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Posicionamento de m?ltiplos Sinks em redes de sensores sem fio com prioriza??oPeixoto, Jo?o Paulo Just 15 December 2015 (has links)
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Previous issue date: 2015-12-15 / Wireless Sensor Networks can be used for environment monitoring, which may be in indoor scenarios such as in industries, warehouses and buildings, or in outdoor scenarios, just like forests, vulcanos and cities. Due to its energy supply limitations, researchers have been developing several approaches to reduce energy consumption
in sensors and extend their lifetime. One of the ways to improve energy usage in a Wireless Sensor Network is by using multiple mobile sinks. In this work, a method to position multiple sinks in a relevance-based Wireless Sensor Network is proposed. After several simulations, it was observed that in applications where
sensors have di erent importance levels, the network lifetime can be extended by using this approach. / Redes de Sensores Sem Fios podem ser utilizadas para o monitoramento de ambientes, sejam eles internos como ind ?strias, galp?es, constru??ess, ou externos como florestas, vulc?es, cidades, entre outros. Devido a sua limita ??o no fornecimento de energia, pesquisadores tem desenvolvido diversas abordagens para reduzir o consumo energ?tico nos sensores e prolongar seu tempo de vida. Uma das formas de melhorar o consumo de energia em uma Rede de Sensores Sem Fios e atrav?s do uso de m ?ltiplos sinks m oveis. Neste trabalho, e proposto um m ?todo para posicionamento de m ?ltiplos sinks em uma Rede de Sensores Sem Fios baseada em relev?ncias. Ap ?s diversas simula ??es, foi observado que em aplica ??es onde sensores possuem diferentes ni veis de import?ncia, o uso dessa abordagem aumenta o tempo de vida da rede.
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Cloud Gaming: A QoE Study of Fast-paced Single-player and Multiplayer Games / Molnspelande: En QoE Studie med Fokus på Snabba Single-player och Multiplayer SpelFlinck Lindström, Sebastian, Wetterberg, Markus January 2020 (has links)
Cloud computing is a way to deliver high-performance services to clients who would not usually be able to handle the computations on their own. They rely on computers in the cloud performing the calculations and therefore ease the load on the client-side. The goal of this thesis is to find what factors affect the players' experience and how they affect the player. To handle this, we have done a user-based study on cloud gaming. The users get to play a fast-paced single-player game and a fast-paced multiplayer game against each other, while we collect data about their experiences. During the tests, we manipulated the players' network conditions, and afterward, they answered questions regarding their quality of experience. From the data collected, we can see that the frame age is the most important measurement for determining the players' in-game performance as well as the quality of experience. We are also able to see that from the quality of service measurements manipulated, the latency is the one affecting the player the most. Results from the multiplayer test would indicate that we can equalize the skill difference between the players without affecting the players quality of experience too much. These results are based on the advantage in ping time as well as frame age. From a developers perspective, this thesis emphasized the need to take frame age into account, and to try to manipulate the different parts of the frame age. The goal would be to ultimately lower the frame age and make the gaming experience more enjoyable for the player.
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Nové algoritmy pro kódování videosekvencí / New video coding algorithmsZach, Ondřej January 2020 (has links)
Předložená dizertační práce se zabývá moderními algoritmy pro kódovaní videosekvencí, zejména algoritmem High Efficiency Video Coding, a jeho použítím v prostředí online streamování. Vzhledem k tomu, že chování koncových diváků směřuje ke sledování video obsahu kdykoli a kdekoli, způsob, jakým je obsah doručen k divákovi, se stává stejně důležitým, jakým je samotné kódování. V této práci se zaměřujeme na užití HEVC ve službách založených na HTTP adaptivním streamování, zejména ve službách využívajích DASH. Dále se zabýváme dalšími aspekty, které mají vliv na kvalitu zážitku (Quality of Experience) tak, jak jej vnímá koncový uživatel. Takovými jsou na příklad přítomnost reklamy či další systémové parametry. Abychom mohli sbírat názory uživatelů, pro naše experimenty často používáme crowdsourcing. Z tohoto důvodu je část této práce věnována samotnému crowdsourcingu a tomu, jak jej lze využít pro hodnocení kvality videa.
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How to measure the true end-user impact of Energy Performance features in a mobile networkRezaie, Diba January 2023 (has links)
The Information and Communication Technology (ICT) industry is one of the most energy consuming industries in the world. With the increase of the number of global mobile traffic users which is growing rapidly for each year, it is more important than ever for all industries to implement energy efficient methods to decrease the greenhouse gas emissions. This thesis looks into Ericsson, one of the largest companies within ICT, and how their energy efficient methods in LTE impact the end-users. The experiment was conducted in an Ericsson laboratory in Lund and the results showed that some quality of service metrics (latency,throughput, etc.) were impacted by the different energy efficient features enabled. However, performing a mean opinion score showed that the end-users were not as affected while browsing through different sites and streaming videos in 720p. While the experiment was performed on a smaller scale (4 User Equipments and 3 end-users) the result was promising enough for it to be conducted on a larger scale in the future. With enough data Ericsson and other ICT companies can be able to convince mobile operators to enable more energy efficient features (without it having any impact on the end-users) while fighting the climate change.
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Virtual Reality over the Internet : An experimental study of common countermeasures when using VR applications over the Internet / Virtual Reality över Internet : En experimentell studie över vanliga motåtgärder vid användandet av VR applikationer över InternetWetterström, Max, Rönn, Patric January 2023 (has links)
Currently, there is a lack of research behind the security of Virtual Reality against fingerprinting attacks and how these affect the Quality of Experience (QoE) and Quality of Service (QoS) for a user. With practical testing in a game which implements traffic shaping methods as security defences, this thesis aims to take the first step towards changing this. Here, tests were made testing QoS and QoE of countermeasures in a VR game using the game-engine Unity. The countermeasures utilized were random padding, random delays and VPNs. The conclusion reached was that using a delay had a significant impact on QoE, creating a high Round-Trip Time, while changing the packet size had minimal impact to both QoE and QoS. Additionally, utilizing a VPN yielded a minimal impact to both the QoE and QoS.
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Business Analysis for A Video Conference solution developed by TelenorCheema, Maliha January 2016 (has links)
There has been an increased demand on the mobile infrastructure, with enhancement in technology, content delivery and regulatory changes on access and competition rules. According to Ericsson the mobile data traffic is expected to grow with 45% from 2013 until 2019. These changes have to do with the fact that the service provider’s traditional pricing schemes are distinguishing. These changes enables new business models. The main two drivers behind the growth of mobile data traffic are (1) increased number of mobile data subscribers and (2) the average volume per subscriber has increased. At the same time the revenues are growing extremely slow in comparison with data usage, the revenues from the mobile broadband are limited to just a few cents off ARPU. One of the operator looking at different solutions in order to reduce the revenue gap is Telenor. Telenor wants to incorporate in its business model is videoconference with QoE taken into account. They have therefore developed a new service called Appear.in. Appear.in is challenging the existing video conferencing market. The main goal of the thesis is to investigate how business model for videoconference services changes when quality of experience is taken into account. Furthermore what will the effect be of having QoE in the BM? The primary steps that needs to be considered in order to achieve the goal is to identify the ecosystem of videoconference solutions and analyzing the business models that can be considered to deploy videoconference systems. Several workshops and survey was conducted. Moreover two different Business Model Canvas was created with and without QoE. A comparison was made and based on these comparisons one can conclude that there is not must that differs. When QoE is considered, three out of nine building blocks in the Business Model Canvas gets affected by the addition of QoE, value proposition, customer relationship and customer segment. These building blocks gets involved with customers in one way or the other. By including QoE in the Business Model Canvas showed a way to keep the customers satisfied. Furthermore companies would have the advantage of monitoring and tracking every movement allowing for quick decisions, guaranteeing video quality by preventing the development of videos problems. A number of investigations have been done in the area of Videoconferencing from a technology point of view, but one can find very little research related to Business model. General studies in the field of business model over QoE are being carried out. This thesis is a first step towards a wider and deeper investigation in the area of Videoconferencing with QoE from a Business model point of view. / Nya paradigm i både grossist- och detaljhandel håller på att bildas och accelereras av tekniska framsteg, content delivery, och regeländringar om tillgång och konkurrensregler. Dessutom så har efterfrågan på den mobila infrastrukturen ökat drastiskt. Enligt Ericsson förväntas mobildatatrafiken öka sin årliga tillväxttakt på cirka 45 % mellan 2013 och 2019. Det finns en ökad användning av det mobila bredbandet datatrafik samt antalet abonnenter. Samtidigt växer intäkterna extremt långsam i jämförelse med dataanvändning, intäkterna från mobilt bredband är begränsade till bara några cent av ARPU. Telenor överväger att i sin affärsmodell även lägga till videokonferens med QoE i åtanke. Telenor Digital har utvecklat en ny tjänst Appear.in. Genom att använda en ny standard för realtidskommunikation är Appear.in med och utmanar den befintliga videokonferensmarknaden. Huvudsyftet med avhandlingen är att undersöka hur affärsmodellen för videokonferens tjänster förändras när man tar hänsyn till QoE. Vidare vad kommer effekterna att bli med QoE i affärsmodellen? De primära steg som måste övervägas för att uppnå målet är att identifiera ekosystemet videokonferenslösningar och analysera affärsmodeller som kan anses implementera videokonferenssystem. Ett flertal workshops, kartläggningar och enkätundersökningar genomfördes. Två olika Business Model Canvas skapades en med och en utan QoE. En jämförelse gjordes och baserat på dessa jämförelser kan man dra slutsatsen att det inte finns någon stor skillnad mellan dessa båda modeller. När man tar hänsyn till QoE, så påverkas tre av de nio byggstenarna i Business Model Canvas, värde proposition, kundrelationer och kundsegment. Dessa byggstenar blir involverad med kunder på ett eller annat sätt.Genom att inkludera QoE i sin Business Model Canvas kan man hålla sina kunder nöjda. Dessutom kan företagen ha fördelen att övervaka och spåra varje rörelse, vilket möjliggör snabba beslut, vilket garanterar bildkvalitet genom att förhindra utvecklingen av video problem. En hel del forskning har gjorts på området videokonferens från en teknik synvinkel, men man hittar mycket lite forskning relaterad till affärsmodell. Allmänna studier inom affärsmodeller över QoE har genomförs. Denna avhandling är ett första steg mot en bredare och djupare forskning inom området videokonferens med QoE från en affärsmodell synvinkel.
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Délivrance de servcies médias ubiquitaires adaptés selon le contexte au sein de réseaux de nouvelles générations / Context-awareness for ubiquitous media service delivery in next generation networksArnaud, Julien 17 December 2012 (has links)
Les récentes avancées technologiques permettent désormais la fabrication de terminaux mobiles de plus en plus compacts et dotés de plusieurs interfaces réseaux. Le nouveau modèle de consommation de médias se résume par le concept "Anytime, Anywhere, Any Device" et impose donc de nouvelles exigences en termes de déploiement de services ubiquitaires. Cependant la conception et le developpement de réseaux ubiquitaires et convergents de nouvelles générations soulèvent un certain nombre de défis techniques. Les standards actuels ainsi que les solutions commerciales pourraient être affectés par le manque de considération du contexte utilisateur. Le ressenti de l'utilisateur concernant certains services multimédia tels que la VoIP et l'IPTV dépend fortement des capacités du terminal et des conditions du réseau d'accès. Cela incite les réseaux de nouvelles générations à fournir des services ubiquitaires adaptés à l'environnement de l'utilisateur optimisant par la même occasion ses resources. L'IP Multimedia Subsystem (IMS) est une architecture de nouvelle génération qui centralise l'accès aux services et permet la convergence des réseaux fixe/mobile. Néanmoins, l'évolution de l'IMS est nécessaire sur les points suivants :- l'introduction de la sensibilité au contexte utilisateur et de la PQoS (Perceived QoS) : L'architecture IMS ne prend pas en compte l'environnement de l'utilisateur, ses préférences et ne dispose pas d'un méchanisme de gestion de PQOS. Pour s'assurer de la qualité fournit à l'utilisateur final, des informations sur l'environnement de l'utilisateur ainsi que ses préférences doivent transiter en cœur de réseau afin d'y être analysés. Ce traitement aboutit au lancement du service qui sera adapté et optimisé aux conditions observées. De plus pour le service d'IPTV, les caractéristiques spatio-temporelles de la vidéo influent de manière importante sur la PQoS observée côté utilisateur. L'adaptation des services multimédias en fonction de l'évolution du contexte utilisateur et de la nature de la vidéo diffusée assure une qualité d'expérience à l'utilisateur et optimise par la même occasion l'utilisation des ressources en cœur de réseau.- une solution de mobilité efficace pour les services conversationnels tels que la VoIP : Les dernières publications 3GPP fournissent deux solutions de mobilité: le LTE propose MIP comme solution de mobilité alors que l'IMS définit une mobilité basée sur le protocole applicatif SIP. Ces standards définissent le système de signalisation mais ne s'avancent pas sur la gestion du flux média lors du changement d'interface réseau. La deuxième section introduit une étude comparative détaillée des solutions de mobilité dans les NGNs.Notre première contribution est la spécification de l'architecture globale de notre plateforme IMS sensible au contexte utilisateur réalisée au sein du projet Européen ADAMANTIUM. Nous détaillons tout d'abord le serveur MCMS intelligent placé dans la couche application de l'IMS. Cet élément récolte les informations de qualité de services à différents équipements réseaux et prend la décision d'une action sur l'un de ces équipements. Ensuite nous définissons un profil utilisateur permettant de décrire son environnement et de le diffuser en coeur de réseau. Une étude sur la prédiction de satisfaction utilisateur en fonction des paramètres spatio-temporels de la vidéo a été réalisée afin de connaître le débit idéal pour une PQoS désirée.Notre deuxième contribution est l'introduction d'une solution de mobilité adaptée aux services conversationnels (VoIP) tenant compte du contexte utilisateur. Notre solution s'intègre à l'architecture IMS existante de façon transparente et permet de réduire le temps de latence du handover. Notre solution duplique les paquets de VoIP sur les deux interfaces actives pendant le temps de la transition. Parallèlement, un nouvel algorithme de gestion de mémoire tampon améliore la qualité d'expérience pour le service de VoIP. / The latest advances in technology have already defied Moore’s law. Thanks to research and industry, hand-held devices are composed of high processing embedded systems enabling the consumption of high quality services. Furthermore, recent trends in communication drive users to consume media Anytime, Anywhere on Any Device via multiple wired and wireless network interfaces. This creates new demands for ubiquitous and high quality service provision management. However, defining and developing the next generation of ubiquitous and converged networks raise a number of challenges. Currently, telecommunication standards do not consider context-awareness aspects for network management and service provisioning. The experience felt by the end-user consuming for instance Voice over IP (VoIP) or Internet Protocol TeleVision (IPTV) services varies depending mainly on user preferences, device context and network resources. It is commonly held that Next Generation Network (NGN) should deliver personalized and effective ubiquitous services to the end user’s Mobile Node (MN) while optimizing the network resources at the network operator side. IP Multimedia Subsystem (IMS) is a standardized NGN framework that unifies service access and allows fixed/mobile network convergence. Nevertheless IMS technology still suffers from a number of confining factors that are addressed in this thesis; amongst them are two main issues :The lack of context-awareness and Perceived-QoS (PQoS):-The existing IMS infrastructure does not take into account the environment of the user ,his preferences , and does not provide any PQoS aware management mechanism within its service provisioning control system. In order to ensure that the service satisfies the consumer, this information need to be sent to the core network for analysis. In order to maximize the end-user satisfaction while optimizing network resources, the combination of a user-centric network management and adaptive services according to the user’s environment and network conditions are considered. Moreover, video content dynamics are also considered as they significantly impact on the deduced perceptual quality of IPTV services. -The lack of efficient mobility mechanism for conversational services like VoIP :The latest releases of Third Generation Partnership Project (3GPP) provide two types of mobility solutions. Long-Term Evolution (LTE) uses Mobile IP (MIP) and IMS uses Session Initiation Protocol (SIP) mobility. These standards are focusing on signaling but none of them define how the media should be scheduled in multi-homed devices. The second section introduces a detailed study of existing mobility solutions in NGNs. Our first contribution is the specification of the global context-aware IMS architecture proposed within the European project ADAptative Management of mediA distributioN based on saTisfaction orIented User Modeling (ADAMANTIUM). We introduce the innovative Multimedia Content Management System (MCMS) located in the application layer of IMS. This server combines the collected monitoring information from different network equipments with the data of the user profile and takes adaptation actions if necessary. Then, we introduce the User Profile (UP) management within the User Equipment (UE) describing the end-user’s context and facilitating the diffusion of the end-user environment towards the IMS core network. In order to optimize the network usage, a PQoS prediction mechanism gives the optimal video bit-rate according to the video content dynamics. Our second contribution in this thesis is an efficient mobility solution for VoIP service within IMS using and taking advantage of user context. Our solution uses packet duplication on both active interfaces during handover process. In order to leverage this mechanism, a new jitter buffer algorithm is proposed at MN side to improve the user’s quality of experience. Furthermore, our mobility solution integrates easily to the existing IMS platform.
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[en] PERFORMANCE OF VIDEO SERVICES IN LTE SYSTEMS USING RELAY / [pt] DESEMPENHO DE SERVIÇOS DE VÍDEO SOBRE TECNOLOGIA LTE COM UTILIZAÇÃO DE NÓS RELAYCESAR AUGUSTO SIERRA FRANCO 25 April 2014 (has links)
[pt] A constante evolução e aumento de capacidades multimídia nos dispositivos
móveis, prevê um aumento dos serviços baseados em vídeo que
apresentam maiores requisitos de taxa de transmissão e restrições nos atrasos.
Para enfrondar estes desafios, a tecnologia LTE surge como capaz de atender
essa demanda sobre as redes móveis. No entanto, devido a natureza das redes
celulares, os terminais que se encontram na borda da célula têm dificuldade
para conseguir os níveis de SINR apropriados para aproveitar as taxas oferecidas
pelo LTE. Para solucionar este problema, na evolução LTE-Advanced, e
considerada a integração de nós de retransmissão (Relay Nodes) na arquitetura
da rede. Neste trabalho, através de experimentos de simulação, avalia-se o
desempenho de aplicações de vídeo em tempo real, focando-se nos usuários da
borda da célula. Os resultados obtidos mostram as vantagens do uso de RN em
redes LTE e sua contribuição na diminuição de perda de pacotes, aumento da
vazão e por conseguinte melhoras na qualidade de vídeo recebido por aqueles
usuários. / [en] The constant evolution and growth of the multimedia applications
supported by today s mobile devices leads to an increase on the demand of
video based services which impose some new requirements in terms of bitrate
and delay. In order to face these challenges, LTE appears as a technology
capable of dealing with the video trafic load on mobile networks. However,
given the inherent nature of the mobile networks, and in order to take
advantage of the bitrates that can be achieved with this technology, the devices
located at the cell s edge face some dificulties when a certain SINR must be
achieved. To overcome this issue, LTE Advanced comes into the picture as it
makes use of Relay Nodes (RN) which were included as part of the network
architecture. Based on simulations, the present work evaluates the performance
of real time applications on devices located at the cell s edge. The results show
the advantage of using Relay Nodes in LTE in aspects such as the reduction
of lost packets and the increase of throughput, leading to an improvement of
the video quality at the receiver s side.
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QoE and QoS-aware handover for vídeo transmission in heterogeneous vehicular networks / Handover QoE e QoS para transmissão de vídeo em redes veiculares heterogêneasMEDEIROS, Iago Lins de 19 March 2018 (has links)
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Previous issue date: 2018-03-19 / Redes Veiculares (VANETs) oferecem uma ampla gama de serviços multimídia que vão desde alertas de segurança a vídeos de entretenimento e publicidade. Neste contexto, os usuários podem acessar o conteúdo através da comunicação Veículo-para-Infraestrutura
(V2I), que pode considerar diferentes redes sem fio, tais como LTE, Wi-Fi, etc. No entanto, transmissão de vídeo em uma VANET com qualidade de Experiência (QoE) e Qualidade de Serviço (QoS) é uma tarefa desafiadora, devido à alta mobilidade do veículo que causa falhas de comunicação com a infraestrutura. Para mitigar tais fatores, esta dissertação de mestrado apresenta um algoritmo de handover que considera QoE, QoS e qualidade do canal em redes heterogêneas, chamado de handover ciente de Qualidade de Serviço, Experiência e Rádio (SER). O algoritmo proposto considera o Analytic Hierarchy Process (AHP) para ajustar o grau de importância de cada critério
na escolha da esta¸cão rádio base apropriada que o nó móvel deve se conectar, permitindo uma decisão de handover mais eficiente para transmissão de vídeo com suporte a QoE. Resultados de simulação constatam que o handover SER entregou vídeos com QoE 15%
melhor comparado aos algoritmos encontrados na literatura. / Vehicle Ad Hoc Networks (VANETs) offer a wide range of multimedia services
ranging from safety and traffic warnings to entertainment and advertising videos. In this
context, users can access content through vehicle-to-infrastructure (V2I) communication,
which may consider different wireless networks, such as, LTE, Wi-Fi, etc. However, video
streaming at a VANET with Quality of Experience (QoE) and Quality of Service (QoS)
is a challenging task, due to the high vehicle’s mobility that causes communication failure
with the infrastructure. To mitigate such factors, this master’s dissertation presents a
handover algorithm that considers QoE, Quality of Service (QoS) and channel quality in
heterogeneous networks, known as handover aware of Quality of Service, Experience and
Radio (SER). The proposed algorithm considers the Analytic Hierarchy Process (AHP)
to adjust the degree of importance of each criteria in choosing the appropriate radio base
station that the mobile node must connect to, allowing a more efficient handover decision
for video transmission with QoE support. Simulation results show that SER handover
delivered videos with QoE 15 % better compared to the algorithms found in the literature.
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Controle de qualidade de experiência para disseminação de vídeos em tempo real sobre redes ad hoc veicularesQUADROS, Carlos Jean Ferreira de 24 March 2017 (has links)
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Previous issue date: 2017-03-24 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / A disseminação de vídeos em tempo real sobre Redes Veiculares (do Inglês, Vehicular Ad hoc Networks - VANETs) é fundamental para inúmeros serviços, como: vídeos de emergência, anúncios, monitoramento inteligente etc. Essas aplicações enfrentam muitos desa
fios devido os requisitos de qualidade de vídeo, topologia dinâmica e ambiente das VANETs. Para lidar com esses desafios e reduzir a sobrecarga de roteamento na rede, protocolos de roteamento estatásticos (do Inglês, Statistical Routing Protocols - SRPs) tem sido propostos para a distribuição de fluxos de vídeo em VANETs, normalmente usando parâmetros de posicionamento e Qualidade de Serviço. Porém, além desses parâmetros, a disseminação de vídeo, considerando a perspectiva dos usuários, também exige a preocupação com questões relacionadas a aceitação pelo Sistema Visual Humano (SVH). Devido aos diferentes requisitos e a estrutura hierárquica de vídeos, apenas parâmetros de posição e do nível de rede não são sufi
cientes para disseminação de vídeo com níveis satisfatórios de Qualidade de Experiência (do Inglês Quality of Experience - QoE) e alcançabilidade. Esta tese foca na melhoria do QoE dos vídeos em tempo real disseminados em VANETs. Assim, propõe-se um mecanismo cross-layer para Broadcast baseado em Receptor dirigido a QoE (BRQ), modularmente acoplado em SRPs para oferecer parâmetros relacionados a vídeo no processo de seleção de nodos encaminhadores dos fluxos de vídeo e manutenção de rotas. A partir do BRQ, os nodos da rede decidem por eles mesmos, se devem retransmitir as sequências de vídeo ou não, melhorando a capacidade do sistema em distribuir vídeos com melhor QoE. No topo dessa arquitetura, uma técnica para Correção de Erros, nomeadamente Entrelaçamento (do Inglês, Interleaving), foi adicionada, permitindo mitigar ainda mais os efeitos de perdas em rajadas de quadros relativos ao ambiente de conexão inseguro de VANETs. Para validação, o mecanismo BRQ foi adicionado a um SRP projetado usando a estratégia de encaminhamento baseada em Distância, chamado de protocolo DBRQ (Distance BRQ). Os resultados mostram que os ganhos do protocolo DBRQ comparado a outros atuais SRPs, forneceram disseminação de vídeo com maior suporte da QoE, menos sobrecarga de roteamento e alcançabilidade satisfatória. / Live video dissemination over Vehicular Ad hoc Networks (VANETs) is fundamental for several services, e.g., roadside video emergency, advertisement's broadcast, and smart video surveillance. All these applications face many challenges due to stringent video quality level requirements, dynamic topologies, and broadcast environments. To deal with these challenges, as well as reduce network routing overhead, geographic Statistical Routing Protocols (SRPs) have been proposed as a suitable solution for the distribution of video flows in VANETs, usually by using positioning and Quality of Service (QoS) parameters. However, rather than only these parameters, a satisfactory video dissemination from the user's perspective also requires video and human-awareness issues. In real situations, due to different requirements and hierarchical structures of multimedia applications, network level and position parameters alone are not enough to select the best relay nodes and build up reliable routes to multi-hop video dissemination with satisfactory reachability and Quality of Experience (QoE) levels. This thesis focuses on improving the disseminated quality of on-road live videos in VANETs. Thus, we propose the cross-layer Broadcast Receiver-based and QoE-driven (BRQ) mechanism, which is modularly coupled to SRPs to offer QoE-aware and video-related parameters for the relay node selection and route maintenance. Thus, nodes decide for themselves to retransmit further the video sequences, enhancing the capacity of the system in delivering videos with better QoE assurance. On top of this, an application-level Error-Control (EC) scheme, namely Interleaving, allows mitigating the effects of frame loss. BRQ was added to a straightforward SRP built using the Distance method, named DBRQ protocol. Results show the gains of DBRQ compared to current SRPs, achieving video dissemination with QoE support, less routing overhead, and satisfactory reachability.
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