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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

On Added Value of Layer 4 ControlInformation for QoE Estimations

Srinivas, Sri Krishna January 2018 (has links)
Background: In the recent years, the focus of research has shifted to Quality of Experience(QoE) to maintain the user satisfaction levels and fulfill their expectations of the serviceoffered. Numerous work has been established in finding the relationship between the networklayer and QoE. But, it is fact that the transport layer is much closer to the end-user than thenetwork layer in the TCP/IP communication protocol suite. Thus, any changes in the degreeof satisfaction or degree of annoyance are directly reflected onto transport layer than on thenetwork layer. So, it becomes more significant to study the behavior of user satisfaction inrelation to transport layer than the network layer. Objectives: This research is to relate the behavior of TCP to QoE. The main considerations tobridge the gap between them are: (a) Analyzing the effects of using different versions of TCPon server and client side, (b) Monitoring and analyzing the intensity of TCP traffic in thereverse direction and (c) Investigating TCP control flags from client to server. Methods: QoE related parameters used in this research are: (a) Quality of video i.e., MOS, (b)Degree of disturbance caused by initial delay, (c) Degree of disturbance caused by jerkinessand (d) Degree of disturbance caused by freezes. Effects of network impairments like delay,jitter and packet loss are considered in this research. NetEm is used as the traffic emulationsoftware to shape the traffic. The packet capture analysis of traffic exchange is implementedusing tcpdump. Results and Conclusions: The aim of this research is to provide a passive-estimation methodto assess the user perceived performance. The results of this research provide valuablecontribution to service providers/operators to note the early warning signals from TCP reversetraffic to evaluate the decrease of user satisfaction level and try to cope or/and recover fromimpairments in the network. This research also provides a scope for future researchers toinvestigate other protocols both in transport and application layers.
2

Network Gaming : Performance and Traffic Modeling

Åkervik, Mattias January 2006 (has links)
There are several different types of games that are played in multiplayer mode over networks. The type of network games that, from a network’s perspective, are the most demanding is real-time based multiplayer games. Users of such games both assume and require that game play interaction happens in near real-time and these games often support a large number of simultaneous players. Most networks are specialized to either voice traffic (such as the first and second generation of mobile networks) or data traffic (such as wired data networks). It is not clear that the requirements for such real time games can always be met on either type of network. The core of this thesis investigates the performance requirements real-time multiplayer games place on packet switched data networks and the connection between network impairments and game quality degradation. Traffic generated by network games distinguishes itself from other traffic both regarding its general characteristics and the requirements it places on the network. Understanding these traffic characteristics, requirements, and what consequences failures to support such requirements entail are of great importance when designing new networks in order to guarantee suitable quality of service for such real-time games. / Det finns idag en stor mängd datorspel som spelas i flerspelarläge över nätverk. De spel som från ett hårdvaru- och nätverksperspektiv ställer högst krav är realtidsbaserade flerspelarspel. Slutanvändare av dessa realtidsspel både förutsätter och tar för givet att interaktionen sker i så nära realtid som möjligt samtidigt som dessa spel ofta stödjer ett stort antal samtidiga användare. De flesta nätverk är i första hand anpassade för rösttrafik (som första och andra generationens mobilnät) eller datatrafik (som trådade datanätverk). Det står inte klart huruvida någon av dessa nätverk kan garantera tillräcklig prestanda för att en acceptabel spelkvalité skall uppnås för slutanvändaren. Kärnan i denna rapport utreder vilka krav som dagens mest krävande realtidsbaserade flerspelarspel ställer på nätverken de spelas över samt kopplingen mellan brister i dessa nätverk och den upplevda spelkvalitén för användarna. Trafik genererad av realtidsbaserade flerspelarspel särskiljer sig från annan trafik både när det gäller generell karaktäristik och när det gäller de krav som de ställer på nätverken. Det är viktigt att ha en förståelse kring den trafik som dessa spel skapar, kraven de ställer, samt de konsekvenser ett misslyckande av upprätthållande av sådana krav medför. Denna förståelse är av yttersta vikt när man designar nya nätverk för att kunna erbjuda en passande Quality of Service för denna typ av interaktiva multimediatjänster.

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