º y 3ºJose Saldana
Presentación utilizada en las sesiones de grupo del POUZ de la EINA, de la Universidad de Zaragoza, para 2º y 3º de Ingeniería de Telecomunicación. Octubre 2018. Curso 2018-2019.
POUZ: Plan de Orientación Universitaria de la Universidad de Zaragoza
https://webpouz.unizar.es/
La bala que dobló la esquina: el problema de los videojuegos onlineJose Saldana
Presentación "La bala que dobló la esquina" en Pint of Science 2018, en el bar Drinks and Pool Aranda, Zaragoza.
https://pintofscience.es/
La presentación trató sobre el tráfico que generan los videojuegos online, y la investigación que hacemos en el I3A de la Universidad de Zaragoza.
Un vídeo aquí:
https://youtu.be/SS0qXNKSqmU
Entretenimiento online. Una perspectiva cristianaJose Saldana
Presentación sobre la perspectiva cristiana de los videojuegos y del entretenimiento online. Por qué son buenos, cómo sacarles más partido, cómo usarlos bien, cómo evitar sus peligros. Cómo educar a los niños para usarlos bien.
Presentación para el festival Pint of Science, Zaragoza 17 de mayo 2017. Agradecimiento al proyecto H2020 Wi-5 "What to do With the WiFi Wild West (G.A. no 644262).
Wi-5: Advanced Features for Low-cost Wi-Fi APsJose Saldana
Presented at the Global Access to the Internet for All (GAIA) Research Group Meeting, at IETF-96, Berlin, Germany, July 21, 2016.
The Wi-5 Project (What to do With the Wi-Fi Wild West) proposes an architecture based on an integrated and coordinated set of smart Wi-Fi APs:
a) To efficiently reduce interference between neighboring Wi-Fi APs and provide optimized connectivity.
b) To develop new business models to support this.
An open-source and low cost platform supporting advanced features currently available in enterprise-grade Wi-Fi APs:
- Optimal frequency planning
- Load balancing
- Seamless handover
- Transmit power control
- Intelligent frame/packet grouping
- Interference measurement
Header compression and multiplexing in LISPJose Saldana
When small payloads are transmitted through a packet-switched network, the resulting overhead may result significant. This is stressed in the case of LISP, where a number of headers are prepended to a packet, as new headers have to be added to each packet.
This presentation proposes to send together a number of small packets, which are in the buffer of a ITR, having the same ETR as destination, into a single packet. Therefore, they will share a single LISP header, and therefore bandwidth savings can be obtained, and a reduction in the overall number of packets sent to the network can be achieved.
The low efficiency caused by the high amount of small packets present in the network can be alleviated by means of packet aggregation.
There are some situations in which multiplexing a number of small packets into a bigger one is desirable. For example, a number of small packets can be sent together between a pair of machines if they share a common network path. Thus, the traffic profile can be shifted from small to larger packets, reducing the network overhead and the number of packets per second to be managed by intermediaterouters.
This presentation describes Simplemux, a protocol able to encapsulate a number of packets belonging to different protocols into a single packet. It includes the "Protocol" field on each multiplexing header, thus allowing the inclusion of a number of packets belonging to different protocols (multiplexed packets) on a packet of another protocol (tunneling protocol).
In order to reduce the overhead, the size of the multiplexing headers is kept very low (it may be a single byte when multiplexing small packets).
Presentation of the "Alternative Network Deployments" IETF draft for the GAIA meeting in IETF93, Prague, 22nd July 2015.
http://datatracker.ietf.org/doc/draft-irtf-gaia-alternative-network-deployments/
Optimization of Low-efficiency Traffic in OpenFlowSoftware Defined NetworksJose Saldana
This paper proposes a method for optimizing bandwidth usage in Software Defined Networks (SDNs) based on OpenFlow. Flows of small packets presenting a high overhead, as the ones generated by emerging services, can be identified by the SDN controller, in order to remove header fields that are common to any packet in the flow, only during their way through the SDN. At the same time, several packets can be multiplexed together in the same frame, thus reducing the number of sent frames. Four kinds of small-packet traffic flows are considered (VoIP, UDP and TCP-based online games, and ACKs from TCP flows). Both IPv4 and IPv6 are tested, and significant bandwidth savings (up to 68 % for IPv4 and 78 % for IPv6) can be obtained for the considered kinds of traffic.
The problem of using a best-effort network for online gamesJose Saldana
Jose Saldana, Mirko Suznjevic, Invited talk "The problem of using a best-effort network for online games," 10th IEEE International Workshop on Networking Issues in Multimedia Entertainment NIME'14 – , held in conjunction with Consumer Communications and Networking Conference, CCNC 2014. Las Vegas, Nevada, USA – January 10, 2014.
Bandwidth Efficiency Improvement for Online Games by the use of Tunneling, Co...Jose Saldana
Jose Saldana, Jenifer Murillo, Julian Fernandez-Navajas, Jose Ruiz-Mas, Jose I. Aznar, Eduardo Viruete, "Bandwidth Efficiency Improvement for Online Games by the use of Tunneling, Compressing and Multiplexing Techniques" .Proc. International Symposium on Performance Evaluation of Computer and Telecommunication Systems SPECTS 2011, pp.227-234, The Hague, Netherlands, June 2011. ISBN: 978-161-782-309-1.
Comparison of Multiplexing Policies for FPS Games in terms of Subjective QualityJose Saldana
Jose Saldana, Julian Fernandez Navajas, Jose Ruiz Mas, Luis Sequeira, Luis Casadesus, "Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality". Proc. II Workshop on Multimedia Data Coding and Transmission 2012, Jornadas Sarteco. Elche (Spain). Sept. 2012. ISBN: 978-84-695-4472-3
Evaluacion de la Calidad Subjetiva de Juegos Online segun el Dispositivo de A...Jose Saldana
Este documento presenta los resultados de una evaluación de la calidad subjetiva de juegos online según el dispositivo de acceso. Se simuló un escenario con varios jugadores compartiendo una conexión y se midieron parámetros como el retardo, jitter y pérdidas para diferentes tamaños de buffer y anchos de banda. Los resultados muestran que el retardo y jitter aumentan significativamente con el tráfico de fondo, superando los límites de calidad para la experiencia de juego. El modelo G permite calcular un MOS que refleja la degradación
The Utility of Characterizing Packet Loss as a Function of Packet Size in Com...Jose Saldana
Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas, Eduardo Viruete Navarro, Luis Casadesus, "The Utility of Characterizing Packet Loss as a Function of Packet Size in Commercial Routers," in Proc. CCNC 2012, Work in progress papers, pp. 362-363, Las Vegas. Jan 2012. ISBN 9781457720697
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This PowerPoint compilation offers a comprehensive overview of 20 leading innovation management frameworks and methodologies, selected for their broad applicability across various industries and organizational contexts. These frameworks are valuable resources for a wide range of users, including business professionals, educators, and consultants.
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1. Wireless Days 2012, Dublin Nov 2012
FIRST PERSON SHOOTERS ON THE ROAD:
LEVERAGING ON APS AND VANETS FOR A
QUALITY GAMING EXPERIENCE
Jose Saldana
Communication Technologies Group (GTC)
University of Zaragoza
Gustavo Marfia, Marco Roccetti
Department of Computer Science
University of Bologna
2. Wireless Days 2012, Dublin Nov 2012
Index
1. Introduction
2. Scenarios of Interest
3. Achievements and Results
4. Conclusions
3. Wireless Days 2012, Dublin Nov 2012
Index
1. Introduction
2. Scenarios of Interest
3. Achievements and Results
4. Conclusions
4. Wireless Days 2012, Dublin Nov 2012
Introduction
Mobile devices: Increasingly
important in computer gaming
Allow playing on the move
Players like to defeat other real
players (better than the machine)
5. Wireless Days 2012, Dublin Nov 2012
Introduction
Wireless connections everywhere
Mobile devices include wireless
network interfaces
Why not using these wireless
connections for playing online
interactive games?
6. Wireless Days 2012, Dublin Nov 2012
Introduction
Online game categories (videos)
FPS: First Person Shooters
MMORPG
RTS: Real Time Strategy
Sports: Racing, soccer
7. Wireless Days 2012, Dublin Nov 2012
Introduction
Online game categories (videos)
FPS: First Person Shooters
MMORPG
RTS: Real Time Strategy
Sports: Racing, soccer
8. Wireless Days 2012, Dublin Nov 2012
Introduction
Mobile devices are also becoming popular in
vehicular scenarios
Cars equipped with 802.11 devices
Vehicle-to-infrastructure (V2I)
Vehicle-to-vehicle (V2V)
Here: support real-time streams in cars
9. Wireless Days 2012, Dublin Nov 2012
Introduction
Scenario considered: a person playing inside a
car (clearly not while driving)
Interactive online game
Against other players
So we need to grant QoS
10. Wireless Days 2012, Dublin Nov 2012
Scenarios of Interest
802.11 APs are being used
in some cities as a means
for connecting to the
Internet
3G/4G: High delay and
cost for the user
Many open APs, and
apps for finding them
11. Wireless Days 2012, Dublin Nov 2012
Scenarios of Interest
Example: 462 APs in Zaragoza, Spain
12. Wireless Days 2012, Dublin Nov 2012
Introduction
Two problems:
How to satisfy the real-time requirements
of a game
How wireless infrastructures can provide
connectivity to vehicles
13. Wireless Days 2012, Dublin Nov 2012
Introduction
Contributions:
1.- Feasibility of 802.11 for the provision of
online games in moving cars
We will use a FPS game as an example of
an application with a really critical delay
14. Wireless Days 2012, Dublin Nov 2012
Introduction
Contributions:
2.- Use of V2V connections for enlarging
the AP coverage area
15. Wireless Days 2012, Dublin Nov 2012
Index
1. Introduction
2. Scenarios of Interest
3. Achievements and Results
4. Conclusions
16. Wireless Days 2012, Dublin Nov 2012
Scenarios of Interest
A single street with an AP partially covering it
2 km long
The AP connects with the Internet, where
the game server, and other players are.
17. Wireless Days 2012, Dublin Nov 2012
Scenarios of Interest
FPS game traffic. Real traces of Quake IV
Two UDP flows:
Uplink: 64 pps. Avg. 79 bytes (40.5 kbps)
Downlink: 14 pps. Avg. 161 bytes (18 kbps)
Uplink histograms
40 50 60 70 80 90 100 110
bytes
0 10 20 30 40 50 60 70
ms
18. Wireless Days 2012, Dublin Nov 2012
Scenarios of Interest
Translated into an ns2 scenario:
Wired network
Ad-hoc wireless
network
FPS downlink
application
FPS uplink
application
... ...
Speed according to
movement traces
AP
FN
19. Wireless Days 2012, Dublin Nov 2012
Scenarios of Interest
Mean Opinion Score calculation:
G-Model MOS formula:
x = 0.104 • ping_average + jitter_average
MOS = - 0.00000587 x3 + 0.00139 x2 - 0.114 x + 4.37
Packet loss is not considered, unless above 35%
Acceptable quality when MOS>3
20. Wireless Days 2012, Dublin Nov 2012
Index
1. Introduction
2. Scenarios of Interest
3. Achievements and Results
4. Conclusions
21. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
1) Can we obtain a good MOS in this scenario?
2) Can we extend coverage keeping good MOS?
V2V
3) What if we make it even more realistic?
Real movement traces
4) Negative effect of TCP background traffic
22. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
1) Can we obtain a good MOS in this scenario?
A single car, 50 km/h
Only communicating with the AP
23. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
1) Can we obtain a good MOS in this scenario?
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MOS
street meters
MOS (G-Model)
AP Coverage area 750-1250
24. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
1) Can we obtain a good MOS in this scenario?
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MOS
street meters
MOS (G-Model)
AP Coverage area 750-1250
Good quality
while under AP
coverage
25. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
2) Can we extend coverage keeping good MOS?
300 cars, 50 km/h. 1 second between cars
car #150 runs the game. Ad hoc connections
26. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
2) Can we extend coverage keeping good MOS?
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MOS
street meters
MOS (G-Model)
AP Coverage area 750-1250 m
Handoff
V2V extended coverage area with acceptable MOS: 292-1736m
27. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
2) Can we extend coverage keeping good MOS?
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MOS
street meters
MOS (G-Model)
AP Coverage area 750-1250 m
Handoff
V2V extended coverage area with acceptable MOS: 292-1736m
Good quality
zone extended.
500 to 1,444 m.
288%
28. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
2) Can we extend coverage keeping good MOS?
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MOS
street meters
MOS (G-Model)
AP Coverage area 750-1250 m
Handoff
V2V extended coverage area with acceptable MOS: 292-1736m
29. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
2) Can we extend coverage keeping good MOS?
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MOS
street meters
MOS (G-Model)
AP Coverage area 750-1250 m
Handoff
V2V extended coverage area with acceptable MOS: 292-1736m
Connection
from the
beginning (bad
quality, though)
30. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
2) Can we extend coverage keeping good MOS?
0
10
20
30
40
50
60
70
80
90
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
street meters
Jitter (Round Trip Time stdev) (ms)
AP Coverage area 750-1250
V2V extended coverage area with acceptable MOS: 292-1736m
Jitter peaks
cause bad
quality here
31. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
2) Can we extend coverage keeping good MOS?
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MOS
street meters
MOS (G-Model)
AP Coverage area 750-1250 m
Handoff
V2V extended coverage area with acceptable MOS: 292-1736m
A sort of
“handoff” when
getting out of
coverage
32. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
2) Can we extend coverage keeping good MOS?
0
50
100
150
200
250
300
350
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
street meters
Round Trip Time (ms)
AP Coverage area 750-1250
V2V extended coverage area with acceptable MOS: 292-1736m
Delay peak
when going out
of coverage
area
33. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
2) Can we extend coverage keeping good MOS?
0
50
100
150
200
250
300
350
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
street meters
Round Trip Time (ms)
AP Coverage area 750-1250
V2V extended coverage area with acceptable MOS: 292-1736m
Ad-hoc routing
protocol has to
find a new
route. Packets
have to wait
34. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
2) Can we extend coverage keeping good MOS?
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
0 200 400 600 800 1000 1200 1400 1600 1800 2000
Loss%
street meters
Packet loss percentage
AP Coverage area 750-1250
V2V extended coverage area with acceptable MOS: 292-1736m
Ad-hoc routing
protocol has to
find a new
route. Some
lost packets
35. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
2) Can we extend coverage keeping good MOS?
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MOS
street meters
MOS (G-Model)
AP Coverage area 750-1250 m
Handoff
V2V extended coverage area with acceptable MOS: 292-1736m
Bad quality in
the end of the
street
36. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
2) Can we extend coverage keeping good MOS?
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
0 200 400 600 800 1000 1200 1400 1600 1800 2000
Loss%
street meters
Packet loss percentage
AP Coverage area 750-1250
V2V extended coverage area with acceptable MOS: 292-1736m
lost packets in
the end of the
street
37. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
3) What if we make it even more realistic?
111 different movement traces obtained in
Via Benedetto Croce, Pisa, Italy
Divided into 5 groups, according to speed
0
25
50
75
100
125
150
175
200
225
250
275
300
325
350
375
0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180
Streetmeters
seconds
Real movement trace #6
0
25
50
75
100
125
150
175
200
225
250
275
300
325
350
375
0 10 20 30 40 50 60 70
Streetmeters
seconds
Real movement trace #79
38. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
3) What if we make it even more realistic?
0
50
100
150
200
250
300
350
400
8.4 km/h 10.9 km/h 14.5 km/h 21.2 km/h 29.18 km/h
seconds
Average speed of the cars
Contact time: Average time with MOS > 3
V2V communications off
V2V communications on
39. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
3) What if we make it even more realistic?
0
50
100
150
200
250
300
350
400
8.4 km/h 10.9 km/h 14.5 km/h 21.2 km/h 29.18 km/h
seconds
Average speed of the cars
Contact time: Average time with MOS > 3
V2V communications off
V2V communications on
Contact time gets
reduced with speed
40. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
3) What if we make it even more realistic?
0
50
100
150
200
250
300
350
400
8.4 km/h 10.9 km/h 14.5 km/h 21.2 km/h 29.18 km/h
seconds
Average speed of the cars
Contact time: Average time with MOS > 3
V2V communications off
V2V communications on
Significant increase
with V2V
41. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
4) Negative effect of TCP background traffic
Car #150 runs the game
Car #151 is downloading a file using FTP
42. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
4) Negative effect of TCP background traffic
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MOS
street meters
MOS (G-Model)
AP Coverage area 750-1250 m
43. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
4) Negative effect of TCP background traffic
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MOS
street meters
MOS (G-Model)
AP Coverage area 750-1250 m
Quality is lost
44. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
4) Negative effect of TCP background traffic
0
50
100
150
200
250
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
street meters
Jitter (Round Trip Time stdev) (ms)
AP Coverage area 750-1250
V2V extended coverage area with acceptable MOS: 292-1736m
Very high jitter
45. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
4) Negative effect of TCP background traffic
0
500
1000
1500
2000
2500
3000
3500
4000
4500
5000
0 200 400 600 800 1000 1200 1400 1600 1800 2000
kbps
street meters
FTP throughput
AP Coverage area 750-1250 m
FTP is always
trying to get
more bandwidth
46. Wireless Days 2012, Dublin Nov 2012
Achievements and Results
4) Negative effect of TCP background traffic
0
500
1000
1500
2000
2500
3000
3500
4000
4500
5000
0 200 400 600 800 1000 1200 1400 1600 1800 2000
kbps
street meters
FTP throughput
AP Coverage area 750-1250 m
Mechanisms to
limit TCP
bandwidth
would be
necessary
47. Wireless Days 2012, Dublin Nov 2012
Index
1. Introduction
2. Scenarios of Interest
3. Achievements and Results
4. Conclusions
48. Wireless Days 2012, Dublin Nov 2012
Conclusions
We have studied the feasibility of using 802.11
networks for providing connectivity to FPSs
It has been shown that they are able to provide
a good quality
V2V has been used to extend the coverage area
Background traffic can seriously damage game
quality
Future work:
A number of cars running the game
An agent offering different game experiences according to network status